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Discussion About Every Mythic In The Game

Discussion in 'Wynncraft' started by AmbassadorDazz, May 1, 2020.

?

What Mythic is in need of a buff the most?

  1. Alkatraz

    18 vote(s)
    20.9%
  2. Grandmother

    7 vote(s)
    8.1%
  3. Az

    28 vote(s)
    32.6%
  4. Archangel

    9 vote(s)
    10.5%
  5. Warchief

    9 vote(s)
    10.5%
  6. Dawnbreak

    15 vote(s)
    17.4%
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  1. AmbassadorDazz

    AmbassadorDazz Discord Killjoy Staff Member Moderator

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    This discussion thread was written by an unranked player with somewhat middling networth barely enough to test (probably) every Mythic in the game, if not theorycraft about them. Take everything said in this discussion thread with a grain of salt.

    As of 1.19, Major ID's have become a thing and have changed the way the game is played. Well, kind of. Only some Mythics got a Major ID, while others got a rework or two along the way instead.

    This post is more or less a discussion to talk about what is each Mythic's niche and what is about them.

    DISCLAIMER: I haven't tested literally every Mythic in the game. I also haven't included Az and Archangel due to their low endgame viability, which is why the title is somewhat misleading. #BuffAz

    NOTE (Because some people can't behave):
    If you have something to say, do not say "this thread sucks delete pls" and instead say what is wrong with this thread out loud. And read the first ever sentence in this thread.

    Mythics Legend - Earth Thunder Water Fire Air Rainbow LL (Low Level) Armor

    --- List Begin ---

    a) Melee Mythics

    Melee, a.k.a. Main attacks are more or less secondary to spellcasting, unless it really is your only viable damage output. These Mythics dish out damage by left-clicking your opponent to death. Due to their limited range (exceptions apply), they require you to get up close and personal with your opponent, but melee attacks cost no mana.

    Melee Mythics are as follows: Alkatraz, Apocalypse, Aftershock, Warchief, Dawnbreak

    • Alkatraz: Tierstacking is very common for this Mythic, allowing it to dish out tons of damage, but is very susceptible to incoming damage due to Warrior melees being janky at best, suffers from a lack of range. Alkatraz has no powder special. Keep that in mind.

    • Apocalypse: Apoc used to be a go-at for pretty much everything (as long as you didn't take Water damage), and while it still sees some use, at 1.19 it was drastically outclassed by its bigger and more defensive brother, Guardian. Still, tierstacking is a thing for Apoc, and its (nearly) unmatched sustain can still help you wreak havoc in wars and endgame challenges alike.

    • Aftershock: Aftershock is... bizarre. It's a melee Mythic for, of all classes, Shaman. However, make no mistake - since Shaman fires three, powerful rays of damage (each for its own instance of damage), it can deal lots of damage, really quickly. It also stacks powder specials really quickly due to how Shaman's powder specials work. No idea.

    • Warchief: Better known as Memechief or "the One pair of boots" due to the tendency of players casting it (while either still in the box or unboxed) into the fires of Mt. Wynn, to DESTROY THEM. Memes aside, Warchief has very high physical damage ids that make it incredible for melee damage builds, especially those that are duoelemental Earth/Thunder.

    • Dawnbreak: These boots are, fortunately, not Memechief v2. These boots are the bigger brothers of Blind Thrust, a Fabled pair of boots with similiar stats, but Dawnbreak is Fire/Thunder instead of Earth. Consider going for an ETF build with these, as they will make fantastic Heavy Melee boots.

    b) Spell-spam Mythics

    Spells are, as mentioned earlier, the go-to damage output in Wynncraft. Damage output is significantly higher than melee, but because of another resource, Mana, being a thing, it may pose some issues. Consider investing in strong Mana Regen equipment.

    Spell-spam Mythics are as follows: Idol, Hero*, Thrundacrack, Spring, Freedom, Lament, Fatal, Pure, Nirvana, Cataclysm, Hadal, Sunstar, Fantasia, Slayer, Stardew (that's quite a long list, isn't it?)

