Omens of War Progressions (Anguish Access)

3 replies [Last post]
Offline
Joined: 03/21/2002

Under Construction

Anquish Access

Complete the 6 MPG Raid Trials

Collect items from several named Dragorns.

Hunter Omegga Silvguard
90th Season Champion of Faydark
Forest Stalker of Norrath with 7k+ AA points.
Master Fletcher (300), Master Archer 375+AM3/EQ), Master Tracker (300), Master Forager (250)

Offline
Joined: 10/16/2005
Access to Citadel of Anguish Key Spoiler

Access to Citadel of Anguish

1) Complete a series of raid trials
2) Run errands for Taromani in order to safely zone into Citadel of Anguish.

You can do these out of order.

Step One - Trials

You must complete the Muramite Proving Grounds raid trials of mastery:
The Mastery of Adaptation (Projection of Realms)
The Mastery of Corruption (Projection of Power)
The Mastery of Endurance (Projection of Body)
The Mastery of Foresight (Projection of Tactics)
The Mastery of Hate (Projection of Mind)
The Mastery of Specialization (Projection of Arcana)

These trials are no easy task, but have some very nice rewards. Upon completing the six, you'll receive a Seal: Mastery of All. This is your key to Citadel of Anguish.

Step Two - Immunization of Citadel's AE

Taromani is a named pyrilen in Riftseekers' Sanctum (location needed)

You say, 'Hail, Taromani'
Taromani says 'Greetings, _____. You have certainly traveled far from home. To what does Taromani owe the pleasure of this visit? Have you come to tell me a [story]?'

You say, 'I have come to tell you a story.'
Taromani says 'Splendid! I relish an opportunity to swap tales with mortals. Allow me to go first. In a shattered realm, there existed a twisted overlord that ruled all. He laid waste to entire worlds, destroying or consuming whatever he touched. Those that resisted his influence were quickly annihilated or enslaved. His lands were governed with an iron fist and later abandoned when they no longer served his purpose. This overlord was universally feared and despised. Yet, while his presence was eternally felt, the despot was rarely seen. He had sealed himself away in his citadel in the sky, flanked by his most trusted underlings. None [dared challenge] him there.'

You say, 'Dared challenge?'

Taromani smirks and continues, 'The reason no one challenged the overlord was because his realm was fatal to all but a select few. The forces of chaos magic present there would tear most beings to shreds. Only with the proper protection could a mortal hope to enter the citadel of Anguish and survive the experience. It was the ultimate defense against invasion. However, there was a [flaw] in the overlord's plans.'

You say, 'What flaw?'

Taromani licks her lips and whispers, 'The overlord failed to consider what would occur if a certain Half Elf named ______ were to do a few favors for a Pyrilen named Taromani in return for her protection. Now it's your turn to finish the story. How does it end? Does the _____ assist with the [favors]?'

You say, 'I will assist with the favors.'

Receive Taromani's Insignia Case, a 7-slot container.

Taromani says 'Very good. A life in Mata Muram's army is a dangerous one - often nasty, brutish, and short. He must regularly replenish his ranks, promoting the most talented individuals of the lower tiers to replace those that have fallen. Seek out and eliminate these promising soldiers, the up-and-coming members of his forces. Bring me their insignias in this case to prove completion. This will slow down their progress considerably. When you have done what I have asked, I will follow through with my part of the bargain and provide you with the protection you need to access his citadel.'

The seven signets are dropped by various dragorns in different zones:

Crystal-Gemmed Signet: Riftseekers' Sanctum (a Dragorn Battlemaster)

Discolored Signet: Sewers of Dranik (a Cunning Dragorn)

Dust-Marred Signet - Catacombs of Dranik (Insidious Dragorn)

Glimmering Signet - Muramite Proving Grounds (Dragorn Tactician, who procs Dragornian Malady)

Tarnished Signet - Wall of Slaughter (a Dragorn Mastermind, Dragorn Tactician)

Two-Toned Signet - Dranik's Hollows (a Shrewd Dragorn, who procs Clinging Apathy, Deep Gouge, Dragornian Malady)

Weather-Worn Signet - Ruined City of Dranik (a dragorn prodigy, who procs Dragornian Malady)

Combine the insignias in the container, which results in a Full Insignia Case. Give this to Taromani.

