Post new topic   Reply to topic    New Genesis Forum Index -> Pantheon of the Ancients
View previous topic :: View next topic  
Hsage
Hsage
Monarch

user avatar

Joined: 24 Jul 2011
Posts: 65

Send private message
Reply with quote

re: Trials Info-T1

0
Pantheon of the Ancients (POTA) 50+

Recommended: Do not try POTA until you are at least fully swamp geared.

The main goal of POTA is to work your way through all the tiers for the T3 POTA Armor and epic weapons.

Getting Started:

The entrance quests are available once a character reaches level 50 Adventuring. Level 50 crafting or diplo will not count, you must be a level 50 Adventurer. But you will need (if you want to do it your self) 50+crafting and 50 diplo later, so work on that also.

There are two minor entrance quests. Once you near the Pantheon, a message will pop on your screen instructing you to go to the light. You want to actually fly towards the bright white area that is under the large tower building. There will be a skantly clad projection that will offer you the entrance quests.

1. K.A.I.N. 'n abled.

Goal: Find the sparks which are drops from specific mob species. Note: When you collect the sparks, you will not get a quest update immediately. Make sure you keep track of what you're picking up, lest you waste everyone's time killing the same mobs for no reason.

Difficulty: These mobs are listed as 3 dots, but they are not very easily soloable for any class. It's best to have at least a three man group of a tank, healer and DPS. A full group makes this pretty easy.

Glowing Essence Spark Drop from Titanic Builders (Golems)

Radiating Essence Spark Drop from Xerklin

Shimmering Essence Spark Drop from Cyclopses

Once all three sparks are obtained, take them back to the quest giver. You will notice there are three little towers (They are mini pantheons) around the quest giver. Click each one to activate the sparks. Then you're done.

2. What They Don't Know Can Hurt You.

Goal: Slay three named Sages.

Difficulty: More simplistic than the first quest, but a bit more difficult. You'll want at the very least the same group setup as listed above (Tank, Healer, DPS) but it's a lot easier with a full group. They also don't drop anything, so don't get your hopes up. Sometimes they have placeholders. I believe they're called Shimmers.

Strat: All of the sages are killed in the same manner, which I will go over in a second. The three sages are located pretty much on top of each other. (Note: Need to get their names).

General Strat: The Sages are tank 'n' spank, however, you'll want to have either levitation, or a "Parachute" because they will toss you. And given their locations, they might just toss you off the cliff. If you don't have lev, just keep your backs pointed up the hill. Also the Sages cannot be moved from their position, and if you try to get away, they will summon you in.

1. Have a healer fly to the top of the hill. The first Sage is standing on a large set of stairs with several cyclopses around it.

2. Once you've killed the first one, levitate off the side of the mountain, and look for what appears to be a very large round platform. (Kind of looks like someone is holding a bigass dinnerplate). Land on that, and look back toward the mountain. The second Sage is hanging out right in front of you. Note: Sometimes it's hard to get on that platform with lev on, so have your levitation person ready to relev everyone if they have to take it off to jump up there.

3. Lev off the edge towards the north a little bit and fall straight down on a building. The Sage is in that building.

Once you finish that, go back to the quest giver, turn in. Then she'll give you some dialog options to "Proceed" into the Pantheon. She will wave her hands and waste your time, and finally port you inside where you will see a horrifying giant gnome.

This gnome, named Joseph, will tell you a little story about the Pantheon, and claim that he is what your species will evolve into. Suck up enough courage to prevent yourself from committing genocide on your race to stop their further evolution, and accept the next quest.

Now you're on...

Blessing of the Chosen:

Goal: Collect six pages from Artera's Journal.

Note: It’s not as easy as it sounds. You will need a full group for most of these, and it really helps if they are raid geared and well buffed. You will want to get as many diplo buffs as possible as well.

Addendum
: For mobs where the Pantheon Buff is important, the best way to play buff roulette here is to have someone capable of Feign Death to pull the mob with a ranged weapon/cast. If the buff is good, the tank takes it off them. If the buff is bad, FD and repeat. For almost ALL Encounters, the "Spell Rip" buff is bad and SHOULD be avoided. I believe Spellrip is Vol Anari's buff, but verification is needed. Tanks: Spellrip only affects the person with aggro, and it's a 'chance' proc. However if you do get spellripped, it will knock you out of your stance, even if it says your stance is still up. So you might have to 'go defensive' again to keep from dying.

