Eden Trial I7 in depth guide
Where's the "in depth" part?
I think an essential tip is missing in the guide: use slow powers on the walls. Those walls can easily summon enough DE to overwhelm a team. However, slow powers decrease the rate at which they summon.
Ice tank? Crey Pistol? Snow storm? Psy powers? Ice blasters? You get the idea. Use your recharge reducing powers on those walls. It can be th e difference between success and failure.
The team I completed Eden with had 1 defender, 1 controller, 2 scrappers, and FOUR (count them: 4) blasters (yes.. one of them was ice).
Needs a lot of work and is quite misleading in sections. I suggest you read some of the other guides and posts specific to the trial.
- First mission is defeat 200 DE.
- You do not need to clear the DE up to the Quarry. And there are two of them you need to defeat.
- Its the Rock Wall where you have to worry about Cairns, not the Mold Wall. The Rock Wall spawns Sentries and Boulders. The Sentries drop the Cairns. I had to abandon a trial last week due to a Cairn behind the Rock Wall that couldn't be destroyed even with AoE's.
- Before attacking the Mold Wall you need to clear the Lichen colonies. These are the snipers, not the Fungi. They are not in the room with the Crystal Titan.
- In the final room you fight Sardonyx and Guardians. You need to clear all of these before attacking the Crystal Titan. If you herd them to the freed heroes they will help you.
- Ambrosia protects you from the Crystal Titan's UNTYPED damage. This will 1-shot anyone, tanks included. The Titan also has a footstomp which does smashing damage. The ambrosia does not protect you from this - you need shields/inspirations.
Thanks for the extra information. My brain was fried as I tried to remember everything. I did edit the original post to have the updated correct information. As for the Quarry we only had to fight one of them. In the past I remember there being 2 but we did not see the other one.
I dont believe in having a mandatory 8 team like peoople do with the LRSF. Personally if the players are experienced and have the damage, heals and agro just about any mix up can do it. The only powers that is truly necessary is Empath and a Rad. It may take longer substituting in scrappers for blasters but it will work in the end. As you saw from my team we had a very diverse mix of people and talents. Also 5 of the 8 were exemped while the others were 39-41. One of our blasters had ice and the only other character with - slow was the rad and we ran thru it just fine. As a side note, not one of our team members died in the whole trial which was amazing.
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I had to abandon a trial last week due to a Cairn behind the Rock Wall that couldn't be destroyed even with AoE's.
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Really? Did you petition a GM that you were stuck? In a TV trial my team once knocked a guard back through a closed door (that he had the key too), catching us in a 22: need the guard to open the door... need to open the door to get the guard. I petitioned a GM and one popped over and fixed the problem for us.
Also, empaths and rads aren't necessary, FMIST, IMO.
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I had to abandon a trial last week due to a Cairn behind the Rock Wall that couldn't be destroyed even with AoE's.
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Really? Did you petition a GM that you were stuck? In a TV trial my team once knocked a guard back through a closed door (that he had the key too), catching us in a 22: need the guard to open the door... need to open the door to get the guard. I petitioned a GM and one popped over and fixed the problem for us.
Also, empaths and rads aren't necessary, FMIST, IMO.
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Yea we petitioned, but after 15-20 minutes we got tired of waiting and quit. The GM response finally came 45 minutes or an hour after the petition was submitted.
Wow hudsonsmith. That sucks. Maybe they had a busy night
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Needs a lot of work and is quite misleading in sections. I suggest you read some of the other guides and posts specific to the trial.
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thanks for the additional info, quick search didn't turn up any others in the last 3 months - do you have any you find useful?
This one is pretty good for general decscriptive info: Gleepwurp's Task Force and Trial Guide
Here's a recent thread with some good info from Bungee:
http://boards.cityofheroes.com/showflat....&PHPSESSID=
Another note: you don't need to defeat the 2 Quarry's before you hit the Rock Wall, and here's how/why...
Was on an Eden Trial a few weeks ago with a great team. However, we just didn't have the damage output/-Regen needed to take the Quarry's down. Try as we did, we just didn't have the firepower. We were about to give up and quit right when our leader had an amazing idea. You see, there are 2 holes in the ground near where the Quarry's usually spawn. For heroes, these are the holes that teleport you around the map. For an enemy, for instance let's say a Quarry , if they were to fall into the hole, they do not get teleported away and become permanently stuck. Lead the Quarry into the hole. He'll drop down to the bottom, and never, ever, come back up for air. That's it, problem solved.
Happy trial'ing!
Main Character: Ice/Storm/Ice Controller (Justice, 1340 badges)
I'll debate needing a rad OR a Tank
We did it the other night with no Tank. Had two Kinetic Trollers, 2 Blasters, I think (I know one blaster quit before the end), 3 Scrappers & a TA/Archery Defender.
Team Wipe at the end...but we took down the Titan at the same time.
Don't get too set in your beliefs that only a certain team structure can succeed. We succeeded with no pure empath, no rad & no tank.
But we did have me & I rock
Any TF/SF is doable with any set of AT's as long as you are willing to grind it out! Most recomendations are just to make it easier.
