OMENS OF WAR PROGRESSION
(Asylum of Anguish Access & Immunity)
Now that I am immune, next is their commune! -- Bonzz
--------------------------------------------------------------------
Search Bonzz's Site by typing a keyword(s) in the box below.
--------------------------------------------------------------------
The Omens of War expansion introduced the “Discord” zones, accessed by way of the Priest of Discord in the Plane of Knowledge (up near the library entrance).
Along with it, comes a progression necessary to advance to the Asylum of Anguish (aka Citadel of Anguish). There are actually two (2) quests to pursue in order to gain this access.
One is for a series of signets (rings) that will allow immunity to the zone-wide AoE (aka Immunization (or Favors) for Taromani). The other is to allow you the actual zone access.
None of this has to be accomplished in the order listed, below.
You do NOT need the MPG Group Trials to request the MPG Raid Trials. The group trials are, otherwise, unrelated to progression (but they do award you new and free AA).
Winning any raid trial will lock you out of doing that same trial again for five (5) days.
NOTE: The person requesting the instanced zones (raids) needs to be over Level 68.
UPDATE: In 2008, Sony granted free access to the Asylum of Anguish by merit of level (Level 68), to include immunity… but this doesn’t mean that you cannot still gain access and immunity in the proper manner!
.
SEAL: MASTERY OF ALL (Magic, Lore, No Trade, Weight 0.1)
.
STATUS: Completed and verified!
..
!!! QUICK LINKS !!!
Signets Raid Trails Alternate Access
.
THE QUEST(S)
.
SIGNETS (RINGS)
1) DRANIK'S HOLLOWS: This is an instanced zone accessed via Grand Historian Gersh (Level 70), in Dranik's Scar.
The "Murkglider" instance is the one that you want.
You are after the A Shrewd Dragorn (Level 70). His place holder is A Blighted Cave Rat (Level 66).
You need to kill the A Shrewd Dragorn and loot the Two-Toned Signet (No Trade, Lore, Magic, Weight 0.1).
He spawns in the area of p607 p1614.
.
2) CATACOMBS OF DRANIK: This is an instanced zone accessed via Grand Historian Rygua (Level 70), in the Ruined City of Dranik.
This zone is the one where "Master of the Watch" is mentioned in the text from Gersh.
You are after the Insidious Dragorn (Level 70). His place holder is A Noc Scout (Level 65).
You need to kill the Insidious Dragorn and loot the Dust-Marred Signet (No Trade, Lore, Magic, Weight 0.1).
It spawns near the far end of the zone.
.
3) SEWERS OF DRANIK: This is an instanced zone accessed via Grand Historian Rygua (Level 70), in the Ruined City of Dranik.
You are after the A Cunning Dragorn (Level 70).
He is located in the "C" dungeon. This is the dungeon that mentions the "Foreman" in the text from Gersh. He can be tracked from the zone line, if he is up.
You need to kill the A Cunning Dragorn and loot the Discolored Signet (No Trade, Lore, Magic, Weight 0.1).
His spawn location is near the far end of the zone. Basically, go all the way north and then all the way east. Once at the far east, go back up into the bend.
.
4) THE RUINED CITY OF DRANIK: You are after the A Dragorn Prodigy (Level 70).
You need to kill him and loot the Weather-Worn Signet (No Trade, Lore, Magic, Weight 0.1).
He spawns at the "Stoneworker" camp, by the bridge.
Basically, once you leave the zone-in area, go left over the bridge and up through the murkglider caves (normally, this is easily done with invis).
.
5) WALL OF SLAUGHTER: You are looking for A Dragorn Mastermind (Level 70).
He can spawn in several places:
- p482, n604 -- north of the center Wall
- n813, n908 -- in the south east Ruins
- n531, p657 -- in the "boot-shaped" wall area
- n1175, n1175 -- by the ramp to Muramite Proving Grounds
You need to kill him and loot the Tarnished Signet (Lore, No Trade, Magic, Weight 0.1).
.
6) MURAMITE PROVING GROUNDS: Here you are looking for A Dragorn Tactician (Level 73).
He seems to spawn in at least three (3) locations.
