Entered: Sat Nov 10 08:15:42 2018 Modified: Tue Dec 5 05:21:04 2023
Prerequisite Quests: Soldier of Air and Fight Fire.
There are 5 NPC's along the spider web pathing. Each have the same name and look alike each give a different trial. (Which path do we take to get this trial?)
You say, 'Hail, Waves of Saffron Sky'
Waves of Saffron Sky says, 'If you say that you are, then so you must be. You seem rather dull, so if you do not know what you [must do] to pass this trial, I am allowed to grant you a hint.'
You say, 'prepared'
Waves of Saffron Sky says, 'It is rather simple, perfect for your tiny mortal mind. Simply defeat Whistful Wind Calls. Of course you will have to prove your worth to him by defeating what remains of his command. Do not hesitate, for if any of them become bored they will retreat and you shall fail.'
Defeat any trial that you have not already defeated and claim your reward. 0/1 (Plane of Smoke)
This quest has adds that drop clickies. The adds are,
Soot Spray
Wind Spray
Seafoam Spray
Sand Spray
The clickies are,
Sigil of the Golden Flame
Sigil of the Darkening Depths.
Sigil of the Soaring Heart
Sigil of the Hardening Heart
Sigil of the Overlord of Ash
(Need these uploaded via the item collector.)
5 platforms in the air main mob,
Grinning Monsoon
Diamond Earthshaker
Alabaster Moonbreeze
Sunbird of the Dawn
Striding Obsidian Destroyer
Basically two sets of adds spawn each will have a clicky drop each group member will need one. You need to click the same clicky to be ported up to a Named and kill it. You are then are ported down.
Clickies disappear if anyone in the group dies.
Warning the last main mob will port to random peeps so if you have peeps not on the platform it will heal to 100%
Chest Loot:
(a bulky chest)
Happy Stone
Iron Ring of the Cavalry
Mortal Corporeal Light Zephyr
Median Spellbound Lamp
Weaping Undefeated Heaven Binding Feet Muhbis
Weeping Undefeated Heaven Binding Head Muhbis
Reward(s):
Exp
212 Platinum, 5 Gold
(We need all details, related creatures, items used, dialogue and etc...)
Just did this with 2 x 115 Mages, air pets. The mini bosses and the final boss weren't significant fights, just loads of HP. The six elemental "adds" at the start and after the first mini are more danger if you don't beat down the first pair quickly. The second and third pairs of elementals come after about a minute and it's not good to be fighting six, so get the first ones down. There's no rush to get the minis, so take time to rebuff and med before next fight. The final boss doesn't hang about so you'll be summoned straight in.
First time I tried this, the final boss kept on resetting and healing back up to full health. I suspect this may be because you all need to click the Sigil of the Overlord of Ash even if you are already in the arena with him.
Second time, when I'd just killed the 4th mini my main got booted back to ZI with a message about too many being present. There's still a bug or two to be ironed out.
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Chard ~ 115 Magician of Bertoxxulous Mean Ole Men Formerly a soloer but now twin boxing another mage.
Sigil of the Soaring Heart - color blue SE Alabaster Moonbreeze
Sigil of the Darkening Depths - color purple SW Grinning Monsoon
Sigil of the Hardening Heart - color orange NE Diamond Earthshaker
Sigil of the Golden Flame - color red NW Sunbird of the Dawn
1. The roaming storm cannot be targeted or killed 2. Any deaths in the group will cause any distributed sigils to disappear (you have to restart the mission). If you attempt to distribute a sigil to a group member after they have been rezzed, it will go directly to the corpse. 3. The adds: -Cannot be rooted -Cannot be mezzed -Cannot be paci'd -Spawn on a timer. I'd guess around a minute. -Hit about as hard as a tier 1 named (35k max)
There is no timer on this mission like Trial of Three, but honestly as soon as you get 2 sets of adds up you might as well reset it.
This is an incredibly difficult and poorly tuned mission relative to the others.
This event takes place in a round amphitheater with multiple platforms. You kill trash mobs on the floor, which drop medallions that port players up to various platforms where you kill a total of four minis. Those minis drop "Sigil of the Overlord of Ash" that (in theory) teleports players to the final boss. More on that in a minute.
