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Topic: Planes of Power Flag System
Error
Pancake
posted 05-27-2003 01:26:34 PM
Okay, so I'm going to get flagged this week. Some guild members said they were going to help me...problem is I don't know much about the flag system. I've tried the trials before(about 10 times) and failed them all. Can anyone link me a webpage that explains this in detail or can someone explain it to me?
Il Buono
You see, in this world there's two kinds of people, my friend.
posted 05-27-2003 01:30:12 PM
Well, uh.. Which flags?

There's a metric ton of them, and several ways to do a few.

"Those with loaded guns, and those who dig. You dig."
Error
Pancake
posted 05-27-2003 01:36:19 PM
PoV and PoS I think.
Dr. Gee
Say it Loud, Say it Plowed!
posted 05-27-2003 01:37:59 PM
which trial you been trying and with what group?

class/level/relative gear info would help.

Il Buono
You see, in this world there's two kinds of people, my friend.
posted 05-27-2003 01:39:27 PM
Which trial are you going to do?

Execution, Flame, Hanging, Lashing, Stoning, Torture.

"Those with loaded guns, and those who dig. You dig."
Bummey the Fool
Prefers to play with men
posted 05-27-2003 01:44:40 PM
Trials are not made to be completed with any normal pick up group. Which is why you'll see tons of groups falling short. They're made to be completed with a well organized, highly equipped group ;p
Taeolas
Pancake
posted 05-27-2003 01:57:49 PM
Well the Executioner trial seems to be the most common. It's what I was trying last nite, with L60+ Chanter, mage, wizard, warrior, and a L56 shammy and L57 cleric (Me). We did well considering, managing to get to the final executioner twice and getting him down to 40% and 60% both times. Our main limitations were lack of damage and lack of mana pools.

We may try it again tonite too, though we're planning two runs, so we only have 1 in the L50's each run. Hopefully that will give us the mana pool to make it and take down the executioner in the end.

Basically for the executioner (and all trials) you need fast damage and a good healer (high level druid, shaman or a slightly lower cleric), and a good AoE chain stunner (Chanter). Buff up fully, focusing on HP's and Resists, pass out 3 charge mod rods and use the first charge early on. If things go well, the second charge will come up around the third or fourth wave, and the final charge can go off sometime in the final fight.

If you see the executioner ask the prisoner for "Any final words" NUKE HARD. You only have a few seconds after that question before the prisoner dies and you lose the trial, otherwise, try to save mana, especially if you're a healer. the stunner and MA will need most of the heals theoretically. Try to keep the mobs close to the center too so they are in range of Rain spells and the AoE stun (and to save time retargetting when one dies, you don't want to waste seconds running to the next mob)

Once the final guy pops, take all the time you need/can get. He hits hard, and can really lower your ac with "Armor Break". Healers should med to cover heals as fast as possible, and once he's well aggroed sit in the middle so others can kite the executioner around the outside and not get out of range.

Anyways those are the tactics/notes I figured out from my 6-7 failed attempts last nite. Hopefully we'll be successful tonite. (If you can get through the waves without any deaths then you have a somewhat decent chance of pullign it off. If you have deaths during the waves, you need to re-examine your tactics. Last nite we only had deaths during the Final Executioner spawn, none during the waves)

Ryuujin
posted 05-27-2003 03:37:24 PM
A good thing to have is a war/pal/shad, druid, enchanter/shaman, monk/rogue, and you. The druid can banish the stones, enchanter can mez/slow/KEI, etc. It's pretty much 60+ anyway.
Trillee
I <3 My Deviant
posted 05-27-2003 03:52:42 PM
Or.. wait until they make storms and valor accesible without a flag...
Falaanla Marr
I AM HOT CHIX
posted 05-27-2003 03:58:52 PM
quote:
D had this to say about Captain Planet:
Well, uh.. Which flags?

There's a metric ton of them, and several ways to do a few.


The alternate entry quests arent really flags though. they only allow you zone entrance, but you dont have the flag so you cant advance :/

Delowen
Pancake
posted 05-27-2003 04:30:45 PM
Just wait a little bit longer and they will make a lot of the PoP zones that currently have flags accessable without the flags.

quote:

3) Planar Progression.