One is located in the area of n3725 n600, not far from the Taskfiend Caikap (Level 73) location (this location is the closest one to the zone in). Another is on the way to the Projection of Arcana (Level 75), in the area of n1200, p100. Lastly, he may also appear at the dead end east of the Girplan Scavenger (Level 70), in the far north.
Kill him and loot a Glimmering Signet (Lore, No Trade, Magic, Weight 0.1).
.
7) RIFTSEEKERS SANCTUM: You are looking for A Dragorn Battlemaster (Level 73).
He is located near the "Queen's Room" (up the right side steps), in the area of n30 p1700.
Kill him and loot the Crystal-Gemmed Signet (Lore, No Trade, Magic, Weight 0.1).
.
8) RIFTSEEKERS SANCTUM: Once you have all seven (7) signets, you need to find Taromani (Level 75).
NOTE: Have a bag slot open!
She is located in the area of p590 n1250. This is up the right-side steps and then down the first tunnel to the right.
There are a few MOB's in the way, not to mention a few in the same room; so you will have to clear your way to her.
Once there, hail her and follow along, or just try saying, "I will assist with the favors."
She will give you Taromani's Insignia Case (Lore, No Trade, Magic, Weight 3.0, 0% Weight Reduction, 7 Large Slots).
.
9) Now combine your seven (7) signets (rings) in Taromani's Insignia Case.
This will make a Full Insignia Case (Lore, no Trade, Magic, Weight 8.0.
.
10) Now give the Full Insignia Case back to Taromani.
You will receive a character flag and are now properly immune to the zone wide AoE in Anguish.
TOP
.
RAID TRIALS
!!! QUICK LINKS !!!
Adaptation Corruption Endurance Foresight Hatred Specialization
11) MURAMITE PROVING GROUNDS: You are looking for the Projection of Mind (Level 75), at the far north center of the zone.
You will need a competent raid force. This event allows up to 54 people in the raid and requires a minimum of six (6) people.
Hail the Projection of Mind and follow along, or simply try saying, "Hatred," to get the raid.
When ready, click the nearby obelisk to zone in.
.
12) MURAMITE PROVING GROUNDS: THE MASTERY OF HATE: Once you zone in, you will have time to set up. This is probably the easiest of the trials.
Run up the steps and go up on the center platform. When you are ready to start the trial, simply say, to the Master of Hate (Level 75) (who is on the middle platform), "We are ready to begin."
The basic event involves killing the six (6) "Momma's" (Voracious Feran, Level 73) that you see on the platforms around the edge of the room (they are perma-rooted). Killing the "Pups" that they spawn (Feeble Dire Pup, Ferocious Dire Pup and/or Pliant Dire Pup... all Level 68) lowers the "Momma's" health. Once the "momma's" are dead, kill the Master of Hate (Level 73-plus).
The strategy:
- After the trial is started, do not try to run back down the steps, as it often means instant death.
- Aggro must be maintained on the "Momma's." This is best done by a Paladin (or an SK). A Paladin can hold aggro on two of them at a time. This is simply done from a distance (stand near the center platform, opposite two of the Momma's on one side); using stun spells (just turn and stun one, then the other, over and over and over). This is the only thing the Paladins will do until their two Mommas are dead.
- Thus, three Paladins (or whoever designated), can do this from three (3) different sides of the center platform, to aggro all six of the Momma's. This is important so that the Momma's don't attack others when they get too close. It also assists in causing them to spawn the "Pups."
- Healers/casters should stay up on the center platform for now, where they can heal/cast from relative safety. They may also need a "protector" to take any Pup aggro off them, should one succeed in getting to them. A Shadowknight is probably best for this.
- Everyone else, meanwhile, will focus on killing the Pups when the Momma spits them out. Killing a Pup will cause the Momma to loose Hit Points (about 5% each).
- When a Momma is around 20% Health (or less), the aggro-Paladin should advise of this and the raid should then "burn" that Momma down (finish her off), while maintaining a focus on killing any spawned Pups, first. This can be done with nukes, melee, DoT's, pets, etc..
- Keep this process up until only one (1) Momma is left.
