The Mastery of Subversion (Group)  

Quest Started By:Description:
Where:
Who:
Rating:
*****
(From 1 rating)
Information:
Level:70
Maximum Level:125
Monster Mission:No
Repeatable:Yes
Can Be Shrouded?:No
Quest Type:Expedition
Quest Goal:
  • Loot
Quest Items:
Related Zones:
Related Creatures:
Related Quests:
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 21:28:05 2004
Modified: Tue Dec 5 05:21:04 2023
Find the Projection of Tactics in the southeastern part of the Muramite Proving Grounds, at -5530, -1585.

You say, 'Hail, Projection of Tactics'

Projection of Tactics says 'Halt, ______, 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 Tactics, keeper of the trials of Subversion and Foresight. 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 [Subversion] or [Foresight]?'

You say, 'Subversion.'

Projection of Tactics says 'Knowing when to thwart your opponents using guile and subversion instead of brute force is critical to attaining true power. Wealth can be amassed without ever unsheathing a blade. The most ambitious rulers are overthrown not by their enemies on the battlefield, but by their 'allies' in the throne room. If you understand my meaning, now is the opportunity to prove your worth!'

The direction to the entry to your instanced zone(s) have been marked on your compass.

LOADING, PLEASE WAIT...

You have entered Proving Grounds: The Mastery of Subversion.

In this trial, your group members must open chests to discover various-valued Seals of Subversion. Most of the chests are locked, and differently-named ones correspond to the archetype that can disarm and unlock them. Say, "begin" to start the trial.:

a spellbound chest must be disarmed/unlocked by casters :
- ENC MAG NEC : using Wuggan's Greater Discombobulation to disarm then Wuggan's Greater Extrication to unlock ;
- WIZ : using Xalirilan's Greater Discombobulation to disarm then Xalirilan's Greater Extrication to unlock.

a hexed chest must be disarmed/unlocked by priests :
- CLR : using Iony's Greater Exorcism to disarm then Iony's Greater Cleansing to unlock ;
- DRU SHM : using Reebo's Greater Exorcism to disarm then Reebo's Greater Cleansing to unlock.

an ironbound chest by rogues/bards (Pick Locks).

For both casters and priests, a Greater Scrying Stone is used as a reagent for the Disarm spell. Be sure to have enough before starting the trial if you intend to use the Disarm / Unlock spells.

Failure to disarm the chests properly will trigger various nasty effects :
- Jagged Rust : Increase Disease Counter by 20, Decrease Hitpoints by 1500 per tick ;
- Disorienting Vortex : Decrease Hitpoints by 400 per tick, Decrease Movement by 40% ;
- Hazy Cloudcurse : Increase Curse Counter by 20, Decrease Stats by 175, Drunk if Alcohol Tolerance not at least 50.

Your team has recovered a copper seal, worth 10. You are a little closer to reaching your goal of 300.

Your team has recovered a silver seal, worth 20. You are a little closer to reaching your goal of 300.

Your team has recovered a gold seal, worth 30. You are a little closer to reaching your goal of 300.

The total value of seals you have acquired is XX.

Once you reach 300 points, the group is to kill the Master of Subversion and two dragorn guardians to win the trial.

Problem: There are also dragorn roamers (a dragorn patroller) which will waste time and threaten wipeout if aggroed. They can drop copper seals.. but not so often as to make killing them worthwile.

The keys to this trial are the avoidance of aggro, LDoN-style "unlock chest" spells/abilities, and quick reaction times to chest traps (get cured ASAP).

Use of pacification spells is beneficial in this trial to keep the roamers at bay while you open and loot chests. Once all 300 points are collected, the roamers despawn. The only mobs left are the Master of Subversion and his two guards.

