Eden Trial Guide (spoilers)


ClancyClown

 

Posted

Really? I knew that you would get instantly booted in TF's but not trials. The one trial I've done (the sewer one) seemed a lot more like a mission than a Task Force.


 

Posted

[ QUOTE ]
Really? I knew that you would get instantly booted in TF's but not trials. The one trial I've done (the sewer one) seemed a lot more like a mission than a Task Force.

[/ QUOTE ]

Yes, they run more like missions. The sewer trial and cavern of transcendence trial are the ony two exceptions that I know of (from personal experience). Reverse sidekicking is not a requirement to start these trials if you have people who are lvls higher than the villains; I was able to complete both without rsking. When I did rsk, I was able to un-rsk without the penalty of getting kicked from the team. This is unlike how TFs function. Once you accept the TF contract, you may not invite anyone else to the team. The Respec and Eden trials are designed like TFs, which would result in an insta-boot if you were to un-rsk'ed. I'm not sure if this was how the Devs intended it to work, but that's how it currently is.


 

Posted

Would just like to thank everyone who's posted about this...the guide was invaluable in our recently successful run.

Thanks!


 

Posted

Wow, what a task force! More more more, Cryptic!

To answer my questions..... the 39-41 level range is pretty solid. It's a task force so no invites after the fact. 38th level can't get in, even sidekicked. Exemplar can get in. (The message the Woodsman gives is cryptic, too. 'You do not satisfy the requirements' or some such. It'd help if he said what the requirements were!)

Definitely see this trial, folks! Even if you can't find time, it's worth the trouble to get four folks together and waste 200 DE just to get in the door and have a look around. This ain't no warehouse!!

Oh, and before I forget. The heroes you save can not be teleported with teleport ally or wormhole. They mostly just stand around.

We were finding powers that give you those circle location targets very hard to use, particularly in the first wall room. Freezing rain, teleport spells.... they all were refusing to target the ground so you had to shoot in the air and hope.


 

Posted

It really is a great looking trial! The caverns are GI-normous.

Ran it very smoothly with a pickup group last weekend (had failed it twice before at the fungus wall)

Our winning group was 2 controllers, 2 defenders 2 scrappers and 2 blasters. 3 members were Exemplared and only 1 was lvl 39. we did it in about 3 hours.

What didn't work for me in previous missions:
1) not enough damage dealers (or too low level)=more time for stuff to spawn at door... death
2) opening our attack with decoys.., decoys fade=aggro on controllers.. dead controllers... dead team.
3) mapserver disconnect=lost exemplar... group disbanded

My tips for successful Eden trial:
1) It can be hard to get a team together. It might be a good idea to post "Eden team forming" on the message board in advance. broadcast or request in PI,TI,FF and Eden while forming.
2) If you can mooch some ambrosia from other players in the zone before you start it won't hurt!
3) have at least four tough damagers and plenty of healers/buffers. We only had 2 deaths but it's a good idea to have a couple of people who can Rez. The hospital is far away. bring an emergency awaken.
4) healers and buffers should probably avoid aggro and concentrate on healing buffing and holding mobs (and maybe help defeat doors if possible. With a tanker around, this might not be so important.

5) stay together as you drop through holes to 1st wall room (invis helps to avoid aggro)
6) Take out the big Quarry mob or he'll come attack you while you work on the wall.
7) If everyone can't fly it's good to have TP to bypass large spread-out hordes of mobs on the way through the caverns (several times). you can kill them but it's a big time drain
8) After 1st wall is down. finish any aggroed mobs then fly/TP to bridges room. Don't fall in the acid lake. Also, some stinging mobs will disable flying powers but fly powers will come back with time.

9) Clear alot of inspiration slots. Defeat all mobs on bridges until everyone has at least 3 ambrosia (maybe 4-6 for anyone who will be hitting the titan hard) then fly/TP to next big room with the boardwalk and lichens.
10) Clear all lichens. Otherwise they multiply fast and bug you later.
11) More mobs spawn as you hit the 2nd wall. Bring disciplines to resist the mushroom holds at the 2nd wall. When wall is down , finish off any aggroed mobs.