- Before killing the last Momma, have everyone move to the back wall and off the center platform.
- When the last Momma dies, the Master of Hate will appear on the center platform.
- If everyone went to the wall as they should have, he will not aggro and you will have time to med up and rebuff.
- When ready, engage him. He is pretty much straight-up melee, but hits very hard. He has been known to hit as hard as 9K, but more often 5K or less.
- Once he is dead, Shell of the Master (Level 0... the corpse) will appear on the center platform. There will be loot on it for the raid to roll on.\
- Everyone will also get a Mastery of Mind Rune (Lore, No Trade, Magic, Weight 0.1).
- Keep this, as it is part of your final key.
TOP OF PAGE TOP OF SECTION
.
13) MURAMITE PROVING GROUNDS: You are looking for the Projection of Tactics (Level 75), in the south east section of the zone.
You will need a competent raid force. This event allows up to 54 people in the raid and requires a minimum of six (6) people.
Hail the Projection of Tactics and follow along, or simply try saying, "Foresight," to get the raid.
When ready, click the nearby obelisk to zone in.
.
14) MURAMITE PROVING GROUNDS: THE MASTERY OF FORESIGHT: Once you zone in, you will have time to set up.
Run up the steps and go up on the center platform. This, in my opinion, is the hardest raid trial.
This raid involves killing six (6) Dragorn MOB's (Dragorn Acolyte, Dragorn Adept, Dragorn Annihilator, Dragorn Flamecaster, Dragorn Incinerator and the Dragorn Spellscribe… all are Level 70) that are perma-rooted around the room on the platforms.
You have to kill them while following a boat load of emotes (to avoid being killed by AoE's and special attacks).
Everyone, tanks included, must to obey these emotes!
The key to this raid is taking your time and following the emotes! Deaths mean more and faster emotes piled on less people (often, without their knowing it, as they don't get the emotes that are transferred from a dead person to them). Failing to do this easily translates into a wipe before you know it.
When you are ready to start the trial, simply say to the Master of Foresight (Level 75) (who is on the middle platform), "We are ready to begin."
A few Kyv Sureshot (Level 70) will appear. They cannot be attacked or killed... so ignore them.
The strategy (pre-raid set-ups, for the most part):
- After the trial is started, do not try to run back down the steps, as it often means instant death.
- Everyone should make a new chat window and default "emotes" (and emotes only) to that window. This will be key to seeing the emotes and obeying them. It would be even better if you had audio triggers set up for them.
- Everyone should remove their rings before you start, and leave them off the entire time. This will fully avoid one of the emotes, removing it as a concern.
- All non-melee should remove anything in their primary weapon slot and leave it unequipped for the entire time. This will also avoid one of the emotes, all-together.
- Melee types need to set up their bandolier so they can remove and equip their primary weapon at will, to easily and quickly obey that same emote.
- Further, you can and will get multiple emotes (simultaneously). Follow them in the order that you get them, Some can be followed at the same time (example, you can duck and stand still at the same time, duck and move, etc.).
- Emotes must be obeyed without delay, and I mean immediately. Any delay probably means you will be hit by the attack.
- There are three types of emotes... room emotes (for everyone), Dragorn emotes (mostly for those in melee range of the MOB) and Kyv emotes (for individual players).
- If you get multiple emotes and feel you must choose which emote to obey... always obey the Kyv emote! This is because the room attack (AoE) is 4.2K-ish Damage, while a Kyv attack can hit you for up to 10K-ish damage!
- The emotes will essentially tell you what to do to avoid the attack (move in a particular direction, duck, move, stand still, etc.).
- Example… "Out of the corner of your eye, you see a Kyv Sureshot tracing your path with his bow. You should stand still." Obviously, you stand still! It doesn't take a rocket scientist to understand and follow them... just attentiveness.
- You will see another emote that tells you that you managed to avoid the attack. If you avoid the attack, you will see something like, "An arrow narrowly misses you." If you failed to avoid the attack, you will suffer the damage.
- Once you avoid the attack, or are hit by it, you can resume your offensive attacks... or follow the next emote.
