Startpage -  Guild -  Misc -  FAQ -  Links - Contact     Not Logged in (Login) / (Register)
   

Trial of Subversion (Projection of Tactics):

Description:
This Trial lasts 15 minutes, and requires avoiding the NPC patrol while looting chests to spawn the Master of Destruction. Avoid the patrol, loot the chests, and defeat the Master of Destruction to win. The lockout for a successful win is 3 days.

Strat:
The strat will vary depending on group setup. In the group I had, we used a rogue, a druid, and myself to handle the chests while the rest of our group remained on the center podium. You have 15 minutes to reach 300 points and must avoid the Dragorn Guard patrol that roams the Trial room during your venture. The Trial requires an INT caster, a bard / rogue, and a Priest (preferably druid) to open chests corresponding to their class -

Hexxt - Priest chest
Ironbound - Rogue / Bard picklock
Spellbound - Caster chest

The procedure for opening chests is: detect, disarm, unlock, open, and loot. Failure to detect & disarm the chests can result in firing off one of two AoEs (listed below) -

Hazy Cloudcurse (http://lucy.allakhazam.com/spell.html?id=6129&source=Live)
Jagged Rust (http://lucy.allakhazam.com/spell.html?id=6130&source=Live)

Our group had a paladin, cleric, and druid. It required several RGC, Radiant Cures, and Purebloods to remove the Effects. You can negate Hazy Cloudcurse with an alcohol tolerance of 130 minimum, however the DOT will remain and your temporarily snared. Jagged Rust is the worst of the two, doing 1500dmg per tick, and requires IMMIDIATE cures and heals. The AoE are avoidable if by chance your out of Line of Sight; Because of the placment of chests, the only people standing a remote chance of avoiding AoEs will be other players who may be opening chests out of LoS of where the AoE fired. In the event an AoE lands, everyone should immidiately rush to the center podium and begin removal.

You will need your highest level LDON chest spells. You cant win withoutm. They are:

For INT classes:
Wuggans Greater Appraisal
Wuggans Greater Discombobulation
Wuggans Greater Extrication

For Druid & Shaman, you will need:
Reebos Greater Augury
Reebos Greater Cleansing
Reebots Greater Exorcism

For Cleric, you will need:
Ionys Greater Augery
Ionys Greater Cleansing
Ionys Greater Exorcism

The exception to this rule, is Necromancers, who benefit from the Priest & Caster spells. With a necromancer in group, you can have one person open Priest & Caster chests. The upside is freeing an Enchanter from joining. The downside is putting all your eggs in one basket. If your in a tight spot though, Necromancers are an excellent choice if the Priest chests become overwhelming. Dont forget to hotkey a /open button by clicking ALT+M and selecting Open from the hotkey list. Pay attention to chest messages, not all chests are trapped, but most are. You will need a minimum of 12 greater scrying stones per attempt, unless your a rogue or bard. These are purchased from the LDON Magus.

The procedure for opening chests is: detect, disarm, unlock, open, and loot. The order that you use these spells will vary, depending if a chest is trapped or not. Approximately :30 to 1:00 will pass before the Dragorn Guardians patrol. These arent the NPCs next to the MoD himself (Ill discuss later). The roamers will come up the entry-ramp, and circle the center podium around the chests, and every so often step onto a pedestal
next to a chest. The cleric will pacify patrollers as they appear. I (the enchanter) pacified them afterwards, to allow our cleric time to med (in case of emergencies). You should be seeking out the appropriate chests to unlock & following the procedure outlined earlier to get the coins. Copper = 10pts, Silver = 20pts, Gold = 30pts respectively.

You need 300 to spawn the Master of Destruction. In the event you aggro a guard, run to the center platform ASAP and begin killing. Everyone should assist. I want to mention though, if YOU do not have aggro you may continue to deal with chests. Only people with aggro (via melee, casting a spell on the NPC, or the initial aggroer) cannot loot chests. They can open, they just cant loot anything until the aggro is clear. Unless your group is desperate for points, its best that everyone assist in killing any aggro. The guards do NOT see invis, so a bard / rogue will have a higher success in avoiding. If you stay against the wall while the enchanter / cleric are pacifying the roamers every 30 seconds you will only aggro the dragorns if you run right next to them. You CANNOT mez or root the guards.

At 270 points, your group will move to the EAST wall (directly behind the Master of Destructions podium) and continue to loot the remaining coins (and kill any aggro you may have also). The MoD hits for 2k+ and has slightly higher HP than other Trial bosses. Failure to pull after 30 (or sooner) will result in a ramped up DPS increase (2k>4k>7k>etc) and a loss. Once ready, have the cleric (or enchanter) pacify the Guardians next to the Master of Destruction (he IS single-pullable). The guards hit for 800, and will mez. DO NOT AGGRO THEM. Next, the MT will pull MoD to the back wall and position him between the two pedestals where your group is. Engage with Furious to buy time on slows & debuffs, and aggro. Cleric & druid (or shaman) heal, and you can switch to cheal using assist heals after Defensive has begun.

Group-Makeup:
1. Warrior, Cleric, Druid, Rogue, Enchanter, Paladin
2. Warrior, Cleric, Shaman, Bard, Enchanter, Ranger
3. Warrior, Cleric, Ranger, Rogue, Enchanter, Druid
4. Shadowknight, Cleric, Druid, Bard, Enchanter, Rogue
5. Paladin, Shadowknight, Cleric, Druid, Bard, Enchanter

Rewards:
Emblem of the False Priestess
Bauble of Premonitions
Melee / Hybrid Shoulders
Greater / Glowing Rune

Misc Info:
If you have all 4 DOTs (Asphyxiate, Strangle, Arcane Noose, Torment of Scio) these will cycle 2x depending on your groups DPS. They are useful in preventing HP regen on MoD, and provide ample DPS due to the fight duration. The mob will not increase in power, like some are led to believe. The initial difficulty is based on how long you take to engage. MoD will enrage at 10% and is semi-resistant to magic spells. Make sure to re-apply slow and bard debuffs (if available) every so often. If you arent using a warrior MT, keep Mayhem & Rune of Sallik memmed (or Uproar / Zeb depending on your rune collection). Also, there is NO reason to aggro the two guards when you pull the MoD. If you do aggro, consider it a loss; if you have an enchanter though, you can charm the guard for extra DPS.