Page 93 - Gulgrethor Fortress

Closest Rift: Sundering Wastelands - North Kojan. Gulgrethor Fortress is just east of the riftway. You will need a flying mount to get to this.

Note: You can solo this one. But be careful, you can die easily.

Strat: This one requires no fighting, and it's the only one that can be soloed. You will need a flying mount, so hopefully you have one that is not a rental. Fly into Gulgrethor Fortress. You will see a large pit with a huge building in the center. You need to fly under that building into a giant pit of smoke. If you fly too low, you will die. Your TS appears on some platform elsewhere in the dungeon (So you don't have to eat the TS at least). The Page is actually located on the huge chain links that are directly under the dungeon building. I believe it's on the second link. Just click it, and evac, recall, or /stuck out. (You would be surprised how many times just flying off the link will cause you to die).

Alternate Strat: Have a healer that knows the location of the page summon the person there. Then evac, recall, or /stuck out of there.

Page 14- Cragwind Ridge

Closest Rift: Cragwind - Yellow Rift in the Mid-Western area of Qalia. The mob is located on the tallest set of Double Spires. You will need a flying mount to get to it. Just fly up until you see the largest set of two towers together, and fly to the shorter of the two. The page is located on top of it. Avoid the large, very flat rock somewhere on the way between as there are level 100 dragons that will eat you. Usually you don't even see it going up, but on the way back to the rift, people tend to wander near there.

Note: This is often the most difficult of the mobs to kill. Make sure the tank is well geared with as many HP as he can get.

Strat: Have one person pop the mob. Nobody hit him yet! Look for this mob you need to pay attention to his Pantheon Buff. That buff can make or break the encounter. Some people say you need to pay attention to the weapon, so look for the single hammer, (it is a focus not a weapon). Buffs that will make this too difficult: Ghalnn (Slays all under 30% health), Finch (He will switch agro to the other toons in the group, tank will not be able to keep aggro), Sihari (That storm will make it really hard to kill), Vol Anari (SpellRip). The strat itself is a fairly simple tank 'n' spank. Healers need to be on their toes, as the mob will cause significant spike damage to the tank. At around 30-40%, he will fully heal to full. Save your burns until after that heal, then burn his ass down. Note: Casters can counter that heal.

Page 27 - Tricksters

Closest Rift: Razad. Go West. You'll see a large mound of sand with a cave entrance on the west side of it. That's the Trickster's Cave.

Note: You need to have one person in the group have access to the room of dreams. Helps to have a someone summon people down !


Strat
: Easy tank and spank. It has a mana drain that requires mana healers and casters to stay back at least 25m from the mob. The buff doesn't really matter, but for lesser geared tanks, might want to avoid Vol Anari (Spell Rip), Finch, Ghalnn, Sihari. This mob stuns the tank as well.

Page 111 - Frostshard Lake

Closest Rift: Northern Highlands. Head to the lake in the Frostshard chunk. You'll want to stay on the south side of the lake, somewhere near where Torkald roams. (Between the rock dome and the tower.

Note: The actual location of the page is deep in the lake, but it's easier to kill the guy on the shore. Have the person on the quest spawn the mob, and then let the tank drag it to the shore.

Strat: Xerklin mobs are easy to kill, and this one is no different. Their 'trick' however is spawning portals, from 1-4, and summoning adds through those portals. Having a psi available for this one makes it a bit easier. The Xerklins also have a fire rain AOE/dot, and will occasionally curse people to change into frogs or skeletons. The curses need to be cured, (again a psi is helpful to cure curses), as they make you useless. Having a disciple is nice just to help with the AOE/dot.

Page 48 - Tanvu

Closest Rift: Tanvu - Fly to the very tall mountain just west of Tanvu. If you fly too close to the Jin Master building, it will port you into it. (Part of the lowbie 'ha ha fooled you' jump to your death questline).

Note: For god's sake, repair your gear before doing this one. Bring some repair bots/stones if you have to do this one a lot.

Strat: This is a tank 'n' spank, however he has enchantments, stances, and his 'trick' is a rust shield that will destroy your gear. Buffs to avoid: Vothdar, Gloriann, Vol Anari (Spellrip). This mob is doable despite the buff, just Vothdar and Gloriann make his mitigation or healing effectiveness go through the roof. His stance heals himself, which is why you must push it very quickly. If you avoid hitting through Rust Shield, your gear won't be hurt as much.