- Avoiding most emotes merely involves moving to a different "quadrant" of the room (visually divide the room into a 4-section pie with a circle in the center, to get the idea... north slice, south slice, east slice and west slice...).
- The emotes are:
- "The room begins to heat up dramatically. The north side looks safe." -- (Simply move to the north quadrant of the room.)
- "The room begins to heat up dramatically. The center looks safe." -- (Simply move to the center area of the room... up against the center platform is good enough.)
- "The room begins to heat up dramatically. The south side looks safe." -- (Simply move to the south quadrant of the room.
- "The room begins to heat up dramatically. The east side looks safe." -- (Simply move to the east quadrant of the room.
- "From the corner of your eye, you notice a Kyv taking aim at your position. You should move." (Simply run to another quadrant).
- "From the corner of your eye, you notice a Kyv taking aim near your position. He appears to be leading the target, anticipating your next movement. You should stand still." (Simply stop moving.)
- "From the corner of your eye, you notice a Kyv taking aim at your head. You should duck." (Simply duck, and remember, you can still move while ducked.)
- "The Dragorn before you is developing an anti-magic aura." (Don't cast on the Dragorn or you will nuke yourself).
- "You notice that the Dragorn before you is preparing to cast a devastating close-range spell." (Simply move out of melee range or suffer 4k-ish damage)
- "You notice that the Dragorn before you is preparing to cast a devastating spell. Doing enough damage to him might interrupt the process." (Nuke the Dragorn for enough damage and he won't get the spell off, melees need to back out of melee range).
- "The Dragorn before you is sprouting sharp spikes." (Simply turn off melee attack, or suffer the consequences of his damage shield, which last three tics or 18 seconds)
- "The Weapon in your right hand begins to heat up dramatically. You should remove it." (Non-melee can ignore this if they followed the instructions, above. Melee should use their bandolier to remove their weapon.
- (Ring emote -- emote text will be put here when I find it). (This one can be ignored, as no one should have their rings on.)
- NOTE: You may see “A Hazard” casting a spell. There is no MOB by this name. This is simply the room AoE’s being cast.
- The first time I won this, the strategy was to start with the Dragorn Flamecaster, kill it down to at or under 15% and then move counter-clockwise taking all the others to 15% (or less) as well. Then we reversed (went clockwise) and killed them off as quickly as possible. The stated logic was that each dead Dragorn supposedly increased the number of emotes, so getting them to low health allowed them all to be killed in relative quick succession, reducing the overwhelming number of emotes.
- I have also won it with melee types starting on one side and nukers on the other and killing each MOB in succession.
- The biggest key, no matter what, is following the emotes to reduce deaths; followed by each group being generally self-reliant on keeping each other alive (healed).
- Once they are all the MOB’s are dead, Shell of the Master (Level 0 -- a corpse) will appear on the center platform. There will be loot on it for the raid to roll on.
- Everyone will also get a Mastery of Tactics Rune (Lore, No Trade, Magic, Weight 0.1). Keep this, as it is part of your final key.
- RUMOR: I have heard rumor that using Infusion makes this far event easier.
TOP OF PAGE TOP OF SECTION
.
15) MURAMITE PROVING GROUNDS: You are looking for the Projection of Realms (Level 75), in the far east/middle of the zone.
You will need a competent raid force. This event allows up to 54 people in the raid and requires a minimum of six (6) people.
Hail the Projection of Realms and follow along, or simply try saying, "Adaptation," to get the raid.
When ready, click the nearby obelisk to zone in.
.
16) MURAMITE PROVING GROUNDS: THE MASTERY OF ADAPTATION: Once you zone in, you will have time to set up.
Run up the steps and go up on the center platform.
This trial simply involves defeating a single shape-shifting MOB that has different abilities/weaknesses with each change.
The target MOB will change forms from the Construct of Brutality (Level 73), to the Construct of Fire (Level 73), to the Construct of Ice (Level 73), to the Construct of Pain (Level 73), to the Construct of Power (Level 73) and then repeat said forms.
When you are ready to start the trial, simply say to the Master of Adaptation (Level 75) (who is on the middle platform), "We are ready to begin."
