The Mastery of Weaponry (Group)  

Quest Started By:Description:
Where:
Who:
Rating:
*****
(From 1 rating)
Information:
Time:15 Minutes
Level:70
Maximum Level:125
Monster Mission:No
Repeatable:Yes
Can Be Shrouded?:No
Quest Type:Expedition
Quest Goal:
  • Advancement
  • Loot
Related Zones:
Related Creatures:
Era:Omens of War
Recommended:
Group Size:Group
Min. # of Players:3
Max. # of Players:6
Appropriate Classes:
  • All
Appropriate Races:
  • All
Entered: Tue Dec 7 21:21:37 2004
Modified: Tue Dec 5 05:21:04 2023
This is a single group trial.

You say, 'Hail, Projection of Body'

Projection of Body says 'Halt, Ogre, and hear my words. Your background and your status are of no consequence. All are welcome to participate in the trials to prove their worth, or die trying. Whosoever approaches me has addressed the embodiment of Body, keeper of the trials of Weaponry and Endurance. The former is a small-scale test, while the latter is large-scale. My task is to explain the rules and usher hopefuls into the battle arena. Would you like to hear the rules for [small-scale] or [large-scale] trials, or do you wish to enroll in [Weaponry] or [Endurance]?'

You say, 'Weaponry.'

Projection of Body says 'Mastery of a single armament of choice is not enough. The time will come when the flexibility gained from proficiency in multiple weapon styles will turn the tide of a battle and the alternative is failure. You must come to understand the value of weaponry. If you have this ability, now is the opportunity to prove your worth!'

The direction to the entry to your expedition has been marked on your compass.

You have entered Proving Grounds: The Mastery of Weaponry.

You say, 'Hail, Master of Weaponry'

Master of Weaponry says 'This is the Mastery of Weaponry trial. You must demonstrate your ability to be flexible in your choice of armaments, and use alternative methods when weaponry fails you. Are you ready to [begin]?'

You say, 'Begin.'

The trial has begun. You cannot bring any additional people into your expedition at this time.

In this trial, you will have to defeat four mobs in 15 minutes. Sounds easy enough, but they have massive amounts of hitpoints and require you to use certain attacks to kill in a rate quick enough to beat the timer.

The Bazu, Hulking Bazu, is weak to slashing.
The Dragorn, Hemkai the Ascendant, is weak to piercing.
The Golem, Granite Stoneguardian, is weak to blunt weapons.
The Lightning mob, Steelshock, is weak to nukes.

Finish these four mobs off in the allotted 15 minutes, and you win your trial. A Shell of the Master spawns with the loot.


Further dialogues needed.
Rewards:
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Hit Points for each
# Dec 14 2013 at 6:27 PM Rating: Decent
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  • Hulking Bazu in 17s, 886k @52097dps
  • Granite Stoneguardian in 15s, 737k @49150dps
  • Hemkai the Ascendant in 29s, 762k @26260dps
  • Steelshock in 10s, 197k @19651dps
Steelshock
# Sep 04 2009 at 7:12 PM Rating: Decent
Steelshock in 24s, 192k @8005dps --- Wizard 78k @26102dps (40.76%) --- Mage 47k @7911dps (24.71%) --- Cleric 37k @2337dps (19.46%) --- Mage Pet 19k @845dps (9.68%) --- Merc Tank 6k @423dps (3.3%) --- Monk 4k @576dps (2.1%)

This is a really old parse, just to point out that despite what some say Steelshock is most definately susceptible to nukes. The highest hit on him by the wizard was 41943. Bearing in mind this was pre-85 days with sub par gear.

Edited, Sep 4th 2009 11:12pm by Hadesknight
Solo is a no-go
# Jun 12 2009 at 5:23 AM Rating: Decent
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530 posts
It tried to solo this on my Mage, but found that I was not permitted to start the trial without three characters in the instance. I do have some useful notes for any Mage, merc, and friend that wants to try this, though.

My plan was this:

Set up one pet with piercing weapons (I would suggest hate blades). If your friend is a melee toon or tank, this is optional. Buff him to the max in the Guild Lobby and pop Frenzied Burnout, then stuff him in your pocket. If there is a second pet from your friend, provide slashing weapons.

Summon a second pet and give him blunt weapons, buff him up, and head to the site.