    • Idol: Ah, my first Mythic. Idol has decent Mana Regen and Raw Spell Damage to make spellcasting stronger. It also has somewhat free Charges due to 2nd Spell Cost identification being -13 (max).

    • Hero*: Hero is also an utility Mythic! It offers plenty of movement speed, stats and -bizarrely enough- health regen. It also has a Major ID that allows WFA/EFA builds to abuse the inherent tankiness of these builds to hover around 50%, which triggers Savior's Sacrifice, giving all nearby players a significant damage and defense boost. It's status as a spell-spam Mythic is largely cemented by the existence of the Tempest (TWA) archetype, which focuses on dealing lots of damage while evading attacks.

    • Thrundacrack: Quinque's Thunder-Water brother. It has the highest damage output (albeit fluctuating) of all Spear Mythics in terms of Spell Damage, and goes well with both TWF and TWA builds. I haven't used this Spear in TFA, so I cannot comment on its effectiveness, but the punishment on Health Regen pretty much mandates the absence of Raw Health Regen (negative, obviously) and presence of Life Steal (if running TFA).

    • Spring: Spring's -1 Arrow Bomb cost drastically improves AoE DPS, though beware of the +1 Arrow Shield cost. Also, it gives -40 Dexterity, which is a huge hit to TWA builds - EWA is one of the viable archetypes for Spring. It synergizes somewhat with Draoi Fair due to the archetype used - reducing the mana cost of Arrow Storm and Arrow Shield (not that it needs that), effectively negating some Spring's disadvantages. Though keep in mind that Spring is not particularly known for dealing obscene amounts of damage, and is in dire need of a buff.
      WA and WFA are also viable archetypes.

    • Freedom: Freedom is the best bow in the game, mainly due to its disgusting damage output and its all arounder nature. It synergizes a bit too well with Rainbow Sanctuary, does stupidly high rainbow damage (far outclassing Fog of Creation and Zero), and offers both Health and Mana Regen, albeit by small amounts.

    • Lament: With the 1.19.4 patch, Lament went from being "Lameme" to actually (slightly) outclassing Nepta at long last! Mana steal on that wand is massive, allowing a hybrid playstyle that still focuses on spellcasting while making sure your mana stays afloat with melee attacks. Its heals are also massive thanks to its stupid high Water Damage identification, as Heal spell is affected by it.

    • Fatal: Inverse with Fatal. It's a hybrid spellcasting Mythic, with Teleport nearly costing no mana, effectively perma-blinding some enemies. However, its damage output is very varied, dealing either very low damage or very high damage. Slayer is very powerful with this Mythic.

    • Pure: The single biggest winner of 1.19, gaining the absurdly broken Entropy Major ID, which triples the fall speed of Meteors, effectively tripling the cast rate. However, its biggest downside is the +1 Meteor cost, which cripples Pure's damage output. TWA is the go-to archetype for this Wand, with Slayer being the boots of choice for maximizing damage output (and reducing Meteor's mana cost to a mere 1), though Stardew could be considered as well thanks to Pure's high mana steal.

    • Nirvana: Nirvana has the Transcendence Major ID, causing spells to sometimes (50% of the time) have no mana cost. This is a powerful Major ID, and allows for even more spellcasting, though not by a large amount. Alas, it doesn't exactly synergize with the two Mythic boots on this category, but it does synergize with Draoi Fair.

    • Cataclysm: Cataclysm has arguably the highest damage output of any dagger in the game, now amped up further thanks to Vanish getting a buff, but cripples the survivability of its user with its nasty -Health identification. Don't bring your health too low to avoid getting oneshotted, and definitely avoid the ETW archetype unless you're a skilled player. TWA is the way to go here. Or TFA.