12) Drop down to titan area, clear out all mobs except titan, free the heroes, (the water in this room is not acid)
13) Pop your first ambrosia and take out the titan. watch your mission timer and take your next ambrosia before 1 minute has expired... I ended up using only 2 because our damage dealers were beasts. Be sure to have a couple of clear slots for the special ENHancement.
14) Thank your teammates, trade ENHancements then exit the mission and talk to the woodsman.


The trick is to do alot of damage, stay healed and buffed, avois unnecessary aggro and pause between groups to gather your wits.

The 2-power ENHancement looks great but you may get one that isn't appropriate for your power sets. The badge however is all about you.

-PsiBug(Badge me!)


========================================
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Lions Tigers and Bears Volume 3 now available!
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The Gimoles graphic Novel

 

Posted

The Rock wall was horrible death for us, even though we took out the Quarry. Another Quarry fell from the sky and the boulders just kept spawning and spawning. A few cairns got dropped near the wall and it got hopeless fast.

After some rezzing, the second Quarry was pulled off by himself (well, more or less) and offed. Then our three blasters floated high above rock-throwing range and blasted the rock wall to nothing.

(For some fun, stand on the top of the rock wall. When the wall comes tumbling down, you won't. You'll be left hanging in mid-air with a great view!)


 

Posted

There are 2 Quarry monsters in the room. You need to locate and defeat both of them before attacking the rock wall.


 

Posted

Thanks for this post this well certainly be a good briefing for our SG when we take on this task.


@Deadboy

 

Posted

I think this thread deserves a bump.


"The best thing about being a robot duplicate of Lord Nemesis is, well... Everything."

 

Posted

After doing the trial a couple more times I have some new tips.

- Crey Freeze Pistols make the walls easy. If all team members with pistols shoot the wall at the start of the fight, the stacked slow effect decreases the frequency of mob spawns by a lot. Pistols don't make too much difference against the titan.

- In the acid lake room, there are Devouring Swarms all over the ceiling. They are tougher than regular swarms. Their sting does a -recharge -fly -tp debuff that lasts for a very long time. Anyone with superjump or fly needs to stay away from the ceiling.

- In the titan's room, you don't have to clear the crystals in the entry area - only the main room. It's hard to tell where the dividing line is.

- The fastest way to reach the rock wall room from the mission entrance seems to be the hole at 1 o'clock as you come in. It leads to a room with 1 hole, which leads to another room with 1 hole, which leads to the rock wall room.

- I'm pretty sure that Ambrosia lasts for 1 minute. Use the mission timer to track the time.

- Bring 8 people - almost nothing scales to team size. I think the wall spawns do, but that's it. A controller is useful, as is someone with empathy, but it can be done without either. At least one person with recall friend is practically mandatory - if someone dies under the feet of the titan, you certainly can't rez them where they are.


 

Posted

Good guide and info. I just formed a pickup group today and we successfully ran it, pretty straightforward thanks to this info. Had 2 experienced members along, which helped. I couldn't secure a tank OR a controller so I was a bit worried to start, but it turned out to be fine - finished with about 2:20 left on the clock.
Team was 3 scrappers, empath defender, FF defender, dark defender, and 2 blasters. One blaster and one scrapper were RSKed. I also levelled to 42 during the Trial, so me (scrapper) and my exemplared scrapper had an extra boost.

We ended up with way more ambrosia than we needed - had about 3-4 each (after clearing all 3 bridges) but most people only used 2. However, with 5 damage dealers (likely more than the average for trial teams), this is to be expected. Toughest part of the Trial was actually the first wall, probably because of the Cairns that people were neglecting to kill.