Page 62 - SOD/Krassin

Closest Rift: SOD/KDQ - It's in the Glade of Shadows chunk, which is two chunks west of the riftway. You'll want a flying mount to get to it, but it's not necessary. Hard to describe the location if you've never done SOD before, but it's just west of the T3 Chapels, and Krassin is a T4 Dragon named.

Note: For players that are lower level than 52, lots of the drakes must be cleared or they will level aggro the drakes from afar.

Strat: We usually have a group capable of killing Krassin, but often the people that need the page are not in the Krassin-kill group. The page is actually under Krassin, and all you have to do is click-loot it. The problem is Krassin and his adds. So, while the kill-group is killing Krassin, or generally getting Krassin out of your way, you need to be inside the fire shield (If you run through it, it'll kill you but you can go over the fire, if high enough), and then make a run for Krassin's nest. The longer the Krassin fight takes, the more "Draconic Entities" (or something like that) will spawn. These guys are invalid targets, but they will one-shot aoe you if you get too close to them. And they wander-path all around the nest. If you get the page as soon as Krassin is pulled, that's your best chance as only one or two of those entities are up.

You are done with the Pages now!!

Once you have all the pages, and you turn in your quest, you will be offered a blue potion and a red potion. YOU WILL WANT TO TAKE THE RED POTION. If you take the blue one, we will all laugh at you and you go wil have to go through all this entrance crap again (Which you will have to do). The red potion has in the description to see how far the pantheon goes. That's the reason you want it.

After you've gained Access to the Pantheon, you will need to take a quest from three Sentries, the first one guards the main chamber (With the crafting/diplo quests, and Ini herat). The next two lead to the halls of the T1 Pantheon, they are on Ini herat's right and left side. Be sure to get the quests from them BEFORE you kill them for access!

---Note: While doing these trials you will have a Patient Assassin attack your group (usually in at the worst time). Kill it as fast as possible; it will start one shotting the person that it has aggro’ed every 2 minutes.


Tier 1 POTA Trials

There are twelve trials that everyone must go through as part of the POTA line. Six of the trials are from gods on the Chaos side, and the other six are from gods on the Order side. The trials take place in a variety of places, not necessarily at or near the god giving the quest.

For any T1 trial, leaving the pantheon is automatic fail. This includes releasing if you die. So don't release unless you absolutely have to.

While doing Trials you don't need to be 55, it helps, but you will be getting all kinds of XP on the T2 & T3 armor grind.

It helps to only have one or two people on the quest. More and the group will likely be to underpowered.


Order Trials (Order is the 'white' or right side of the Pantheon.)

God: Valus
God's Altar: Third Alcove, Left Side.
Trial Objective: Find and release the wrongly imprisoned person.
Trial Location: Chaos Side. Starts in the far back, middle.
Strat: This trial is the only trial that you can effectively solo if you know what to look for. If you don't, then you need a standard 'full group' consisting of a tank, at least one healer, and DPS. Go all the way to rear of the Chaos side and look for give prisoners standing there. You must select the correct one, hail it, and remove the shackles. If you select the wrong one, you will have to fight a mob, and then run to the front of the Chaos hall to try again. If you want to guess, stop reading here. If you want to know how to guarantee success, highlight the following:
**Spoiler: Hail the prisoners, look for one to say something along the lines of "You have chosen the corrupted path." Keep hailing the prisoners until that line pops up. Then remove the shackles. It's best to have only one person do this to make sure it only gets clicked when this line is displayed.**

God: Vol Anari
God's Altar: Third Alcove, Right Side.
Trial Objective: Kill 70 corrupted essences in 3 minutes.
Trial Location: Just outside of Vol Anari's Altar.
Strat: First clear out the area in front of the alter. Then get quest. The best way to do this is to have at least one ranger in the group, and then have everyone make the following macro:
/targetauto "Corrupted Essence"
/cast "Ranged Attack"
A ranger should be able to do this by himself, but if you have a sorc. they can help also.

Make that macro for every ranged attack/spell cast your character has. Stand at the steps, or as far back as your ranged attacks will allow, and spam those macros. Once you have killed 70, go turn in immediately.

