Muramite Proving Grounds Raid Trials

Introduction

The 6 raid trials are given from the same projections that offer the group trials. You'll need to defeat all six to get flagged for Anguish.

 

 

 

 

 

 

 

 

 

Trial of Adaption

Tell the Projection of Realms "adaption" to get your instance. Once everybody has zoned in tell the Master of Adaption "we are ready to begin" to start the event. During the event you will face off against a Constuct that changes form at random intervals (seems to be timed):

Construct of Pain
In the Dragorn form the construct hits for 4500ish, flurries, and has two spells: This form is supposedly weak to Pierce damage.
Construct of Power
In the Golem form the construct hits for 4500, flurries, and spawns 5 "a diminutive construct". The adds hit for just over 1k each, can be mezzed, and despawn when the construct changes phase. This form is supposedly weak to Blunt damage.
Construct of Brutality
In the Bazu form the construct hits for 4500 and AE rampages. This form is supposedly weak to Slash damage.
Construct of Fire
In the Pyrilian form the construct quads for 4500 and has two spells: Additionally you get a fire elemental add which hits for 3k and has the same DS buff as the construct. This add despawns when the construct changes phase.
Construct of Ice
In the Gelidran form the construct hits for 4500, possibly flurries, and has two spells: Additionally you get a water elemental add which hits for 3k and has the same reflect buff as the construct, but can be charmed. This add despawns when the construct changes phase.

Keep fighting the construct while responding to the changes of phase until it dies. Afterward a "Shell of the Master" spawns containing 3 of the following:

The lockout for the raid is 5 days 3 hours.

 

Trial of Corruption

Tell the Projection of Power "corruption" to get your instance. Once everybody has zoned in hail any of the NPCs and say "we were expecting a fight" to start the event. The trial consists of three waves of npcs with very player like behavior. The first wave is 6, the second wave is 12, the third is 18. None of them can be mezzed, charmed, or spell stunned. The clerics heal, the rogues will SOS and backstab, the warriors will taunt, the enchanters will mezz, the wizards and mages will nuke, monks will FD (become non agro and heal), etc... The exact composition of each wave might be random. The waves don't spawn until the previous wave is completely defeated, so it is a good idea to keep a single cleric locked down while you rez and recover before moving on.

When the final wave is defeated a "Shell of the Corrupted" spawns containing 3 of the following:

The lockout for the raid is 5 days 3 hours.

 

Trial of Endurance

Tell the Projection of Body "endurance" to get your instance. Once everybody has zoned in you'll see Zellucheraz and Ansdaicher waiting. Hail either and say "we are ready to begin" to start the event and both attack. Zellucheraz quads for 2600 and has 2 spells:

  • Complex Gravity - an AE that snares, debuffs strength, 35 mana per tick drain and a 150 dot. 75 curse counters, you're not curing it before recast
  • Shackleroot - a proc which deals 500 dd and root.
Meanwhile Ansdaicher also quads for 2600 and has 2 spells:

While these two are kept busy by the tanks, the raid is beseiged by numerous adds of different flavors, each from a specific location:

a dragorn antagonist
These hit for 1600 and can be stunned/snared/rooted
a dragorn champion
These hit for 1600 and can be stunned/snared/rooted
a dragorn defender
These hit for 1600 can be mezzed
a frantic discordling
These hit for 2700 and run at bard speed
a muramite sentinel
These hit for 2000 and can be stunned/snared/rooted
The waves are apparently timed and when the next spawns any mobs left up from previous should despawn (mezzed mobs do not despawn). As the fight goes on the maximum number of adds that can be up at any time increases from 3 at the start to 8 by the end.

The goal here is to simply survive for the entire 20 minute duration, damage done to the bosses doesn't matter at all. The bosses lose health at a steady rate of 5% per minute. After the full 20 minutes the bosses should die and the Shell of the Ancients spawns containing 3 of the following:

The lockout for the raid is 5 days 3 hours.

