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 immidiately 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
dont 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
isnt 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 theres a "hidden" # of waves to defeat.
Dont 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. You can also Mez the Fearable NPCs,
but its not really necessary.
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