Master of Subversion has about 150,000 hitpoints and is fairly simple for a 10k+ tank to handle. Shell of the Master spawns after successful completion with the loot.
Rewards:
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Rogues...
# Jan 10 2006 at 2:30 PM Rating: Decent
*
136 posts
If your rogue is a shroud, tell her to bring lockpicks! LOL
curses
# Oct 02 2005 at 7:28 AM Rating: Decent
*
95 posts
the easiest way to counter curses is as soon as they fire, everyone runs to the centre (at this point the master isn't active) and have the cleric/shaman/druid /whatever cast radiant cure.
As well as those same classes having cures up. Hexxt chess cure is curable by remove curse line of spells.
Ironbound curable by cure disease (i think... might be cure poison) line of spells.
not sure for spellbound. never had to have it cured.
descriptions
# Oct 02 2005 at 7:21 AM Rating: Decent
*
95 posts
Hexxt Chests are blue/purple in colour with a yelow band around the middle.
Spellbound Chests are your standard wooden treasure chest.
Ironbound chests are just that... they look like they are made of steel.
Hexxt Chests: Wisdom, Necromanacer spells.
Spellbound Chests: Intelligence spells.
Ironbound Chests. Rogue (Bard might be able to but i've never taken the chance.)

Also remember to look at the name of the chest before you start mindlessly casting.
If they are trapped the name of the chest will be "a ###### chest (trapped)" if they arent trapped the obviously don't have (trapped) there. So all you need to do is pick /open /loot.

hope that helps :D
RE: descriptions
# Dec 15 2005 at 6:08 PM Rating: Decent
Bard can pick the ironbounds. I use a 3% to Lockpick skill item so not sure if it can be done without.
sense trap
# Sep 08 2005 at 3:37 PM Rating: Default
Now i have tried this task a few times the first was the closest the group came with me in it and after that time it seemed that i was the cause of a few failures. the reason bein and i dont need flames cos im not a ****** but it seemd that my sense trap was not working on the trapped chests but the nopn trapped ones it would pick up in a heartbeat im curious if anyone else has had this problem or if people just pick and open without worring about the traps
KILL KILL
# Aug 19 2005 at 8:57 PM Rating: Decent
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136 posts
War + Shm were able to KILL the roamers as fast as they spawned. Cleric was just shooting a spot heal once in a while instead of doing the "normal" Pacificate deal.
The roamers dont hit hard enough for serious healing.

That left 3 others free to loot the chests at their leisure.
Also, the corpses had extra tokens...

Much less sneaky but sneak no good with 2 trolls in the party. Yar!
Play it Don't Work It
# Jun 27 2005 at 1:46 PM Rating: Decent
We do the trials every night and plan to until we gear ourselves with everything possible. On the writeups I have not seen anything about the advantage of using a Necro. They have both int. and wis. box spells. Our regular group that does ALL of the trials is SK, Cleric, Rogue, Necro, Chanter, Shamen. Chanter and SK in the center taking care of the wanders. SK calls them off as Chanter uses Pacification. The rest of us are opening boxes. The Hexed (wis) have gold band around them and the other 2 are different colors so you can identify by site as well as name. Sorry as a cleric i keep my head filled with what I need so dont remember the other 2 color changes. Leaving the last few boxes and Chanter in the center pacying we go against the wall til Rogue lets us know last one. I pacy 2 on the podium with Chanter to make sure we got them both and SK pulls named. Go fast and hard as this mob gets stronger as it gets lower in health. Shamen helps me with fill in heals and we rule :)
RE: Play it Don't Work It
# Jul 08 2005 at 12:39 PM Rating: Decent
He does not get stronger as he gets lower in health.
skill
# Jun 24 2005 at 12:29 AM Rating: Decent
Does anyone know what the rogue pick lock and sense trap needs to be . Would hate to get a rogue that doesnt have the required skills and fail:(
RE: skill
# Dec 15 2005 at 6:22 PM Rating: Decent
At 125 + 3% I can do it as a bard. So 128 at most for ironbounds.
RE: skill
# Jul 27 2005 at 7:11 AM Rating: Decent
Scholar
36 posts
I would think that both picklock and sense traps should be 200. By lvl 65 they should be maxed anyhow.
RE: skill
# Aug 30 2006 at 10:24 AM Rating: Decent
**
514 posts
With the release of LDoN
a bard's Pick Lock cap went from 100 to 125
(and their Sense Trap went from 100 to 120).

We know rogues will already have reached 200 with Pick Lock,
this was more of an FYI re bards also being usable for this trial.
____________________________
~ Muse Temperance the Elf
~ Lyricist of <Mystic Coercion> on Erollisi Marr
~ with a <Variety> of alts to keep me busy
Pacification
# Jun 04 2005 at 6:00 AM Rating: Decent
The roamers are under lvl 65, so the cleric spell "Pacification" works just fine. (As opposed to Placate which is useless for this).
Walkthru for Trial of Subversion
# Feb 16 2005 at 7:29 PM Rating: Excellent
*
68 posts
I just did this with a pretty sububer group.