In my spell bar I put my top two fast-cast cheap nukes (Torrid Sands, and Scorching Sands), my top two gargoyle pets for when those trigger their respective tiers of Gift of Mana, and my top two Annihilate nukes. The remaining four spell slots were a mix of my usual crap - damage shield, pet heal, etc.

Although I couldn't start the trial, I did test out the anti-summoned nukes on the inactive golem. I got the "wouldn't take hold" message indicating the golem was just inactive, but did qualify as summoned. I expect that the 32k bonus nuke portion of the Annihilate line of spells will still do a fair amount of damage.

Start the trial and send the blunt-equipped pet after everything to put some agro on them, then focus on the golem and pop Frenzied Burnout. While the pet is beating up the golem, spam the two fast-cast nukes at the Lightning Warrior model. Every time Gift of (insert adjective here) Mana triggers, fire off the appropriate rampage pet at the Bazu, since the gargoyles come pre-equipped with slashing weapons.

If the Lightning Warrior dies first, assist the pet with the Golem using anti-summoned nukes. When the golem drops, kill the first pet, or send him after the Dragorn until Frenzied Burnout wears off, then kill him. Take the piercing pet out of storage and sic him on the Dragorn.

If the Bazu is still alive when the Dragorn falls, pop any AAs for DPS that you have left and open up on him with the cheap nukes and keep sending in the gargoyles as Gift triggers.


EDIT: I won when doing this with my girlfriend's shaman, but the above information is basically useless, as it relied on the idea of either dealing with all four mobs at once, or being able to pick and choose which mob you encounter first.

Pets seem to do consistent normal damage, regardless of the weapons being used, but PC weapons do get a major damage bonus if they're the appropriate type.

Revised advice is to suspend your pet with FBO active as suggested above, and unsuspend him for the first mob you have to deal with. Tear them up as fast as you can with mana conservation in mind if it's the Dragorn or Bazu. I was able to confirm that the Annihilate line works just fine on the golem, so blast away on him and the lightning warrior.

If you have a substantial mana pool (I had 24k at the time) you can spam the cheap fire nukes as described above to make use of the Gifts for the gargoyle pets.

All in all, when I did it it was close. We had 30 seconds remaining, but with a little restructuring we would have been comfortable.

