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Rain Stormblade
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(12/7/02 10:25 am)
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Trial of Lashing (Guide)
For those of you sick of doing Exec, I read this guide on Safehouse and looked REALLY useful. I've editted it somewhat.. Most people who have done it claim it is easier then exec if you have a good cleric (/hug Tessa) and a good chanter. This guide was posted by an enchanter as a response to an old post, which is why some of it will look like comment and answer.


IMHO lashing is the easiest trial. All the mobs are mezzable.

DPS is not an issue in lashing. As long as the DE dies, you will spawn the next wave of mobs. You can have a new wave spawning despite the fact that mobs from the old wave are still up.

On to the Trial...

The Variables:
1) Rock Mobs
Hit for 380+ or more
Mezzable, though slightly high MR - UNLIKE EXEC

Rock mobs are mezzable. Your chanter should have rapture up to eliminate the problem with high MR mobs.

What I tend to do with pick up groups is lead with AE tash. This will make all the mobs hate me very much. I then WoM and AE mez. Almost without fail AE mez will stick on almost all the mobs once they've been tashed.

If I have a lot of confidence in my tank, I will use rapture to lock down one immediately, then GoK to lock down additional mobs (has a -10 resist adjust and is cheap). In this case the tank will have 3 mobs beating on him so it's only usable with a 6000-6500+ HP tank. Also keep in mind that once one heal is used, the cleric will now have agro on two mobs. This is not a terrible thing as it means you cna probably afford to tash and get these mobs mezzed very quickly, but if your cleric is one of these "oh my god I have agro I must run around the room like a chicken with my head cut off" clerics, then you'll have problems.

If my group has DPS problems I'll charm. You can keep charmed mobs between waves.

As far as your damage numbers, to be honest, I don't remember what these mobs hit for. I am pretty sure they're all hitting for 350 or 360 though and no higher. The nameds do hit harder, though.

2) Fiends
* Hit for 360
* Mezzable, Snareable, Rootable. But has high MR

360 max hit, I think, other than nameds.

3) Scourge
* Hits for 280ish?
* Can't be targetted
* Flurries
* Can kill by killing the Power sources in adjoining rooms.

Yep. My suggestions:

Have TWO people on scourge duty. Have them take out the scourge IF you're nearly ready for the next round. The scourge does the least damage of any of these mobs and is easy to agro transfer to your tank so if you still have 3 mobs up, don't take out the scourge as you'll only have 30 seconds until the next wave spawns. This is especially true for the last scourge since the boss spawns right away. You CAN have your chanter leave mobs mezzed during the boss fight, though, jsut make sure you have things under control.

The Problems:
1) Healing - Clerics tend to get aggro very fast in this trial. And with 2 to 3 mobs beating on you and hitting for 380ish or more. Clerics tend to go down very fast.

This is true in most of the trials. In lashing it's actually easier than the others because all mobs other than nameds are mezzable.

Only real solutions are for your cleric to learn when and how to use and keep more than one DA up, learn when kiting around the room is okay, and have a strong enchanter who can quickly deal with cleric agro.

2) Crowd Control - This sort of fits in line with the option above. Personally, I think a Shaman and Enchanter in a group might be useful in this encounter. While the chanter is working on mezzing, the shaman is working on slowing. There is no real time limit to this Trial.

These mobs hardly slow. Not worth it to have a shaman and ench in the "ideal" group.

3) Scourge - Scourge can't be targetted and spawns maybe 30-45 seconds into the battle. You have to kill the power sources in adjoining rooms to kill him.
* Problem: Despawning the Scourge is the Trigger for the Next round apparently. So unless you can kill the mobs fast after despawning him. You are very likely to have the 2nd round pop on top of you while fighting.
* Problem: The fact that he can't be targetted makes it very hard for a warrior to get taunting aggro. Clerics are very likely to get aggro from healing. Seeing as he flurries, this can bring a cleric down pretty fast as well.

From what I've seen he has skeleton-like agro. Just get your tank near him and he'll likely switch to your tank.

Upon spawning, kill the rocks first is the plan. Just becuase they are either harder to mez/slow or just a pain in general. Similar to Execution. Most likely a CH would be the most effective method of keeping the clerics aggro low on the first heal. It all depends if the others avoid aggro, especially the chanter.

In my experience rocks are not any harder than fiends. Nameds first, but other than that FFA.

If the Shaman can Malo/Slow mobs, the chanter will have a much easier time of getting mez off. This has to be done very quickly to avoid extra damage being dished out by these mobs. Most likely on the cleric. The Wizard (myself) can most likely provide some crowd control assistance on the fiends using Greater Fetter. With the -50 to resist check on it, it has a good chance of landing and holding them in place. Giving the CC/Healing team less to worry about upfront.

Greater Fetter is only -30 resist check and while it usually sticks on cast, I believe the extra checks (every tick to see if root stays) are not at -30. In my experience GF lands more easily, but breaks no later than regular fetter. But yes, you are correct that everyone should be helping out with CC if possible.

Have to setup a position so that when the scourge spawns, he will meet up with the tank first and concentrate on him. Hopefully healing aggro will not draw him off and he will instead hit the closest person.

Yep, good idea.

Ones 2 or 3 mobs are down, then it's a good time to despawn him for triggering the next round. Finish off the last one then have a few seconds of medding.

Also correct. I will add that for the last round you can keep mobs mezzed while killing the scourge and keep them mezzed for the boss fight.

I'm assuming there are 4 rounds of this, just like Execution then a boss spawns. I've never made it to the boss so I can't give any strategy ideas on him. But generally the following rounds should be able to be performed similar to above.

Yep.

With a little practice, we could own Lashing =)

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