There's a metric ton of them, and several ways to do a few.
class/level/relative gear info would help.
Execution, Flame, Hanging, Lashing, Stoning, Torture.
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)
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 :/
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 DecayThis 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
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.
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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.
Kind of freaks me out....
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 ]
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,
But...its wholly possible WITHOUT a mage...
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.
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.
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
OH! And Banishment is resistable >.<
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 ]