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The_Spinning_Top
09-26-2004, 08:47 PM
Seems there is little info on the Eden Trial. Our SG and friends did it last night (two attempts only one death) so here is what we know:

Level range is 39-41. Main enemy is devouring Earth.

Mandatory class: Controller.

Pickup the mission from Spirit of Woodsman, in Eden. He is located basically right at where the dot for the Hive area is (the hive subsection of Eden, not The Hive zone).

First task is to kill 200 DE. Easy plenty around his area.

Next he will ask you to free 4 heroes and destroy the Titan and a cave wall will open up into the mountain. The maps for this Trial are pretty cool. After you oohhh and ahhh for a while find the nearest hole and jump down. The holes are one way and eventually loop back to the beginning. The drop points are safe. The ride down is also a lot of fun and good screen shot material.

Keep dropping until you come to a level filled with Boulders (the monster not the rock). It will also have the rib-cage of a long dead monster sticking out of the ground which is another give away. Dead ahead from the drop point is door 1.

Door 1 is a level 41 Archvillian and protected by ever spawning Boulders. The door itself is easy the trick however is to neutralise the spawns. As soon as the door is damaged the Boulders will drop Cairns. From what we could tell the Cairns fully heal the door and give it 100% DR to all attacks.

This is why a controller is mandatory. The controller can lock down the spawns or, worse case, lock down the Cairn. Once the Cairn is locked down it will not protect the door. If the spawns are locked down they will stop popping. Destroy the door.

When the door is at <25% a level 41 Monster (http://home.att.ne.jp/gold/solomani/screenshot_2004-09-26-21-51-58.jpg) will spawn on top of you. The monster is pretty strong and does a Footstomp that can hurt the squishies supporting the melee people. Its important for someone with taunt/provoke to lead the monster away from the door and engage it while the rest of the team brings the door down. Once the door is down kill Quarry (http://home.att.ne.jp/gold/solomani/screenshot_2004-09-26-21-51-54.jpg) .

The next section is the "Acid Pool Area" (http://home.att.ne.jp/gold/solomani/screenshot_2004-09-26-21-53-56.jpg). The pools will cause damage if you go into them. In front of you should be 3 bridges. The bridges should be filled to the brim with Greater Devourers and Mushrooms. The Greater Devourers (Gr Dev) drop Ambrosia inspirations (looks like a purple grape). You should farm the Gr Dev until you have 6 Ambrosia per melee and 2 per support staff. The more the better depending on how much time you got left. We had this number after 45m and clearing two of the three bridges. Once you are done move to door 2.

Door 2 is also a level 41 Archvilian. I thought this door was easier than the first. BEFORE engaging the door clear the approaches of the DE snipers (Lichens?) or they will cause hell once you attack the door. With the lichens dead attack the door. As soon as you attack Mushrooms and Gr Devs will spawn constantly. No trick here. Deal with the spawns anyway you want and destroy the door.

You are in the final stages now. You will be in a room with 3 columns of water falling from the roof. The place will be packed to the brim with Quartz, Geodes and all the other Crystal (http://home.att.ne.jp/gold/solomani/screenshot_2004-09-26-22-54-09.jpg) based DE. In the centre will be a platform with the Crystal Titan (http://home.att.ne.jp/gold/solomani/screenshot_2004-09-26-23-35-15.jpg).

First things first. If you can stealth past the Crystals spawns head over to the left and free the heroes. Then clear the room of all the Crystals. Every last one. Pull them to the NPC heroes who will help you. This can lead to some fun pulling (http://home.att.ne.jp/gold/solomani/screenshot_2004-09-26-23-01-45.jpg) for your tank :) If you dont clear the room they will help the Titan when you attack. You dont want this as there are literally hundreds of them.

Once the room is emptied you are ready to take on the Titan. Use an Ambrosia and charge. Its a straight beat down fight with the Ambrosia on. Without the Ambrosia the Titan can Footstomp for 2k + (one shot kill everything).

Melees should melee and keep Ambrosia up at all times. Out of the 6 I had I used 5. I probably could of gotten away with less but I am cautious by nature and had them overlap each other most of the fight.

We found the support people that could fly were immune to the Footstomp You need to stay more than half-way up his body and you should be OK. If in doubt pop an Ambrosia.

When you kill him normal Crystals will spawn. Kill them and you win. You get a Titan Diamond Shard (http://home.att.ne.jp/gold/solomani/EdenTrialReward.jpg) as a reward which affects two powers (like the Hydra Origin) and you should get a badge (which we didn't - bug?).

Congratulations you just beat the Eden Trial.

Before: The Eden Kill Team (http://home.att.ne.jp/gold/solomani/screenshot_2004-09-26-21-36-48.jpg)
After: The Eden Kill Team (http://home.att.ne.jp/gold/solomani/screenshot_2004-09-26-23-41-45.jpg)

Zloth
09-26-2004, 08:57 PM
Gak! The level range is really that small?? Or was your group just within that range?

Great guide Top, and great screenshots as well!

Death_Camps
09-26-2004, 09:06 PM
yes, the range is that small. this needs to be expanded. also you can avoid Quarry attacking while fighting the rock wall by fighting im before attacking it.

Props to Linder, always an excellent teammate.

Sir_Lurksalot
09-26-2004, 09:22 PM
Excellent job ST, will see a lot of hits in the next few months. Grats!

Mad_Bot
09-26-2004, 09:54 PM
[ QUOTE ]
Door 2 is also a level 41 Archvilian. I thought this door was easier than the first. BEFORE engaging the door clear the approaches of the DE snipers (Lichens?) or they will cause hell once you attack the door. With the lichens dead attack the door.

[/ QUOTE ]

They're Linchen Colonies. Each one produces a number of linchens that will run around along the ground looking like Bugs Bunny digging / travelling underground. ie. you see a small lump travelling above ground. :eek:

The_Spinning_Top
09-27-2004, 03:17 AM
[ QUOTE ]
Gak! The level range is really that small?? Or was your group just within that range?

Great guide Top, and great screenshots as well!

[/ QUOTE ]

Its that small. One of our members missed out as he was too high and we had to wait for another member to level (and everyone slow down) to get it. :eek:

The_Spinning_Top
09-27-2004, 04:10 AM
[ QUOTE ]
... you can avoid Quarry attacking while fighting the rock wall by fighting im before attacking it.

[/ QUOTE ]

Didnt know that. Thought he spawned. Where is he on that floor?

Thanks.

Kruunch
09-27-2004, 12:24 PM
Neat stuff.

Thanks Top!

Zeus_Obscura
09-28-2004, 08:32 AM
We succeeded last night with two hours remaining on the clock. The trial really is a "must see" experience, the best location I've seen in the game yet.

A couple of points:

Tank: an ss/invulnerable tank is trule indespensable on this mission. Because there are so many smashing-vulnerable devouring earth in the mission, having someone along who can bear the brunt of hundreds of attacks at once, and dish out constant destruction really helps.

The first wall: We took out the two wandering monsters in the room immediately, then cleared the area in front of the wall before assaulting it. No monster fell on us at 25%, so I can only assume that the first team got hit by one of the wanderers. With a tank and scrapper at the base of the wall, and three blasters hovering above it, the obstacle went down in about 3 minutes.

Second Wall: After clearing lichen, we had 3 blasters taking on the wall. At about 30% of wall left, a squad of fungoids fell, and somehow managed to target and shoot the blasters before they hit the ground, sleeping the entire squad. This is where we had our sole death of the adventure, so be cautious at this point. Fortunately, two of us were able to regain the air and get out of range before the wall recovered too much.