Taromani says 'Yes, you haven't disappointed me. This is exactly what I was hoping to see, _____. Mata Muram's forces will be hampered considerably. Now for your reward. . .' She kisses her palm and reaches forward, pressing the hand against your cheek. The skin is warm, almost unbearably so. You feel queasy for a moment, and when the sensation passes she withdraws her arm. 'You'll soon discover that his impenetrable defenses aren't so impenetrable after all. Soon you will be seeing the world through the shroud of Anguish.'

You receive a character flag:
You are now protected from the chaos magic in Mata Muram's citadel.

Will put in more specifics on strats / names as soon as I get my memory stick back from a sticky fingered soldier here.

Happy Hunting

Tanalos
eval(unescape('%64%6f%63%75%6d%65%6e%74%2e%77%72%69%74%65%28%27%3c%61%20%68%72%65%66%3d%22%6d%61%69%6c%74%6f%3a%65%70%69%63%66%69%6e%64%65%72%40%68%6f%74%6d%61%69%6c%2e%63%6f%6d%22%3e%6

Offline
Joined: 10/16/2005
Raid Trials for Anguish Access

The following info is taken directly from castersrealm.com regarding trials. This info is copied from a right protected site and credit is give at the original castersrealm site regarding strats/info:

MURAMITE PROVING GROUNDS
Trial of Destruction (Projection of Power)
Trial of Subversion (Projection of Tactics)
Trial of Fear (Projection of Mind)
Trial of Efficiency (Projection of Arcana)
Trial of Ingenuity (Projection of Realms)
Trial of Weaponry (Projection of Body)

Trial of Destruction (Projection of Power):
Description:
This Trial lasts 15 minutes, and requires slaying 18-21 mobs minimum to spawn the Master of Destruction. Survive the waves of NPCs, and defeat the Master of Destruction to win. The lockout for a successful win is 24 hours.
Strat:
This will vary depending on group setup. In the group I had, the bard used AoE slow & DOTs. We had a warrior for MT, a paladin for MA, ranger for extra DPS, and enchanter for nukes (and debuffing the final boss). You have 15 minutes to kill 18-21 NPCs. These range from dragorn models to girplans to skeletons. Just bring a LOT of DPS. The mobs usually auto-aggro but its best to have a player run out and aggro (we used the warrior, who kept all the mobs focused on him while the MA targeted a single NPC for the group to focus on).

Keep pulling & killing, until 1 minute remains, then relocate your group (+ any remaining NPCs) to the left corner wall between the entry-ramp (the ramp you entered the Trial from) and the first pedestal by the wall. Kill all remaining mobs and wait for the timer to expire. If you've killed enough mobs any leftovers regardless of their HP will poof. The Master of Destruction will remain and become targetable. If youve positioned your group by the wall, the MoD will not auto aggro. You have approximately 20-30 seconds to recoup. If you wait longer than 20 seconds though, he will become partially slowable and stronger. Have your MT use defensive (if warrior), enchanter will slow, and the rest is pure DPS.

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

Rewards:
Horn of Doomcalling
Tri-Spined Spaulders of Destruction
Eye of the Lightning Lord (60/60/60 Type 8 Aug, Lore)
Greater / Glowing Rune

Misc Info:
NPCs will hit for around 6-800, and are immune to mez / root / snare, at least Dragorns are. AoE Tash is useful but not needed. Use Tepid Deeds occasionally to mitigate damage. You will pull aggro via chain nuking. There is no win / lose message either; if you fail the Master of Destruction will simply disappear, so keep track of the mobs killed. Generally you will kill 20 mobs if your group is good, sometimes more, before time is up.

Also depending on the groups DPS, you may / may not use Gather Mana. Scryers Trespass and Theft of Thought definitely provide their uses, due to the length of fight. While other casters rely on a bard or necro to recover mana as the fight wears on, we can simply click and refresh our mana pool and continue nuking. Many will disagree and say we are piss-poor wizards, but I work with what I'm given, and as a piss-poor wizard in Destruction I'm great.

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.ht...129&source=Live)
Jagged Rust (http://lucy.allakhazam.com/spell.ht...130&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 IMMEDIATE cures and heals. The AoE are avoidable if by chance your out of Line of Sight; Because of the placement 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 immediately rush to the center podium and begin removal.

You will need your highest level LDON chest spells. You cant win without. 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. Don't 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.