The strategy:
- After the trial is started, do not try to run back down the steps, as it often means instant death.
- In advance, have the melee types set up their bandolier so they can easily change between blunt, slash and pierce.
- An off-tank/aggro group is a very good idea. A 2-healer, 2-Knight, Shaman and Chanter team would be good for this.
- The Construct of Pain is always the first form. After that, the change is random.
- It changes forms on a timer of 30 seconds, then 60 seconds, then 90 seconds and then repeats.
- As you kill the MOB(s) this timer decreases (it changes faster).
- All forms hit hard!
- Any adds that come with each form, will despawn with the form they came with (they don't stay up).
- Each change replenishes the MOB's buffs, so debuff and slow it on every change.
- The Construct of Pain is weak against blunt weapons. It flurries.
- The Construct of Fire is weak against spells (nuke it). It has a damage shield (debuff it). It casts an AoE that hits for 1,250 HP a tick and drains mana by 150 per tick.
- It also spawns an add called A Lick of Flame (Level 70). It can hit for 3K. It is not mezzable, but it can be stunned. Off tank it (just hold aggro).
- The AoE on this form overwrites mind buffs, so it is a good idea that chanters rebuff the casters after it changes forms again.
- The Construct of Ice reflects spells (don't cast on it!).
- It spawns an add called A Mote of Frost (Level 70). This one is charmable! Charm it (Edict of Command) and send it to attack and help with DPS!
- The Construct of Pain is weak against slash weapons. It has an AoE Rampage.
- The Construct of Brutality is weak against pierce weapons (to include trueshot). It has an AoE that hits for 2K, is a 30% slow (snare) and drains endurance by 500. Back off to max melee range and range attack it as much as possible.
- It also spawns five (5) adds called A Diminutive Construct (Level 65), that can hit for 2K. These can be mezzed, so mezz them (off tanks aggro them but don't attack to avoid breaking mezzes).
- Once the MOB is dead, Shell of the Master (Level 0, the corpse) will appear on the center platform. There will be loot on it for the raid to roll on.
- Everyone will also get a Mastery of Realms Rune (Lore, No Trade, Magic, Weight 0.1). Keep this, as it is part of your final key.
TOP OF PAGE TOP OF SECTION
.
17) MURAMITE PROVING GROUNDS: You are looking for the Projection of Body (Level 75), located in the far western/middle area.
You will need a competent raid force. This event allows up to 54 people in the raid and requires a minimum of six (6) people.
Hail the Projection of Body and follow along, or simply try saying, "Endurance," to get the raid.
When ready, click the nearby obelisk to zone in.
.
18) MURAMITE PROVING GROUNDS: THE MASTERY OF ENDURANCE: Once you zone in, you will have time to set up.
Run up the steps and go up on the center platform.
The basic idea of this event is to out last (endure/stay alive) two (2) named Dragorns for 20-minutes, while dealing with the waves of adds that they throw at you.
Repeat, the goal is not to kill them, but to survive for twenty (20) minutes (they will die on their own if you survive that long)!
When you are ready to start the trial, simply say to the Ansdaicher the Ancient or Zellucheraz the Ancient (who are both on the middle platform and are both Level 80), "We are ready to begin."
The strategy:
- After the trial is started, do not try to run back down the steps, as it often means instant death.
- Make sure that knights are the last to zone in, as this is said to put them high on the aggro list (desired).
- The goal here is not to actually kill Ansdaicher and Zellucheraz, but to simply stay alive.
- If you stay alive for 20 minutes, you will win (Ansdaicher and Zellucheraz loose Health over time... not from DPS).
- Try to tank the two named on the 3rd and 4th platforms or in the center.
- Have two tanks remove any and all haste items, remove any haste buff and equip the slowest weapon they have (or no weapon at all).
- This is because their job will be hold aggro on Ansdaicher and Zellucheraz, not to kill them. In short, tanks will not even attack; they will simply taunt and do whatever they need to do to hold aggro.
- The idea is also for these tanks to suffer as little damage from riposte and damage shields as possible, to help the healers (thus, the reason they should not attack).
- Ansdaicher and Zellucheraz do cast a slow/snare, for which it may be a good idea to leave on the main tanks (don't cure it).