Planes of Power has provided us with valuable insight into the group and guild dynamics that are involved in large scale games. The way that we had expected guilds to advance through the story of Planes of Power has become a roadblock for some guilds, and some members have fallen behind and found it difficult to catch up. Obviously this was not our intention. We want players to play with their friends and guild mates.

To correct this issue, we will be removing the flag requirements for entry into the following Planes of Power zones:

Bastion of Thunder
Plane of Tactics
Halls of Honor
Plane of Nightmare
Plane of Storms
Plane of Torment
Plane of Valor
Crypt of Decay

This will make the majority of Planes of Power zones available to everyone, and should allow most guilds to travel and adventure together. We understand that those that have already earned the entry flags for these zones have put some effort into that accomplishment. We will be giving a reward to those that have done so, though you'll have to wait to see what that reward is.


Ofcourse they do this after I have the flags, guess I will have to see what this "reward" they are talking about is.

Linked from
http://eqlive.station.sony.com/community/dev_view.jsp?id=55816

Pesco's Little Brother...
Yet more Uber
Dr. Gee
Say it Loud, Say it Plowed!
posted 05-27-2003 05:16:22 PM
here're some basic strategies that will all but garuntee you doing the trials

1) Just get a cleric for a healer. with the gimp CH druids and shaman are occasionally enough to heal for an XP group, however for trials Cheal is worthless at the start of a wave because the tank is gonna be getting beat on hard till stuff gets mezzed and slowed and Chloroplast really doesn't cut it when it comes to quick heals.

2) Get a horse/lizard. I failed so fucking many times because retards would sit down right when waves spawned. Also, being the cleric in a trial group and having a horse REALLY helps because it's an almost garuntee that you'll have the mana to heal when the Exe spawns as long as you ration the healing well.

3) DPS. you might be able to sneak by Exe trial with 1 DPS slot filled by someone who's 58-59, but if you go any lower than that the DPS that person is gonna be belting out is gonna REALLY start to hurt. For example, a group consisting of a 65 War, 65 Chanter, 65 Cleric, 65 Wizard (one of the top 20 or so on the server), 61 Mage, and 60 monk were able to get through the trial cleanly. However you switch out the monk for a 56 Bst and they just couldn't do it. A very very small amount of DPS can make the difference.

4) Here's my dream trial group: SK for tankage, Cleric, Ench, 65 Rog with good AA, a 65 Wiz, and a 60+ mage. that group would blow through trial of Exe like so much wet tissue.

but, a big chunk is also luck. if the DPS gets a few extra nice crits, if you have a Mag/Druid who can do that banish thing right and actually have it land, ect ect.

Comrade Snoota
Communist
Da, Tovarisch!
posted 05-27-2003 05:21:03 PM
Don't listen to Gee, he knows not about what he speaks.
You smell that? Do you smell that? ...Napalm, son. Nothing else in the world smells like that. I love the smell of napalm in the morning. You know, one time we had a hill bombed for twelve hours. When it was all over I walked up. We didn't find one of 'em, not one stinkin' dink body. The smell, you know that gasoline smell, the whole hill. Smelled like... victory.
Il Buono
You see, in this world there's two kinds of people, my friend.
posted 05-27-2003 05:46:10 PM
quote:
Comrade Snoota wrote this stupid crap:
Don't listen to Gee, he knows not about what he speaks.

Really. I healed for my Execution group as a 60 Shaman.

The most successful trials group I've seen was a Shaman, Warrior, Enchanter, Rogue, Ranger, Paladin.

Just Ghetto AE everything.

"Those with loaded guns, and those who dig. You dig."
Dave
)_(
posted 05-27-2003 05:51:20 PM
If you can do hanging, its much easier than exe.
Comrade Snoota
Communist
Da, Tovarisch!
posted 05-27-2003 06:07:43 PM
I went afk my entire trial, as the Cleric. I told the group I was going afk a few minutes while we finished medding up before going into the trial area, and I came back with them fighting the Executioner. The Shaman did all the healing and slowing.
You smell that? Do you smell that? ...Napalm, son. Nothing else in the world smells like that. I love the smell of napalm in the morning. You know, one time we had a hill bombed for twelve hours. When it was all over I walked up. We didn't find one of 'em, not one stinkin' dink body. The smell, you know that gasoline smell, the whole hill. Smelled like... victory.
Pesco
Is a copyright of Peachis. Don't underestimate his pants, either.
posted 05-27-2003 08:40:34 PM
Is it just me.. or does Gee think you need a horse for everything?