God: Vothdar
God's Altar: Second Alcove, Left Side.
Trial Objective: Find and release the Ascended Elder.
Trial Location: Chaos Side.
Strat: You need to pull and kill mobs on the Chaos side until an Ascended Elder spawns. (you can do this in the main hall, just DON’T AOE!! He's a human fellow. When he spawns, just have someone on the quest hail him, and run back to Vothdar's Altar.
Note: Some of the mobs on the Chaos side, you probably don't want to touch. The Xerklins are fine if you have a Psi to time trick the adds. If you don't have a psi, don't waste your time with them. We've found the best mobs to pull for this are the fairies that flutter around aimlessly. Just be careful, they will social. Once the fairies are dead, quickly run away from them. Most of them spawn a corrupted essence that will try to wipe your group when it explodes. Some of the fairies and other things in there have heals or buffs that make them nearly impossible to kill. You are on the clock with these trials, so run them off if it takes too long to kill one.

God: Vaelion
God's Altar: Second Alcove, Right Side.
Trial Objective: Survive eight waves mobs.
Trial Location: Vaelion's Altar.
Strat: This is the most hated trial for a reason, and the most difficult to complete. By 'difficult' I don't mean challenging, I just mean getting through all the waves, with the bugs, and the debuffs. This trial has a very specific requirement to get people through it: The group leader needs to be on the trial. The group leader must make a macro consisting of the line: /groupboot Groupmember(namehere) . Make one line for every member that drops out of the group. Ideally, everyone will drop except two people. The group leader must also make a reinvite macro: /invite groupmember for every person. Everyone needs to go to their social tab, Find tab, and click "Auto Accept Group Invites." Test the groupboot and reinvite macros before you start the trial.

Once a wave is complete, as soon as the last mob dies* you MUST drop the group immediately to keep the group from getting Vaelion's debuffs. Seriously, these debuffs are bad enough to ensure you will never complete this trial doing it the right way. *If a Xerklin spawns, it might spawn adds. If the original Xerklin dies, you must drop the group even if it's adds are still up!

Once the last mob of the wave dies, drop the group. After twenty-five seconds, you need to re-invite everyone. If you do this right, the people out of group will not get debuffed and can still fight the mobs. If this isn't done correctly, the people outside of the group will be locked out. (And thus the trial can't be finished).

Do not drop the group after the 7th wave. This is when it bugs out the most. Just hope your tanks don't get the mitigation, AC, or HP debuffs. And hope your healers don't get the healing effectiveness buff. On the 8th wave, you have to fight a version of the Cragwind mob, that spawns its own add (usually a hammer or a skeleton).



God: Glorianne
God's Altar: First Alcove, Left Side.
Trial Objective: Go protect some innocent victims from Ghalnn's wrath.
Trial Location: Chaos Side. Ghalnn's Altar.
Strat: Have to talk to the Victim of Ghalnn to start the trial. There are two waves of about 6 mobs that have to be killed in about 3 minutes. It says you have 15 minutes to complete the trial, but you have to kill the mobs before all the innocents die, and they die after a few minutes. So this is a high DPS group trial. Ideally, you want a bard, sorc, ranger or rogue in there. Be sure to position your DPS so they can AOE if they have to.
Everyone needs to hide off to the corners, out of line of sight while fighting the first wave. The second wave spawns almost immediately after the first is pulled, you don't want to pull both at once. The first wave is somewhat easy so long as the dpsers don't pull aggro too much. The second wave has a 5 dot that needs to be held by the tank, and the other mobs have a terrible fire AOE/dot that stacks on your group.

Alt. Strat: have your MT try to hold agro on mobs and have everybody target one mob at a time. F key or %TD

All in all, just burn them down really fast.

God: Vol Tuniel
God's Altar: First Alcove, Right Side.
Trial Objective: Escort Tashini back to Vol Tuniel.
Trial Location: Chaos Side. Starts in the far back, right side.
Strat: The catch here is that one of the people on the trial has to become the fairy, and the other group members have to protect them from waves of mobs that spawn as you work your way through the chaos side. Tashini moves very slowly, so it's kind of a slow, painful trial. If you have a Psi, the trial is easier, as they can time trick most of the mobs that run after the person. When a character becomes Tashini, they can't use any mana abilities, and most abilities will have a 0 cast range. Melee DPS, Druids and Pallies are really good for playing Tashini. Melee DPS have decent dodge/parry abilities they can activate, druids can still use their okeli's shields and tranquility, and paladins have the HP as well as virtue skills they can still use. Group members can die as long as the character playing Tashini does not die.