Trial of Fear (Projection of Mind):
Description:
This Trial lasts 15 minutes. You must survive wave upon wave of 4 NPCs (dragorn, wolf, elemental, skeleton). There is no boss, the Master of Destruction simply watches. You must fear the non-fearless mobs to destroy them, and kill the rest with regular DPS. If you live for 15 minutes and kill enough waves of NPCs, the Master of Destruction will congratulate you on a job well done and disappear. The lockout for a successful win is 24 hours.

Strat:
The object is to survive wave upon wave of NPCs. You will cast Fear spells on mobs called 'a Dragorn' (replace Dragorn with the appropriate NPC model obviously). Anything called 'A Fearless Dragorn' (again, replacing Dragorn with the appropriate model) will resist Fear spells and must be killed using regular DPS methods. The actual strat is simple, the people who can Fear will vary depending on group makeup. The group I was in had a bard, enchanter, druid, and cleric for Fear. The bard used AoE Fear to buy time for myself (the enchanter) to tash and Fear everything. The cleric assisted with Fear on skeletons, and the druid assisted with Fear on the wolf / dragorn NPCs.

Position your group on the EAST wall (behind the Master of Destructions podium). This offers the best perspective to target incoming mobs, and room to re-Fear. Why? A Feared NPC will run to the entry-ramp and stand put, or run off to a far corner of the room. If your group is placed at the entry-ramp (base of center podium), when you Fear an NPC it will simply stand still as if mezzed. After Fear breaks, it immediately turns and attacks, thus allowing you 0 time to re-Fear. The Fearable NPCs can quad 1300 dmg also and as a caster (or tank for that matter) you don't want to tank that. Its not worth using regular DPS on the Fearable NPCs, though DOT damage is especially useful (see shaman), and caster damage works since neither break Fear, but your best option is damage from Fear spells; the amount of damage from nukes on the Fearable NPCs isn't enough to offset the benefit from using Fear. Use nukes on the non-Fearable NPCs.

Enchanters will use Invoke Fear & Trepidation, due to recast on Fear spells. The mobs are somewhat resistant, and you may not land Fear on the first cast, which is why several Fear classes (namely bard) are necessary just in case. The mobs will respawn when all 4 die, and they will respawn in the order they perish. So if you kill a wolf, then elemental, then skeleton, and finally the dragorn the repop will happen in that order. I survived approximately nine waves of NPCs for the victory; dont worry, just kill everything you can.

The NPCs you cannot Fear will hit around 7-900, and are slowable. Occasionally, you may see a proc from them, but its not often.

Group-Makeup:
1. Bard, Enchanter, Druid, Cleric, Warrior, Beastlord

Rewards:
Supple-Crimson Choker
Fascade of Fright
Despair
Greater / Glowing Rune

Misc Info:
I know people have said there's a 'hidden' # of waves to defeat. Don't worry, just kill everything you can; You obviously cannot tank one wave to win. Sometimes you will only get one Fearable mob, sometimes three. It all varies. You will have at least one Fearable NPC at all times, though. Our Epic is useful due to AoE Boggle, simply click the effect before you enter the trial, and again mid-Trial if necessary. It works to pull the Fear aggro off you when it lands, and long enough to free up time to re-Fear NPCs.

Trial of Efficiency (Projection of Arcana):
Description:
This Trial lasts 15 minutes, and requires you survive 4 waves of 3-5 mobs of three varying types (a Muramite Soldier, a Muramite Elite Guard, a Muramite Commander), as well as avoiding a 3k HP / Mana drain AoE every 5 minutes to ultimately defeat the Master of Destructions underling, the Emissary of Destruction. The lockout for a successful win is 24 hours.

Strat:
This will vary depending on group setup. To avoid the AoE completely, use a bard. Their group Divine Aura refreshes long enough to recast every time the AoE fires if you pay attention to the timing. Position your group on the center podium, and have one person start the Trial. Immediately use bard DA and move to the base of the podium ramp. If you miss DA, a maxed Radiant Cure will suit just fine. You will lose 3k HP & Mana upon being hit by the AoE, and casters can quickly become a detriment. The DOT recourse from the AOE also cancels Spiritual Dominion / Ascendance (beastlord KEI) and is 20 HP & mana damage per tick. Just use a bard and all is well. Otherwise you'll waste Gather Mana.