Hi FMIST.
One tip on the Quarry.
You don't need to fight them. You can aggro them into a nearby hole and be done with them.
Just stay on the opposit side of the hole. They will fall in.
A little TF speedup trick.
BC
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Any TF/SF is doable with any set of AT's as long as you are willing to grind it out! Most recomendations are just to make it easier.
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I don't know if I'd agree completely with this; when our group tried the Eden trial (grav/ff controller, fire/fire blaster, nrg/nrg blaster, dark/dark scrapper, emp) we couldn't scratch the GMs. If it weren't for the "drop in the hole" trick I'd read about recently, we would have stalled right there.
Then we couldn't get through the rock wall. Best we ever did was getting it down to half before we were overwhelmed, even with all of us up against the wall to minimize spawns. Its possible some spawns got knocked through the wall and dropped cairns, though I'm not sure how we'd know that; I know on our second pass against the wall we never even got it down below 90%, though that time our Emp had had to leave for some sleep so no Fortitude to boost damage.
Going to try again with a /kin controller along for some debuffs and slows on the wall spawning, hopefully that will make the difference. I know the couple times I did it with mostly the same group of players, different ATs, but with my rad defender, the GMs and walls were cake.
The easiest way to tell there is a cairn is if your attacks are doing no damage. If you are running it with a grav controller I would recommend they dismiss their singularity while doing the walls - I suspect the repel field may knock foes through the wall. I have run Eden twice since the aborted attempt above and have not had issues with the GM's or the walls.
This is my first time creating one of these so bare with me and excuse all miss-spelling. Just completed the Eden Trial successfully as of 09/17/06 and thought I would share some of our team's findings and post some information.
Contact Woodsman in Eden, Eden Trial lvl 39-41. Someone within this range has to be leader and start the trial other wise it will disband the team.
Notes:
Walls are no longer purple to exemped heroes. If you kill enough Greater DE, all members exemped or not will get ambrosia. You need at least 4 ambrosia if your planning to be in melee range of the AV. De do spawn ontop of you at the last wall and sometimes the first wall. Heroes with - slow attacks and rad are also highly recomended.
Team Build
Requires a team of 8 and you need to balance healing, agro and damage. Recall friend is really helpful. Our team had 2 tanks (stone), 2 Defenders (Empath), 2 Blasters, 1 PB, and a Controller. We did extremely well and finished it with a lot of time on hand. I truly recomend having at least 2 empaths and one rad (defenders or controllers) on the team. You will also need a lot of damage which is why you really need blasters. Scrappers, PB and warshades also are great for damage.
Mission format/Guide
1st mission is kill 200 devouring earth. Really goes fast if you have people who are exemped and a good tank.
2nd mission is the final one. Time given to complete 4 hours which should only take you around 2 hours to finnish with a well rounded team.
In the 2nd mission your map is is no good which is part of the challenge. You will see large holes in the ground that you will have to jump down. Low hp players need to be careful because you can fall a long way and loose just about all of your hp and die. In addition, when you fall you are dropped in the middle of DE. Having fun yet? Well someone with stealth, and recall friend really comes in handy here. However please note i had to range enhance and I still needed for player to fall down at least once in order to tp them.
You will fall down at least 3 times before you see the wall ahead of you with a Rock monster or quarry I believe. I recommend clearing the DE on the bridge leading to the quarry however you can skip them. Fighting the giant monster seems like forever because of his hp and you really need the damge here. A rad is almost definately needed. First try no rad, 20 minutes later monster had full hp we started over and got a rad. With the rad we took the monster down in 10 minutes. Next step is the wall. I was exemped down and it was orange. When you attack the wall Have the tankers taunt the DE which spawn while the rest of the team works on the wall. Some people have a nuke in case a cairn spawns on the other side. We were lucky and none did. Once the wall is down I believe you fight your way on the bridge to collect Ambrosia all the way to the next wall / mould. Along the way you will fight lots of greater DE which will give you ambrosia. The greater DE are the onse who drop the ambrosia. Ambrosia is high resistence to the unknown damage the av haves. This provides you with super resistance for 60 seconds. In addiiton the AV has a killer foot stomp. 1 unknown no ammbrosia and your dead. 2 foot stomps and your dead if not a tanker or if you dont have buffs and heals. I recommend each member in melee will need at least 4 ambrosia.
Once you finished collecting your ambrosia you need to head into the next room which have leachen snipers. Make sure to destroy them before proceding to the mould wall.
The mould wall was red to me as I was exemped. The same way you dealt with the wall you have to beat the mould. The only change is that DE spawn like crazy by it and when it is less than half hp they will drop on your head. Once the mould goes down you clear the de surround the the big giant AV. Once they are dead, free the heroes in the cells, get your buffs, eat an ambosia and go kill the AV. Without ambrosia he will 1 shot the toughest of tanks. Also dont forget the monster foot stomp. Tankser should fight on the plat form with the AV, Blasters and Defenders can hover of jump up from one level below the AV Hope this helped, some minor detials may be missing but please feel free to add some.