**Alternate Strat: Have a healer waiting where Tashini spawns. Summon the group member that is to escort Tashini (By becoming the fairy). Then, before talking to Tashini, have the healer (or a second healer) send a summon to the corner of the Order Hallway between the Antechamber (Where Ini herat is) and the Order side, (be sure to clear hall before doing this). As soon as the escort gets the summon, FIRST talk to Tashini, tell her you'll escort her. THEN take the summon while the bar is going, if you do it after you can’t take the summons. You should turn into a fairy shortly after taking the summon. Wait there until 5 minutes are left on the clock. Then slowly make your way to Vol Tuniel's altar. Turn in.**


ChaosTrials (Chaos is the 'green' or left side of the Pantheon.)

God: Haelifur
God's Altar: Third Alcove, Left Side.
Trial Objective: Survive Five Waves of Dragon Attacks.
Trial Location: Haelifur's Altar (Do not leave the Altar area or you will auto fail)
Strat: Optimal Group Makeup: A single, well geared DK can easily handle this trial. Alternatively, two tanks might be best. A paladin would be helpful for the last wave. A disciple would be helpful as one of the healers. Mana healers should try to hide out of line of sight to keep from getting mana drained on the various waves.
**I will need confirmation on this trial as I cannot remember exactly what must be done here**
VERY IMPORTANT: Tanks need to stand in the middle of the stairs before each wave spawns. If you try to pull the mobs from the side, they will get stuck between the wall and the champions! If this happens, tanks might get summoned into the wall and the trial will be screwed.

First Wave: Kill four small drakelings. These are fairly easy 4 dots. They have a stun and a frontal mana drain IIRC.
Second Wave: Kill 2 drakelings, and 2 large wyrms. Note: Wyrms cannot be time tricked, but they can be 'held' with rogue darts. Wyrms have a nasty AOE and poison.
Third Wave: Four more small drakelings.
Fourth Wave: Four drakelings and two Wyrms.
Fifth Wave: Young Swamp Dragon (Mini Kotasoth). It has dragon fear like Kotasoth, but can't be avoided given you're stuck in the altar. It does have a knockback as well. So watch out for the mana/endurance drain, and kill it as quickly as possible.

**Alternate Strat: Haelifur, second wave = two drakes (one blue, one brown) and one poisonvein wyrm.
Haelifur, third wave = two blue drakes, and two brown drakes.
Haelifur, fourth wave = two blue drakes, two brown drakes, and two poisonvein wyrms.

Blue drakes have a frontal cone cold breath that gives your character an icy look and is a 5sec stun, but they're relatively light on hp; since stunned tanks don't hold aggro as well as unstunned tanks, try to make these the primary target each wave - especially if you can sleep-dart a poisonvein.

Poisonveins have a frontal poison/physical breath, use Rage, hit harder than the drakes, and have a lot more hp than the drakes.

Brown drakes I'm not 100% on because they didn't seem all that special, but I wanna say they weakly Flurry, have an arcane(?)/mana drain breath (I remember seeing lightning bolts shooting out of my character as some kind of residual effect)... they seem to die a little more slowly than the blue drakes, but didn't really do anything of consequence; I'd save them until last.

Before the quest acceptance/initial pull, and at the end of each wave, everyone needs to be hugging a side-wall down near the doorway, out of LOS; these mobs spawn very spread out in front of Haelifur's room - especially in Waves 3 & 4 - so they can see into the room and prematurely aggro around the doorway VERY easily.

When ready to pull, the tank should run to stand just in front of Haelifur's altar (at top of stairs) until the mobs clear the doorway (pathing can bug out as the mobs come up the stairs, so you have to be patient, especially if you use a damaging ability to pull b/c you'll risk being summoned into a wall). Once they're through the doorway, run from the altar to a side-wall half way from the altar to the doorway; tanks can use their 10' AE attacks/taunts from there without nailing the guardians and Haelifur's avatar. Once the tank is positioned, the rest of the group can stand toward the middle of the stairs and engage the mobs from behind to stay out of the frontal cones. If you have a two-tank group, one can stand 90-degrees to the other (so they're both not hit by the same cones) and joust for aggro on the drake-pack; once the blue drakes in a given wave are down, you don't have to worry about stuns for the rest of that wave and the tanks can stand side-by-side to play it safer when using AEs.