- However, it is also a mana drain (35 per tic) so cure it off the healers and knights (off-tanks).
- Set-up knights to watch for adds. The raid will focus on and kill all adds (all level 68).
- MOB's will be:
- A Dragorn Champion (Level 68): needs to be rooted and/or off-tanked;
- A Dragorn Antagonist (Level 68): needs to be rooted and/or off-tanked;
- A Dragorn Defender (Level 68): needs to be mezzed (they come from the south)... if you can keep them mezzed, you can ignore them for the duration or at least until the other MOB's in the wave are dead;
- A Muramite Sentinel (Level 68): needs to be off-tanked (they come from the center);
- A Frantic Discordling (Level 68): needs to be off-tanked;
- If you number the pedestals around the room clockwise, the root-able MOB's generally pop on the 1st platform and generally have a grey/green skin color. The mezzable MOB's generally pop on the 5th platform and generally have a red/purple skin color. The off-tank MOB's generally pop on the 2nd, 6th and Center platforms.
- Nothing pops on the 3rd and 4th platforms.
- There are six (6) MOB's per wave.
- Rooted MOB's should despawn when the next wave appears... so keep them rooted and do not worry about killing them (Shaman VP and Ranger/Druid AoE roots may work very well for this), unless you want to kill them.
- Once the 20 minutes are up, a Shell of the Ancients (Level 0, the corpse) will appear on the center platform. There will be loot on it for the raid to roll on.
- Everyone will also get a Mastery of Body Rune (Lore, No Trade, Magic, Weight 0.1). Keep this, as it is part of your final key.
TOP OF PAGE TOP OF SECTION
.
19) MURAMITE PROVING GROUNDS: You are looking for the Projection of Power (Level 75), in the far north east section of the zone.
You will need a competent raid force. This event allows up to 54 people in the raid and requires a minimum of six (6) people.
Hail the Projection of Corruption and follow along, or simply try saying, "Corruption," to get the raid.
When ready, click the nearby obelisk to zone in.
.
20) MURAMITE PROVING GROUNDS: THE MASTERY OF CORRUPTION: Once you zone in, you will have time to set up.
Run up the steps and go up on the center platform.
This trial basically involves killing three (3) waves of MOB's (6 then 12 and then 18 MOB's... all are Level 70). These MOB’s are of player-type classes (re: rogues, enchanters, etc., who all have their Epic 1.5's).
This time you will see Huhn-Abram's Corpse (Level 73) on the platform and six (6) non-KoS (for now) MOB's standing about the room.
Oddly enough, Huhn-Abram's Corpse isn't actually dead (yet). When you are ready to start the trial, simply hail Huhn-Abram's Corpse and follow along, or just try saying, "We were expecting a fight."
The strategy:
- After the trial is started, do not try to run back down the steps, as it often means instant death.\
- Some of these MOB's are mezzable.
- Many of them are immune to run-speed changes (snare, root).
- So the rule of the day is to off tank, kite and pet control everything. This is especially key in the third wave.
- You need as much magic resists as possible. You will need Dead Man Floating (or some form of levitation).
- Assign someone to loot corpses so the attacking Necro MOB's cannot wake the dead and send them to attack the raid.
- The NPC-type MOB's include:
- Clerics (they use Annul Magic, Complete Healing, Faith, Holy Light, Judgment, Reckoning and Word of Restoration)
- Enchanters (they use Boltran's Agacerie, Color Snap, Dementia, Dementing Visions, Dictate, Gravity Flux, Madness of Ikkibi, Rapture, Recant Magic, Suffocate, Trepidation and Wind of Tashanian)
- Rogues (they back stab, shadow step and are high DPS -- kill them first!)