Recovery Aura: an absolute must for the walls! The heroes killing the walls, especially the blasters, cannot run out of endurance, or the process will grind to a halt. Keep em fueled here, or life will get very difficult.

Freed Heroes: Frankly, trying to drag things back to the heroes would have taken a lot more time. We just worked our way around the lake twice, once on the outside and once on the inside, clearing it as we went. Really no danger here unless you let the group split up and aggro too much at once.

The Titan: The ambrosia was hardly necessary in the final fight. Our ground forces each used one inspiration, while the air team didn't bother at all. The titan dropped in about 20 seconds so there was no need for a second helping.

Note: the badge apparently doesn't work for this trial, since none of us got it. We all got the special inspirations, but as far as I'm aware none of us got any that were useful: Combinations usually seem to include either buffs or debuffs as one of the two effects... with accuracy, or recharge reduction as the other. It'd be good for a kinetics, radiation, or dark defender, but that's about it. Would love to see more damage and accuracy, or damage and end reduction, or recharge reduction and range... anything else.

Finally: if you hit the 39-41 range, take the time out to do this Trial. Form up a decent team and it'll wash all those bad sewer experiences right out of your mind.

Zeus Obscura, Justice Server
41 elec/elec blaster

Pariah777
09-30-2004, 07:58 AM
I had the great pleasure in being able to run through this last night on Victory. Our group make-up consisted of :

1 Inv Tanker with Perma Unstoppable
1 Emp Defender with Recovery Aura
1 One Ice Controller
5 Scrappers! (myself included)

Absolutely tore everything apart. Nothing could stand against us. The only problem was when the tank was having a bit too much fun pulling truly massive trains of DE to clear the Titan room, and. . well, he pulled the rest of the room.. I have no idea how many DE that were in that pile, but we killed them all, though the controller, defender, and tank died :/

But it was a blast.

Things I picked up:

Make sure you kill all those lichen from the 1st wall to the 2nd. Very important. They breed like flies and once there are a lot of them, start putting the hurtin' on your team.
Ignore all the trash if you can from the entryway to the jumping of the 3 holes. There is a timer, so save some by bypassing all the DE up to the jumping into the 3rd hole.

Other than that, we tore through the place like we owned it. The key is that you need lots of single target damage on those walls and the AVs.. so make sure to get either half scrappers or single target blasters.. (energy, ice?). other than that, the "holy" trinity is alive and well in CoH, because you absolutely need a controller, emp defender, and tank. (For those that don't catch the reference, EQ trinity = enchanter/cleric/plate class tank.)

Hippofant
10-01-2004, 09:50 PM
A warning for anybody doing this trial for the SO at the end:

I just finished the trial and did not get it. We all cleared one enhancement slot from our inventories, but I seem to have lucked out and gotten an ACTUAL enhancement drop from the Titan itself - a Catalyst: Damage which filled me up and prevented me from getting the Dual SO - or so's my theory anyways.


Totally sucks. I'm not even a mutant...

Moncro
10-01-2004, 09:57 PM
This is a fantastic guide! As a footnote, I have assembled some tips and comments from a number of people who have been on the Eden trial. Here they are (second post down):

Additional Eden Trial Tips (second post down) (http://www.guildportal.com/Guild.aspx?GuildID=16601&TabID=150039&ForumID=7586 8&TopicID=606228&GuildThreadMsgID=3543727)

Wigz_SF
10-03-2004, 07:22 PM
Good guide. Except my team failed miserably tonight at the mold wall.... the amount of mushroom stunning mobs is just insane and we couldn't do anything after the initial rush. I lost count how many people died after the first wall alone....

jamie_NA
10-03-2004, 09:09 PM
this trial was extremely EASY. the guide is pretty dead on for the most part

the beginning. just skip on past all of the first lairs. till you get to the rock wall "lair."

we went and killed everything in the room, along with the two quarrys(monsters). we started attacking the wall and some boulders appeared. killed them extremely quick and took the wall down.

i(a scrapper) started to herd up all of the boulders and we would kill them quickly. then went and farmed the bridges(cause i heard we would need to). killed everything in that room just fine.

went up against the mold wall. there was like, what, 6 snipers? the scrappers just jumped up and killed all of the snipers and the lichens. no problems, hell, even the blaster and support guys were up there killing. killed the mold wall with no problem. the ambush spawn didn't damage us.

the main room, this was fun. tons of guardian-ish enemies. we had the invuln scrapper herding them up and killing them. was quite a nice site to see. killed everything in that room just fine.

went up against the boss and destroyed him in no time flat. done in at least 20 seconds. only 1 ambrosia was used for us. and i had farmed 9 of them. haha!

some things to note.
trial build
scrapper - katana/regen
scrapper - broadsword/xx
scrapper - ma/invuln
controller - illusion/xx
controller - xx/xx
defender - kinetic
defender - rad
baster - energy
we absolutely blew through any force apposing us. it wasn't even hard. our life bars hardly dropped we were killing that fast. it was a complete joke at times. everything got debuffed, the fulcrum shift dropped, then we killed.
i feel this is the IDEAL make up of a team. a tank isn't needed. i have provoke and never had to use it except for herding(which was purely optional) they need to make this trial MUCH harder. the sewer trial is over the edge. this is wayy under the bar.

other notes:
badge was not recieved
the SO reward is broken. i cleared out slots for it and had recieved a dual power SO. sweet! except for the fact that the SO was catered for the person who had dealt the last bit of damage. in my case it was the illusionist which dealt the last bit of damage. so my SO came otu to be an ACC/MEZ SO. not cool! i am still holding onto it in hopes that a GM will change it for me.

but this was definately THE FUNNEST mission i've done to date. we breezed through it with like 2.5 hours left on the ticker. had a blaster killing everything. hell, i think our team would of even gave the sewer trial a nice run.

ClancyClown
10-09-2004, 06:49 PM
[ QUOTE ]
they need to make this trial MUCH harder. the sewer trial is over the edge. this is wayy under the bar.
{SNIP}

but this was definately THE FUNNEST mission i've done to date.

[/ QUOTE ]

Heh heh, win it and then make it tougher for the next guys even though it was fun as it is? It is fine as it is, with a good mixture of fun and difficulty. The guide definitely makes a difference here. Won it once, lost it once had great fun both times. The only change I would like to see is a wider level range allowed lvl 39-41 can make it too easy to outlevel.

Hypothermea
10-09-2004, 07:19 PM
Not sure if you know this, but the titan can shoot crystals too. So just because you can fly, dosn't mean your safe...Learned that the hard way.

The_Spinning_Top
10-09-2004, 11:16 PM
[ QUOTE ]
Not sure if you know this, but the titan can shoot crystals too. So just because you can fly, dosn't mean your safe...Learned that the hard way.

[/ QUOTE ]

Did NOT know that.

TwilightSinger
10-12-2004, 08:54 AM
Thanks for the guide, Spinning Top. Wish the Eden Trial team I was in on Sunday had seen it, though we did many things right (we spanked Quarry before we attacked the Rock Wall for a start), we were just utterly scuppered by the Fungal Wall. We wiped when it was at 1/10 HP - we just couldn't keep up the defense against the constant spawns of sleep-frenzy Fungoids or big hitting Greater Devoureds (for the record, we left the Lichen snipers alone - they didn't seem to do much when we were actually at the door - if somehow they were causing us trouble, it'd be good to know how/why...). The team attempted to redo the wall 2 times but each time we were ready to engage, another 30+ strong spawn of Greater Devoureds and Fungoids unearthed beneath us and caused another wipe. Rinse, repeat, ugh, gave up.

