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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Ridiculously stupid trial
# Sep 02 2020 at 10:09 PM Rating: Good
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173 posts
Enjoy wasting hundreds or thousands of plat running this trial over and over hoping to finally be given the RNG needed to win. Opened 15+ boxes and ended with ~200 points on most attempts. The vast majority of coins looted will be copper. You just have to run the trial until the crap programming decides you should get coins sufficient to win.


Edited, Sep 2nd 2020 11:15pm by rahzel44
Ridiculously stupid trial
# Sep 03 2020 at 7:20 AM Rating: Good
Guru
**
364 posts
rahzel44 wrote:
Enjoy wasting hundreds or thousands of plat running this trial over and over hoping to finally be given the RNG needed to win. Opened 15+ boxes and ended with ~200 points on most attempts. The vast majority of coins looted will be copper. You just have to run the trial until the crap programming decides you should get coins sufficient to win.


Edited, Sep 2nd 2020 11:15pm by rahzel44


What are you spending the hundreds of thousands of plat on?
Ridiculously stupid trial
# Sep 12 2020 at 8:43 AM Rating: Good
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173 posts
Greater scrying crystals.
info
# Dec 24 2019 at 9:31 PM Rating: Excellent
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67 posts
Say, "begin" to start the trial.

If you outlevel the content, don't bother with /open. Just kill every chest and every mob, it's cake.

Edited, Dec 24th 2019 7:31pm by FennyMT
2 players minimum
# Jan 11 2015 at 7:18 PM Rating: Good
Sage
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3,008 posts
Mercs allowed and the game says 2-6 players to initiate this event. With just one player and his merc you can GET the mission and you can zone in but nothing happens afterwards. So need 2 real players and then mercs too, if you want to add them.

____________________________
Sippin 115 DRU **** Firiona Vie ****Agnarr
FV: 115 WAR ENC CLE MAG WIZ SHD SHM Master Alchemist ROG Master Tinkerer & Poison-Maker
Master Artisan (300+) * Baker * Brewer * Fletcher * Jeweler * Potter * Researcher * Smith * Tailor
Agnarr: 65 DRU ENC SHD MAG CLE ROG WIZ BRD WAR
75 Duo
# Apr 29 2013 at 1:25 AM Rating: Default
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153 posts
Did this with 2 75's and 2 rogue mercs. 75 SK and Druid. Just meleed them all open except the hexed ones, I used the druid for those.. I let the rogues deal with the wandering adds, which helped by dropping about 80-90pts of the 300 in copper during the fight. Finished with about 2 minutes to spare.
Will stay in bags after failure
# Aug 22 2012 at 2:25 AM Rating: Good
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67 posts
These stay in your bags if you don't complete the mission. Will they be counted toward future attempts? Not sure if I should just delete them.
Will stay in bags after failure
# Oct 08 2012 at 11:29 AM Rating: Decent
Nope
no need to disarm
# Jul 14 2012 at 1:31 AM Rating: Decent
The chests can be beat open pretty fast in modern gear. I was prepared to use boxed rogue to disarm and pick lock, but found it much faster to just kill the chests with monk and loot seals. Some times the chests would depop at low health, but even so the trial is trivial. I had my remaining toons deal with the patrollers for the occasional copper seal.
Death and a win.. But loose
# Oct 31 2011 at 12:26 AM Rating: Decent
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39 posts
Did this last night with my 85 Enchanter ( shrouded to 70 Rouge) and 90 Ranger + tank merc and healer merc.

Rouge and Healer merc died from trap / aoe, etc. While Ranger and Tank merc completed it none the less while they were dead.

Even thou the enchanter came back hailed the projection he did not get the AA for it. However He did get the 3 Day lockout like when you win.