Kind of freaks me out....

Rabidbunnylover
Pancake
posted 05-27-2003 08:52:58 PM
quote:
Pesco had this to say about dark elf butts:
Is it just me.. or does Gee think you need a horse for everything?

Three guesses who didn't get the pony they wanted as a kid

[ 05-27-2003: Message edited by: Rabidbunnylover'nix ]

Merp
Il Buono
You see, in this world there's two kinds of people, my friend.
posted 05-27-2003 09:40:20 PM
quote:
Pesco attempted to be funny by writing:
Is it just me.. or does Gee think you need a horse for everything?

I need a horse for Sebilis camping,

"Those with loaded guns, and those who dig. You dig."
Falaanla Marr
I AM HOT CHIX
posted 05-27-2003 09:44:15 PM
mages can act as a crutch to get through the trial also, if absolutely necessary. they can easily take down one of the rock mobs if they spawn (I've yet to be resisted with banishment)

But...its wholly possible WITHOUT a mage...

Error
Pancake
posted 05-28-2003 01:14:45 AM
How much Damage does Banishment do? I have the spell(I'm 61 druid) but never used it because it needs a Star Ruby.
Comrade Snoota
Communist
Da, Tovarisch!
posted 05-28-2003 01:19:53 AM
quote:
Delyl Caledor had this to say about (_|_):
How much Damage does Banishment do? I have the spell(I'm 61 druid) but never used it because it needs a Star Ruby.

Instantly kills level.. 45? and below summoned mobs, as long as it's not resisted.

You smell that? Do you smell that? ...Napalm, son. Nothing else in the world smells like that. I love the smell of napalm in the morning. You know, one time we had a hill bombed for twelve hours. When it was all over I walked up. We didn't find one of 'em, not one stinkin' dink body. The smell, you know that gasoline smell, the whole hill. Smelled like... victory.
Drysart
Pancake
posted 05-28-2003 01:24:06 AM
quote:
Comrade Snoota attempted to be funny by writing:
Instantly kills level.. 45? and below summoned mobs, as long as it's not resisted.

46 I think. And it leaves no corpse behind.

Trillee
I <3 My Deviant
posted 05-28-2003 01:28:37 AM
quote:
Drysart had this to say about Punky Brewster:
46 I think. And it leaves no corpse behind.

Something like that... and costs a star ruby (!!) for each cast.

So Druid and Mages are liked for that. If you have atleast a druid and or mage in your group to banish the stonegrabber guys, the best way to hand who banishes is take turns for each round.

So like, round one, you have the Mage banish all the stonegrabbers that pop. Round two, the druid. Three.. Mage, so forth..

(omgs duh =( )

heh

Comrade Snoota
Communist
Da, Tovarisch!
posted 05-28-2003 01:31:35 AM
It's a waste to just banish them right away. We just have the Druid or Mage keep it targetted in case the Executioner gets to the prisoner, then a quick Banishment will reset the timer.
You smell that? Do you smell that? ...Napalm, son. Nothing else in the world smells like that. I love the smell of napalm in the morning. You know, one time we had a hill bombed for twelve hours. When it was all over I walked up. We didn't find one of 'em, not one stinkin' dink body. The smell, you know that gasoline smell, the whole hill. Smelled like... victory.
Trillee
I <3 My Deviant
posted 05-28-2003 01:34:33 AM
Sometimes, yes. But there has been times when none spawned.. just the feind things. *shrugs* hit or miss.

OH! And Banishment is resistable >.<

Skaw
posted 05-28-2003 07:29:44 AM
I knew what I had to do during trial of execution!

Wind of Tashanian, Color Flux, wait a second, Color Shift, wait 2 seconds, Color Slant, wait 3 seconds, Color Skew, wait 3 seconds, repeat. End of round? Arcane Rune. Repeat until Executioner fight then tash and assist in slowing executioner.

Theft of Thought and Wandering mind the stone guys when not busy too

[ 05-28-2003: Message edited by: Skaw ]

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