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Trials of Awakened: Trial of Leadership

From RaidWiki

Contents

Zone info

  • Entrance to the instance is from Hall of Fate zone-in for raid with at least one person on the 4th Trial of the A Mark of Awakening quest.
  • In case of a full wipe, leave one dead person inside zone to keep the zone instance. Rest of Raid can revive to Bonemire and then zone back to Trial. The player that kept the zone can then revive and zone back to raid.
  • Really fast respawn. Roamers respawn in 6 minutes exactly. Move quickly, dont stay in the same position.
  • Nameds dont give AA exp.
  • Drop rate in this zone is very low. The majority of the mobs and nameds give nothing.
  • There are really 2 parts of this zone. 1st part is to to remove the gate barrier by killing the Keeper of the Gates to the left. 2nd part is to then fight and kill the Guardian of Leadership
  • DO NOT EVAC!!!!!!!!!!!!! Any form of evac will take the group to Bonemire. Be careful if evacing you can and will lose instance
  • Upon zoning to instance, make sure everyone moves so their back is to the Gate so they do not agro the Roamer near the entrance

Nameds

Gur'gul the Warden

Level: 72x4

Health: 1.0M HP

Attack: Crushing

Notes:

  • AOE kick: Gale of the Warden, ~40s MAGIC AOE, seems to mem wipe sometimes when he does this

Keeper of Gur'gul

Level: 4x 72x2

Attack: Slashing

Keeper of the Gate

Level: 4x 72x2

Attack: Slashing, Cold, Heat

The Final Warden

Level: 73x4

Health: 1.2M HP

Attack: Crush, Cold

Note:

  • Range pull works best otherwise can agro Dragon.
  • Adds are casting Stuning Howl AOE
  • Single Target (MT) Knock. Make sure Tank is in a corner away from Raid

The Guardian of Leadership

Level: 74x4

Health: 1.2 Million HP

Attack: Crush, Mental

AOE:

  • Huge aggro range. When ready, just body pull by entering room. He will then agro on Raid.
  • Burden of Wyrmkin, Mental, DD (2-5k) + DOT (600-1800), Group cure by Templar, Inquisitor or Mystic. This AE is fairly random in nature. We've seen it not be used for over 60 seconds, then be cast twice in under 40 seconds. You'll just have to heal and cure through it. Get some resist gear. (Make sure everyone in Raid has 6k+ Mental Resist minimum)
  • Tail Slap, Crushing, DD (3k) + Knockback.

Note: Not a hard fight if you remove Burden of Wyrmkin DoT quickly.

      • Important- If the Guardian is not tasken down fast enough, Wardens(2 in grp) from other rooms will come to aid the Guardian.***

Trash mobs

  • sentinel of the Trial 72x3, AOE Stunning Howl
  • warden of the Trial 72x2
  • a pillar sentinel 72+++
  • an Awakened summoner 72x3
  • a newly summoned warden 72x3

Walkthrough

Preparation

  • Selecting the correct raid force is very class dependent, you need to have a strong focus towards DPS; you should aim for a maximum of four plate tanks <li>Evacers are required in each group <li>All raid members to have available gear that will bring their mental resist to a 6k minimum </ul>

    Phase I – The entrance

    This area encompasses a straight entrance hallway with stairs which leads out into a large circular chamber known as the Rotunda. This is essentially a collection of five encounters. The raid needs to move very quickly in this phase to avoid repops. There should be a maximum of 20 seconds between encounters.

      <li>The first mob is a roamer that moves along the hallway and stairs. Everyone should backup to the zone in and pull the mob there. <li>This encounter is a linked group of about 6 mobs which are waiting in the hallway at the bottom of the stairs. This can be a tricky encounter due to the number of mobs and the possibility of mobs bouncing. For this encounter the raid force moves to the top of the stairs. It is essential that everyone targets through the MA only and waits for the assist call as the MT is going to need a good 10 seconds to build agro. AOE type spells should be avoided as they will likely cause mobs to bounce. <li>This encounter is the named mob in the Rotunda called Gur'gul the Warden. This mob has a knockback ability and a arcane based AOE, so it is necessary for all melee types to get their backs to a wall and for finger wiggler types to stay well out of AOE range. When pulling this mob you need to be aware that there is a roaming mob on the right, wait for the roamer to move out of the way before you pull. This named shouldn’t present great difficulty. <li>The final encounter for this phase is out in the Rotunda itself. The raid force should form up into a single file line and then immediately (as a repop from encounter one is imminent) move out into the exact centre of the Rotunda with everyone piling directly on top of one another. When moving out into the Rotunda though, you will need to time things correctly to avoid the roaming mob on the right. When this is done correctly you will not attract the attention of any of the mobs in the Rotunda. This is now a safe spot to rest to full power, there are no repops here. Once you are ready pull the mobs guarding the open passage to the left.

