Muramite Proving Grounds

Overview

The Muramite Proving Ground Trials are divided two types: Group and Raid format. The quickest and easiest is the “Group” trials. There are 6 trials which are classified as “Expeditions”.
To Start the Trial: You need at least 2-3 players in your group with a minimum level of 70. Target the Quest Giver and say the key phrase of that particular trial. Your Expedition window will fire up. Then, target the statue behind the quest giver and click it to zone in.
Once you have zoned in, run up to the named mob in the middle of the zone and “/say begin”. This will start the timer (15 or 30 minutes) and begin the trial.
To Win the Trial: Loot the “Shell of the Master” – Will spawn upon successful completion of the trial.
Reward: Increase to ALL resistances

Group Trials

These can be completed in any order: Lockout timer for success is 2 hours before the next trial. Fail and the lockout timer is roughly 3 days.
Efficiency (30 minutes)
Comments: You must survive four waves of 3-4 mobs, and kill them in sufficient time (you have four minutes per wave). The mobs involved are a Muramite soldier (mezzable), an elite Muramite soldier (unmezzable), and “Muramite Commander” (unmezzable).
Upon successful completion of the trial, the Shell of the Master will spawn with your rewards.

Fear (15 Minutes)
Comments: To pass the Mastery of Fear, you need to survive the waves of mobs (there is a pre-determined amount of waves needed to be killed in order to win). There is no boss in this trial, as the Master only stands and watches.

Mobs come in fours (wolf – elemental – skeleton – dragorn) and spawn individually depending on how long you take to kill them.

Upon successful completion of the trial, the Shell of the Master will spawn with your rewards.

Destruction (15 minutes)
Comments: This trial is straightforward. You must kill 30+ mobs, spawning 1-3 at a time, within . Once you’ve accomplished that, the Master of Destruction will become targettable. Don’t waste too much time waiting to kill him, because he gains strength as time goes by. Drop the Master in order to win.

Upon successful completion of the trial, the Shell of the Master will spawn with your rewards.

Note: Bring some Solid DPS! The mission runs for 15 minutes and it usually takes 14 minutes 30 seconds to burn through all of the adds (Its not just dps, they are a VERY slow respawn). ZAM says there are 20+ adds, however it usually takes around 30 before the named will engage.  You literally have SECONDS to burn the named down or face a several day lockout if you fail.  Harm-Touch works well on the named. 

Ingenuity (15 minutes)
Comments: To win the event you must kill the Master of Ingenuity. He is immune to damage from magic and normal weapons. He can only be damaged by the special bane weapons held by the Dragorns on the smaller podiums around the edge of the room.

The boss is immune to magic, so you’ll need to use disease-slow. The dragorns you fight for bane weapons are partially slowable and don’t hit very hard.

Kill the boss to win the trial.

Upon successful completion of the trial, the Shell of the Master will spawn with your rewards.
Side Note: “Very Easy” The Mercenaries will engage and beat him down. Don’t have to worry about the special bane weapons.

Subversion (15 minutes)
Comments: In this trial, your group members must open chests to discover various-valued Seals of Subversion. Most of the chests are locked, and differently-named ones correspond to the archetype that can disarm and unlock them:

a spellbound chest” must be disarmed/unlocked by casters
a hexed chest” by priests
an ironbound chestMost reliable. Burn it down with Melee

Failure to disarm the chests properly will trigger various effects.

Your team has recovered a copper seal, worth 10. You are a little closer to reaching your goal of 300.

Your team has recovered a silver seal, worth 20. You are a little closer to reaching your goal of 300.

Your team has recovered a gold seal, worth 30. You are a little closer to reaching your goal of 300.

The total value of seals you have acquired is XX.

Once you reach 300 points, the group is to kill the Master of Subversion and two dragorn guardians to win the trial.

There are also dragorn roamers (a dragorn patroller) which can drop copper seals.

Once all 300 points are collected, the roamers despawn. The only mobs left are the Master of Subversion and his two guards.

Master of Subversion has about 150,000 hitpoints

Upon successful completion of the trial, the Shell of the Master will spawn with your rewards.
Note: Bring some melee classes to this challenge. The goal is to loot 300 points from the tokens primarily found in the chests. Beat down the chests (an ironbound chest – works best) and loot the tokens as quickly as possible. The other two types of chests will frequently “poof” if not destroyed fast enough. The mercs will not assist with opening the chest. Let the mercenaries take on any of the adds and make sure to loot the corpses for additional tokens.
Weaponry (15 minutes)
Comments: In this trial, you will have to defeat four mobs in 15 minutes. They have massive amounts of hitpoints and require you to use certain attacks to kill in a rate quick enough to beat the timer.

The Bazu, Hulking Bazu, is weak to slashing.
The Dragorn, Hemkai the Ascendant, is weak to piercing.
The Golem, Granite Stoneguardian, is weak to blunt weapons.
The Lightning mob, Steelshock, is weak to nukes.

Finish these four mobs off in the allotted time, and you win your trial.

Upon successful completion of the trial, the Shell of the Master will spawn with your rewards.

Maps

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