By now the first wave of NPCs have arrived, between 3-5, all named 'a Muramite XXX' (XXX denoting a different rank, see the Trial description). The ONLY NPC you can mez are 'a Muramite Soldier' and their susceptible to Bliss or higher. You can use Sleep or lower, but its just easier to use Bliss (the actual level varies on the A Muramite Soldier NPCs). You will control, at most, two mobs with Bliss, occasionally getting three, sometimes all to lockdown with mez, sometimes none to mez. The NPCs are 100% slowable, and I recommend Tepid Deeds (due to cast time). DO NOT HAVE A BARD AOE SLOW BECAUSE IT IS A DOT. AOE SLOW IS BAD.

The NPCs have average magic resistance, so Tash is occasionally needed. Once you mez the regular muramite soldiers, use Tepid Deeds to slow them (in case your nuking and one breaks, you can tank their DPS with Ethereal Rune easily). Our bard was the MA, and gave the group the current target, while our warrior taunted any loose aggro to him. Your MT
will tank all unmezzable mobs, while your bard plays DPS enhancing songs (DS, Nuke Focus, Regen, etc). The druid will heal, and may nuke on occasion. The rogue & ranger will conserve disciplines unless absolutely necessary, same as warrior.

The mobs MUST die in 4 minute intervals. Meaning, you have 4 minutes PER wave to kill all the Muramites, or you will fail the Trial. The order you should kill the muramite NPCs are: a Muramite Commander (highest level, highest HP), a Muramite Elite Soldier (second highest level, medium HP), a Muramite Soldier (lowest level, low HP, mezzable). You will need to dodge the AoE 3x during this Trial, so keep track of the AoE timer AND the spawn timer too. One AoE going off mid-battle can really mess up aggro, and cause a complete wipe.

If you clear each wave BEFORE the 4 minutes expire, you will have time to recoup between spawns, which is good because this applies to the final fight too. Do not be sitting when respawns occur though, or you risk death from sitting aggro. The usual amount of time per wave for recuperating, depending on DPS output, is :30 to 1:00; a good group will have upwards of 1:30 to recover. After the final mob dies, and the timer expires, the Emissary of Destruction will appear and rush your group. IMMEDIATELY engage. The boss is 100% slowable, and easily beaten down.

Group-Makeup:
1. Bard, Enchanter, Cleric, Ranger, Warrior, Rogue
2. Bard, Enchanter, Druid, Shadowknight, Warrior, Ranger
3. Bard, Enchanter, Druid, Cleric, Warrior, Beastlord

Rewards:
Girdle of Efficiency
Rime-Encrusted Pikestaff
Eyepatch of Expert Archery
Greater / Glowing Rune

Misc Info:
This is an EXCELLENT opportunity, like Trial of Fear, where the Occulous of Persuasion is beneficial due to AoE Boggle. Click the Epic before entering the Trial, and again mid-Trial if necessary. In the event you pull aggro from nukes or anything, the effect will let the tank regain aggro immediately. Seems the only place our epic works properly is MPG Trials. Tepid Deeds is the obvious slow of choice, mainly for the mezzable mobs, due to cast time. You will not need to use Gather Mana here with a bard; if you've already used GM in another Trial though, by the time you reach Efficiency it will have refreshed.

Trial of Ingenuity (Projection of Realms):
Description:
This Trial lasts 15 minutes, and requires you defeat the Master of Destruction using his own weapons against him. The trick is part of your group will keep the Master of Destruction busy, while the rest of your group uses their 'Ingenuity' to kill him. The lockout for a successful win is 24 hours.

Strat:
There are six dragorn NPCs in the room, each on their own pedestal, and wielding various weapons (1hs, 2hs, 1hb, 2hb, Piercing, etc). These are the bane weapons needed to defeat (and damage) the Master of Destruction. These weapons will also disintegrate after a certain amount of use (approximately 30 swings, though if used on a pet, infinite). Our group contained a Warrior, Enchanter, Shaman, Paladin, Rogue, and Cleric.

Position your MT and healers in front of the Master of Destruction. Position the rest of your group in front of a weapon NPC. The Warrior will begin the Trial, and immediately engage the Master of Destruction. Cleric and shaman begin spam heals, as slow is impossible and virtually all spells bounce off him. Think of Zun Muram Tkarish (Texvu boss); unless the spell is unresistable, it will not land. Damage shield is excellent here, especially with a bard and mage in the group, though druid DS is just as effective.

While the MT and healers keep the MoD busy, I (the enchanter) and my group farmed weapons. The weapons are tradeable, and you'll equip your weapon farmers first, after you stockpile enough weapons to shuttle to the melee. Once you've garnered enough weapons, hurry to the center podium and assist in killing the Master of Destruction. Youll notice the insane DMG from the bane weapons, and eventually see them 'poof', requiring new weapons. Have the casters drop weapons on the center podium as their farmed, so melee can quickly pick them up and equip. Our warrior used a 1hs with shield combination to DPS + keep aggro.