My advice, after getting the wrong end of the pointy stick on this trial?

Do NOT do this trial without a controller. AE/PBAE control is essential. Without it, you're just asking to be totally overwhelmed. I also wouldn't want to do it without a decent tanker.

Stupid_Fanboy
10-16-2004, 01:17 AM
My group tonight got past the Fungal wall without too much trouble. After stupidly breaking up, we regrouped, killed all the lichen to be sure, and then set in on the door.

We had our invuln tank provoking all the mobs, all the while having clear mind and O2 boost repeatedly cast on him. The controller and defender assisted the tanker with buffs and holds while 3 blasters and two scrappers went to work on the wall. It went pretty easily

I wish the Titan was that simple. First screw up was that the team listened to a pushy, whiney member who didn't know what they were talking about and decided not to farm the crap out of the acid bath area. We went into the titan area with about 4 ambrosia a piece. If we would have done everything perfectly the first time, we would have been fine.

I can't stress enough how important it is that everyone have as many ambrosia as they can carry. Take at least 5 a person. If it ends up being overkill then fine, but it your team gets wiped once, you'll still have enough left to go right back into the fight.

We took about 40 minutes to clear the titan room of the other crystals. 3 of the heroes died soon after being freed because of the mobs around. The tanker messed up and ended up having to circle the room with every crystal following him. It looked cool, but short of letting him die and stay dead to disperse the aggro, there was nothing to be done. After the mobs spread out we tookt he rest of the team and cleaned out most of the mobs, then we rezzed the tank and finsihed the stragglers.

We attacked the titan then. A couple of us got killed because we were unsure how long the ambrosia lasted. The defender couldn't rez us all in time and we were wiped. For some reason, half the team felt it was ok to just lie there dead while the others ran from the hospital. Oh, and of course both of the people with recall friend and rez powers stayed there eating dirt. So we had to wait even longer for him to run back and rez the others who still wouldn't go to the hospital. By the time we got to full strength, buffed and went back in, we had 30 minutes left. Still doable, but we've only got enough ambrosia to give the melee people 3 each. Not good.

Of course, we run out of ambrosia and get wiped a final time. complete waste of 3.5 hours. We didn't even learn anything this guide didn't already tell us.

quick recap
1. bring a competent controller with some holds, a rezzer, and a good tank.
2. stock up on ambrosia in the acid baths, clear all 3 bridges.
3. controller/tank combo great for keeping mobs away from doors.
4. if more than 3 people die and any one time and can't be immediately rezzed, just run back. Waiting for the defender/controller to rez all three will take too long and mess with their end.
5. farm enough ambrosia
6. farm enough ambrosia.

Somehero
10-16-2004, 05:47 AM
I did this with a pickup group of three scrappers, an electricity blaster and a fire/kin controller. We just osrt of had at it without any real plan, lucky I knew about the ambrosia. With three scrappers you should be able to do it as long as your other teammates are competent really. I think the melees used 4 ambrosias. First time through we didn't have enough ambrosia so we had to logout (even if we did have enough we would have died because we didn't know to clear out the room. 120 crystal men all compressed to the size of 3 or so mobs looks pretty cool).

mackdaddie
10-17-2004, 12:48 PM
Good post. Good info. THanks tons.

Going in tonight at 9:00Pm

Capt. Impervious lvl 41 invul/ss tank

Pinnacle

:cool: :cool:

DivineBovine
10-18-2004, 02:18 PM
Justice crashed multiple times while our team was half way through this trial last night, so we had to do the first and second wall, plus clear the waterfall/titan room (we were half way done) all THREE times. Only two of us had actually done the trial and completed it successfully, but fortunately, everyone but one person had read this thread and knew what to expect, which made things run smoother.

We completed it with about 1 1/2 hours remaining. With a solid team, this trial is incredibly easy, especially compared to the sewer trial. I've done this trial 5 times with 2 failures (the first two always make for a good learning experience), and I must agree that controllers/tankers with provoke are a must for crowd control. Someone with buffs that can protect from the stun attacks on the second wall is pretty essential. Having enough damage dealers to take down the wall fast is also really important. Make sure you have a well-rounded team before you even think about talking to the Woodsman, or you'll be sure to run into a lot of difficulties when you get to the first wall.

The make-up of our team last night consisted of:
1 controller (lvl 41 gravity/storm?)
3 scrappers (lvl 40-41 MA/regen, claw/invul, ?/regen)
1 blaster (lvl 41 energy/devices)
2 defenders (lvl 40-41 kinetic/dark?, radiation/psychic blast?)
1 tanker (lvl 41 fire/ice)

If you follow the tips from this guide and build a well-informed team, you should be able to run through this trial in about an hour. Having 4 hours to do this is totally unnecessary. I only wish that the sewer trial allowed more time to complete it!

One other note: Fulcrum Shift is a wonderful thing! I couldn't see more than half of my screen during the big mob battles. Our buff lines went straight across and off the screen.

Zloth
10-25-2004, 04:19 PM
Is the level range just for the person actually getting the trial's mission? Or is there something that limits all characters that go in? Can you sidekick a person that is, say, 36th level?

The_Spinning_Top
10-25-2004, 05:31 PM
[ QUOTE ]
Is the level range just for the person actually getting the trial's mission? Or is there something that limits all characters that go in? Can you sidekick a person that is, say, 36th level?

[/ QUOTE ]

No sking and no exmplering when we did it.

DivineBovine
10-25-2004, 07:20 PM
[ QUOTE ]
[ QUOTE ]
Is the level range just for the person actually getting the trial's mission? Or is there something that limits all characters that go in? Can you sidekick a person that is, say, 36th level?

[/ QUOTE ]

No sking and no exmplering when we did it.

[/ QUOTE ]

sk-ing does not work in TFs, but rsk-ing does. I tried sidekicking a lvl 30 to do the lvl 34 respec, but the contact would not allow us to start it, so we tried having the lvl 30 rsk me to do the lvl 24 respec trial instead, which worked out fine.

I was able to complete the Eden trial last night and received the Liberator badge by exemplaring from lvl 43 to 40 (for some reason I didn't get credit for it when I had completed it previously). The only drawback is getting kicked from the team if you or the person reverse sidekicking you leaves the team. If you un-rsk once the TF/trial begins, you'll also get booted.

Basicially, if either of you have a lousy connection and drop from the map server, the person being exemplared cannot rejoin the team as you would normally do on a taskforce, but this only applies to the one being exemplared. It's a risk you'll have to take if you decide to rsk for a TF. I know someone who was rsked for the Bastion TF, and halfway into it, the person exemplaring her left the team, so she was automatically booted against her will. She died several times with lvl 50 debt, too. The Devs should've designed it so that the next available person should automatically take over the exemplar, instead of forcing the exemplar to leave, forsakening the team.

Zloth
10-25-2004, 07:42 PM
Really? I knew that you would get instantly booted in TF's but not trials. The one trial I've done (the sewer one) seemed a lot more like a mission than a Task Force.

DivineBovine
10-26-2004, 03:08 AM
[ QUOTE ]
Really? I knew that you would get instantly booted in TF's but not trials. The one trial I've done (the sewer one) seemed a lot more like a mission than a Task Force.