Most deaths were from playing around in the last room clearing the crystals...we got kind of bored with the last room, so the scrappers started to herd large groups of DE (thanks to the force fields) and the blasters and a defender were using Blizzard and Nova to finish them off...which didn't always work. We had a couple trouble players on the team that died several times, but they also kept on asking questions like "Do I use Ambrosia now?" throughout the mission, so I figure the deaths were mostly self-inflicted. :-)

A tank and/or some controllers would definitely be useful, especially to stop the wall spawns, but bubbled scrappers seemed to do in a pinch. It was also useful to have an experienced person to help keep the team moving.


 

Posted

[ QUOTE ]
you absolutely need a controller, emp defender, and tank.

[/ QUOTE ]

This is hyperbole, we did just fine without an emp defender. We did have a controller, but I had to stop and think if we had or not. We had a tank as well, and that certainly helped for the huge spawns, but I don't think it's required if you have some decent scrappers.

We didn't have a kinetica, but can you imagine how easily you'd hit the damage cap with Fulcrum Shift against all those boulders?

I did the Trial post-I2 and we all got the badges but none of us got the "dual SO."


 

Posted

I just happened to do this Trial again. The badge and "dual-SO" are awarded, but there is no souvenir.


 

Posted

[ QUOTE ]
Mandatory class: Controller.

[/ QUOTE ]

Hardly.

I just did it with two scrappers, three blasters and three blasters. Let it be known, however, that one of the defenders was dark/dark, and I am a ice/fire blaster (though I threw down a hold maybe ten times the whole trial)


 

Posted

I think you mean 3 blasters and 3 defenders.

***

Long story ahead

Okay I started organizing a team yesterday morning. I already had a commitment from a blaster the night before, so I just had to get 6 more people to commit to it. Took the better part of 5 hours to recruit a team, and a couple people couln't make it. The one tanker we had switched to her empathy defender and exempared down, leaving us without a tanker. Ultimately we ended up with the following:
3 Regen Scrappers
2 Blasters
2 Controllers (1 fire/force, 1 illusion/kinetics)
1 Empathy Defender

3 Regen scrappers were sufficient to tank everything the trial could throw at us. Having them bubbled helped, too.
The combination of Bubbler + Healer + Buffer was a boon. We never ran out of endurance, always fought at our damage caps, and always had sufficient healing, with one glaring exception due to a miscalculation on our part. You'll see.

The kill 200 DE task at the beginning is nothing special. At lvl 41 or so, the droves of DE that litter the area around the Woodsman are a surefire way of completing this promptly - so get everyone hunting.

After you speak with the spirit of the Woodsman you notice IMMEDIATELY a LARGE mountain door next to him opens up. Go in.

Once you're in, you notice a cavern that dwarfs anything you've probably been in before. There are a bunch of holes you can drop down. As noted above, the 1 o clock position is the best one to go through. It's almost to the very back of that first cavern. You drop down a couple times then end up in the first Wall Chamber. There's a couple Quarry monsters standing around, so defeat them before you search for the First Wall.

Once you get to the Wall #1 you need to be prepared for roughly 80 Boulder minions to come out of the ground once you attack the wall. We got the wall to halfway before the Cairns generate enough to become an issue, and the wall ended up regenerating back to full health, as we fought for 5 minutes. We went to town on the Cairns, destroyed all the Boulders, and were exactly where we were when we started. A wall 100% of health.

So we began anew, and we focused on Cairns and Boulders more and one of the scrappers and blasters focused on the wall while the rest of us fought everything else. The wall fell. Took 10 minutes for this exchange.

We destroyed everything in the area around the bridges, and picked up about 18 Ambrosia inspirations. When we were done we noticed nothing else spawned, so we shuffled around inspirations till the blasters/defender/controllers had 2 of the, with the regen scrappers with 3-4 each.