70 CLR / WIZ / SHM / ROG / ENC / PAL

Paladin was about 13khp, but I'm quite sure you can do this trial with any 10k warrior on defensive.



When you start it at the Projection of Tactics, no mobs are kos. The named and the two guards ARE kos....but they are not active, so you can be near them or step on their foot without aggro.

Cleric and Enchanter will stay on the center platform with the named and his two guards when you start. Wizard, Shaman and Rogue will identify and open chests that spawn, each containing coins worth 10, 20 or 30 points. Use your "Greater" line of chest opening spells found in LDON camps, and rogue pick lock.

While this is all happening, the cleric and enchanter will pacify any inc mobs and keep them pacified as they walk around the room and finally walk out. More new mobs will come in and just pacify them again while the chest openers open chests. Important the shaman and wizard reinvis inbetween chest opening to avoid a mob aggroing if/when pacify wears off. Rogue goes SOS after every chest open.

When you get to 270 points (or pass the 270 mark), you stop looting the chests. Open the remaining ones to get yourself ready for 300, but DONT LOOT THEM YET. Repacify any mobs still in the room, cleric targets one of the named's guards, chanter targets the other. The entire group moves to the EAST wall (opposite of the west ramp where mobs come in). When the group is there, loot the remaining coins to get to 300.

The remaining mobs in the room will despawn (or leave the room. I was told they despawn, but didn't witness it). The only mobs up should be the named and his two guards. Cleric and Enchanter will pacify the two they have and MT will pull named to east wall. Mob has about 150,000 HP (saw wizard hit for 4800 and mob went down about 3%). Go furious, then defensive (if you have a warrior, or chain stun / chain DoT if you're a paly / sk). Burn him down as fast as you can, and you win.

If you have any questions, send eqmail/tells to me: "Brell.Tori"

Edited, Wed Feb 16 19:34:34 2005
RE: Walkthru for Trial of Subversion
# Feb 18 2005 at 1:36 AM Rating: Excellent
Avatar
**
351 posts
I do this trial regularly with a 70 CLR / ROG / ENC / PAL / SHD / DRU (me)

SK tanks, everyone else does the job of their class.. I spot heal/nuke while CLR chains CH. PAL adds an extra buffer casting group heal.

I've never invised. We start, everyone is in center. Cleric manages paci's, rog, enc, and I run around the edges getting our chests opened and looted. Same strat at 270 though, open the chests but, only the ROG loots from then on.


Missing a loot though.
Stalker's Shoulderguards
https://everquest.allakhazam.com/db/item.html?item=32981

it's in DB and listed from this trial, just not listed as a reward here

Edited, Fri Feb 18 01:41:07 2005
RE: Walkthru for Trial of Subversion
# Jun 11 2005 at 7:21 AM Rating: Decent
Just wanted to add that the roamers now drop tokens worth points as well.
roamers (mob names?)
# Feb 08 2005 at 6:33 AM Rating: Good
**
672 posts
A dragorn patroller and a dragorn guardian.

PS : Dialogue starts with
Quote:
You say, 'Hail, Projection of Tactics'

Projection of Tactics says, 'Halt, _____, 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 adressed the embodiment of tactics, keeper of the trials of Subversion and Foresight. 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 rule for small-scale or large-scale trials or do you wish to enroll in Subversion or Foresight?'

Same as for the trial of foresight =)

[sm][i]edit: removed picture links because pictures have been used on main site =)

Edited, Fri Feb 18 08:57:21 2005
Loot
# Dec 10 2004 at 5:49 PM Rating: Decent
Emblem of the False Priestess
http://lucy.allakhazam.com/item.html?id=70608

Bauble of Premonitions
http://lucy.allakhazam.com/item.html?id=70609
Guide to MPG trails
# Dec 08 2004 at 1:35 AM Rating: Decent
44 posts
For more information about the MPG group trails, see this link:
http://eq.crgaming.com/viewarticle.asp?Article=6974

Greetings Gukak Kluelezz
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