[/ QUOTE ]

Yes, they run more like missions. The sewer trial and cavern of transcendence trial are the ony two exceptions that I know of (from personal experience). Reverse sidekicking is not a requirement to start these trials if you have people who are lvls higher than the villains; I was able to complete both without rsking. When I did rsk, I was able to un-rsk without the penalty of getting kicked from the team. This is unlike how TFs function. Once you accept the TF contract, you may not invite anyone else to the team. The Respec and Eden trials are designed like TFs, which would result in an insta-boot if you were to un-rsk'ed. I'm not sure if this was how the Devs intended it to work, but that's how it currently is.

Ultrablade
10-28-2004, 03:42 PM
Would just like to thank everyone who's posted about this...the guide was invaluable in our recently successful run.

Thanks!

Zloth
11-15-2004, 10:52 PM
Wow, what a task force! More more more, Cryptic!

To answer my questions..... the 39-41 level range is pretty solid. It's a task force so no invites after the fact. 38th level can't get in, even sidekicked. Exemplar can get in. (The message the Woodsman gives is cryptic, too. 'You do not satisfy the requirements' or some such. It'd help if he said what the requirements were!)

Definitely see this trial, folks! Even if you can't find time, it's worth the trouble to get four folks together and waste 200 DE just to get in the door and have a look around. This ain't no warehouse!!

Oh, and before I forget. The heroes you save can not be teleported with teleport ally or wormhole. They mostly just stand around.

We were finding powers that give you those circle location targets very hard to use, particularly in the first wall room. Freezing rain, teleport spells.... they all were refusing to target the ground so you had to shoot in the air and hope.

PsiBug
11-16-2004, 12:15 PM
It really is a great looking trial! The caverns are GI-normous.

Ran it very smoothly with a pickup group last weekend (had failed it twice before at the fungus wall)

Our winning group was 2 controllers, 2 defenders 2 scrappers and 2 blasters. 3 members were Exemplared and only 1 was lvl 39. we did it in about 3 hours.

What didn't work for me in previous missions:
1) not enough damage dealers (or too low level)=more time for stuff to spawn at door... death
2) opening our attack with decoys.., decoys fade=aggro on controllers.. dead controllers... dead team.
3) mapserver disconnect=lost exemplar... group disbanded

My tips for successful Eden trial:
1) It can be hard to get a team together. It might be a good idea to post "Eden team forming" on the message board in advance. broadcast or request in PI,TI,FF and Eden while forming.
2) If you can mooch some ambrosia from other players in the zone before you start it won't hurt!
3) have at least four tough damagers and plenty of healers/buffers. We only had 2 deaths but it's a good idea to have a couple of people who can Rez. The hospital is far away. bring an emergency awaken.
4) healers and buffers should probably avoid aggro and concentrate on healing buffing and holding mobs (and maybe help defeat doors if possible. With a tanker around, this might not be so important.

5) stay together as you drop through holes to 1st wall room (invis helps to avoid aggro)
6) Take out the big Quarry mob or he'll come attack you while you work on the wall.
7) If everyone can't fly it's good to have TP to bypass large spread-out hordes of mobs on the way through the caverns (several times). you can kill them but it's a big time drain
8) After 1st wall is down. finish any aggroed mobs then fly/TP to bridges room. Don't fall in the acid lake. Also, some stinging mobs will disable flying powers but fly powers will come back with time.

9) Clear alot of inspiration slots. Defeat all mobs on bridges until everyone has at least 3 ambrosia (maybe 4-6 for anyone who will be hitting the titan hard) then fly/TP to next big room with the boardwalk and lichens.
10) Clear all lichens. Otherwise they multiply fast and bug you later.
11) More mobs spawn as you hit the 2nd wall. Bring disciplines to resist the mushroom holds at the 2nd wall. When wall is down , finish off any aggroed mobs.

12) Drop down to titan area, clear out all mobs except titan, free the heroes, (the water in this room is not acid)
13) Pop your first ambrosia and take out the titan. watch your mission timer and take your next ambrosia before 1 minute has expired... I ended up using only 2 because our damage dealers were beasts. Be sure to have a couple of clear slots for the special ENHancement.
14) Thank your teammates, trade ENHancements then exit the mission and talk to the woodsman.


The trick is to do alot of damage, stay healed and buffed, avois unnecessary aggro and pause between groups to gather your wits.

The 2-power ENHancement looks great but you may get one that isn't appropriate for your power sets. The badge however is all about you.

-PsiBug(Badge me!)

Zloth
11-16-2004, 09:29 PM
The Rock wall was horrible death for us, even though we took out the Quarry. Another Quarry fell from the sky and the boulders just kept spawning and spawning. A few cairns got dropped near the wall and it got hopeless fast.

After some rezzing, the second Quarry was pulled off by himself (well, more or less) and offed. Then our three blasters floated high above rock-throwing range and blasted the rock wall to nothing.

(For some fun, stand on the top of the rock wall. When the wall comes tumbling down, you won't. You'll be left hanging in mid-air with a great view!)

FashionSense
11-17-2004, 08:59 AM
There are 2 Quarry monsters in the room. You need to locate and defeat both of them before attacking the rock wall.

deadboy_champion
11-17-2004, 12:18 PM
Thanks for this post this well certainly be a good briefing for our SG when we take on this task.

Targos_NA
12-12-2004, 12:44 PM
I think this thread deserves a bump.

FashionSense
12-15-2004, 10:37 AM
After doing the trial a couple more times I have some new tips.

- Crey Freeze Pistols make the walls easy. If all team members with pistols shoot the wall at the start of the fight, the stacked slow effect decreases the frequency of mob spawns by a lot. Pistols don't make too much difference against the titan.

- In the acid lake room, there are Devouring Swarms all over the ceiling. They are tougher than regular swarms. Their sting does a -recharge -fly -tp debuff that lasts for a very long time. Anyone with superjump or fly needs to stay away from the ceiling.

- In the titan's room, you don't have to clear the crystals in the entry area - only the main room. It's hard to tell where the dividing line is.

- The fastest way to reach the rock wall room from the mission entrance seems to be the hole at 1 o'clock as you come in. It leads to a room with 1 hole, which leads to another room with 1 hole, which leads to the rock wall room.

- I'm pretty sure that Ambrosia lasts for 1 minute. Use the mission timer to track the time.

- Bring 8 people - almost nothing scales to team size. I think the wall spawns do, but that's it. A controller is useful, as is someone with empathy, but it can be done without either. At least one person with recall friend is practically mandatory - if someone dies under the feet of the titan, you certainly can't rez them where they are.

fishling
12-16-2004, 12:42 AM
Good guide and info. I just formed a pickup group today and we successfully ran it, pretty straightforward thanks to this info. Had 2 experienced members along, which helped. I couldn't secure a tank OR a controller so I was a bit worried to start, but it turned out to be fine - finished with about 2:20 left on the clock.
Team was 3 scrappers, empath defender, FF defender, dark defender, and 2 blasters. One blaster and one scrapper were RSKed. I also levelled to 42 during the Trial, so me (scrapper) and my exemplared scrapper had an extra boost.

We ended up with way more ambrosia than we needed - had about 3-4 each (after clearing all 3 bridges) but most people only used 2. However, with 5 damage dealers (likely more than the average for trial teams), this is to be expected. Toughest part of the Trial was actually the first wall, probably because of the Cairns that people were neglecting to kill.

Most deaths were from playing around in the last room clearing the crystals...we got kind of bored with the last room, so the scrappers started to herd large groups of DE (thanks to the force fields) and the blasters and a defender were using Blizzard and Nova to finish them off...which didn't always work. We had a couple trouble players on the team that died several times, but they also kept on asking questions like "Do I use Ambrosia now?" throughout the mission, so I figure the deaths were mostly self-inflicted. :-)

A tank and/or some controllers would definitely be useful, especially to stop the wall spawns, but bubbled scrappers seemed to do in a pinch. It was also useful to have an experienced person to help keep the team moving.