When we got to the Second Wall I told everyone to take a discipline or two. I took two. That took about 5 minutes to fall, maybe less. We didn't have a problem with the Fungoids, and to be honest, I didn't notice many spawned. Some Greater Devoured Spawned too. I don't know if these would also have dropped Ambrosia as my inspiration slots were full at the time.

When you come to the final chamber, take note that as you drop to the Crystal Titan's chamber, there is a small room above that drop point where you came from. As a flier, you can fly back up and that place is a safe haven. In our case, that became a neccessity because of a fatal miscalculation on our part. Someone with fly and TP can be a mission-saver should things go wrong against the Crystal Titan.

The Heroes that you must save are on the OTHER Side of the whole thing. Past the Crystal Titan. I recommend everyone make their way to those heroes, clear out the hordes around them, and make that a place to fight from. We cleared that just fine, freed the heroes, and decided to clear a path to the Crystal Titan.

We did so, but made a fundamental mistake by doing that. We engaged the Crystal Titan, and within a minute the WHOLE ROOM around us, roughly 400 Crystal warriors, all came to help out their gargantuan master. We had a near-total wipeout right there. So the lesson to be learned here is: CLEAR THE ENTIRE MOAT around the Crystal Titan. It's arguable that you don't have to clear the area around the drop point, but anything remotely nearby the Crystal Titan will come to aid him.

It tooks us a few rezzes, a few more deaths, and a few more rezzes from a safe location (the area above the drop point I noted above) for us to effectively regroup. And the WHOLE ROOM was aggroed on us. It didn't matter WHERE we went, they were still coming after us.

It's here that we realized a second successful tactic (The safe haven being the first). The hill you land on when you first come in the room, is a great Last Man Standing location. I was King of the Hill for 10 minutes straight as roughly 300 of the remaining crystal minions came up that hill, IN SINGLE FILE, as I chain blasted them. This is where having unlimited endurance was a plus. Hordes of them kept coming up that hill, and we kept knocking them off and blowing them away. This is where having an energy blaster shines because it helped prevent us from becoming overwhelmed on that spot.

Once we totally cleared the whole chamber, we took on the Crystal Titan again. I never noticed that he summoned anything. But on his demise he exploded into 4 Crystal Bosses that we took out.

At level 41 I made about 100K between the destruction of the Crystal Titan and Mission Complete XP alone. I cleared a couple bars, even with some debt, doing the whole thing.

One last thing before I go. It seems to me that having a high defense DOES help you against his attacks. I was bubbled, and I swallowed a few lucks, and he missed me twice in a row! I had no Ambrosia so a single nick from this guy would have obliterated me.

We completed the trial in under 2.5 hours, too.


 

Posted

I did the trial yet again last night and had a very tough time. We fought the rock wall for 20+ minutes - the damage output from 2 blasters and 1 scrapper was having trouble fighting the wall's regen rate, aided by occasional cairn drops that took a few seconds to locate and kill. All the other members were heavily occupied with boulder spawns...of which there were a LOT.

A similar problem happened at the mold wall. It didn't have the cairns to protect it so we made steady progress, but the number of mushrooms and greater devoured that spawned was staggering.

I have done this trial and had the walls produce 2 relatively small waves each before they went down. But last night the spawns were huge and happening very often. Both times we used crey pistols on the wall - from the good results before I thought that was a major help, but now I'm not sure. The spawn rate just varied so much.

It would be interesting to figure out the resistances each wall has to different damage types...that might have something to do with the problems we ran into.


 

Posted

OK, just finished it. Failed twice previously.

1st try: had only 5 members (that usually has worked v well for me on TFs). But here, you need full team cos you need damage output for the Walls and final monster.

2nd try: didn't read guide properly, FORGOT TO CLEAR OUT LICHENS at the moldy wall. Big mistake.