- Wizards (they use Ancient: Core Fire, Annul Magic, Circle of Thunder, Corona Flare, Draught of Fire, Draught of Ice, Draught of Jiva, Elnerick's Entombment of Ice, Invert Gravity, Lure of Frost, Lure of Ice, Pillar of Lightning, Searing Heat, Shock of Magic, Telaka, Vengeance of Root and Wrath of Al'Kabor)
- Necromancers (they use Ancient: Curse of Mori, Annul Magic, Chaos Venom, Devouring Darkness, Greater Immobilize, Grip of Mori, Insidious Retrogression, Plague, Pyrocruor, Swarm of Fear III, Torbas' Venom Blast and Wake the Dead)
- Magicians (they use Ancient: Nova Strike, Annul Magic, Burning Sand, Host of the Elements, Mala, Mana storm, Shock of Steel, Star Strike and Wrath of the Elements)
- Warriors (melee)
- Monks (they will feign death and you can't attack them until they stand back up).
- The general accepted strategy is to kill the Rogues first (take out their DPS), then the Enchanters (because they can charm players), then the Clerics (so they can't heal), then the casters (Wizards, Necromancers, Magicians... gets rid of the nukers) and then the Monks and Warriors.
- The same NPC MOB's can and will appear in one wave or all three waves. They are always the same class.
- You can tell what class they are by the Epic 1.5 they hold in their hands (if you are able to recognize the graphics).
- One person, who is NOT a melee, needs to be designated as the "Tank Assist." This person's job will not to actually tank or melee, but to pick out the next target while the current target is being taken down.
- This way, the actual tank (Main Assist), can assist the "Tank Assist" to immediately acquire the next target, rather than have to look for it.
- Everyone except off-tanks/kiters needs to assist the actual tank (MA)!
- This is key to taking each wave out as fast as possible, so that DPS is focused and quick-kills of one target at a time, rather than dividing DPS all over the place.
- Save discs, as much as possible, for the third wave, especially defensive ones.
- Take heal potions and use Heal Over Time spells as much as possible. Only use direct/complete heals when it is required. This avoids heal aggro on the clerics.
- Each group should try and keep itself healed as much as possible, as opposed to a heal chain on the main tank. So set up groups with that in mind (this helps avoid low health aggro).
- (NOTE: I believe this is the biggest key to the raid. The goal of each group should be to stay as close to full health as possible, for the entire raid.)
- Have everyone shrink, except the tanks (this allows easier targeting of the MOB's and in spotting the main tanks).
- Have the tanks stand by their MOB before the first wave starts (the first six MOB's are all ready in the room and are not KOS yet).
- Everyone else should position at the back/rear of the room, opposite the stairs. This is because the next two waves come from the stairs and it gives players more time to target and aggro them. Tanks can use AoE abilities to grab them at the top of the stairs.
- Keep aggro off the healers and nukers.
- Leave one MOB up in each wave. Have an off-tank just stand there, hold aggro and take the punishment. This is to allow time for rezzing, rebuffing and medding between waves. Killing that last MOB will spawn the next wave in short order.
- Rez/call on the run, to get people back in the action.
- Once the waves are dead, Shell of the Master (Level 0, the corpse) will appear on the center platform. There will be loot on it for the raid to roll on.
- Everyone will also get a Mastery of Power Rune (Lore, No Trade, Magic, Wright 0.1). Keep this, as it is part of your final key.
TOP OF PAGE TOP OF SECTION
.
21) MURAMITE PROVING GROUNDS: You are looking for the Projection of Arcana (Level 75), located in the far northwest section.
You will need a competent raid force. This event allows up to 54 people in the raid and requires a minimum of six (6) people.
Hail the Projection of Arcana and follow along, or simply try saying, "Specialization," to get the raid.
When ready, click the nearby obelisk to zone in.
.
22) MURAMITE PROVING GROUNDS: THE MASTERY OF SPECIALIZATION: Once you zone in, you will have time to set up.
Run up the steps and go up on the center platform.
The basic idea of this trial is to kill the Master of Specialization, which will require the use of different specialties during the course of the battle.
When you are ready to start the trial, simply say to the Master of Specialization (Level 75) (who is on the middle platform), "We are ready to begin."
The strategy:
- After the trial is started, do not try to run back down the steps, as it often means instant death.
- The Master of Specialization will change weaknesses, so to speak, during the fight.
- You will know this by the DoT's that affect you. Set-up bandoliers in advance.