SinisterStairs
12-16-2004, 07:57 AM
[ QUOTE ]
you absolutely need a controller, emp defender, and tank.

[/ QUOTE ]

This is hyperbole, we did just fine without an emp defender. We did have a controller, but I had to stop and think if we had or not. We had a tank as well, and that certainly helped for the huge spawns, but I don't think it's required if you have some decent scrappers.

We didn't have a kinetica, but can you imagine how easily you'd hit the damage cap with Fulcrum Shift against all those boulders? :)

I did the Trial post-I2 and we all got the badges but none of us got the "dual SO."

SinisterStairs
12-17-2004, 03:28 PM
I just happened to do this Trial again. The badge and "dual-SO" are awarded, but there is no souvenir.

Mr_Jaytastic
12-20-2004, 11:29 PM
[ QUOTE ]
Mandatory class: Controller.

[/ QUOTE ]

Hardly.

I just did it with two scrappers, three blasters and three blasters. Let it be known, however, that one of the defenders was dark/dark, and I am a ice/fire blaster (though I threw down a hold maybe ten times the whole trial)

Rooftop_Raider
12-22-2004, 08:14 AM
I think you mean 3 blasters and 3 defenders. :)

***

Long story ahead

Okay I started organizing a team yesterday morning. I already had a commitment from a blaster the night before, so I just had to get 6 more people to commit to it. Took the better part of 5 hours to recruit a team, and a couple people couln't make it. The one tanker we had switched to her empathy defender and exempared down, leaving us without a tanker. Ultimately we ended up with the following:
3 Regen Scrappers
2 Blasters
2 Controllers (1 fire/force, 1 illusion/kinetics)
1 Empathy Defender

3 Regen scrappers were sufficient to tank everything the trial could throw at us. Having them bubbled helped, too.
The combination of Bubbler + Healer + Buffer was a boon. We never ran out of endurance, always fought at our damage caps, and always had sufficient healing, with one glaring exception due to a miscalculation on our part. You'll see.

The kill 200 DE task at the beginning is nothing special. At lvl 41 or so, the droves of DE that litter the area around the Woodsman are a surefire way of completing this promptly - so get everyone hunting.

After you speak with the spirit of the Woodsman you notice IMMEDIATELY a LARGE mountain door next to him opens up. Go in.

Once you're in, you notice a cavern that dwarfs anything you've probably been in before. There are a bunch of holes you can drop down. As noted above, the 1 o clock position is the best one to go through. It's almost to the very back of that first cavern. You drop down a couple times then end up in the first Wall Chamber. There's a couple Quarry monsters standing around, so defeat them before you search for the First Wall.

Once you get to the Wall #1 you need to be prepared for roughly 80 Boulder minions to come out of the ground once you attack the wall. We got the wall to halfway before the Cairns generate enough to become an issue, and the wall ended up regenerating back to full health, as we fought for 5 minutes. We went to town on the Cairns, destroyed all the Boulders, and were exactly where we were when we started. A wall 100% of health.

So we began anew, and we focused on Cairns and Boulders more and one of the scrappers and blasters focused on the wall while the rest of us fought everything else. The wall fell. Took 10 minutes for this exchange.

We destroyed everything in the area around the bridges, and picked up about 18 Ambrosia inspirations. When we were done we noticed nothing else spawned, so we shuffled around inspirations till the blasters/defender/controllers had 2 of the, with the regen scrappers with 3-4 each.

When we got to the Second Wall I told everyone to take a discipline or two. I took two. That took about 5 minutes to fall, maybe less. We didn't have a problem with the Fungoids, and to be honest, I didn't notice many spawned. Some Greater Devoured Spawned too. I don't know if these would also have dropped Ambrosia as my inspiration slots were full at the time.

When you come to the final chamber, take note that as you drop to the Crystal Titan's chamber, there is a small room above that drop point where you came from. As a flier, you can fly back up and that place is a safe haven. In our case, that became a neccessity because of a fatal miscalculation on our part. Someone with fly and TP can be a mission-saver should things go wrong against the Crystal Titan.

The Heroes that you must save are on the OTHER Side of the whole thing. Past the Crystal Titan. I recommend everyone make their way to those heroes, clear out the hordes around them, and make that a place to fight from. We cleared that just fine, freed the heroes, and decided to clear a path to the Crystal Titan.

We did so, but made a fundamental mistake by doing that. We engaged the Crystal Titan, and within a minute the WHOLE ROOM around us, roughly 400 Crystal warriors, all came to help out their gargantuan master. We had a near-total wipeout right there. So the lesson to be learned here is: CLEAR THE ENTIRE MOAT around the Crystal Titan. It's arguable that you don't have to clear the area around the drop point, but anything remotely nearby the Crystal Titan will come to aid him.

It tooks us a few rezzes, a few more deaths, and a few more rezzes from a safe location (the area above the drop point I noted above) for us to effectively regroup. And the WHOLE ROOM was aggroed on us. It didn't matter WHERE we went, they were still coming after us.

It's here that we realized a second successful tactic (The safe haven being the first). The hill you land on when you first come in the room, is a great Last Man Standing location. I was King of the Hill for 10 minutes straight as roughly 300 of the remaining crystal minions came up that hill, IN SINGLE FILE, as I chain blasted them. This is where having unlimited endurance was a plus. Hordes of them kept coming up that hill, and we kept knocking them off and blowing them away. This is where having an energy blaster shines because it helped prevent us from becoming overwhelmed on that spot.

Once we totally cleared the whole chamber, we took on the Crystal Titan again. I never noticed that he summoned anything. But on his demise he exploded into 4 Crystal Bosses that we took out.

At level 41 I made about 100K between the destruction of the Crystal Titan and Mission Complete XP alone. I cleared a couple bars, even with some debt, doing the whole thing.

One last thing before I go. It seems to me that having a high defense DOES help you against his attacks. I was bubbled, and I swallowed a few lucks, and he missed me twice in a row! I had no Ambrosia so a single nick from this guy would have obliterated me.

We completed the trial in under 2.5 hours, too. :)

FashionSense
12-22-2004, 10:21 AM
I did the trial yet again last night and had a very tough time. We fought the rock wall for 20+ minutes - the damage output from 2 blasters and 1 scrapper was having trouble fighting the wall's regen rate, aided by occasional cairn drops that took a few seconds to locate and kill. All the other members were heavily occupied with boulder spawns...of which there were a LOT.

A similar problem happened at the mold wall. It didn't have the cairns to protect it so we made steady progress, but the number of mushrooms and greater devoured that spawned was staggering.

I have done this trial and had the walls produce 2 relatively small waves each before they went down. But last night the spawns were huge and happening very often. Both times we used crey pistols on the wall - from the good results before I thought that was a major help, but now I'm not sure. The spawn rate just varied so much.

It would be interesting to figure out the resistances each wall has to different damage types...that might have something to do with the problems we ran into.

ScorpioGoddess
01-23-2005, 12:31 AM
OK, just finished it. Failed twice previously.

1st try: had only 5 members (that usually has worked v well for me on TFs). But here, you need full team cos you need damage output for the Walls and final monster.

2nd try: didn't read guide properly, FORGOT TO CLEAR OUT LICHENS at the moldy wall. Big mistake.