Edited, Jun 18th 2009 10:22pm by nyteshayd
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Jiriki Sa`Onserei, 120/67k AA Wood Elf Ranger
Anadriel Starfire, 120/46k AA High Elf Mage
Fire
# Aug 15 2008 at 7:52 PM Rating: Decent
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50 posts
Please note that no mob resists fire so have your fire nukes/dots up. nothing resisted any of my fire dd spells.
Boxed it, finally.
# Apr 05 2008 at 10:49 PM Rating: Decent
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319 posts
Fourth try (plus one I didn't count due to resizing the window EQ played in during the fight caused a crash). Parsing showed that hail of arrows was really only effective against the Dragorn, Jolting Kicks Rk. II was okay against three of the four I looked at, and the usual other rules applied as far as dps to the mobs. Steelshock had 177k hp, and the other three about 720 K hp each. I took about 150 k total damage during the fight. The wiz didn't do a thing. She is really gimp, and stood on the platform and watched. The necro didn't do much dps. She had Willsapper, which is about a 30% slow, and cast succession of shadows which taps the mobs ac and gives it to the group, mind dissection a few times, night stalker (taps mobs hp, and gives it to the group), and Umbra Orb, which is a pre stored orb of mob hp from previous encounters. The latter is about a 1.7 k heal with heal focus, 30 sec recast, and did that about five or six times. I finished with ? 1.5 minutes to spare. I went through ? six HOT pots, most of my mana bar, and all my discs and aa's. I plowed enrage on the last mob with weapon shield on. I also had a fellowhip five with an attack bonus, which was about 200 ATK bringing my atk up to almost 3k. Lots of fun over all. It might be soloable soon. But not for three days at least.
Almost Boxable
# Apr 04 2008 at 8:55 AM Rating: Decent
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319 posts
80 Ranger about 20K 3750 AC unbuffed, 1780 aa, 70 wiz, laughably gimp, and 76 necro relatively gimp, tried this several times in the last few days. In three runs: Run 1) Tried this pure solo, over confident and didn't have the right weapons with me after the long plow, so was obviously going to lose, ran out alive after killing first mob. Boxes had camped or fd'd, they lived also. Run 2) Right weapons, some as old as my banked Trident of the Pyrilen, solo with boxes there mainly for the credit except for necro pet and necro ac buff, got to the last mob with him at 57% or so before time ran out. Run 3) Pulled out all the stops, buffed everyone to the max, made maximum use of all available fire power/healing/mana regen/bandoliers (including necro heals and twitching) for all three (or tried to) and got last mob (steelshock) to about 50% before I lost. And while I was at 10% health at one point, it was overall easier than the second run by a bit. No one died, although the necro got aggro from the golem before I could figure out which mob was active. Next run, I want to turn on logging and see what really works for this (as in which weapons/characters/spells/techniques are doing how much dps/healing). Fine tuning and I might get it. Maybe the babies need to get some tribure going. I am also going to make notes of things I think of so while preparing so I am less likely to forget them during the fight. Necro pet will get pet weapons, and better utilization (to see if I can turn the mob away from him, so he doesn't eat enrage).
Easy
# May 09 2007 at 1:37 PM Rating: Decent
We just did this trial yesterday. We had 1 war 1 pally 1 druid 1 monk 1 chanter and a necro. Most were geared in don or better. All of the toons were 75 except the monk who was 71. The paladin used a piercer on the piercing mob but did not know until afterwards that his pierce skill was 3/300. Needless to say the warrior was pretty much the only damage dealer on him and took us 6 minutes to kill. We managed to pass the trial with a minute to spare anyway. This is just to let everyone know that even with a group that doesnt have the optimum setup this trial is easily doable these days.
Steelshock and nukes
# Feb 09 2007 at 5:14 PM Rating: Decent
My friends and I have recently tried this trial several days ago. We were moving along well until we came to steelshock. None of our nukes or procs did more than normal damage. We had a druid and ranger using fire and cold nukes and a shaman using poison nukes, plus magic based procs. Needless to say, we failed the trial. Is this bugged or is there something we are missing about this mob? My understanding is that steelshock is weak to all nukes, but maybe it is only a certain kind or from a certain class? Thanks for your help.
Steelshock and nukes
# Mar 02 2007 at 8:03 AM Rating: Decent
Steelshock takes normal damage from nukes, he just has less hp than the other mobs.
H2H
# Oct 27 2006 at 5:06 PM Rating: Decent
45 posts
Just an FYI for you monks wondering if you should use h2h here, h2h was treated as blunt on the golem and did the extra dmg.

What seems to be the case with these mobs, use the right weap and you do about 4x the dmg, use the wrong one and you are mitigated about 20% (you will notice your hits do less dps than normal and your crit hits might say for example 250 but dmg is only 200 etc)
H2H
# Dec 19 2006 at 6:39 AM Rating: Decent
Actually, the h2h weapons do normal damage on all mobs. The blunt weapon does the increased damage on the Golem. The blunt weapons are mitigated to about 1/4 damage on all mobs except for the Golem. The mitigation is alot worse than 20% you stated. I bet you were using your h2h weps when you made that conclusion. There could be some mitigation on h2h but I did not notice it.

So for Monk, use h2h on all mobs except for the Golem. Use blunt and your offensive disc on the Golem. On the Golem, I used Innerflame with 1HB weps and most of my regular hits were near 2k and crits at 4k. After Innerflame faded most hits were near 1k.

I did this recently with Pal, 2 Rangers, Shaman, Monk(me) and Cleric. I was worried about the nuke mob but had no problem with him. Rangers, Shaman and Cleric used their gimp nukes with crits to get decent DPS. We actually were weakest on the slashing mob.

Edited, Dec 19th 2006 9:57am by salterra
Weapon choices..
# Oct 25 2006 at 7:54 AM Rating: Decent
There seems to be some discussion about what weapons to use if you dont have the ideal one for a particular mob.

From what I understand there is Slashing, Piercing/Bow, Blunt, H2H, Magic/Proc, DoT(no comments if this is same as magic or not).. How does throwing skill some into play?

Maybe others can add to or correct what I'm posting .. might be easier to keep track of this way.


The Bazu :Improved Damage: Slashing
:Normal Damage: Piercing/Bow
:Less Damage: ??


The Dragorn :Improved Damage: Piercing/Bow
:Normal Damage: Blunt
:Less Damage: ??


The Golem :Improved Damage: Blunt
:Normal Damage: ??
:Less Damage: ??