3rd try:
Team was 2 blasters, 3 controllers, 1 scrapper, 1 empath, 1 tank

OK, just want to make one point that has not been made before:

- FORCE BUBBLE was quite key in making the 2 walls an easy encounter. I put up the force bubble up when at the walls, empath kept Clear Mind on me so i don't get mezzed and drop bubble, and whole team was never in danger. The cairns did not seem to spawn either, or could only spawn far away and so couldn't affect the walls.


 

Posted

Just did this for the first time last night and we were very succesful. If one follows the suggestions in this guide they should have no problem completing this trial with time to spare. The trial itself is not overly difficult and is an absolute blast, so make sure to give it a go.


 

Posted

Finished this last night in 1:45; the titan took less than 1 minute to take down, so only 1 ambrosia for the melee'ers were needed (squishies hovered or were otherwise out of stomp range). No deaths. Tactics & observations below:

Party makeup (mostly 41's, some exemps, 1 or 2 below 41):
2 tanks (Fire/EM, Fire/Axe)
2 trolls (Fire/Emp, Fire/Rad (me))
2 defenders (Emp/Rad, Rad/Dark(?))
1 scrapper (Dark/Regen)
1 blaster (Fire/Fire)

At least 2 heavy duty damage dealers are necessary for the walls, but this party had more than enough firepower (pun intended ) for the rest of the trial. Multiple tanks & controllers are a huge plus. The walls went down very fast thanks to the multiple rad auras as well.

1st wall--find & kill both Quarries, gather & buff, scrapper & blaster on the wall, everyone else watch for the spawns & take out the cairns asap. I think both rad auras were placed on the wall and it went down fast. No problems here.

Acid pit--kill greater devouring till we all had 3~5 ambrosias. Redistribute to make sure the melee'ers had at least 4. Turned out to be overkill, but better safe than sorry. Only snag--got stung leaving this part, so a few of us couldn't Hover/Fly for the lichen bit, which was annoying. Jumpers, short hop or you'll bring the swarm from the ceilings down with you.

2nd wall--take out all the lichen colonies & lichen first. Same, gather, buff, scrapper & blaster on wall, rest on spawns. This was seriously the only hairy part of the whole trial as far as I was concerned. As soon as you start attacking the wall, you get a ton of Greater Devoured spawning in with mushroom mezzers as support. This is where the multiple tanks & controllers with defender support really shine. Just spam all the mass holds, make sure the controllers are unmezzed when they get slept/held, taunt/burn away until the damage dealers declare the walls down. My initial rad auras went on the wall like with the 1st, but I got mezzed out of that pretty quickly, tho with 2 AM's going, Clear Minds flying around, my own Indomitable Will going up every once in a while, no mez stuck for very long. Switched over my rad auras to the spawns, which meant the wall took a bit longer to bring down. This was the only time I really used my insps liberally too, and I wished I'd brought in some disciplines.

Titan room--clear out the outer rim first, follow with the moat, free the heroes, take down the titan. Nothing fancy--we thought about herding to the freed heroes, but honestly, we were killing so fast, we just swept around in 2 circles clearing the room out. On the titan, buff, ambrosia, usual monster tactics. The tanks & scrapper triggered the footstomp before the imps got there, cuz I think many of them survived to add to the overall damage. Again, cakewalk.

What helps a ton--people who've done this before, or at least read up on the trial, especially threads like this one. Most of us had either done the trial before or had read this thread. Also, damage is king, as usual. You definitely need the tanks & controllers, but having all of ours be offensive (Fire) made life tons easier. For defenders, 1 emp & 1 rad, I think, workded out perfectly, tho I could see good uses for the other sets. Bubbles would've been nice at the 2nd wall, and so would've been a Tornado & LS on the walls themselves. FS would've had all of our (pets included) damage capped the whole trial. Finally, you absolutely need at least 2 dedicated damage dealers to take out the walls, or you'll be at those forever. I think the scrapper/blaster combo was best for the most versatility.

Possibly the most fun I've ever had in a trial or TF. Definitely recommended for everyone with the right lvl range. Oh, and make sure you have an enh slot open at the end. I got a nice triple acc debuff/def debuff/end redux titan enh at the end, which is perfect for my RI.