    • Hadal: Hadal's surprisingly high 8/4s Mana Regen (and even higher Spell Damage id, which is 98% peak), is countered by its obscene spell costs. The spell costs can be built around with items like Demon Tide or Slayer, with the former's -Spell Damage% being countered by Hadal's own absurdly high ID.

    • Sunstar: Sunstar has arguably the highest damage output of any Relik in the game (besides Aftershock melee), enhanced further by reflection and thorns, punishing enemies that attack you. It's also melee compatible somewhat. TWA, TFA and ETW are all valid archetypes, but when using the last, be sure to move around a lot.

    • Fantasia: Fantasia is certainly a lot stronger than its siblings Hard Light, which doesn't exactly keep up, and The Watched, which is a much tankier alternative. Unfortunately, Fantasia suffers from a crippling -3/4s Mana Regen (max) and Mana Steal (max), making it necessary to bring Mana Regen items while capitalizing on damage. Suppression, Moon Pool Circlet and Virtuoso/Capricorn are all synergetic with Fantasia. Note that this item also has -Cost% IDs on all four spells. Consider Slayer.

    • Slayer: The only reason why this Mythic is not classified as Hybrid is its insane -3rd Spell Cost% identification. This ID alone singlehandedly makes Pure disgustingly broken, giving it 1 cost Meteors. It also is very powerful with Mythics like Thrundacrack, Sunstar and Fatal.

    • Stardew: Stardew is the "MOAR SPELL DAMAGE" alternative to Slayer, at the cost of Mana Regen - countered by its Mana Steal ID. It's pretty nifty in ETW, TWA and TWF builds, especially on hybrid builds.

    c) Hybrid Mythics

    Spell damage is always primary to melee, but sometimes you need both to deal damage and/or sustain the former continuously. Hybrid Mythics have build options that can differ wildly, allowing for pretty interesting playstyles and damage output that rivals Spellspam Mythics.

    Hybrid Mythics are as follows: Collapse, Divzer, Grandmother, Gaia, Singularity, Grimtrap, Galleon

    • Collapse: Rainbow Sanctuary being a thing certainly helped Collapse a lot, although being damage oriented, it has hefty penalties to defenses. It has insane Melee Damage% and up to 5/4s Mana Steal, giving it plenty of room to create a strong hybrid that allows damage to be dealt both through spells and melee attacks.

    • Divzer: -550 Agility is pretty much a hard hit for TWA and TFA builds if you're not dual wielding, but ETW and TWF work great with this Mythic. It has the highest consistent damage output of any Mythic bow in the game, bar absolutely none. TWA allows some endurance and gives it increased spell capabilities, while ETW capitalizes on damage, forgoing all defensive options. The reason why this is a hybrid is because you will be attacking constantly to regain all lost health and deal a ton of damage.

    • Grandmother: GMA is both the winner and loser of 1.19 - HPR changes was an effective nerf, quickly amended with reduced -Health Regen values that are still punishing, but not as much as before. However, the changes also introduced +70 Agility - highest of quite literally any Mythic (surpassing Moontower!!) in the game, giving certain builds unmatched survivability and damage on the same package. It is a very powerful Mythic, and their wielders, should they build smart enough, are a force to be reckoned with.

    • Gaia: While it doesn't neccessarily rival Alkatraz in terms of damage output, it has better utility (Mages have more utility in general anyway) and has larger range. It also has powder specials available, which is another boon that works against Alkatraz, and can actually use spells.

    • Singularity: Don't be discouraged by its high -Walk Speed%, Singularity is worth its salt thanks to its high damage output - both on melee (tierstack) and magic. It has no Mana Steal or Mana Regen, so you're on your own supplying some for your builds.

    • Grimtrap: Interestingly enough, Grimtrap is one. Grim is a powerful semi-utility Mythic that not only does high damage, but also is a very versatile Mythic, due to numerous options being available for building around.