Lightning mob :Improved Damage: Magic/Proc
:Normal Damage: ??
:Less Damage: ??

Please add to this..


Steelshock Pisser!
# Aug 15 2006 at 7:41 AM Rating: Default
This trial seems to be bugged as of 8/15/2006.

Steelshock, the diodite is supposed to be sensitive to Ranged attacks and Spells. I had a rogue, warrior, and monk, all using their ranged items (bows, shurikens) and hitting only for 15-20s mostly. My Druid was nuking for his normal full amounts 1800s.

We were progressing fine until the Steelshock encounter.

Anyone else with similar results? Is there a better strategy for Steelshock?
Steelshock Pisser!
# Dec 19 2006 at 6:44 AM Rating: Decent
Ranged attacks are piercing.
Steelshock Pisser!
# Oct 12 2006 at 4:16 AM Rating: Decent
Steelshock is weak against nukes only, not regular ranged attacks. However, a ranger using trueshot against the Dragorn is very effective =).
AA reward?
# Aug 07 2006 at 9:04 AM Rating: Decent
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So I now have 2/6 aa rewards for doing this and fear. I know fear raised my resist cap by 10 on everything...what does the AA for this give you??

Also, one of my group members conned dark blue to me at 70. I wasn't thinking about it at the time, but isn't the actual level limit to get this expedition 65?

Edited, Aug 7th 2006 at 10:09am EDT by vashra
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AA reward?
# Aug 09 2006 at 6:42 AM Rating: Decent
70 does seem to be the minimum level listed here on Alla, but I have also done this with a level 67 friend numerous times before. I can't attest to anyone being lower than that, but logically that suggests a range in keeping with MPG requirements themselves. With OOW's piggy restrictions, it seems unlikely the 67 got a free ride by virtue of the other group members who all were 70. Likewise, I am almost certain I did this with two sub-70's on at least one occassion. Another possibility is that the task request must come from a level 70 player, but I have not yet seen anyone under 70 request it.

Edited, Aug 9th 2006 at 7:49am EDT by Marlovian
Can anyone confirm this?
# Mar 16 2006 at 9:45 AM Rating: Decent
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Posted by SSilo over under the page that has the quest giver npc on it:

"I did this trial today we barely got half way but we didnt have right weapons well I didnt have a piercer. Anyways I noticed that not only do the mobs have a weakness they have a strength, The bazu was resisting my blunt weapons I usually can do almost 200dmg with were doing 30 tops, the Dragorn had a dif str as my blunts did normal dmg. thats only ones we did heh.

If you know the STRENGHTS of each mob plz post."

To sum up he seems to be saying that in addition to wanting to equip the "right" weapon for each mob, there would also be weapons you'd want to avoid even if you were unable to equip the "right" weapon for a given fight...?

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Can anyone confirm this?
# Jul 13 2006 at 4:42 PM Rating: Decent
My roommate reported hitting for normal damage with piercing on the Bazu. He plays a Bst (no access to slashing), so expected to wind up hitting for crap (30s, etc.) but we'd just got done with Hemkai so he still had his daggers out. Dunno if he got his wires crossed or not, but I wouldn't be surprised if something other than H2H was normal unmitigated damage on each of the mobs.

My advice: if because of your class you get the shaft on one of those damage types (no access at all), try out your other bandoliers and see if something comes through normally. Additionally, if you can use any weapons of the correct type, do so. Four times damage from a mediocre weapon > unmitigated plain jane damage.
strat
# Oct 30 2005 at 7:13 AM Rating: Decent
We always do it this way
1 war (15k hp buffed)
1 sham (9500mana buffed)
1 ranger (sick dps)
1 ench (8k mana buffed)
1 pally (13,5k buffed has all weaps)
monk/rog