Edit: Party makeup has been corrected


An Offensive Guide to Ice Melee

 

Posted

Well said, Thermo!

Um, I am emp/rad, not emp/en. So we had 2 rad secondaries
and 1 rad primary.

I'd like to add a couple comments to yours, if I may.

I think that the leadership displayed by Tazendra last
night was a major factor in our success, too. Kudoes
to Tazendra, I'd be happy to follow you anywhere.

I also think that the rad-heaviness of our team played
a interesting part. I was quite shocked at how fast
DE went down, and especially shocked at how fast Titan
went down. As you said, 1 ambrosia time... The combination
of our damage dealers and debuffing was irresistable.

An excellent team, and great fun. What more could anyone
want?

Crystal

Liberty:
LadyBlue (The LEGION) L40 emp/rad defender
LadyDespair L25 dark/dark scrapper


 

Posted

Oops, sorry, I was going by what Ominous wrote up in the Liberty boards, but I knew there was another Rad defender thowing AM's around, but also that it wasn't you. So I corrected En vy's powersets, but not yours. My bad!

And yes, very good leadership & teamwork all around. Everybody being on the same page is cruicial, though we did almost get separated at that first hole.


An Offensive Guide to Ice Melee

 

Posted

Hey folks,

I just did this trial last night and I must say it really is a lot of fun. The visuals are absolutely stunning (it'll make you hate Boomtown even more) and it really mixes in some new gameplay techniques.

This guide was really useful for me, but the fact that the screenshots no longer existed made it difficult to "visualize" what I'd be seeing ahead of time. I took enough screenshots last night to be considered a tourist so I thought I'd add those to this guide to help folks out. You can find the thumbnails here, but I'll point out some key ones along the way.

Step 1: Speak with The Woodsman. You'll need at least 4 heroes in your team to get started (all within the range of 39-41), but we did it with a full complement of 8 and I think that was very beneficial.

Step 2: Kill 200 Devouring Earth. With 8 people and the fact that Swarms and Emanators count, this doesn't take very long at all. A few minutes and we had knocked out all 200.

Step 3: Speak with the Woodsman again to gain entry to the trial. You'll end up in a big cavern.

Step 4a: Descend down the holes. These make for some excellent screenshots (I took plenty), but they also make it very easy to get split up.

If you've got folks that have never done this before, try to stick together and all go down the holes together. The drop points at the bottom are safe spots (no enemies close enough to aggro) so sitting still for a moment or two to wait for everyone isn't going to kill you.

Keep dropping through holes until you get to the "bottom". The bones in the background are a giveaway that you're at the bottom. You can drop through more holes to get back to where you started, but that's just a waste of time.

Step 4b: Find and destroy the two Quarries. They're Monsters so you need to be a little careful, but they're not particularly nasty. Just get some tankers in there to hold aggro and have everyone else blast away. Remember that there are two of these guys. Be sure to dispatch both before taking on the Rock Wall. You can safely ignore the other enemies that are standing about.

Step 4c: Once the Quarries are out of the way, you can move on to attack the Rock Wall. The Wall is huge, but you just attack the base of the thing. This is where the fact that we had two Fire tanks really started to shine. Everyone would gang up on the wall and, when spawns of Boulders and Fungoids would appear, the two Fire tankers would grab their aggro and dispatch them while everyone else worked over the wall.

Once the wall is down, you'll go through a huge hallway.

Step 5a: The "Acid" room. This is a fairly dangerous room. The water under the bridges is acid so you don't want to fall in and there are swarms all over the ceiling so you don't want to get too close to that, either. That said, this room is huge and it still leaves you a lot of room to move.

