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Guide Movement Spells Tips & Tricks

Discussion in 'Wynncraft' started by Druser, Mar 8, 2019.

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  1. Druser

    Druser ele defs don't matter HERO Featured Wynncraftian

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    Please contribute in replies - I'm mainly familiar with Archer which is why that section is filled out more than others right now. This can be relatively basic info as well as less well-known maneuvers.

    Warrior:
    - Casting charge near the peak of your jump allows Warrior to ascend two blocks vertically.
    - After casting Charge, you won't take fall damage when you land no matter how far you fall.
    - Charge can be cast in midair repeatedly, and can therefore be used to glide long distances with enough mana regen and intelligence.

    Archer:
    - If you aim below horizontal, your initial movement direction will be exactly away from wherever your cursor is pointing.
    - If you aim above the horizontal, your initial movement direction will be mirrored over the horizontal plane. This can be handy in some situations - for example, you can look directly upward while using Escape to ascend structures, which is often easier to aim than looking straight down.
    - Normally, at the peak of Escape you go into a slowed descent, which prevents fall damage but also cancels most horizontal momentum. You can avoid this by switching to another hotbar slot quickly after you cast. This can be helpful when moving horizontally since it gives you a faster pace (at the cost of taking fall damage), and can also be used to ascend slopes faster.
    - Escape can be cast either directly on the ground, or in midair. You can jump and cast Escape while moving upward or near the peak of your jump (it will usually fail if you're in the descending portion of your jump, depending on how far you've fallen). This is usually slightly more efficient, since you retain more initial momentum. When combined with switching hotbar slots, this technique allows Escape to cover around 30-40% more horizontal distance than an optimally executed grounded natural Escape.
    - If you're falling far enough to take fall damage, start casting in midair and hit the third left-click just before you land. If done properly, you should be able to use Escape in midair and take no fall damage from the initial hit (if you switch slots you could still take fall damage from whatever height you reaching using Escape, of course).
    - To ascend steeper slopes more easily, face downslope. Jump slightly forward and use Escape in midair, pointing about 45 degrees into the ground (varies depending on the steepness of the slope). This prevents the initial ascent of Escape from running into raised blocks immediately upslope.
    - Aim your cursor horizontally and start casting Escape. Jump immediately before the third left-click. You should be launched very low to the ground. On very flat land, this allows for extremely rapid movement, since you don't have to wait while you fall. However, the technique is difficult to pull off since it has a very short window where it will activate - missing that window will often cause a regular grounded or aerial Escape, depending on whether you jump too early or too late.
    - At shallow angles, if you hit a ceiling while using Escape you will retain momentum. This can be used for faster travel by sliding against the bottom of tree canopies, for trees with low-lying leaves.
    - Since Escape can also be cast while slightly above the ground, casting Escape twice in a row very quickly will nearly double your momentum (1 grounded Escape + 1 airborne Escape), allowing you to ascend approximately 50-80% higher than a single regular Escape. Theoretically one can cast Escape more than two times for even more extreme boosts, although this requires a lot of lag and a lot of luck.

    Mage:
    - Teleport's maximum allowed vertical angle is approximately 54 degrees above horizontal.
    - With enough mana regen and intelligence, Teleport allows one to effectively fly. Cycling between 2-3x teleport and another spell to reset mana cost (usually Ice Snake or heal) and aiming upward at around 50-54 degrees, you can stay in the air indefinitely and move very quickly.

    Assassin:
    - Casting Vanish will reset your fall damage distance. For example, if you cast Vanish while falling just before you reach the ground, you'll take no fall damage. In addition, simply being in Vanish mode (i.e. invisible) will also prevent you from taking fall damage. You can cast Vanish on the ground and safely jump off a high cliff, provided the cliff is not so high that you run out of invisibility before you reach the bottom.
    - Using a grounded Vanish will propel you slightly into the air. You can jump normally after this grounded Vanish, and use another Vanish at the peak of your jump to ascend a total of three blocks.
     
    Last edited: Jul 11, 2019
  2. orange0402

    orange0402 I got exposed by pyro VIP

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    is shifting not faster at going down than this?
     
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  3. btdmaster

    btdmaster Famous Adventurer VIP Item Team

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    If you switch hotbar slots, it's a lot faster than casting and shifting, although you do take fall dmg
     
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  4. Kallle

    Kallle Travelled Adventurer

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    the max vertical angle for mage is ~54° but it seems like it can fail below that amd sometimes work above it. For mage flying i would recommend around 52° cuz then its really reliable.
     
