Congratulation then for having very good luck. I cannot even count how many times trials bugged for me before I finally managed to pass them. I also got Vaelion through only after petition when damn trial failed for no reason as first person handed it in few seconds before me. And by the way even those two trials can still fail for no reason (tested personally) even if you use that trick to bypass those mobs, so I do not even want to know what else in them bugs if they have to done the hard way.
Kicking effect in mob abilities is bugged anyway. If I kick you against wall, Vanguard is only place where you bounce straight up to ceiling after that. Usually also resetting mob you were killing. I also find it ridiculous that several mobs in the game can kick you so far that they reset themselves. I can live with spellrip, but I have to say that killing same golems over and over for 100 times gets really old very soon. I am also not fan of idea that you have to run ages after harvesting nodes for rares and then next century in SoD getting enough materials for cords. Those nameds in SoD get quite boring after you kill them few dozen times. Back then those parts were designed to be extreme timesinks because SOE could not bother adding content to VG. I question if this is still nessessary. After all that part does not need skill, but instead loads of time which you waste in mind numbing grind.
What bugs me the most about this is that you probably exploited the Vaelion trial (as it is done 99.99999% of the time now). It bugging out and not let you complete it is just punishment for exploiting it =) [If you didn't exploit it, then I apologize]. Guess I could throw that one up. Vaelion Trial in Pantheon of the Ancients: When performing this trial you can simply boot group members in between waves preventing them from being debuffed/spared again making the trial pretty much moot. *This trial does need some fine tuning as its way to luck based The fact of the matter is we could just strike all this out and simply put: POTA Bug name: EVERYTHING Reproduciton steps: Take one character through pota legitmately. And come out with 100 bugs needing fixed. Fix: Re-write it all.
I totally agree with that. PoTA has tons of bugs. Btw. I really want to see that super group which can do Vaelion the way it was intended without having to do it few dozen times as minimum. Especially considering that it is probably the most bugged of all trials.
It can be done and doesnt have to be a super group. My second sorc went through vaelion in a pug with a t2 tank and getting 3-4 people their updates. As it stands though it does need adjusting as the luck factor in the trial is just stupid, but shouldn't justify bypassing the "trick" of the trial altogether.
That is not clean one imho. It is supposed to be done with persons who have 5 T1 items max + drops from random T1 mobs or APW raid gear. If you cannot do it with this gear, then balancing in trial is off. Also you cannot bypass the effect for everyone meaning that at least one person always gets hit. But you told why this bypassing is done: trial is totally luck based and because of that hated by players. Most trials have tricks to make them easier, so if you want to plug those holes you have to redo the whole place.
I'm fine with outside help on trials. It was in no way a super group as proposed. It was exactly what was to be expected from a pug group like 3 years ago. No super augged out toons or anything. The point here isnt tuning the trials. Exploiting the trials is a bug in my eyes. That exploit may very well be the cause of the bug you experienced. Tricks are not the same thing as exploits.
I've also had the displeasure of doing Vaelion the "proper" way in a group that wasn't that great. It was mostly swamp/T1 and everyone in group needed it. It is very doable but it becomes more of a luck encounter in that you can do it as long as the tank doesn't get the bad tank debuffs, and the healer doesn't get the bad healer debuffs. Also very helpful if you have a psi in it, no matter what the rest of the group setup is. I actually find doing the drop group thing really cumbersome and annoying.
Interesting. I like the 100 kills quest. Never used the golem for it. The trials are a complete mess. I've failed one by simply being knocked back behind the avatar's altar. On others I've simply walked/been summoned around and it's basically not any fun. Come to think of it, BoD summoning and some kdq splits often cause more problems than they solve, but I guess that's just how people like to do it. The ones that require a specific fighting technique can be fun, but on stuff like Hoarn that's kind of just a gear check, it is a bit less exciting to knock it down when most of the group has already finished t3. Makes it more like "chores" than "trials".
Tombstones are bugged. When you die tombstones randomly give you back less items than you had. When you die next time and fetch your stone you may or may not get some of the lost items back with it.
I remember back when I were a lad - getting a psi to mez and remez the adds on Vaelion until they finally had the spell rip proc. You would then get the tank or healer to tank the mob till they got ripped and then rebuff. Painful trial to do but great sense of accomplishment.
I am pretty sure that you not supposed to do 100 kill in PoTA by milking endless adds from single Xerklin... Just mentioning in case we are still talking about PoTA's endless bugs.
Heavy items I would like to see wearable by Clerics: Sparkles Shiny Earring Stone Golem Cloak Ring of Mystical Fortitude Ancient Breast Plate Toriam’s Belt of Order
That entire encounter and geometry is offputting. You're lucky if you don't get the bug where you aren't credited for the kill. You're lucky if you don't get the wrong buffs or do so in between a step where it can be stripped by Spellrip. You're lucky if you don't fall through the world, are eventually ported outside and fail the trial immediately. Most of the trials are easy provided you have the correct set up. This one is poorly done.
Remove the cool down from Gold (hi Neckro-Zakell), Red, Blue, and Green Bloodmage Pellets Put epic Bloodmage and Ranger pets on the same system as other pets so they remain if you mount/unmounts. Losing your pet (esp. BMG) every time you get on a mount sucks. Add hit points or mitigation to Necromancer minions/pets (same hit points as ranger pets would be okay)
1) I know another Dev looked at this quest a few months ago and did some changes that might have fixed it. I just ran through it a couple times without any issues. When it failed where exactly did it fail and how. 2) Zolu is out. 3) I found an issue a couple months ago and I have completed it without issue on live since then. The summoning has not happened to me yet when I try it. 4) The key used to be unique which is what caused this so I marked it an not unique.
Smoke Trick looks like it was not set to stop auto attacking so it was failing if you Auto Attacked in between pressing Smoke Trick and the ability that you wanted which happens fairly quickly. It will be fixed next patch. It should now work in a double ability line macro or clicking one ability then the other.