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MPG Trails info

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Trial of Destruction (Group)
Group Makeup: Tank (13kish) Dps Dps Dps Healer Dps/cc

Pretty simple. We use a DPS as the MA.Three mobs spawn upon zone in. Have the tank offtank 2 of them while the ma gives the target for the rest of the group to assist. Kill one, peel one off the tank. The tank holds aggro and keeps his eyes open for pops, aggroing them as they spawn (they can path between podiums and despawn if they are not aggroed). They really don't spawn very quickly, and if your dps is good, you'll be waiting on pops.

At 1 minute, have your group hug the wall. Master spawns at the end of the timer, provided you've killed enough.Pull with disc on, slow, debuff, etc,beat silly.

Only one type of monster in this trial is mezzable. I think(think) it's the dragorns. Really, don't bother. If you did bring an enc, their mana is better spent nuking.
Loot
Eye of the Lightninglord http://everquest.allakhazam.com/db/item.html?item=32167
Horn of Doomcalling
http://everquest.allakhazam.com/db/item.html?item=31731
Tri-Spined Spaulders of Destruction
http://everquest.allakhazam.com/db/item.html?item=32166

And all trails can drop 69 and 70 runes along with a cleric 2.0 book

Trial of Efficiency (Group)
Group Makeup: Tank Dps Cleric Enchanter Dps dps
4 Waves, 4 mobs each wave. 1 commander, 1 elite, and 2 soldiers.

You can no longer avoid or cure the aoe. The Aoe lasts for 10 minutes, and will recast itself when it drops, during the middle of the third wave. Aoe is -3.5k hp mana and endurance and a 20 per tick hp/mana/end drain. Will go into your first open buff slot, or overwrite the effect in your first slot if all others are full. No longer overwrites any sort of mana regen. Makes this kinda interesting. Make sure you have a modrod.

DPS tank is main assist and will give you targets. Commander is killed first, due to highest hp/dps. tank offtanks remainder of unmezzable mobs and the mezzables are cc'd.
Have your sk running mental corruption, as he or she can use that to feed mana to the rest of the group via bites.

Pious elixer works exceedingly well for this. Cast one on your ma and one on the tank before each wave begins, and once aggro is established, sit.

Each time I've done this, the master has spawned in the middle of my group. He does not spawn when the last mob dies, he spawns when the timer for the final wave runs out. He does not hit hard (1200) and is slowable, though he does root. Try to burn him down, provided that you have any mana or endurance left.
Loots
Eyepatch of Expert Archery
http://everquest.allakhazam.com/db/item.html?item=32902
Girdle of Efficiency
http://everquest.allakhazam.com/db/item.html?item=32663
Rime-Encrusted Pikestaff
http://everquest.allakhazam.com/db/item.html?item=31942

Trial of Fear (Group)
This is Arguably the easiest Mpg Trial.

Group Makeup: Fear Class, Fear Class/CC, dps dps ma (we use a ranger) healer.

Set up behind the podium that the master is on, between the four projections. Coordination is the key here, and being aware of what is going to happen.

Initially, all four mobs will spawn at once. Have your ranger start the trial,weaponshield and stand in front of the group, which will give you 18 seconds to get initial fears and cc done.

Light blue mobs are to be feared (a dragorn, a cackling skeleton, a dire wolf, an elemental). In this trial, fear is like an amazing dot or nuke. Each tick it does 5-8% damage to fearable mobs. Fearable mobs are not to be attacked (they have a large ds and are almost immune to normal attacks). Make sure that pets don't go chasing after them.

Dark blue mobs (a fearless suchandsuch) are to be tanked, cc'd, and dps'd down normally. These dont' hit hard (800s) and are easily slowable.

You DO NOT require a large tank for this. 10-10.5 k hp is fine.

The first minute/minute and a half are the worst part of this trial. After the initial wave is killed, mobs will come one by one, in the order that they were killed, so make a note.

Kill as fast as is feasibly possible. Not quite sure of the exact number of mobs that need sto be killed, we usually manage around 23 provided there isn't an abundance of fearless mobs.
Loot
Despair (note the mq2 text at bottem of pic lol)
http://everquest.allakhazam.com/db/item.html?item=32252
Facade of Fright
http://everquest.allakhazam.com/db/item.html?item=32950
Supple Crimson Choker
http://everquest.allakhazam.com/db/item.html?item=32969



Trial of Ingenuity (Group)
Group Makeup: Warrior Cleric Dps Dps Dps Secondary Healer

This trial should take about 10-12 of the 15 minutes to complete. The cleric and the warrior will tank the named for the entirety of the trial, on the centre podium where he spawns. The warrior will use defensive on inc, and the cleric will basically chain cast cheal for the duration of the battle.