- Therefore, you need to change your attacks on the run as follows:
- RIGIDITY: Don't use blunt weapons or cold based spells (casting time will be slowed);
- IMPRECISION: Don't use piercing weapons, back stab or fire based spells (damage will be decreased);
- CURSE OF MISFORTUNE: Don't use slashing weapons and or magic based spells (MOB becomes 100% resistant to them);
- IMPURITY: Don't use hand to hand, flying kick, poison based spells or disease based spells (there is a significant mana increase to cast spells);
- He also has four (4) 6K Direct Damage AoE's, which seem to fire off after each change.
- When buffing, using Focus of the Seventh and Talisman of the Boar rather than Wunshi/Bloodworg or higher, as Rigidity will overwrite them. Beastlord versions of these buffs may be okay, however. UPDATE: I do not know if it will overwrite Unity.
- Rigidity can be cured with the right cures (such as Blood of Nadox).
- Curse of Misfortune can be cured by Radiant Cure.
- Have someone ready (hot keys prepared in advance) to spam raid about the changes and how to react (re: "Rigidity! No blunt! No Cold Spells!").
- The tank should be primarily healed by Druids and Shamans.
- Clerics may want to keep Divine Intervention on the tank, as well has casting MGB Heals at certain points (depending on how many clerics you have with MGB, the more the better).
- If rezzing becomes necessary, rezzing will not likely save the day.
- Clerics and Paladins need to focus on keeping their groups alive; making a concerted effort to keep everyone at 100% health the entire time... this is a BIG FACTOR in winning or losing! The more people who stay up, the more DPS you have on the Master.
- Set-up on the left wall and pull the Master to the raid. The entire raid should stay in the area of the Master to insure they are in range of group heals and MGB heals. Use Wards, Servants and Infusion, if you wish. Bring Heal Potions.
- Once he is dead, Shell of the Master (Level 0, the corpse) will appear on the center platform. There will be loot on it for the raid to roll on.
- Everyone will also get a Mastery of Arcana Rune (Lore, No Trade, Magic, Weight 0.1). Keep this, as it is part of your final key.
.
23) After you win your sixth and final trial (any sequence), you should automatically receive the Seal: Mastery of All (even if parts of it were it your bank)!
In fact, if you did have parts of it in your bank, you may destroy them, once you get back to a banker (parts in the bank will not “poof” on their own, but any parts that were in your inventory should have "poofed" on their own).
You now have access to Anguish along with loot rights, but you will not be immune to the zone wide AoE Curse unless you have completed the Signets quest (above).
TOP OF PAGE TOP OF SECTION.
.
.ALTERNATE ACCESS
1) You need to acquire all of your signets to survive in Anguish (remove the zone curse).
UPDATE: In 2008, Sony entitled access to the Asylum of Anguish by merit of level (Level 68), to include immunity and loot rights.
.
2) Once you have your signets done, you can be willed into the Asylum of Anguish (85% rule).
While you can be willed in, you will not be able to loot anything yet... except for one thing. Once willed-in, the raid will need to kill one of the “boss” MOB's, who will always drop at least one (1) Seal: Mastery of All.
You can loot this item.
Simply loot it and you will then be alternate keyed for Anguish!
TOP
..
If you note any errors, misspellings, item name errors, misinformation or anything that needs addressing on this page -- PLEASE let me know via an in-game EQ Message (Bonzz on the Bertoxxulous server), or post on Bonzz's Discord Server!
HOME
This Page Last Updated October 14, 2022
This fan site is created and provided free (uncompensated, no ads, no sponsors, no registration / log-in), by Bonzz of Bertoxxulous. Images / graphics / sounds on this web site are in-game (EverQuest) captures, originate from Sony / Darkpaw / Daybreak Games (EverQuest) and / or with permission from others (if any). Some graphics may be modified (re-sized, cropped, etc.) from their original form. Any pages that play sounds / music, are intentionally set at low volume. Most of them are under two (2) minutes or less, and should play once and then stop. If any sound / music continues to loop (play over and over), let me know! EverQuest is copyright / trademark / owned / operated by Darkpaw Games, which is owned / operated by Daybreak Games, which is owned / operated by Enad Global 7.