3rd try:
Team was 2 blasters, 3 controllers, 1 scrapper, 1 empath, 1 tank

OK, just want to make one point that has not been made before:

- FORCE BUBBLE was quite key in making the 2 walls an easy encounter. I put up the force bubble up when at the walls, empath kept Clear Mind on me so i don't get mezzed and drop bubble, and whole team was never in danger. The cairns did not seem to spawn either, or could only spawn far away and so couldn't affect the walls.

Mattman
01-29-2005, 02:06 PM
Just did this for the first time last night and we were very succesful. If one follows the suggestions in this guide they should have no problem completing this trial with time to spare. The trial itself is not overly difficult and is an absolute blast, so make sure to give it a go.

dave_p
02-09-2005, 08:27 AM
Finished this last night in 1:45; the titan took less than 1 minute to take down, so only 1 ambrosia for the melee'ers were needed (squishies hovered or were otherwise out of stomp range). No deaths. Tactics & observations below:

Party makeup (mostly 41's, some exemps, 1 or 2 below 41):
2 tanks (Fire/EM, Fire/Axe)
2 trolls (Fire/Emp, Fire/Rad (me))
2 defenders (Emp/Rad, Rad/Dark(?))
1 scrapper (Dark/Regen)
1 blaster (Fire/Fire)

At least 2 heavy duty damage dealers are necessary for the walls, but this party had more than enough firepower (pun intended :)) for the rest of the trial. Multiple tanks & controllers are a huge plus. The walls went down very fast thanks to the multiple rad auras as well.

1st wall--find & kill both Quarries, gather & buff, scrapper & blaster on the wall, everyone else watch for the spawns & take out the cairns asap. I think both rad auras were placed on the wall and it went down fast. No problems here.

Acid pit--kill greater devouring till we all had 3~5 ambrosias. Redistribute to make sure the melee'ers had at least 4. Turned out to be overkill, but better safe than sorry. Only snag--got stung leaving this part, so a few of us couldn't Hover/Fly for the lichen bit, which was annoying. Jumpers, short hop or you'll bring the swarm from the ceilings down with you.

2nd wall--take out all the lichen colonies & lichen first. Same, gather, buff, scrapper & blaster on wall, rest on spawns. This was seriously the only hairy part of the whole trial as far as I was concerned. As soon as you start attacking the wall, you get a ton of Greater Devoured spawning in with mushroom mezzers as support. This is where the multiple tanks & controllers with defender support really shine. Just spam all the mass holds, make sure the controllers are unmezzed when they get slept/held, taunt/burn away until the damage dealers declare the walls down. My initial rad auras went on the wall like with the 1st, but I got mezzed out of that pretty quickly, tho with 2 AM's going, Clear Minds flying around, my own Indomitable Will going up every once in a while, no mez stuck for very long. Switched over my rad auras to the spawns, which meant the wall took a bit longer to bring down. This was the only time I really used my insps liberally too, and I wished I'd brought in some disciplines.

Titan room--clear out the outer rim first, follow with the moat, free the heroes, take down the titan. Nothing fancy--we thought about herding to the freed heroes, but honestly, we were killing so fast, we just swept around in 2 circles clearing the room out. On the titan, buff, ambrosia, usual monster tactics. The tanks & scrapper triggered the footstomp before the imps got there, cuz I think many of them survived to add to the overall damage. Again, cakewalk.

What helps a ton--people who've done this before, or at least read up on the trial, especially threads like this one. Most of us had either done the trial before or had read this thread. Also, damage is king, as usual. You definitely need the tanks & controllers, but having all of ours be offensive (Fire) made life tons easier. For defenders, 1 emp & 1 rad, I think, workded out perfectly, tho I could see good uses for the other sets. Bubbles would've been nice at the 2nd wall, and so would've been a Tornado & LS on the walls themselves. FS would've had all of our (pets included) damage capped the whole trial. Finally, you absolutely need at least 2 dedicated damage dealers to take out the walls, or you'll be at those forever. I think the scrapper/blaster combo was best for the most versatility.

Possibly the most fun I've ever had in a trial or TF. Definitely recommended for everyone with the right lvl range. Oh, and make sure you have an enh slot open at the end. I got a nice triple acc debuff/def debuff/end redux titan enh at the end, which is perfect for my RI. :)

Edit: Party makeup has been corrected

CrystalMoon
02-09-2005, 08:58 AM
Well said, Thermo!

Um, I am emp/rad, not emp/en. ;) So we had 2 rad secondaries
and 1 rad primary.

I'd like to add a couple comments to yours, if I may.

I think that the leadership displayed by Tazendra last
night was a major factor in our success, too. Kudoes
to Tazendra, I'd be happy to follow you anywhere.

I also think that the rad-heaviness of our team played
a interesting part. I was quite shocked at how fast
DE went down, and especially shocked at how fast Titan
went down. As you said, 1 ambrosia time... The combination
of our damage dealers and debuffing was irresistable.

An excellent team, and great fun. What more could anyone
want? ;)

Crystal

Liberty:
LadyBlue (The LEGION) L40 emp/rad defender
LadyDespair L25 dark/dark scrapper

dave_p
02-09-2005, 09:14 AM
Oops, sorry, I was going by what Ominous wrote up in the Liberty boards, but I knew there was another Rad defender thowing AM's around, but also that it wasn't you. So I corrected En vy's powersets, but not yours. My bad! :o

And yes, very good leadership & teamwork all around. Everybody being on the same page is cruicial, though we did almost get separated at that first hole. :)

Cleat
03-10-2005, 09:26 AM
Hey folks,

I just did this trial last night and I must say it really is a lot of fun. The visuals are absolutely stunning (it'll make you hate Boomtown even more) and it really mixes in some new gameplay techniques.

This guide was really useful for me, but the fact that the screenshots no longer existed made it difficult to "visualize" what I'd be seeing ahead of time. I took enough screenshots last night to be considered a tourist so I thought I'd add those to this guide to help folks out. You can find the thumbnails here (http://www.themcglones.net/photosets/Eden%20Spire%20Trial/index.html), but I'll point out some key ones along the way.

Step 1: Speak with The Woodsman (http://www.themcglones.net/photosets/Eden%20Spire%20Trial/target0.html). You'll need at least 4 heroes in your team to get started (all within the range of 39-41), but we did it with a full complement of 8 and I think that was very beneficial.

Step 2: Kill 200 Devouring Earth. With 8 people and the fact that Swarms and Emanators count, this doesn't take very long at all. A few minutes and we had knocked out all 200.

Step 3: Speak with the Woodsman again to gain entry (http://www.themcglones.net/photosets/Eden%20Spire%20Trial/target2.html) to the trial. You'll end up in a big cavern (http://www.themcglones.net/photosets/Eden%20Spire%20Trial/target3.html).

Step 4a: Descend down the holes (http://www.themcglones.net/photosets/Eden%20Spire%20Trial/target6.html). These make for some excellent screenshots (I took plenty), but they also make it very easy to get split up.

If you've got folks that have never done this before, try to stick together and all go down the holes together. The drop points at the bottom are safe spots (no enemies close enough to aggro) so sitting still for a moment or two to wait for everyone isn't going to kill you.

Keep dropping through holes until you get to the "bottom" (http://www.themcglones.net/photosets/Eden%20Spire%20Trial/target12.html). The bones in the background are a giveaway that you're at the bottom. You can drop through more holes to get back to where you started, but that's just a waste of time.