i,m always healing can do without kei just make sure SC is up for emergentsy's

P.S i SUCK at spelling
strat
# Aug 04 2006 at 2:46 AM Rating: Decent
Just thought I would comment on the use of shammies as main healers in this trial. By no means is it impossible to win with a shammy healing, but in my experience, over the course of many runs, it has proven much more successful to bring a cleric along with the shaman - even if, on paper, it looks like a cleric is a waste of precious dps. Why? A cleric/shammy combo works extremely effectively: shammy slows save the cleric mana on heals, mana which can then be used to burn down the magic-vulnerable lightning mob. Clerics, by focusing on healing, free up a shaman's attention (and mana), enabling him or her to heavily stack dots on that same mob. During the other portions of the fight, shamans spam leopard/panther procs which are important on all of the mobs. Couldn't a shaman do both? Yes, between canni, canni v and spiritual channeling, it would be doable (much less so without the channeling aa). What some people tend to overlook is that, no matter how large a shaman's mana pool is, you can only cast one thing at a time, and time spent healing means fewer casting opportunities for procs (the single cast nature of lep/panther is significant), less time to focus on blunt/piercing attacks, and less time to stack and re-stack dots on the lightning mob. Even a canni cast to recover mana spent (for shamans, inefficiently) on spammed heals is time lost for doing other things - not a big deal in your average group, but important on this trial.

There's also a common sense aspect to bringing a cleric: aggro can often bounce around in this trial because of the sudden swings in damage output as different classes utilize their strongest weapons. It is easy for the wrong people to get the mobs attention - if you have a non-plate wearing class grabbing aggro, things can rapidly get ugly without the clerics quick group heals (the renewal HoT is a nice group patcher but not enough to quickly balance group health). And it only takes the loss of one group member to cripple dps, even if a shammy can find an opportunity to rez. I have won trials with a shaman healing, but I have won many more with a cleric and shaman, often by 3-4 minutes. Just some thoughts I hope might help people figure out the best healer dimension to the trial. =) Good luck with it!
strat
# Aug 07 2006 at 8:24 AM Rating: Decent
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In my first weapons trial I noticed the following. We had a Cleric (me), a Rouge, a Mage, a Chanter, a Warrior, and an SK:

1) Most of these mobs don't output near as much dps as I thought they would (our tank was 13k/2k or thereabouts with some combo of Time/Tacvi/Dodh etc.). I certainly had to heal him but it wasn't *hard* work for an 8k mana pool, and I could pop a Pious on him and melee while it mitigated most of the damage he took.

2) Cleric reverse damage shields respond pretty much *normally* meaning that the mobs *all* took a stacked total of 79 dmg for having both Mark of the Blameless and Mark of Retribution put upon them. I don't remember if the mage was casting a ds or not.

3) My dps was pretty sweet (for a Cleric) up against the blunt-weak mob (then again, my 1hb is maxed and I had saliq, yaulp III, yaulp VII, and 41% worn haste)

4) My options for weapons are strictly limited to 1hb and 2hb. I didn't bother with 2hb. However I *did* notice that while I couldn't hit the other mobs for *crap* as far as melee damage, my weapon procs *did* land - usually for full damage, and they critted like nuts on the lightning guy. All I was using was my silly summoned hammer of damnation.

5) I would agree with the person who says "If you can equip the appropriate weapon then do so" but in addition I would add try to pick up said weapon *with* some kind of proc as procs appeared to land on all the mobs.

6) Our sk had a bag full of cheap velium weapons with him (proc's velium shards or some junk) and tossed daggers or swords or whatever to to his skellie for each fight...pet dps *also* went up dramatically.
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Monk tanking this
# Sep 07 2005 at 5:09 PM Rating: Decent
I am a 70 monk on Maelin, I Usually get Sham Cleric Rang then a varying Combo of Bard Rogue and Ranger. As a 14k monk I can tank this without even this cleric, but it's still nice to have for steelshock which is the only mob I can't hold agro on. Also theres a few little known tricks to upping dps. Also having rogues with ton po pouches helps on steelshock, he takes super damage from throwing. Personally I tanked this trial with 11.5k buffed or so.. It's not hard, just get some dps with decent weapons.
differences
# Sep 06 2005 at 2:09 PM Rating: Decent
When using the "correct" weapon you hit for about four times your normal damage. When using an "incorrect" weapon you do much less than normal damange. Spells seem to hit for about the same regardless, as do procs. The spell mob has fewer hp, but melee is just not doing much.

Edited, Tue Sep 6 15:22:11 2005
differences
# Sep 06 2005 at 10:50 AM Rating: Decent
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What is the difference between using the correct damage and the incorrect damage on the mob. For example if the warrior is using only slashing does he only do normal damage or far worse? Seems this is the one thing that might be missing for people to understand why you need a certain class to obtain this.
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DoTs
# Sep 02 2005 at 8:26 PM Rating: Default
do DoTs still do lots of damage to the lighting mob that is suposed to be "nukes" it might be hard getting on this trial if your a necro if not
Mob order
# May 29 2005 at 3:01 PM Rating: Decent
which order do this pop in or do they become targetable at random?