    Phase II – Winding passage to the pillar room

    This area is essentially a short winding corridor that ends in a large circular chamber with a pillar in the centre. There will be several brief encounters throughout the corridor and finally a larger named encounter in the pillar room.

      <li>To ensure success here the raid force will need to edge into the corridor and allow the MT plenty of space to pull back, do not follow the MT, hang back and wait for the pull as it is very easy to attract adds in this area. The raid force should stay bunched up and move forwards through the winding corridor in small leapfrog type movements. The raid force does need to move quickly here as respawns at the rear will occur. <li>Once outside the pillar room the room should first be cleared of trash mobs using body pulls to the corridor so as to get single groups at a time. Once the room is clear the named mob called Keeper of the Gate can be pulled. Once the named is down the raid should move up to the pillar and groups 2, 3 and 4 should all evac out and then re-enter the zone. Once these groups are back in the zone group 1 can evac out and also re-enter (one person must stay in zone to hold it open).

    Phase III – Trip to the Dragon

    This phase is essentially a repeat of Phase I but minus the named mob. The difference is that once the raid reaches the Rotunda the right doorway can now be opened to allow access to the Dragon.

      <li>Repeat Phase I until reaching the Rotunda <li>There are about four small encounters that will occur before you reach the entrance to the dragon’s lair, these are all easy trash mobs. This phase ends with the demise of the two guards standing either side of the doorway to the Dragon’s lair.

    Phase IV – The Dragon’s Lair

    This area is essentially a small left to right hallway with the Dragon’s inner chamber beyond.

      <li>Firstly there are two roaming guards in the Dragon’s lair, the MT should pull the right hand one back into the entrance chamber. The raid can take their time killing this one as it is important to be conserving power. The raid will need to stand fairly close the doorway though so as the repop behind does not agro the raid. <li>Once the right hand guard is down the MT should delay no more than about 10 seconds then move into the Dragon’s lair and pull the left hand guard to the left corner, the entire raid should follow suit rushing into the room and groupping in the left hand corner. This needs to be a fast kill but players also need to be conscious of power. <li>Once the left hand tash mob is down the MT needs to pull the named mob The Final Warden. Give the raid 20 seconds or so to recover power and then carefully pull The Final Warden who is standing just past the doorway to the inner chamber. The MT should pull this mob to the left corner as it has a single target knockback. This mob uses cold and crush based attacks and has a stunning Howl AOE. Templar’s should use Sanctuary spells to prevent the group stun. <li>Once the named mob is down you need to wait for the two mobs in this hallway to respawn. Kill these mobs quickly but be very conscious of conserving power. Between killing these mobs the raid should equip all their mental resist gear, potions, chiller bombs, volatile fluid and other items they will need for the Dragon; there will not be time to do this later. <li>Once the second trash mob in the hallway is down again you can spare no more than about 10 seconds before the Dragon is pulled. The trick to pulling the Dragon is to have the MT stand in the centre of the hall along with a pet class. Everyone else should stand with their backs to the pillar that is just to the left of the MT. Once everyone is in place the pet class can pet pull the Dragon. The advantage to doing this is that the Dragon will burn its’ AOE on the pet while the raid force waits in safety. Once the Dragon flies up to attack the pet class the MT needs to quickly grab the Dragon and rush it directly over to the left hand corner of the hall. Unless the tank is very quick the pet class will usually die but this is a necessary sacrifice. Once the tank has the Dragon secured in the left hand corner i.e. all taunts and rescue is in then everyone should begin attacking the Dragon as quickly as possible. Keep the DPS light (e.g. DOTS/Debuffs) until about 80% and then everyone needs to really unload the big nukes to kill this mob fast. At some point during the fight the Dragon will use its’ AOE attack again. This AOE is a big problem thus it is really important to keep group wards or heals up at all times in order to survive the AOE. Once the AOE has been used Templars, Inquisitors, or Mystics will need to quickly remove the group arcane DOT to avoid a raid wipe. Once the Dragon is down to around 30% the first repop in the hall will likely occur; this all depends on how quickly you are knocking down the Dragon though. Once the repop occurs a tank and two healers will need to break away from the raid and hold this mob until the Dragon has been killed. Once the Dragon is down the chest will need to be quickly looted and everyone will need to evac out to avoid further repops.

          • Something to consider - While in the Dragon's Lair (after the Final Warden has been killed.) Wait for the repops of the 2 Roamers and the Wardens at the doorway to the Dragon's lair. Kill all!(The wardens will be summoned to assist the Dragon at about 30% or so if not killed!)