God: Theindal
God's Altar: Third Alcove, Right Side.
Trial Objective: Very Similar to the Vol Tuniel Trial. Someone has to carry a bucket of water to Glorianne's altar. That person will not be able to engage in combat.
Trial Location: Order Side, starting in the very back at the fountain, and work your way up to Glorianne.
Strat: Really helps to have a psi on this as you will get attacked by waves of mobs as you move forward. All of the mobs are humanoid races (Halflings, elves, humans, etc). Some of them are rangers and druids. The final group at Glorianne's altar has a 5 dot cleric that must be killed first.

**Alternate Strat: Much like Vol Tuniel, you need a healer or two to summon people. First, have the healer summon the 'bucket carrier' to the Order side fountain (the very back of the Order hall). Then have the healer (or a second healer) run to the corner between the Order Hall and the Antechamber (Where Ini herat is). The Healer should send the summon, but the Bucket carrier should not take the summon until they start filling the bucket. Take the summon while the bar is going, if you do it after you can’t take the summons. Be sure to take that summon before you have the bucket or it will not work. Wait until there is only 5 minutes left on the clock and then go to Glorianne's altar to dump the rose and the water. Then go back to Theindal and turn in.**

God: Sihari
God's Altar: Second Alcove, Left Side.
Trial Objective: You have to kill a big fish named Kreshnikara within 5 minutes.
Trial Location: Sihari's Altar.
Strat: For the most part, it's a fairly straightforward tank 'n' spank. However there are two things the group must be mindful of: #1. The fish has Sihari's Pantheon Buff. This means that when the "Perfect Storm" procs, people will be bouncing all over the place and taking damage. This makes it a fight that is not disciple friendly, but also increases the difficulty of getting meleers through it. #2. Between 40 and 50% health, Kreshnikara will spawn about 6 spawnlings. The big fish and all the little fish have to die in 5 minutes in order to win the trial. The fish love to go after healers, also making this not very disciple friendly.

Best advice is to have a DK tank with a bard and sorc in the group. Let the DK heal himself when the babies spawn, focus on Kreshnikara, then work on the adds (Either through /assisting a single person or AOEing them). The adds are not difficult to kill, they just add difficulty to an already hectic fight. Kreshnikara can go FURIOUS, so don't plow it.

Oh and if you can FD or Escape combat after the big fish is dead, you can turn in before killing all the other little fish.

God: Sartholas
God's Altar: Second Alcove, Right Side.
Trial Objective: Very Similar to the Vothdar Trial, though a little bit harder.
Trial Location: Any generic location on the Order side. (Including the hallway of Xerklins on the way down).
Strat: Sartholas wants you to find and kill a minotaur named Hoarn. Hoarn is hiding within one of the mobs on the Order side. SO, in order to find Hoarn, you have to randomly kill shit until he spawns. You can kill any mob on the Order side to make him spawn. Once that mob dies, it has a chance of spawning Hoarn, and he usually appears on top of the person that is the farthest away from the tank (Seriously, he loves one-shotting sorcs). Hoarn has a few tricks up his sleeve, he hits like a truck so healers have to be on the ball with keeping the tanks topped off. At about 30%, he will heal to full (like the Cragwind mob). He also likes sucking everyone in towards him. Other than that, he's just tank 'n' spank. Kill him and return to Sarthy.
**Alternate Strat: Stay up in the main/entrance camber and pull xerklins from the hallway to the camber. A Psi is great for the xerklins, as they will frog you (debuff you) and summon Peons. Remember DON’T AOE!!!