Remove Trap Skill of 1 is sufficient
# Oct 22 2011 at 1:45 PM Rating: Decent
A bard with a skill of 1 in Remove Traps was able to succesfully remove traps on all ironbound chests.
Here's a tip
# Oct 08 2011 at 11:26 PM Rating: Decent
16 posts
I am a 3 boxer and this missions is so easy for its great reward anyone doing this now adays should have no problem i am a lvl 90 war with 90 druid and enc honestly i soloed with war with other toons doing nothing and had mercs up to take out adds as i ran around smashing and bashing everything you can some times open spellbound and hex chest just by beating on them i am not that powerful but do have 2500aa's and good group weapon's Taskmaster's Flail and Klaknak Falchion beat it with little over a min to spare frist try hope this helps some people
Using a Rogue Shroud
# Sep 09 2011 at 10:20 PM Rating: Decent
I struggled on this one, Shm lvl 90 / T5 Merc War, Mage Lvl 90 / T5 Cleric Merc and Pally Lvl 76 T1 Caster Merc.

My problem was without a Rogue I could not get enough points from the Shm doing Hexed Chests and the Mge doing Spellbound Chests. Also people talk about beating down the chest, with a Shaman / Mage / lvl 76 Pally I just did not have the Mellee DPS to do it quick enough. Pets and Mercs consider a Chest 'an invalid target'. Pally was doing best at about 300 per hit, but was taking 5 mins to beat 1 Ironbound Chest to zero so I could loot.

After 2 failed attempts the 2nd getting to 270 I decided to try a lvl 70 Goblinoid Rogue Shroud on my Pally.
1) I put my Fellowship Insignia in the bank
2) I put a lockpick in the bank (not 100% sure I needed it with the Rogue lock pick AA, but better safe than sorry)
3) I shrouded
4) Collected Fellowship Insignia and Lockpick
5) Fellowship gated to MPG
6) Set-up Shrouded Rogue AA ** Note ** if your not familiar with how Shrouded Spells / Abilities work as well as the spells and abilities that pop-up when you start you can also select AA via the normal way. The one of Interest / use is the PICK LOCK AA at lvl 70 I had an innate 200 ability use the HOT BUTTON key to hot button it as a skill.
As a minimum take RUN 5 AA's from the skills available.

After that start the mission and send your Rogue around all the Ironbound Chests, my very first attempt at lock picking failed, so I was getting worried, anyway when the skill refreshed I tried again and that and all other attempts succeeeded every time. My Rogue got 7 x Copper (70), 1 x Gold (30) & 2 x Silver (40) a total of 140.
At 2 minutes to go I had a total of 280 since I was botting all 3 accounts I was rotating, Rogue then whoever had the most type of chests up, other 2 toons camped at the foot of the ramp and whoever was opening CHESTS was appopinted PULLER so Cleric Merc and War Merc took care of any incoming mobs. As the Chest Opening Toon came back from opening to switch he also looted any corpses waiting on the floor before the next toon was made puller and did his circuit.
I ignored the 'curses / traps' both lvl 80 toons resististed them every time, my Pally got hit a coupla times but was hardly noticeable.

OK SUCCESS all 3 toons have Trials of Mata Muram 6/6, which means an additional 30 on ALL RESIST (5 each) all but this trial were trivial to my combination of toons. The hardest part was running between the various trial ponts and waiting for the 2 hour success lockout to be over.

The Rogue / Pally got credited 6/6 as soon as I unshrouded, I did camp fire back to Projection of Tactics and hail him but did not get any AA % even on 100% to AA.

Hope this helps someone

Edited, Sep 10th 2011 4:32am by LordZycon

Edited, Sep 10th 2011 4:39am by LordZycon
Using a Rogue Shroud
# Sep 24 2011 at 7:52 AM Rating: Decent
LordZycon wrote:

The Rogue / Pally got credited 6/6 as soon as I unshrouded, I did camp fire back to Projection of Tactics and hail him but did not get any AA % even on 100% to AA.



