Trainee Trial

Completing **Trainee** unlocks a few more abilities and completes one of the requirements for the **TopPvP contest**. This won't tell you which abilities to use as you are expected to know your abilities if you are trying for **GM**, it will give you a general idea of what type of abilities you can use, it won't tell you the obvious like stay away from melee range of mobs.

It is not recommended to even try this if you cannot easily complete the Master Mob arena. However this is good practice once you are used to your abilities. It is also recommended to have leveled up Mcmmo skills like acrobatics and unarmed a bit.

### Video

This is Footage from players completing the Trial:

* Water: https://youtu.be/XMuDeuML-uI

### The Parkour

It is much harder than the Master Test.

The parkour has 4 block jumps, ladder jumps and many sideway sprint jumps, it is fun to speedrun if you are great at parkour.

It is easily skippable, simply head to the other side of the parkour and WallRun or get on a ledge.

### The Actual Test

The actual test is a mob arena called the **trainee trial**. A much harder one than the Master Mob Arena. **It is Solo**, meaning you will be alone, noone can join to help. It has many more hordes of mobs and they are faster, hit harder and sometimes even levitate. Once again, to complete this, you must atleast familiarlize yourself with the element of your choosing.

There is a general consensus that it is easier to complete with certain elements. Air>Fire>Earth>Water>Chi, air taking the longest but being the safest.

Almost all waves have Phantoms and Vexes to prevent camping and promote constant mobility.

#### Tips to beat the waves

Waves will be described as such:

-Strength goes from Easy/Normal/Hard/Very Hard/Havenless and then : Wave(0) Mob(Quantity)

All Mob waves except bosses are Normal difficulty.

* Wave 1: Husks(High), Phantoms(Very Low), Vex(Very Low)

-Use AOE abilities, recommended to focus down the Phantoms first.

* Wave 2: Stray(High), Phantoms(Very Low), Vex(Very Low)

-Use AOE abilities, recommended to focus down the Phantoms first.

* **Hard Wave 3: Hyper Mite Boss; Switches Places, Obsidian Bombs**

-Patience is key, you can lose aggro and let it die to its own bombs by letting it switch places with you, easy to kill with fall damage.

* Wave 4: Evoker(Medium), Phantom(Low), Enderman(Very Low), Zombie(Very Low)

-The Evokers constantly spawn Vexs, it is recommended to kill the Enderman first to gain ground dominance, then the phantoms and then the Evokers.

* **Hard Wave 5: Master Evoker Boss; Close Lightning, Massive Global Throwing**

-Use massive burst abilities, run away, heal up, repeat.or constant mobile DPS

* Wave 6: Cave Spider(High), Silverfish(High), Endermite(Medium), Vex(Medium), Enderman(Very Low), Mounted Skeleton(Very Low)

-Take the high ground, use range.

* Wave 7: Ghast(Very Low), Blaze(Low), Stray(Low), Mounted Skeleton(Very Low)

-Be in constant movement. Try hitting and running.

* Wave 8: Trained Skeleton(Mini Boss), Skeleton(Medium)

-Similar to Wave 7 but shielding and then striking is also a good idea agaisnt these.

* Wave 9: Wither Skeleton(High), Drowned(Medium), Vex(Medium), Witch(Low), Phantom(Low), Mounted Skeleton(Very Low)

-High ground and use range.

* **Hard Wave 10: Spark Wither Boss; Close Lightning**

-This is a Wither with severely reduced health but much more DPS, **simply outdamage it, do not try to run from it,** **kiting** is a great strategy.

* Wave 11: ???

-Simple wave to test your knowledge.