Barrier Trial (M1T4)  

Realm:All
Start Zone: Oceanus Hesperos
Start NPC:Fadrin
Trials of Atlantis expansion Required
Class:All
Type:Master Level
Master Lev.:1 - 4
Min Level:40
Max Level:50
Grants XP:No
Grants Coin:No
Rating:
*****
Related NPCs:
  Fadrin's Barrier
Last Updated:Sat Mar 28 13:57:50 2009
DISCLAIMER: Your Steps and Tasks may be different

This is a Trial towards the first Master Level



Trial
The barrier still holds those taken in by the cursed sea of Oceanus Hesperos!


Walktrough
30 33k Hesp
Fadrin is sitting inside [the Fadrin's Barrier]. use melee/pets to break it, and once it is down, immediately attack Fadrin himself and keep under constant attack or he will re-cast his barrier.
Fadrin tends to lifetap players near him, and has a lot of blue/yellow con aggro adds near him, but is otherwise fairly simple & easy to deal with.


Barrier is immune to magic and yellow con but with lots of hp. Also lots of blue con will be around it, so bring a pbaoer to keep that away. Once the barrier goes down, a red con mob pops out. Pretty easy to kill. Keep track of who gets the Belt drop from this mob, as it is used in Trial 6.

More notes:
One red mob surrounded by a yellow barrier.
You must kill the barrier first, melee only.
Once it's down kill the named mob, magic can be used.
Upon death a random person will recieve the belt.
Please note: Battlegroups do not work for this quest, only one group (probably that which does the most damage) will recieve the belt and credit.
Suggestion is a fg with some tanks for the barrier, he doesn't hit especially hard even on a wizard.
Respawn time seems to be random, I was there for 2 pops, first was under 10 mins, next like 45 mins.


Post Comment
easy kill
# Feb 23 2009 at 5:20 PM Rating: Decent
17 posts
Just completed with 50 mana chanter / buffbot
Strategy
# Nov 14 2003 at 11:34 AM Rating: Decent
6 posts
The fg recomendation is a bit of an overkill. Half a group is enough(We even got him down to 20% health with 3 of us).

Only important thing is that you'll want at least 2 meeleeers.

Did him twice:
First time: hero, nightshade, druid, warden. Strategy here hero, NS and warden on the barrier, hero or NS take care of adds when they get them. Druid heals just outside of nuke range from Fahdrin, he will get aggro and Fahdrin will not damage him since he is out of range. I think this was intentional.

Second time: Valewalker, mentalist, ranger, 2 wardens.
Strategy here: Again the healer(mentalist) just outside of range of Fahdrin, ranger stands next to him and shoots adds(all of them are one- or twoshots). Wardens and VW on the barrier.

Only things that's important after Fahdrin's barrier is down that you keep hitting him, if you stop hitting him even for a few seconds he will re-erect his barrier.
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In theory there's not difference between theory and practice, in practice there is.
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