Step 4b: Find and destroy the two Quarries (http://www.themcglones.net/photosets/Eden%20Spire%20Trial/target14.html). They're Monsters so you need to be a little careful, but they're not particularly nasty. Just get some tankers in there to hold aggro and have everyone else blast away. Remember that there are two of these guys. Be sure to dispatch both before taking on the Rock Wall. You can safely ignore the other enemies that are standing about.

Step 4c: Once the Quarries are out of the way, you can move on to attack the Rock Wall (http://www.themcglones.net/photosets/Eden%20Spire%20Trial/target22.html). The Wall is huge, but you just attack the base of the thing. This is where the fact that we had two Fire tanks really started to shine. Everyone would gang up on the wall and, when spawns of Boulders and Fungoids would appear, the two Fire tankers would grab their aggro and dispatch them while everyone else worked over the wall.

Once the wall is down, you'll go through a huge hallway (http://www.themcglones.net/photosets/Eden%20Spire%20Trial/target23.html).

Step 5a: The "Acid" room (http://www.themcglones.net/photosets/Eden%20Spire%20Trial/target25.html). This is a fairly dangerous room. The water under the bridges is acid so you don't want to fall in and there are swarms all over the ceiling so you don't want to get too close to that, either. That said, this room is huge and it still leaves you a lot of room to move.

Rather than skipping past the enemies on the bridges (http://www.themcglones.net/photosets/Eden%20Spire%20Trial/target26.html), you need to stay and fight them. Make sure you keep some inspiration slots open as you need to harvest some "Ambrosia" inspirations from the Greater Devoureds. You'll know 'em when you see 'em, they look like Blueberries and are drastically different from any other inspirations you've ever gotten. It doesn't really take long, but you'll want to ensure that everyone has at least 3 or 4 Ambrosia inspirations before moving on.

Step 5b: Once you've gathered enough Ambrosia inspirations, make your way through this hallway (http://www.themcglones.net/photosets/Eden%20Spire%20Trial/target27.html), filled with Boulders and the like. You don't have to fight any of these guys. Just save yourself some time and move along.

Step 6a: Before you assault the Mold Wall, you need to take out all of the Lichens and Lichen Colonies (http://www.themcglones.net/photosets/Eden%20Spire%20Trial/target28.html). The Lichens (the little yellow blobs) are DE snipers and the Lichen Colonies (looks like a group of mushrooms and is partially hidden by the hero on the right) will produce more of them. If you don't take them out before attacking the wall, you're in for quite a treat. Make sure you get them all.

Step 6b: Time to go after the Mold Wall (http://www.themcglones.net/photosets/Eden%20Spire%20Trial/target29.html). This one isn't much different from the first except that the spawns are a bit nastier. You'll get spawns of Greater Devoureds and Fungoids here, rather than Boulders. We used the same technique - everyone pounded on the wall while the two Fire Tankers cleaned up all the spawns ASAP. These spawns required a bit more assistance against the bosses and such, but the technique still worked well. You can see some of the spawns here (http://www.themcglones.net/photosets/Eden%20Spire%20Trial/target31.html).

Step 6c: Once the wall is knocked down, make your way through the opening (http://www.themcglones.net/photosets/Eden%20Spire%20Trial/target33.html) and down another hole (http://www.themcglones.net/photosets/Eden%20Spire%20Trial/target34.html).

Step 7: Kill the crystals. See all those crystalline Devouring Earth (http://www.themcglones.net/photosets/Eden%20Spire%20Trial/target35.html)? They go on for miles - and you need to kill them all. This is the chamber where you'll fight the Crystal Titan and you don't want these guys interfering with the fight. Having some tanks that can herd can really make this go fast. We had three tankers so we'd go out and grab large herds (http://www.themcglones.net/photosets/Eden%20Spire%20Trial/target42.html) and bring them back to the craters for a barbecue (http://www.themcglones.net/photosets/Eden%20Spire%20Trial/target38.html). These things herd up very easily.

Once you start to get far from the craters, you can simply stop using them. They're nice in the beginning, but certainly not essential. These things will run over each other to get into melee range so herding them up for massive AoE potential (http://www.themcglones.net/photosets/Eden%20Spire%20Trial/target45.html) is really pretty easy.

Be sure to clear the whole room and, whatever you do, don't go up on the Crystal Titan's podium (http://www.themcglones.net/photosets/Eden%20Spire%20Trial/target41.html). You can run all around it and even in the water next to it without making him mad. Just don't go up on the podium yet. You want to clear the whole room, first.

Step 8: Free the heroes. At the back of the room, you'll see four chambers (http://www.themcglones.net/photosets/Eden%20Spire%20Trial/target47.html) guarded by Guardians. Same as usual, group up the Guardians and take 'em down. Once they're out of the way, bust open the pods to free the captured heroes (http://www.themcglones.net/photosets/Eden%20Spire%20Trial/target52.html).

I believe the heroes will help you fight if you free them first, but it wasn't an issue for our team (being so Tanker heavy and all), so we just killed everything first.

Step 9: Time to get the Crystal Titan (http://www.themcglones.net/photosets/Eden%20Spire%20Trial/target57.html). It's very important that you always have an Ambrosia inspiration active. It lasts for 60 seconds so take a look at the mission timer when you take it and use that to know when you have to take another. Our only death occurred while fighting the Crystal Titan. Our Invulnerability tanker didn't pop a a new Ambrosia inspiration fast enough and got 1-shotted by the beast.

This is essentially a "timed" fight because you really must kill him before you run out of Ambrosia inspirations. The more inspirations you have, the longer you can hold out. As long as you have enough inspirations, he isn't hard to kill, at all. It took is just over 2 minutes (I was on my third inspiration) to take him down.

Hopefully, everything will go well and you'll get to take some happy victory pictures (http://www.themcglones.net/photosets/Eden%20Spire%20Trial/target64.html) at the end. :)

Don't worry too much about the timer. Keep moving on and don't dawdle, but we still had over 2 hours left when we completed the trial. Good luck, all - this trial really is a lot of fun.

Saturn_Knight
03-10-2005, 03:30 PM
I'm in the level range for the trial, and a few level 50s in my SG wanted to do it, so I did some recruiting and we went to town.

Our team consisted of:
Grav/Kin Controller (myself)
Ill/FF Controller (recruit from friends list)
Ill/Rad Controller (recruit)
Eng/Eng Blaster(recruit)
Fire/Fire Tanker (recruit)
Inv/SS Tanker (SG)
BS/Inv Scrapper (SG)
Fire/Fire Blaster (SG)

We had no problems on this one at all, though the Fire Tanker worried us a few times with his zealousness. :eek:

Our strategy at the doors was: My SG attacked the door while I buffed and use Transfusion to recharge their End. The rest of the team herded and dealt with all the Boulders and Fungi/Devoured that showed up as we attacked the doors. This began happening the moment we touched the door, they just started erupting from the ground. Force Bubble kept them away from the door squad and Dispersion Bubble kept us from being mezzed.

The only downside was that all the knockback from one of the blasters, Force Bubble, and Phantasms kept my Fulcrum Shift from being very effective against the hordes of Crystal DE. But it went very well, no deaths throught the entire trial. Unfortunately, the blaster from my SG dropped just before fighting Titan, so we'll be going to do it again before I outlevel it, i"m sure. The guide was very helpful, thanks.

Nomme
04-18-2005, 03:51 PM
Been a bit since the last post in this thread, but I did it last weekend and had 3 failures that I learned a lot from - then 2 awesome successes. Ran one of them in a touch over an hour.

Everything I've seen in here looks awesome, but I have a couple of additions.