    • Galleon: Galleon also has gained some degree of versatility in Earth-Water builds with 1.19(?) - giving it high Poison, 5/4s Mana Steal (which is pretty good) and high melee and elemental damage boost. The downsides are that you attack slower than usual, and it kills your Thunder defense.

    d) Mobility Mythics

    When combat isn't your thing and/or you wish to be more mobile in combat, these Mythics bring unparalleled movement to the table, allowing you to kite your enemies with ease or traverse long distances very quickly.

    Mobility Mythics are as follows: Stratiformis, Warp, Weathered, Olympic, Revenant

    • Stratiformis: Damage wise, it is similiar to Gale's however, as it was the subject of nerfs. Its primary strength is its high walk speed, which is highly favored by lootrunners. Other than that, it's just Gale's Force with health penalty and slightly better damage.

    • Warp: Speaking of triple digit movespeed IDs, Warp has the highest Walk Speed ID of any item in the game, including crafteds, bar none. However, it also features a very punishing -Health Regen (and a somewhat counterable -Mana Regen), forcing the use of EWA (Draoi Fair) or WFA (HPR items) to counteract it. This item has some degree of use in actual combat, but it's more for lootruns than anything else, in no small part thanks to its insane -2nd Spell Cost Raw ID.

    • Weathered: Two words: Roving Assassin. Weathered is a semi-spellspam Mythic that has a very powerful Major ID that prevents mana leakage by eliminating the mana drain from Vanish.

    • Olympic: Athletes, anyone? Olympic has an insane Jump Height ID, which is only further enhanced by Booster Plate if you have them. Get ready to moonjump all over the place. Be wary that this Mythic also sees lots of use in lootruns (well, kind of), so its price point might be high. TWA is the best archetype for Olympic.

    • Revenant: Revenant is a bizarre addition considering it's an Earth-Air Mythic. Do keep in mind that it is similiar to Dune Storm, with actual Health.

    e) Endurance Mythics

    The name of this Mythic class comes from the Powder passive it is commonly associated with. They also provide plenty of survivability, but on their own without a damage dealer, don't expect to finish endgame challenges any time soon (exceptions apply).

    Endurance Mythics are as follows: Guardian, Ignis, Monster, Inferno, Nullification, Absolution, Resurgence*, Boreal, Crusade Sabatons

    • Guardian: Guardian not only has the best defensive stat combo in the game, but also a Major ID that redirects 50% of incoming damage from nearby players to the wielder, making it the perfect party-oriented Mythic to wield. TWF, WFA and TFA are all valid playstyles for this Mythic, although the 2nd will see much more use than the other two.

    • Ignis: Ignis is the 2nd biggest winner of 1.19, receiving the Heart of the Pack Major ID that heals all nearby players, every 4 seconds (regen), for 35% of the health you regenerate. HPR oriented WFA builds recommended, although TWF and TFA are valid options as well.

    • Monster: Monster is a bizarre addition, although it makes sense considering it gives plenty of HP to work with (despite its Heal Cost penalty). It could definitely see some use as a TFA Mythic.

    • Inferno*: Inferno is a pretty wacky addition for this category, and although it has some degree of survivability, it's more damage oriented than defense oriented - making it viable for TWF and TFA builds. However...
      *Inferno being an Endurance Mythic is debatable at best, since some people say it's a hybrid.

    • Nullification: When it's defense, Nullification has to be the "numero uno" of elemental defense Mythics. It's a tribrid - it gives plenty of elemental endurance, punishes enemies for attacking the wielder (cactus) and has actually decent sustain to keep going.

    • Absolution: The undisputed king of Reliks. Absolution has both survivability and damage on the same package, not only dealing high damage, but also tanking it, giving any Absolution wielder a strong presence, only matched perfectly with a TWF build. Be sure to keep your totem up though, because it is your primary healing method, as Absolution offers no Health Regen. Totem heals are greatly beefed up by the Water Damage% ID, which itself enjoys reduced costs. Note that this Mythic has no Powder Slots, and for a good reason.