Ellenor Wolfpack, Ranger 70 seasons
RE: Mob order
# May 29 2005 at 3:48 PM Rating: Good
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672 posts
Random
Trial Of Weaponry
# May 16 2005 at 1:16 PM Rating: Decent
23 posts
Ma, Cleric, Weapon Dps, Weapon Dps, Weapon Dps, Magical Dps

When you enter the trial area, the four named will be lying on the ground around the podium on which the master stands.

This is probably the hardest trial to make a group for. Each of your weapon dps characters needs to have an assortment of decent to good melee weapons for blunt, piercing, and slashing. Your magical dps needs to have a fairly large pool that they're comfortable emptying on one mob. I'd probably sudegest a wizard for magical dps.It's farily straightforward--- making the group is the hardest part. The mobs hit for about 1200 a pop.

Noted that my nukes(cleric) hit for normal damage on the monster that's supposed to be vulnerable to spells. The same seems to apply to ranger and beastlord spells. Not sure if this is a bug or not. Trueshot destroys the piercing mob (8k crits).

In the one attempt i've done of this trial so far, we lost by about 15 or so seconds, mostly because we filled the group with melee dps and forwent magical dps thinking that ranger cleric and bst nukes would work effectively on the spell mob, which was not the case.
Cleric procs
# May 14 2005 at 1:43 AM Rating: Decent
23 posts
Cleric procs and pet damage hit normally on all mobs.
Mob names and more
# Feb 08 2005 at 6:43 AM Rating: Excellent
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672 posts
The Lightning Warrior is named Steelshock, the Dragorn is Hemkai the Ascendant. The Golem is called Granite Stoneguardian, the Bazu Hulking Bazu.

Mugg says, 'Hail, Projection of Body'
Projection of Body says 'Halt, Ogre, and hear my words. Your background and your status are of no consequence. All are welcome to participate in the trials to prove their worth, or die trying. Whosoever approaches me has addressed the embodiment of Body, keeper of the trials of Weaponry and Endurance. The former is a small-scale test, while the latter is large-scale. My task is to explain the rules and usher hopefuls into the battle arena. Would you like to hear the rules for [small-scale] or [large-scale] trials, or do you wish to enroll in [Weaponry] or [Endurance]?'
Mugg says, 'weaponry'
Projection of Body says 'Mastery of a single armament of choice is not enough. The time will come when the flexibility gained from proficiency in multiple weapon styles will turn the tide of a battle and the alternative is failure. You must come to understand the value of weaponry. If you have this ability, now is the opportunity to prove your worth!'
The direction to the entry to your expedition has been marked on your compass.
You have entered Proving Grounds: The Mastery of Weaponry.
Thundersam says, 'Hail, Master of Weaponry'
Master of Weaponry says 'This is the Mastery of Weaponry trial. You must demonstrate your ability to be flexible in your choice of armaments, and use alternative methods when weaponry fails you. Are you ready to [begin]?'
Thundersam says, 'begin'
The trial has begun. You cannot bring any additional people into your expedition at this time.

Edited, Sat Jan 14 04:11:55 2006
RE: Mob names and more
# May 16 2005 at 4:21 PM Rating: Good
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6,998 posts
Updated, thanks as always!
Answers
# Jan 27 2005 at 4:53 PM Rating: Decent
Unlike piercing, slashning and bashing, hand to hand gives no advantage on any mob in this trial.

Procs do indeed work on all 4 mobs.

Backstab damage is BIG against all mobs as well.
RE: Answers
# Jul 26 2005 at 11:34 AM Rating: Decent
Backstab damage against the blunt mob, the Bazu, was crap when we tried this recently. I didn't hit for more than the low 200's with it, so wasn't worth swapping out the blunts which regularly hit in the 300s.

Same was true for Steelshock.

The 1hs mob backstabs hit for normal damage.
Procs?
# Jan 19 2005 at 2:55 PM Rating: Decent
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85 posts
Do procs land on the guys other than the nuke-vulnerable mob?
Hand to hand?
# Jan 05 2005 at 10:51 AM Rating: Decent
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85 posts
One type of damage not mentioned here is hand to hand. Anyone know if h2h is mitigated by all mobs in this trial or are all vulnerable?
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