The biggest thing to understand is how the medallions work. There are four minis that drop two Sigil of the Overlord of Ash each, so you will have enough medallions for everyone to get to the final boss. However, you will only get three each of the other four medallions, which means you cannot have your entire group port to a platform for a mini-boss. The group needs to decide upfront who fights the minis, and whomever is handling loot needs to make sure to hand out the medallions accordingly.
There is a small ledge around the perimeter of the amphitheater from which our cleric was able to heal, without porting to the platforms. As a Wizard I could not get line of sight to nuke from the ledge.
When the event starts you will get six trash mobs. We handled multiples but they should be single-pullable if needed. Each drops one of two medallions, so once the six mobs are killed you will have three of each type. Again, make sure they go to the right players. Once the trash is clear, pick a medallion, and the three players with that medallion need to each click it. They will be ported to the appropriate platform and need to kill the mini. If anyone not ported to the platform has rocket boots, you can use them to get up to it.
Once the first mini is killed, everyone ends up back on the floor and the cycle repeats, except this time there will be a moving storm that damages players who come in contact with it. Do your best to avoid it. Different medallions will drop, and once those have been distributed, the three players fighting the minis need to pick another medallion and click it. Kill that mini, more Sigil of the Overlord of Ash will drop, and then you're on the floor again. At this point the storm disappeared for a bit but it reappeared later. I don't recall if there was trash between the 2nd and 3rd mini, however there was no trash between the 3rd and 4th.
Once all four minis are dead, everyone in the group should have Sigil of the Overlord of Ash. In theory these are needed to port to the final boss. In the only run I've done that was successful, the final boss spawned on the same platform as the final mini, immediately after the mini was killed. Another group member who had done it before had to port to the final boss, so perhaps there's some variability in how it plays out.
Our group was raid-geared WAR, SK, Bard, Cleric, plus group-geared PAL and Wizard. I think this would be an extremely tough trial with all group-geared players, especially given the lack of time between the final mini and the final boss. It was a fun mission though, so credit to the devs.
Two things to be careful of...make sure everyone clicking a medallion for a mini clicks the same one. If you click the wrong one, you're going to have two minis active at the same time and things will not go well. And unfortunately there is a pretty significant bug where the medallions poof on death, so if the players who are supposed to be fighting the minis die, you may need to start the entire event over.
Endaar Flaashpoint, Wizard of Karana Current member of Ring of Valor, Bristlebane Guild history, for the old timers: Founder, The Valorous (Karana) Officer, Harbingers (Karana) Officer, Evolution of Faith (The Rathe) Officer, Legend of Marr (The Rathe) Officer, Battle Cry (The Rathe)
However, you will only get three each of the other four medallions, which means you cannot have your entire group port to a platform for a mini-boss. The group needs to decide upfront who fights the minis, and whomever is handling loot needs to make sure to hand out the medallions accordingly.
I just did this trial yesterday for the first time (6-boxed it) and the above piece of info was really important. The cleric could easily heal everyone from the ground, so there's no need to give him a clicky item for the mini bosses. As others have stated, casters couldn't find line of sight to the platform. My tank was a 119 SK in modest group gear (T1 ToL), but it was not challenging at all to tank an unslowed mini boss, so I found that sending up my tank + 2 best DPS was the best choice.
Also, I noticed that there was a big brownish-orange swirling circle that moved around the floor, mostly around the perimeter of the room but occasionally moving under the platforms. I have no idea what it does, but it moves slowly and is easy to avoid. My guys on the floor accidentally ran across the edge of the swirly thing twice, but I didn't see their HP drop. Maybe I got lucky?
And unfortunately there is a pretty significant bug where the medallions poof on death, so if the players who are supposed to be fighting the minis die, you may need to start the entire event over.
We were doing this one last night, and got about half-way though it. One of the group members died (who had just been given a final boss medallion), and right after the rez, ALL medallions on ALL players vanished. They were confirmed to be all present right before the rez. Until they fix it, it looks like you can't have any deaths in the group if you want to beat this one.
Edited, Jan 15th 2019 3:11pm by Docat
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Vaal Halen 115 Bard Council of Norrath Xev>Druzzil Ro>Xegony Server