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  5. Turbostratus

    Turbostratus Newbie Adventurer Media CHAMPION

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    ohh I got one:

    As archer, cast an escape spell facing horizontal & opposite to the direction you want to go, and under a block (ideally no more than 5 blocks above the height where your head would be at) to gain some temporary forwards speed. Switching hotbar slots and holding space after after the spell can help conserve a little bit more momentum as well for this trick.
    upload_2019-3-8_22-12-9.png

    For more confident users:
    upload_2019-3-8_22-22-5.png
     
  6. Turbostratus

    Turbostratus Newbie Adventurer Media CHAMPION

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    I did some experimenting with this just now since I didn't know about it before, might wanna add that the timing for this is extremely precise. Just a small mistake or bit of lag can cause this to fail
     
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  7. Druser

    Druser ele defs don't matter HERO Featured Wynncraftian

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    Thanks, I wasn't sure whether my frequent failures with this technique was lack of practice or inherent in the mechanic.
     
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  8. Altakar

    Altakar former 1000+ day counter moth Item Team

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    I've done this before while lootrunning, but if you switch to another hotbar slot while at the peak of your Escape you gain a little more height. This lets me clear heights like the jump in this video( ) 7:34

    Edit: fuck the auto format
     
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  9. Druser

    Druser ele defs don't matter HERO Featured Wynncraftian

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    Noted in the OP - I first learned the trick from that video.
     
    Last edited: Mar 8, 2019
  10. by2011

    by2011 category creator VIP+

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    archer:
    click mega fast and achieve gamer double escape

    assassin:
    vanish, jump, and vanishing again at the top of your jump allows you to ascend by 3 blocks
     
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  11. Druser

    Druser ele defs don't matter HERO Featured Wynncraftian

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    Can you elaborate on double escape? I've heard about this and seen it on video a few times, but haven't been able to figure out how exactly it works.
     
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  12. by2011

    by2011 category creator VIP+

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    you click so fast that you can cast escape before you're too far off the ground

    no joke
     
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  13. williamszr98

    williamszr98 Cyberpunk 2077 have less bugs than this update VIP+

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    Wait, after all these years you are telling me wynncraft is a high mechanical skilled game?
     
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  14. NicBOMB

    NicBOMB Maker of Builds | Lurks on Forums | 1 Mythic Found CHAMPION

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    I think this perfectly describes why I stuck with Archer compared to all the other classes. Escape is too fun. Another reason I always come back to wynn. also bump cool thread
     
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  15. daypxl

    daypxl Exile HERO

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    Vanish doesn't reset fall damage, it grants immunity to it for the entire duration that you're invisible (so even if you cast it on solid ground and make a jump afterward, you'll take no fall damage so long as the invisibility is still in effect). Don't know why that stuck out to me in the midst of all this great information, but I just thought I'd mention it :sweatsmile:
     
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  16. Goden

    Goden Everlasting Excellency HERO

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    Mage's teleport was.. I don't exactly know what happened, but it was changed so that it's absurdly hard to pull off that flying trick now. It's very possible if you spam only teleport, but in order to maintain low mana costs you have to use a different spell, and in the process you and up losing all the height you'd gained from teleport.

    Or I'm just very bad at mage, but I remember it being far easier awhile back
     
  17. Druser

    Druser ele defs don't matter HERO Featured Wynncraftian

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    I don't think it's changed much, Adomorn used 3x Teleport followed by 1x Heal/Ice Snake. Perhaps mana cost reset wasn't delayed by one spell in the past?
     
  18. Tis_awesomeness

    Tis_awesomeness /minecraft:me VIP+

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    Does nobody know about escape in water? If you use escape while completely submerged in water, you can use it again in the air no matter how long you wait. The momentum stacks as well, which means absurd distance if you switch off the bow after the second cast. I try to seek out rivers and lakes while traveling to speed things up, and crossing the ocean is a joke if you know about this.
     
  19. Druser

    Druser ele defs don't matter HERO Featured Wynncraftian

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    Hm, I'll have to try this out.
     
  20. JaydonTheWarrior

    JaydonTheWarrior Nerf tanks, buff warrior. HERO

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    Uh, you guys don't seem to pay enough attention to what warrior can do with charge.
     
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