Rather than skipping past the enemies on the bridges, you need to stay and fight them. Make sure you keep some inspiration slots open as you need to harvest some "Ambrosia" inspirations from the Greater Devoureds. You'll know 'em when you see 'em, they look like Blueberries and are drastically different from any other inspirations you've ever gotten. It doesn't really take long, but you'll want to ensure that everyone has at least 3 or 4 Ambrosia inspirations before moving on.

Step 5b: Once you've gathered enough Ambrosia inspirations, make your way through this hallway, filled with Boulders and the like. You don't have to fight any of these guys. Just save yourself some time and move along.

Step 6a: Before you assault the Mold Wall, you need to take out all of the Lichens and Lichen Colonies. The Lichens (the little yellow blobs) are DE snipers and the Lichen Colonies (looks like a group of mushrooms and is partially hidden by the hero on the right) will produce more of them. If you don't take them out before attacking the wall, you're in for quite a treat. Make sure you get them all.

Step 6b: Time to go after the Mold Wall. This one isn't much different from the first except that the spawns are a bit nastier. You'll get spawns of Greater Devoureds and Fungoids here, rather than Boulders. We used the same technique - everyone pounded on the wall while the two Fire Tankers cleaned up all the spawns ASAP. These spawns required a bit more assistance against the bosses and such, but the technique still worked well. You can see some of the spawns here.

Step 6c: Once the wall is knocked down, make your way through the opening and down another hole.

Step 7: Kill the crystals. See all those crystalline Devouring Earth? They go on for miles - and you need to kill them all. This is the chamber where you'll fight the Crystal Titan and you don't want these guys interfering with the fight. Having some tanks that can herd can really make this go fast. We had three tankers so we'd go out and grab large herds and bring them back to the craters for a barbecue. These things herd up very easily.

Once you start to get far from the craters, you can simply stop using them. They're nice in the beginning, but certainly not essential. These things will run over each other to get into melee range so herding them up for massive AoE potential is really pretty easy.

Be sure to clear the whole room and, whatever you do, don't go up on the Crystal Titan's podium. You can run all around it and even in the water next to it without making him mad. Just don't go up on the podium yet. You want to clear the whole room, first.

Step 8: Free the heroes. At the back of the room, you'll see four chambers guarded by Guardians. Same as usual, group up the Guardians and take 'em down. Once they're out of the way, bust open the pods to free the captured heroes.

I believe the heroes will help you fight if you free them first, but it wasn't an issue for our team (being so Tanker heavy and all), so we just killed everything first.

Step 9: Time to get the Crystal Titan. It's very important that you always have an Ambrosia inspiration active. It lasts for 60 seconds so take a look at the mission timer when you take it and use that to know when you have to take another. Our only death occurred while fighting the Crystal Titan. Our Invulnerability tanker didn't pop a a new Ambrosia inspiration fast enough and got 1-shotted by the beast.

This is essentially a "timed" fight because you really must kill him before you run out of Ambrosia inspirations. The more inspirations you have, the longer you can hold out. As long as you have enough inspirations, he isn't hard to kill, at all. It took is just over 2 minutes (I was on my third inspiration) to take him down.

Hopefully, everything will go well and you'll get to take some happy victory pictures at the end.

Don't worry too much about the timer. Keep moving on and don't dawdle, but we still had over 2 hours left when we completed the trial. Good luck, all - this trial really is a lot of fun.


 

Posted

I'm in the level range for the trial, and a few level 50s in my SG wanted to do it, so I did some recruiting and we went to town.

Our team consisted of:
Grav/Kin Controller (myself)
Ill/FF Controller (recruit from friends list)
Ill/Rad Controller (recruit)
Eng/Eng Blaster(recruit)
Fire/Fire Tanker (recruit)
Inv/SS Tanker (SG)
BS/Inv Scrapper (SG)
Fire/Fire Blaster (SG)

We had no problems on this one at all, though the Fire Tanker worried us a few times with his zealousness.