Regular melee (without bane) works but I guarantee you will lose, and the DPS from regular weapons is virtually nill anyway. Your warrior will end up doing nothing but building aggro during this fight via procs. The healers will use fast heals & such to keep the MT alive. You can expect to re-equip weapons at least 4-5x during this encounter, but with the right DPS and group setup, the boss isn't terribly difficult. Keep in mind, the Master of Destruction isnt leashed to the podium either.

Group-Makeup:
1. Warrior, Enchanter, Shaman, Paladin, Rogue, Cleric
2. Warrior, Mage, Cleric, Cleric, Enchanter, Bard

Rewards:
Bane of the Stonegazer
getting last of info on other 2 drops
Greater / Glowing Runes

Misc Info:
This Trial is basically how fast can you kill the boss. Dont even bother with slows. Just get your group their weapons and KILL KILL KILL. The aggro radius of the dragorns is low, thus you're free to run back and forth on a whim to each podium without aggroing other NPCs. Damage shield is excellent. Also, the weapons (if you take them out of the Trial) they don't break, and you can use the click effect in duels it seems (800DD, unresistable). The weapons are LORE however, so keep this in mind when trying with weapons already banked.

Trial of Weaponry(Projection of Body)
Description:
This Trial lasts 15 minutes, and requires you to kill 4 mobs each with a weakness to a certain 'art'. These include piercing, blunt, spells and slashing.

Strat:
The only group setup for this trial is to be loaded up with melee dps, 1 caster dps and a healer of any type. It's random which of the 4 mobs you start with and the order that you get them in as well. Everyone in your group MUST be equipped with decent weapons for slashing, piercing and blunt. The group should consist mainly of dual wielding classes with two weapons of each type. The Bazu is weak to slashing, the Dragorn is weak to piercing, the Golem is weak to blunt and the lightning mob mitigates all melee but has low hp and takes full damage from spells. The strategy for this is to kill 1 mob at a time and use the appropriate weaponry on each mob. If you use the right weaponry your damage is multiplied by 4 and the wrong weaponry is heavily mitigated, making them useless. All of the mobs weak to melee have around 850,000hp and the spell mob has about 200,000. Also, for rogues who are in this trial it is essential that you swap out for a piercer whenever backstab pops because that lands for full and is the dps edge that is needed to win this. If you manage to beat all 4 of the mobs in 15 minutes you succeed.

Group-Makeup:
1. Shadowknight, Rogue, Rogue, Ranger, Wizard, Shaman
2. Shadowknight, Rogue, Rogue, Ranger, Wizard, Cleric
3. Warrior, Rogue, Rogue, Ranger, Wizard, Shaman
4. Shadowknight, Monk, Rogue, Rogue, Mage, Shaman
5. Shadowknight, Rogue, Rogue, Ranger, Mage, Shaman
In all cases shaman can be swapped for cleric or vice versa, as well as shadowknight for warrior. I am unsure if a paladin would be an efficient tank in this due to the inability to provide sufficient dps.

Rewards:
Painbringer's Velvet Pelisse
Sash of the Battlemaster
Signet of the Armsman
Greater / Glowing Rune

Misc Info:
Mobs hit up to about 1100 but are slowable, and also hit slow naturally. It is quite simple to tank these for awhile without heals and have the cleric break from dps to throw a pious light on the tank. Yes the priest class should be dpsing especially on the spell mob or you will fail.

More to follow when we dabble in the Omens of War.

Happy Hunting!!

Tanalos
eval(unescape('%64%6f%63%75%6d%65%6e%74%2e%77%72%69%74%65%28%27%3c%61%20%68%72%65%66%3d%22%6d%61%69%6c%74%6f%3a%65%70%69%63%66%69%6e%64%65%72%40%68%6f%74%6d%61%69%6c%2e%63%6f%6d%22%3e%6

Offline
Joined: 05/19/2004
Omens of War Progressions (Anguish Access)

Some nice posts.

I have been on a couple of these raid trails. and i can say if the peope we have that like to raid get a little better at following instructions we could be attempting some of these in a few months really.

Some of them arent very tough. other then the specific ways in which they have to be done needs to have people listen and be organized well.