Ops group will begin farming weapons while the cleric and warrior do their thing. Farm mobs have low hp and don't hit for very much (ranger or beastlord heals will be fine). Most are permarooted, but occasionally they will spawn as moveable. About 8 mobs worth of weapons seems to be enough to kill the master. Wait until you're ready to use the weapons to loot them--- they do indeed poof after a set amount of time.

Once you've farmed your mobs and looted your bane, assist the warrior on the master. The master has two phases (Reflective Aura) and normal. Have someone moniter him and note when reflective aura drops, so as to have your melee right click their bane weapons for unresitable damage. Monk nukes will also work.

After this, this trial is pretty rudimentary. Have your secondary healer spam heal on the warrior until defensive pops again, and proceed to beat the master silly.

Bane of the Stonegazer
http://everquest.allakhazam.com/db/item.html?item=33202
Clockwork Talisman of Invention
http://everquest.allakhazam.com/db/item.html?item=35182
Strategist's Indigo Cloak
http://everquest.allakhazam.com/db/item.html?item=33201


Trial of Subversion (Group)
The named and the two guards ARE kos....but they are not active, so you can be near them or step on their foot without aggro.

Cleric and Enchanter will stay on the center platform with the named and his two guards when you start. Wizard, Shaman and Rogue will identify and open chests that spawn, each containing coins worth 10, 20 or 30 points. Use your "Greater" line of chest opening spells found in LDON camps, and rogue pick lock.

While this is all happening, the cleric and enchanter will pacify any inc mobs and keep them pacified as they walk around the room and finally walk out. More new mobs will come in and just pacify them again while the chest openers open chests. Important the shaman and wizard reinvis inbetween chest opening to avoid a mob aggroing if/when pacify wears off. Rogue goes SOS after every chest open.

When you get to 270 points (or pass the 270 mark), you stop looting the chests. Open the remaining ones to get yourself ready for 300, but DONT LOOT THEM YET. Repacify any mobs still in the room, cleric targets one of the named's guards, chanter targets the other. The entire group moves to the EAST wall (opposite of the west ramp where mobs come in). When the group is there, loot the remaining coins to get to 300.

The remaining mobs in the room will despawn (or leave the room. I was told they despawn, but didn't witness it). The only mobs up should be the named and his two guards. Cleric and Enchanter will pacify the two they have and MT will pull named to east wall. Mob has about 150,000 HP (saw wizard hit for 4800 and mob went down about 3%). Go furious, then defensive (if you have a warrior, or chain stun / chain DoT if you're a paly / sk). Burn him down as fast as you can, and you win.

Loot

Bauble of Premonitions
http://everquest.allakhazam.com/db/item.html?item=32980
Emblem of the False Priestess
http://everquest.allakhazam.com/db/item.html?item=32553
Stalker's Shoulderguards
http://everquest.allakhazam.com/db/item.html?item=32981


Trial of Weaponry (Group)

Ma, Cleric, Weapon Dps, Weapon Dps, Weapon Dps, Magical Dps

When you enter the trial area, the four named will be lying on the ground around the podium on which the master stands.

This is probably the hardest trial to make a group for. Each of your weapon dps characters needs to have an assortment of decent to good melee weapons for blunt, piercing, and slashing. Your magical dps needs to have a fairly large pool that they're comfortable emptying on one mob. I'd probably sudegest a wizard for magical dps.It's farily straightforward--- making the group is the hardest part. The mobs hit for about 1200 a pop.

Noted that my nukes(cleric) hit for normal damage on the monster that's supposed to be vulnerable to spells. The same seems to apply to ranger and beastlord spells. Not sure if this is a bug or not. Trueshot destroys the piercing mob (8k crits).

In the one attempt i've done of this trial so far, we lost by about 15 or so seconds, mostly because we filled the group with melee dps and forwent magical dps thinking that ranger cleric and bst nukes would work effectively on the spell mob, which was not the case.
Loot

Painbringer's Velvet Pelisse
http://everquest.allakhazam.com/db/item.html?item=33026
Sash of the Battlemaster
http://everquest.allakhazam.com/db/item.html?item=33010
Signet of the Armsman
http://everquest.allakhazam.com/db/item.html?item=33092

I would like to thank reloren over at ala for the info and filling in my gaps and trail i haven't done i would also like to thank Posidius for the trail he helped with agien from Ala.
 
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MPG Trails info

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