God: Ghalnn
God's Altar: First Alcove, Left Side.
Trial Objective: Kill 100 "Innocent" people.
Trial Location: Order Side, Vothdar's Altar
Strat: You need either one well geared tank, or two tanks for this one. This trial is very very simple, and easy as long as the tanks can keep hold of two five dot mobs. Hide between the large round pillar between Vothdar and Valus. Tanks will need to position themselves so they are just across from one of the smaller pillars, between the big pillar in the wall. The innocents will spawn at Vothdar's altar. For the first spawn wave, have the tanks pick up the adds. The tanks need grab, pull and hold two five dot "Guardians". You do not want to burn these 5-dots until after everyone on the trial gets their 100 heads (or souls or whatever it is). Everytime all the innocents die, just have anyone run up towards Vothdar's altar, and more innocents will be pulled. Don't worry about aggro on the innocents. They're only level 1 with a lot of hp. Drag them to the group (away from the tanks) so that they can be aoed very quickly. (It's important to pull them far enough away from the tanks so you don't end up AOEing the 5 dots. If the 5 dots die at any point during the trial, they will respawn with the next wave, so you'd just have to kill them again, or risk a dpser getting aggro when trying to pull). Keep doing this until you have the 100 heads/souls/whatever. Then burn down the two five dots. When you head back towards the chaos side, remember to go around the far side of the Order hall, so you don't pull the waves of mobs again (If you get too close you will pull them). So go towards Valus, around to Vol Anari, and run back towards the Chaos side.
**Alternate Strat: Kill all the mobs in front of Vothdar’s altar (including the two Golems/Guardians) then do the Strat above.

God: Finch
God's Altar: First Alcove, Right Side
Trial Objective: Return Finch's bastard sword to him.
Trial Location: Order Side, starting in the very back at the fountain.
Strat: When you take the trial, some chests will appear in the back of the Order hall, in front of the fountain. If you pick the right chest, the sword will spawn. More on the sword killing strat in a bit. It's more likely you will pick the wrong chest, and a "Shackled Guardian" will spawn. The guardian WILL spawn RIGHT ON TOP of a Hopeseer. DO NOT AOE!!!! The guardian almost always has Finch's buff, so it'll stun people and aggro switch a lot. It does have the potential to wipe the group. The guardian also has the tendency to randomly strip buffs (QJ's tend to get eaten a lot) and will destroy your gear. Kill the guardian and move to the middle, more chests. If you pick right, nothing will appear, but really the sword is in the front (north) left corner of the Order hall. If you pick wrong, kill the guardian, then run to the front (North) left side, more chests. If you pick right, the sword will be on the other (Right) side, in the corner. If you pick wrong, Kill the guardian, run to the right side. If you pick right, the sword will be in the middle/back somewhere (IIRC, might be in the middle). Kill the guardian, run to the back. If you managed to pick wrong every time, then the last chest will be located in the rear of the Order side, in the middle between Valus and Vol Anari's altars (between the two big-ass pillars in the back). The sword will definitely be in that one, but you probably don't have enough time to kill it and turn in.

KILLING THE SWORD: Jol'drol the Shackled (or something like that) is the sword that you have to kill.

The sword has really high HP and you have about 1 min 20 seconds to kill it before it starts one shotting people. You can put in your top tier DPS classes, with bard, sorc and rogue and still screw this up. Now you can try to kill it outright and hope you have the DPS, or you can kite the goddamn thing around the Order hall for 15 minutes. After 1.20 or so, the sword will start hitting people for about 3 million HP. Seriously. The first person on the aggro list will die. Now you can cheat it a little if you're an FDer or Escaping class. Just FD and have it go on someone else and continue. That won't work when you're the last one standing though. Oh and necros, deathtouch DOES work, and can use book of morfair on it.

You probably want to kite it.

Best Option:To kite it, basically you burn the shit out of it until it one-shots someone. The next person on the aggro list needs to take off running. Just run around. Have the healer rez the one that died immediately. Everyone run around and try to hit it, ranged it ,whatever it takes, just keep widdling it down. Eventually it will go at warp speed and kill the kiter. Have the healer rez that person and continue. Everytime it goes on someone, just take off running. DO NOT USE ANY STUNS OR ROOTS ON IT. Slowdowns and snares are fine, but stuns and roots make it one-shot people immediately.

The kiting method will take a lot of time. But as long as you have a healer up to rez people, and keep people up, you can Kite it to death. You need to get the sword on the first or second shot or it's unlikely you'll have time to kite it though.


Congratulations you have finished the TRIALS, now your trials start for real. The Grind starts now!!!


_________________
Photobucket
Posts from:   
Post new topic   Reply to topic    New Genesis Forum Index -> Pantheon of the Ancients All times are GMT - 5 Hours
Page 1 of 1

 
Jump to:  
You cannot post new topics in this forum
You cannot reply to topics in this forum
You cannot edit your posts in this forum
You cannot delete your posts in this forum
You cannot vote in polls in this forum