sundew Posted July 18, 2020 Posted July 18, 2020 (edited) Came to the forums looking for info about the MoM incarnate trial today. Did not see a guide so here are my notes and my burning question. Burning question first! Does any part of the MoM NOT scale down for smaller leagues? Guide now! This guide is designed for leading casual runs with PuG groups who are unfamiliar with the trial. For specific information about the story and content of MoM, Paragon Wiki has a trial summary. https://archive.paragonwiki.com/wiki/Minds_of_Mayhem_Trial League formation is key. Form a league of 53s who are ready to focus and read and follow instructions for 40 minutes. Somewhere on the league there should be heals, a taunting tank, and plenty of DPS. Having everyone at lvl 53 is not required to succeed but it sure helps. Warn the league in advance about not accepting Des's rez. Accepting her rez takes time off the clock and can lead to a failed trial. I've started to kick for accepting Des's rez, to weed out folks who don't/won't follow instructions. ROUND 1: Defeat Malaise (twice) and three nightmares. This is a basic battle. The only parts to watch out for are the groups of psychics and the pink circles. It's good if players who have adequate dps and status defense/resistance clear out the psychic mobs occasionally. It's also good if the tank keeps moving the AV/nightmare out of the pink circles. When Malaise comes up again after the 3 nightmares, he will have a jade spider with him. The spider can be ignored. ROUND 2: Defeat Penelope Mayhem. This one is difficult mainly because everyone in the league has to know all about all of their powers. Can't use any uncontrollable pets, knockback, knockdown, aoe, cones, or damaging auras. Everything has to be single-target. If someone has a pet with KB or if someone has a KB proc in a power, that can cause failure here. A smooth run involves the entire league huggling Penny constantly. A tank using a single nondamaging taunt pulls a storm void to Penny. Once the void is at Penny (melee range), the league defeats that void and then Penny will take damage. If the storm voids will not come to her at all, someone in the league is probably using a kb aura or power on Penny. If the storm voids come but then leave, it could be a proc or a kb power that someone is using only occasionally, OR I discovered today it can be a tempest gyro that is too close to Penny. If it's a tempest gyro, defeat it to get rid of the KB. ROUND 3: Defeat Mother Mayhem without letting Aurora die. For this, send a team of 2 or 3 to help Aurora. Masterminds are great, just circle her with pets. A kin can stand at Aurora, turn on repel, and use transfusion to heal her while killing clones. An emp defender is great but likely will need a friend with dps to help defeat the clones. The rest of the league should huggle Mother Mayhem constantly so you don't have to call out the blue circles. If anyone on the league gets a red circle, that one person should leave. Focusing only on the red is nice to reduce instructions and yelling. ROUND 4: Stop Shalice from getting to the center of the map. Confusion can be a big problem in this battle, so clarion is helpful. Taunt the nightmares to Shalice and defeat them at melee range to stop her. Each nightmare stops her for a period of time. If you need more time, you can also stop/slow her with a high-mag hold, or by standing between her and the center and using repel or a kb power to push her back toward her starting point. ROUND 5: If the league is new to MoM, get everyone ready for this in advance. The entire league needs their destinies and tier 9 powers fully charged. As soon as the league zones into Mother Malaise's mind, drop lore pets and buff. Warn squishies to stay out of melee range to avoid the worst damage. I've seen people call for lore pets at the end of the last Malaise battle in Round 4, but I think the game allows enough time for dropping pets after zoning into Mother Malaise's mind. Personally I would worry about losing pets to the World of Anguish (pink circles) that happen in Round 4. Edited August 3, 2020 by sundew I love editing 1 1
Jane Reaction Posted Wednesday at 11:02 PM Posted Wednesday at 11:02 PM Sundew, great guide! Here is a version of the notes I use to lead MoM: On League Formation: Welcome all! 3 quick notes. 1) DO NOT TALK WITH DESDAMONA. She launches phases - I will do that. 2) Between phases buy insps: 3 BrFrees and lots of heals. 3) If you get league star, please pass back to me. You WILL need greens to self heal!!! Phase ONE - We fight Malaise. Take him to 50% health, he'll disappear and summon 3 GMs, one at a time. During the fights, pink circles will appear at the feet of team members. DO NOT FLY OR JUMP - pink in air is BAD. If you get stuck in pink, click those green inspirations - don't wait! Pink causes huge DOT and will kill you: Stock up on GREENS from inspiration vendor. Kill the 3 GMS (badge if you ultimately kill all 18 unique GMS). Malaise comes back, kill hm - ignore the spider. End phase 1. Notes: I yell MOVE when the World of Anguish timer is at 5 seconds. Being in motion largely makes it easy to avoid damage from the AOE. Phase TWO - Fighting Penny Yin who is immune to damage until a STORM VOID dies adjacent to her. League - stay put and do nothing when we zone in. Taunter will pull PENNY into our room. Penny can mez, so stock up on greens and break frees. Dead Penny with <= 4 voids = badge. NO REPEL or KB or SLOW powers, no uncontrolled pets. Single Target ONLY is best. DO not target the voids till they are RIGHT next to her. Once she takes damage, clobber her. It's good to have 2 or 3 LORES out during this fight. Notes to those organizing - park Penny in the doorway between rooms. This more or less immobilizes her and blocks access to the voids which can only be hit when they are thru the door right behind her. Makes life easy! Telling the league to do nothing is very easy for most folks to follow. Open up with single target attacks only when the league lead says to. Phase THREE - Fighting Tillman. The team goes to the AV room attacks her except 2 people with T4 Barrier Core. Let the tank get the AV's attention then go barrier Aurora. 2nd barrier goes on her 60s later. That keeps her from taking damage. Kill Tilman clones at your convenience. EVERYONE ELSE HUGS THE AV. NO EXCEPTIONS. Watch for SUFFER IN SILENCE - red circle at someone's feet. THEY ALONE RUN TO A ROOM CORNER AWAY FROM TEAM. Ignore blue circles since everyone's already hugging the AV. Best to have someone watching for red, call "RED MOVE" when they see it. Otherwise, new league members often don't notice it. Phase FOUR - Combo of 1 and 2. Fight Malaise w/pink again. At 50%, Tilman spawns at room edge, slowly hovering toward room center. Must kill a GM (they are wimpy) next to her like storm voids. Fold Space is AWESOME here. Dead GM next to her = she can die. Hold/push her toward walls and slaughter her. 3x Tilman until final Malaise fight. 3-4 lore pets @ start of phase are wonderful. 3x her reaching the well == FAILURE! Note that with a high damage league, she can be killed before reaching center fairly easily, but don't count on it. Again, fold space makes this phase trivial. Have someone give her $LOC when she spawns so folks know where to go. The final boss is a DPS check with confuse in melee. Clarion is useful, but if everyone has 2 or 3 break frees from that inspiration vendor, this isn't a problem. ALL lores should be out for this phase. Burn her down!
Recommended Posts
Create an account or sign in to comment
You need to be a member in order to leave a comment
Create an account
Sign up for a new account in our community. It's easy!
Register a new accountSign in
Already have an account? Sign in here.
Sign In Now