1. On the 2 walls - hug the side walls to get to the the AV walls you have to defeat. Once in front ot the wall - stay AGAINST it. The entire area in front of the wall (both Rock and Mold) is a proximity spawn "hot spot". You will get some spawns if everyone is against the wall, but way fewer than otherwise. The fastest run had an ice/rad controller that kept ice slick under the team and the baddies out of range. The other had a "designated spawn tanker" who stayed against the wall with us and cleared the spawns while everyone else took down the walls.

2. In the Rock Wall room - there are 2 Quarry monsters we defeated first (better to take them out on our own terms) and we also defeated all the mobs in the area in front of the wall (the wall will "call those" once it is damaged a certain amount).

3. Mold room - the Lichen Colonies will keep spawning Lichen until they are neutralized, so take them out first, then the Lichen.

4. The 4 freed heroes will indeed fight with you if you bring the fight to them, however - they can be defeated. We lost 2 of them on one of my failed runs.

5. There is no "required class" but I wouldn't recommend a full team of any one AT. I would recommend a full team though. For example, I'm a blaster, I herded in the Titan room (sure, I used phase shift, but they followed me to the rest of the team :))

This was an absolutely awesome trial. Frustrating doesn't even begin to cover the failures though. I have to say that as with all trials, the team must work together - even more so on this trial - if even one person "does their own thing" against the team's strategy - you are more likely to fail. Most trials can recover if one person doesn't listen and work with the group, on this one though it is almost impossible to recover from.

Just my 2 cents. Can anyone top a 1 hour 10 minute run? I was highly impressed...to those who ran it with me - AWESOME job! Awesome trial...anyone want to exemp me sometime to run it again? :)

Shilarva
05-21-2005, 10:44 PM
Just as an FYI- My team just did this and failed....we got stopped at 2nd mold wall.

What we found out- neither wall EVER dropped the cairns.

The cairn dropped AFTER first wall died from the LT spawns, but not the lessers. We held them too fast with the 2 fire controllers

The spawns were HUGE on both doors....why? well, the 2nd door spawn is what got us more...and we figured out why it was with 30 mins left...and then couldn't finish.

What is the key to the door spawns? Think portal rooms.

When you go into the rooms and attack the door, or as you get close, spawn begins. (and seems centered mostly on team leader) If you have pets out, as well as group...MANY more spawn MUCH faster. (just like portal missions) When we went in with 3 full groups of imps on 2 controllers + illusion phantasms....something around 50 fungoids and *20* greater devoureds spawned.

We had: 2 fire trols, 1 illusion trol, 1 kinetic defender, 2 fire tanks, 1 dark scrap.

How did we test the theory? When I came out with it, I was face planted and watching. Until I died, dudes spawned around me.

I stayed down till they got the door to 50%, no extra spawns. Got door to 25, had like 5 mins left, so we decided to cast groups of imps.

First 2 groups came out...wham....3-4x the spawn we had. Let the imps die...the spawn returned to like 10 at a time, if that.

SO, DO NOT USE PETS ON DOORS FOLKS.

Razia
07-27-2005, 02:46 AM
Can you negate the regen rate if you cast Lingering Radiation?

Frost
07-27-2005, 04:10 AM
Unless your pets can slow. The walls can be slowed, easily :) Both times I've done the trial with my ice controllers, the walls only ever had one spawn before we took them down.

VoodooCompany
07-27-2005, 06:06 AM
I kind of disagree about the "don't use pets" at doors.

I've run this TF 7 or so times now, not one failure, with many different make ups of team members. I've had only one bad experience at the mold wall due to the Shrooms and that particular team not having enough mez protection (don't think we had any pets on this team).

There WILL BE spawns when you get close to either wall and when you attack either wall. The longer you take to take out the walls, the more spawns there will be; regardless of any pets.

What's important is that damage dealers concentrate on the walls.

All Control powers, AoE Debuffs/Buffs, and Pets are FANTASTIC at concentrating on any and all spawns that come about while either wall is attacked. (For the Rock wall, the Quarries MUST BE defeated prior to tackling that wall; for the Mold wall, the Lichens MUST BE defeated quickly before tackling that wall.)

If a group is going to utilize pets, do so away from the wall...use them to aggro/contain the spawning mobs. Let the damage dealer heroes deal with the wall.

Gleep_Wurp
07-27-2005, 01:27 PM
Just wanted to mention that Cleat's visual "tour guide" of the Eden Trial is awesome. I'm planning to run this soon, and that helped me visualize a lot of things people were talking about much better.

kwantam_
07-27-2005, 01:39 PM
I ran this last night with an awesome team, and I have two words for all of you: fulcrum shift.

I'm pretty sure our kin/psi did more damage than everyone else on the team combined. Fulcrum shift/psi wail was literally MELTING hundreds of DE.

Gleep_Wurp
08-10-2005, 08:50 AM
Just ran a group through the Eden Trial succesfully last night, and it only took an hour and a half due primarily to this guide. Now about that sewer trial...

Cuppa_Debt
09-06-2005, 03:47 AM
i5 tips.

I did 3 raids total, first 2 failed...#1 because we thought we could kill the titan quick enough to avoid the crystals (wrong) because our tanker had to leave. #2 never got past mold wall-healer kept getting killed on the way back from hospital (and she was the one with tp friend- i respecced for tp friend just because of that.)

Notes:
Walls can be end drained and will not spawn anything that way.
If you can't slow/end drain walls, the best method is to get your tanker (or 2) to taunt as they pop and have a defender buffing/healing him as he punchvokes and taunts.
If the NPC heroes die you will NOT fail the mish.
Anyone over 41 won't get the enhancement, I believe.
Lichens don't spawn unless someone aggros them. No ambushes.
Any defender is useful. Storm has the debuffs and knockdown, dark has -acc (very useful for quarries/walls), Kin is insane if you have a tanker with foot stomp! and rad makes the scrappers do the happy dance (smashing damage does extra on crystals, and with -res...:D Empathy isn't really the best for, I'd go with a kin or rad anytime. Mutation is great against the titan, since integration nulls the stun thing.
That prismatic blast thing, the range is weird. Is it a cone? or a 180 degree thing? because a flyer got one shotted by it, and it was aimed at the tank.
Also, there are TWO quarries in the rock wall room now. One on a special, showy platform, and one to the left of the wall itself. Easy.

Zacharias_NA
04-17-2006, 01:40 PM
One, you don't NEED a controller. We had an illusion controller who didn't hold at all, we destroyed the Cairns and laid waste to everything in the entire cave.

About, the inv/ss tank that someone posted- not true. We played with an ice tank and did just fine.

The key:

Have 4 people focus on the wall while 4 focus on the DE around.

Our team:
Ice tank
1 illusion controller
2 blasters
1 emp defender
1 rad defender
2 scrappers

That was our team and we finished the entire bloody trial in less than 2 1/2 hours. Our team did ok because my emp kept all the squishies with cm the entire time basically.

We had 3 deaths, only froum our own stupidity/boredom. MoG ran out and 2 squishies left the team and got thwarted by mobs.

If you know your role on a team and do it well, you can defeat anything. Most of our team was Forgotten Legion, that's why we rocked.

Helpful things to have:
1. If you are subject to sleep/holds, you should have a bandoleer of breakfrees
2. Group Invis helps for when you're going down the shafts and trying to regroup.
3. If someone has recall friend, things can go a little quicker.

Have fun, everyone is right that this is one of the best trials/taskforces in the game. Enjoy it. If you haven't done it, you must experience it at least once.