Thanks Zycon, but I feel I should clarify that last point - if you shroud to do the mission you -will- get the message upon completion that you have gained the trial credit BUT you then need to unshroud and then hail the Projection of Tactics before your normal (unshrouded) toon will get the credit and the extra points to resists.

Also the first 5 trials give 8 to resists. The 6th and final trial gives 10.

Jhaerak
Using a zerk...
# Aug 26 2010 at 8:09 PM Rating: Decent
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331 posts
I just tried to effectively solo this with a berserker (had shaman box in zone for the hell of it). I got 290 points by the time the timer ran out. The trapped chests will 90% of the time poof while beating them down. The non-trapped ones can be beaten down. Kill the adds, they have a chance of dropping a copper (from my experience) and drop like flies by comparison.

It's possible, but unlikely that I'd try this again without a lock picker just to get trapped ones for an easy win.
2 casters and a warrior.
# Apr 12 2010 at 8:44 PM Rating: Good
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1,308 posts
Did this with my chanter bot and a guildmate warrior. He was using a 137/35 weapon, if that matters. (Bloodied skull crusher with discord stone)

Here's what we did. Necro killed adds. Chanter bot pounded the spellbound and hexbound chests with his staff of the patriarch. He barely damaged them (99 percent, and LOL) but after beating on them a few times, they poofed. I dunno if the staff proc makes them poof. I don't think so. When they poof, a random chest will pop back in its place in short time. What you want is to poof the spell and hex ones, so more ironbound will appear.

My warrior friend pounded the ironbound chests securing 220 points and necro got 80 points from the mobs that died.

First time was a fail because he basically just pounded all the chests and the spellbound and hex ones poofed (and left no coins.)

It worked second time around = we had about a minute to spare. First time failed with 10 points left to go.
Trial of Subversion Spell Question
# Feb 14 2010 at 5:23 AM Rating: Decent
30 posts
What is the name of the Spells that are used to open the chests?
____________________________
I REZ Dead People and sometimes several times!
Re: Spell Names
# Feb 14 2010 at 8:55 AM Rating: Excellent
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2,689 posts
Iony's Greater Exorcism - Clr - Hexed
Iony's Greater Cleansing - Clr - Hexed
Reebo's Greater Exorcism - Dru Shm Nec - Hexed
Reebo's Greater Cleansing - Dru Shm Nec - Hexed
Wuggan's Greater Discombobulation - Nec Mag Enc - Spellbound
Wuggan's Greater Extrication - Nec Mag Enc - Spellbound
Xalirilan's Greater Discombobulation - Wiz - Spellbound
Xalirilan's Greater Extrication - Wiz - Spellbound

Yther Ore.


What casts/procs/causes the 67001 death touch?
# Nov 26 2009 at 5:02 PM Rating: Good
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1,308 posts
A dragorn patroller ceasese protecting a dragorn patroller's corpse.

The Master of Subversion shouts, "You're doing well. But let's see if you can perform under pressure. Can you avoid the patrol?"

You have been hit for 67001 points of damage.

Returning to bind location, please wait.
****************

So, I take it you have 5 minutes to finish or a group member is randomly death touched? That's interesting.
What casts/procs/causes the 67001 death touch?
# Nov 29 2009 at 3:03 PM Rating: Decent
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183 posts
If you got deathtouched, you either entered when the trial was in progress, or crossed the threshhold leading from the main circular room to the hallway back towards the click-out.
What casts/procs/causes the 67001 death touch?
# Dec 08 2009 at 2:06 AM Rating: Good
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1,308 posts
Thank you so much for this info. In fact, that's exactly what happened. I was heading back to the "spawn area" to kill them faster. Since I didn't have the right members ( Necro, merc cleric, enchnter, merc war )to unlock the chests, and also don't have the melee strength to melee them down, without gettting adds, I figured I'd just kill pops until I had enough tokens. )Merc war will not attack chests, even if you attack it with melee..spells don't do jack. At least, DOTS dont.)

I had given up on this quest, thinking it was bugged. I will try it again, now.