    • Resurgence*: Buffed, then nerfed, in 1.19.1 and 1.19.4 respectively - Resurgence has the highest Mana Regen stat of any armor (let alone Mythic) in the entire game, not counting Crafteds. However, it is very punishing on both Melee and Spell damages. Despite this, it sees a lot of use as a disgusting addition to The Nothing builds, which are TWF anyway by nature.
      As pointed out by another player, it also gives quite a lot of Intelligence. Since it has high mana regen on its own, it can singlehandedly make most spell builds float.
      *Pending movement to Spellspam category

    • Boreal: Ignis/Guardian and Boreal are the bread and butter of virtually every defensive WFA build in the game, buffed further with the Health Regen changes in 1.19.4. It pairs very well with Ignis, further enhancing the healing(?) from Heart of the Pack.

    • Crusade Sabatons: High everything in terms of defensive prowess. The only downside is decreased Walk Speed - other than that, it rivals Statue in defensive power, while also retaining the ability to move. Useful in EFA builds if you need more defense on your tierstack melee builds. Or EWF builds. Or ETF builds.

    f) Utility Mythics

    Sometimes, Mythics don't really fit to a specific archetype.

    Utility Mythics are as follows: Discoverer, Moontower, Toxoplasmosis

    • Discoverer: The ultimate loot bonus chestplate. It has no negatives besides the apparent lack of defensive stats - only pure Loot Bonus (200%, max!). Perfect for grinding ingredients and/or Boss Altar drops.

    • Moontower: While technically a Mobility Mythic, Moontower is also a gargantuan stat stick for Water-Air builds (also countering the -Intelligence from the non-existent Ambivalence). It grants 110sp, taking away 60 as penalty across the other three stats, as well as some stat boosts that nudge Moontower into becoming a fairly potent piece of Mythic armor in the right builds.

    • Toxoplasmosis: Plague Staff. On steroids. Illegal steroids. Its Poison ID range is simply disgusting - from a measly 3000/3s all the way up to a truly legendary 13000/3s! (Note that in PvP, Poison outright ignores Defense so it can be used to simply poke someone and say "omae wa mou shindeiru" before running like the wind. This item should've been renamed as Rabies.) It also has a widely varying price range because of this - from "just blacksmith it for 16 scrap LUL" to 60+ Stacks in auction threads!
    --- List End ---

    Keep in mind that all Mythics have varying niches and archetypal advantages/disadvantages over others - some may favor one style of gameplay, others may not. This thread only exists to give insights on what each Mythic has to offer, and has plenty of personal and collective opinions.
     
    Last edited: May 2, 2020
  2. Melkor

    Melkor The dark enemy of the world

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    I'm only qualified to talk about a few, but I'd say fatal and inferno are both more hybrid due to their fast speed and decent damage with both melee and spells. Inferno isn't a huge endurance mythic, due to it not really having any stats for it other than defense (although to be fair that lets it get put into some pretty crazy builds). Also freedom? Broken damage? Please. 40k spammable arrow storms are totally intended and balanced (plz bring back pre-buff stats item team).
     
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  3. LegendPlay

    LegendPlay Well-Known Adventurer

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    Warp is more expensive than strati
     
  4. Cqspar

    Cqspar Well-Known Adventurer HERO

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    Funny that in the
    What Mythic is in need of a buff the most?

    There isnt the mythic that actually needs a buff = Spring, it barely does damage now and Crafted bows easily outdamage it.
     
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  5. WynnChairman

    WynnChairman Chairman of Wynn HERO

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    pretty sure this isn't ranked in price at all dude
     