Our strategy at the doors was: My SG attacked the door while I buffed and use Transfusion to recharge their End. The rest of the team herded and dealt with all the Boulders and Fungi/Devoured that showed up as we attacked the doors. This began happening the moment we touched the door, they just started erupting from the ground. Force Bubble kept them away from the door squad and Dispersion Bubble kept us from being mezzed.

The only downside was that all the knockback from one of the blasters, Force Bubble, and Phantasms kept my Fulcrum Shift from being very effective against the hordes of Crystal DE. But it went very well, no deaths throught the entire trial. Unfortunately, the blaster from my SG dropped just before fighting Titan, so we'll be going to do it again before I outlevel it, i"m sure. The guide was very helpful, thanks.


 

Posted

Been a bit since the last post in this thread, but I did it last weekend and had 3 failures that I learned a lot from - then 2 awesome successes. Ran one of them in a touch over an hour.

Everything I've seen in here looks awesome, but I have a couple of additions.

1. On the 2 walls - hug the side walls to get to the the AV walls you have to defeat. Once in front ot the wall - stay AGAINST it. The entire area in front of the wall (both Rock and Mold) is a proximity spawn "hot spot". You will get some spawns if everyone is against the wall, but way fewer than otherwise. The fastest run had an ice/rad controller that kept ice slick under the team and the baddies out of range. The other had a "designated spawn tanker" who stayed against the wall with us and cleared the spawns while everyone else took down the walls.

2. In the Rock Wall room - there are 2 Quarry monsters we defeated first (better to take them out on our own terms) and we also defeated all the mobs in the area in front of the wall (the wall will "call those" once it is damaged a certain amount).

3. Mold room - the Lichen Colonies will keep spawning Lichen until they are neutralized, so take them out first, then the Lichen.

4. The 4 freed heroes will indeed fight with you if you bring the fight to them, however - they can be defeated. We lost 2 of them on one of my failed runs.

5. There is no "required class" but I wouldn't recommend a full team of any one AT. I would recommend a full team though. For example, I'm a blaster, I herded in the Titan room (sure, I used phase shift, but they followed me to the rest of the team )

This was an absolutely awesome trial. Frustrating doesn't even begin to cover the failures though. I have to say that as with all trials, the team must work together - even more so on this trial - if even one person "does their own thing" against the team's strategy - you are more likely to fail. Most trials can recover if one person doesn't listen and work with the group, on this one though it is almost impossible to recover from.

Just my 2 cents. Can anyone top a 1 hour 10 minute run? I was highly impressed...to those who ran it with me - AWESOME job! Awesome trial...anyone want to exemp me sometime to run it again?


Global @Nomme & @Nomme Again
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Posted

Just as an FYI- My team just did this and failed....we got stopped at 2nd mold wall.

What we found out- neither wall EVER dropped the cairns.

The cairn dropped AFTER first wall died from the LT spawns, but not the lessers. We held them too fast with the 2 fire controllers

The spawns were HUGE on both doors....why? well, the 2nd door spawn is what got us more...and we figured out why it was with 30 mins left...and then couldn't finish.

What is the key to the door spawns? Think portal rooms.

When you go into the rooms and attack the door, or as you get close, spawn begins. (and seems centered mostly on team leader) If you have pets out, as well as group...MANY more spawn MUCH faster. (just like portal missions) When we went in with 3 full groups of imps on 2 controllers + illusion phantasms....something around 50 fungoids and *20* greater devoureds spawned.

We had: 2 fire trols, 1 illusion trol, 1 kinetic defender, 2 fire tanks, 1 dark scrap.

How did we test the theory? When I came out with it, I was face planted and watching. Until I died, dudes spawned around me.

I stayed down till they got the door to 50%, no extra spawns. Got door to 25, had like 5 mins left, so we decided to cast groups of imps.

First 2 groups came out...wham....3-4x the spawn we had. Let the imps die...the spawn returned to like 10 at a time, if that.

SO, DO NOT USE PETS ON DOORS FOLKS.