 

Trial of Foresight

Tell the Projection of Tactics "foresight" to get your instance. Once everybody has zoned in hail Master of Foresight and say "we are ready to begin" to start the event. There are 6 permarooted dragorns: Annihilator, Adept, Flamecaster, Spellscribe, Incinerator, and Acolyte. While engaged with them a bunch of emotes will be going off, some global some personal:

  • The room begins to heat up dramatically. The north side looks safe. - Move north or take 4500 damage
  • The room begins to heat up dramatically. The center looks safe. - Move to the middle or take 4500 damage
  • The room begins to heat up dramatically. The south side looks safe. - Move south or take 4500 damage
  • The room begins to heat up dramatically. The east side looks safe. - Move east or take 4500 damage
  • A haze of unnatural steam billows near your feet. You should find higher ground. - Move to the dias or take 2000 damage
  • From the corner of your eye, you notice a Kyv taking aim at your position. You should move. - Move far away or take 6200 damage
  • From the corner of your eye, you notice a Kyv taking aim near your position. He appears to be leading the target, anticipating your next movement. You should stand still. - Stand still or take 7000 damage
  • From the corner of your eye, you notice a Kyv taking aim at your head. You should duck. - Duck or take 10000 damage
  • The Dragorn before you is developing an anti-magic aura. - Your target is about to have a 1500 point magic DS
  • The Dragorn before you is sprouting sharp spikes. - Your target is about to have a 350 melee DS
  • You notice that the Dragorn before you is preparing to cast a devastating close-range spell. - Your taget is about to cast a 5000 dd
  • You notice that the Dragorn before you is preparing to cast a devastating spell. Doing enough damage to him might interupt the process. - If you don't do "enough" damage the dragorn casts a 5000 dd
  • The Weapon in your right hand begins to heat up dramatically. You should remove it. - Remove your weapon or take 2000 damage
  • something about your rings, best to remove them before the event, don't have exact text - Remove your rings or take 1200 damage and 25% melee and haste slow

Essentially just obey emotes while killing the 6 dragorns. Alternatively, ignore the room emotes (they don't always respond properly anyway) and focus dps on getting dragorns down as fast as possible. When they are all dead the Shell of the the Master spawns containing 3 of the following:

The lockout for the raid is 5 days 3 hours.

 

Trial of Hate

Tell the Projection of Mind "hate" to get your instance. Once everybody has zoned in tell the Master of Hate "we are ready to begin" to start the event. Initially there are 6 Voracious Feran, rooted in place, don't summon. Every 15 seconds a direpup will spawn at one of the Ferans. They are immune to mez and root, hit for 700-1300 max (depending on type), and all cast Lash Out, a single target 4k dd and stun. When a pup is killed the Feran it spawned at will take a few percent of damage, this is in addition to damage taken from normal raid dps. This continues until the Feran is at 18% at which point it no longer takes damage from pups and only standard dps works. Once all 6 Voracious Feran are dead the Master of Hate activates. The master starts out hitting for 5k, but every 10 seconds with the same target his max hit increases, so it is a good idea to have two (or more) tanks fighting for agro to keep his damage managable.

When the Master is dead the Shell of the the Master spawns containing 3 of the following:

The lockout for the raid is 5 days 3 hours.

 

Trial of Specialization

Tell the Projection of Arcana "specialization" to get your instance. Once everybody has zoned in tell the Master of specialization "we are ready to begin" to start the event. The goal here is to simply kill the Master, no adds. The Master hits for 4500 and has an array of spells:

  • Searing Pain - 6k fire based AE
  • Chilling Agony - 6k cold based AE
  • Glimmering Aura - 6k magic based AE
  • Toxic Blast - 6k poison based AE
  • Imprecision - an AE spell which appears to reduce piercing and fire damage, and lower fire resist cap
  • Rigidity - an AE spell which appears to reduce blunt damage, slow cold spells, and lower cold resist cap
  • Curse of Misfortune - an AE spell which appears to reduce slashing damage, increase blunt damage, and lower magic resist cap
  • Impurity - an AE spell which appears to reduce h2h and kick damage, increaes cost of poison and disease spells, and lower poison resist cap
Imprecision can be cured with cure poison, Rigidity with cure diseaes, and Misfortune by remove curse. Impurity has no counters, so only Radiant line will handle it. Keep group heals going, swap weapons/spells out when debuffed, and get it dead before your healers go OOM.

When the Master is dead the Shell of the the Master spawns containing 3 of the following:

The lockout for the raid is 5 days 3 hours.