THANK YOU!!!!
alternative strat
# Oct 04 2009 at 2:06 PM Rating: Decent
I've done this event with just a few meele folks. Have all the meele focus on beating the pi$$ out of one chest at a time, then looting it, while another person grabs / kills incoming mobs and loots them. Did it easily with 5 SOD group geared folks.
Odd....
# Aug 02 2009 at 4:08 PM Rating: Decent
41 posts
Can this trial be a little buggy ? 1st attempt, got wiped but didn't even see the patrollers. Are they invis ? Merc tank got attacked but couldn't see the Merc either.
dumb question
# Jul 25 2009 at 8:43 AM Rating: Decent
dumb question i know but has anyone ever tried just snashing the chests open to loot and cure or ignore the AEs from them? .. just wondering in case someone doesnt have access to the classes needed to do it properly

Edited, Jul 25th 2009 12:44pm by smlinjok
dumb question
# Jul 25 2009 at 9:19 PM Rating: Decent
ok couple corrections for me to note after second attempt (home run) ...
appeared as tho all the ironbound chests could be smashed open regardless if they were trapped, locked or whatever .. the other 2 types seemed to not like the idea of being manhandled and all but one just sprunk trap and poofed .. the 1 I'm not sure if was trapped or not but was able to get it open.. putting add team right on the ramp going up to the platform was best bet by far ... every add agroed the shammy and merc right away and never bothered the monk once while he gathered coins .. only concern was that I had about 5 secs left when I finally broke 300 points and final boss + guards popped for the win
dumb question
# Jul 25 2009 at 7:36 PM Rating: Decent
ok after 1st attempt (strike 1)... boxing an 85 monk and 85 shammy with t5 merc healer and tank ... the trapped chests will just spring thier trap and then poof when attacked ... I had np healing the dots or just ignoring them ... the untrapped chests I was able to beat open but they were only affected by regular melee dps ... no spells at all that I tried affected them, no special attacks that a monk has worked such as kick or flying kick or the 1 strike monk disc calinan synergy, and shammy's pet refused to attack them (worthless PoS why did I bother to buy you pet gear) ... the chests that were openable "manually" seemed to spawn often enough that this method would work ... the adds were very easily handled by the shammy and the merc tank .. tank made getting the adds agroed fast pretty easy ... my mistake was setting shammy and mercs up back behind the raised platform to try to get adds while monk went on a chest smashing frenzy .. the adds come from the entrance so I needed to have shammy mercs there to get agro faster cause shammy got agroed a few times causing him to not loot enough for the win .. had 200 points when time ran out ..

with a blah blah here and a spam spam there i filled a page answering my own questions
For people who are shrouded while doing this
# Aug 16 2008 at 8:24 AM Rating: Decent
17 posts
Hey everyone I just wanted to let it be known that if you're shrouded when you first complete the trial you won't automatically get the AA for it, but you will get the character flag.

HAILING the projection while unshrouded once you have the character flag will give you the missing AA. Don't panic if you find yourself in this situation (it took me petitioning a GM to find out about this, I thought I'd save everyone else the trouble).
Problem
# Jul 26 2008 at 9:50 PM Rating: Default
I was just doing this with a group and i (Rogue) could not open any ironbound chests...i used picklock, open, loot...i sensed and disarmed all chests aswell. Was just wondering if anyone else has had this problem...oh my picklock is 322 and i tried regular picklocks and mechanized
Problem
# Aug 14 2008 at 8:45 PM Rating: Decent
17 posts
If you had aggro you wouldn't be able to loot. That's the only problem I could think of offhand.
Trap AEs
# Jan 28 2007 at 7:14 PM Rating: Decent
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65 posts
Traps on chests cast:
Jagged Rust (poison curable, 1500hp/tick)
Disorientating Vortex (RC/Purespirit, 400hp/tick Snare)
Hazy Cloudburst (Curse, -175 stats, Drunk)
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