  6. Lego_DW

    Lego_DW yeppers HERO

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    freedom isnt the 3rd best its easily the best in the game without competition lmfao. insane damage, hp, ws 3mr, 50agil and no downsides at all jesus christ why wasnt this nerfed already

    strati is NOT that good at all. sure if youre only looking at ws yeah it dwarfs Gales but it has comparable damages to Gales. like 1k more bombs and is several hundred times the cost. thank you market

    warp is far more than a mobility mythic and bothering to counter the -hpr is a waste. warp really is one of the strongest wands in the game but no one cares cause about it because of the mr

    nirvs major id is far worse than it looks and is not insanely powerful

    -dex doesnt really mean anything on spring and TWA is still the best archetype for it

    gaia should be hybrid not melee. even the -spells its easy to counter and with a proper build gaia is a very strong spell wand

    lastly lament in my eyes at least is still a meme, the water% buff was far too overhyped and the damage is still comparable to nepta, its kinda in the same boat as strati and gales but thats debatable

    also moontower isnt one of the best boots in the game it has little practical use outside of lootrun builds
     
    Last edited: May 1, 2020
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  7. PikaPrince

    PikaPrince Famous Adventurer HERO

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    wow facts
     
  8. AmbassadorDazz

    AmbassadorDazz Discord Killjoy Staff Member Moderator

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    *laugh-cries in Diero Lair*
    It kind of does. Unless you're running a low Agility build on TWA Spring (to focus Dexterity), -40 Dexterity hurts the overall damage output of Spring (especially if you have barely enough to run Steamjet Walkers, which is probably not the right choice here). There are obviously ways to amend this issue, but it still is a big penalty.
    They had us in the first half, not gonna lie.
    Fatal's damage is a bit too unreliable on melee (despite peak damage easily allowing some pretty wacky OHKO shenanigans), but Inferno I agree.
     
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  9. Yraw

    Yraw Water Fountain

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    1. Warp is a very strong mythic if you want to go combat warp, it usually deals upwards of 15k meteors, without being totally glassy

    2. I have never seen anyone use resurgence on the nothing, the nothing is either EFA, TFA, or ETFA, it has -int so there's no point in trying TWF with the nothing

    3. A lot of your definitions for spellspam/hybrid/melee are outright wrong, spellspam is using mana regen as your main source of getting sustain, hybrid is mostly using mana steal, and melee is using only melee. However, there is "true hybrid" which uses both at the same time, but it's not seen very often

    4. Fatal is 100% a hybrid, and it is one of the best mythic wands, if not the best mythic wand in the game. If you go TFA you can be very tanky while dishing out high amounts of damage. The range of damage of fatal won't really matter because it's a very low chance to just deal 0 damage

    5. Freedom > Strati, walkspeed matters wayyyyyyyyyy less than you think combat wise

    6. Absolution is 100% not the "king of reliks", it is very tanky, however it relies too heavily on it's totem if you want to deal acceptable damage. In boss fights such as EO, where you have to be moving your totem a lot that gives a lot of chances to mess up and die

    7. Sunstar does not have the highest base damage, that would go to fantasia

    8. Aftershock melee sees very niche use, as does aftershock itself, this is mostly because shaman's 3 beams are pretty janky and only deal 1/3 of your normal damage each beam, this pushes down its dps by a bit

    9. Moontower is a very niche boot in general, and won't see much use apart from lootrunning

    10. Ambi is not used with WA, it is a heavy spell TFA necklace, and has a lot of problems on its own, but using int to cancel out the -int is not a good idea

    This thread as a ton more other stuff that is wrong too, putting this as a guide to mythics would be very dangerous for a new player
     
  10. Treebeard68

    Treebeard68 Well-Known Adventurer CHAMPION

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    Idol is definitely not the best spear in the game, I would say 2nd. It has similar DPS to Thrunda, and Thrunda's -1 3rd spell cost is basically +3 to +4 MR, assuming you can cast 3 or 4 uppercuts in 4 seconds while uppercancelling. The only real advantage Idol has above Thrunda is that it can be much tankier, however in my opinion Thrunda is way better.
    Very easily the best bow in-game, and greatly outclasses Strati and Ignis. In fact, I'd argue Strati is the WORST mythic bow in the game only above Az for obvious reasons. Spring can still do some pretty impressive DPS due to the MR and bomb cost and is a bit underrated, it is often looked down upon because CRAFTEDS ARE STUPID.
    Slayer really ISN'T a spell-spam mythic and works way way better in TFA fast hybrid. While the -3rd cost is useful, I'd argue that other boots options are way better. You're overrating this mythic for spell quite a bit...
    *TWF would like to know your location* Also this mythic easily deals the highest DPS in the game
    Sunstar definitely isn't the highest DPS mythic relik but still has pretty high DPS. By the way, Sunstar isn't a spell spam mythic at all, it's supposed to be hybrid. It works best in TFA. Also, you seem to be ignoring TWF a lot...
    Definitely do N O T consider Slayer with this. The insanely high int and -spell cost makes Slayer completely useless with this. Fantasia is easily the second highest DPS mythic, behind Hadal, which from my testing has really high damage and full access to concentration.
    No, no, no, no, no, NO. Collapse is the highest BASE DAMAGE mythic spear, but its DPS is lower than Idol and Thrunda by a long shot. Collapse also doesn't work as hybrid mainly due to spell steal being pretty abysmal on warrior, and the %melee doesn't make Collapse melee much better.
    I mean Divzer still does some pretty insanely high DPS but ok
    Why is this hybrid?
    The WS does not save this mythic at all, as I said before probably worst end-game mythic bow.
    Have you ever heard of H E A L ?
    Only thing holding Warp back from combat is the WS itself honestly, it makes it insanely difficult to navigate any arena. Trust me, I tried it on Wynncon and I hated it.
    Revenant is a hybrid mythic easily and combos well with Dune Storm in EWA.
    TFA is valid for Guardian...
    *visible confusion*
    What about EWF?
    TFA Ignis should not exist
    Also stop ignoring EWF :(
    Monster is mostly a hybrid mythic but ok
    Nobody on the face of the Earth uses Inferno tank
    ????????????????????????????????????????????????????????????????????????????????????????????????????????????
    I've never seen a single person use this combo but I GUESS it works...?
    No it's not really useful with anything, they're just kinda... bad.
    I feel like this should be put in melee mainly because it is most effective with builds such as cancelstack or fast melee.
     
  11. 99loulou999

    99loulou999 ArchangeList VIP+

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    >Make a mobility class
    >Doesn't even dare mention ArchangeL even if "iTs nnOT eNdGamE viAbLe"

    Imagine relying on a major ID to be fast, couldn't be me
     
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  12. Saya

    Saya you win at uwynn HERO

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    I'd love if someone who actually knew their stuff made a thread like this.

    List of corrections for this thread:
    1. Strati is a ws meme, it sucks in every other way. The only reason its price is high is because people don't think.
    2. Freedom is stupidly OP. It's the biggest stat stick in the game at this moment. If you think that nerfs killed it... bruh.
    3. Lament buff is a good meme, but it's still a meme.
    4. Absolution is nowhere near the "king of reliks". Yeah, it's very defensively good, on a class that is strong because of its offensive crowd control.
    5. Class builders know that Gaia is more often used for spell due to a lack of earth spell options.
    6. Dawnbreak is a joke. It's rarely actually used in heavy melee builds. It sucks.
    7. Pure combos can't fit melees very well, so mana steal ends up being pretty useless.
    8. Literally no one uses resurgence + the nothing.
    9. Toxo gets cancelstacked a lot, really deserves to be in melee category.
    10. Your collapse section screams "I don't know anything about how requirements affect builds". Rainbow reqs really suck, collapse has high base damage but boosting that isn't very nice!
    11. Nirvana major ID really doesn't have a big effect at all.
    12. The only reason people think Slayer is a spellspam item is because of Pure Slayer. Other than that, it's not a spellspam item.
    13. Grandmother is spell.
    14. The Watched is suing the fantasia section for ignorance.
    15. Please don't use revamp names aaaaaaaaaa
    16. where did WFA go for absolution bruh
    17. Moontower Ambi doesn't actually work as well as people think (do the math and negative sp makes it pretty dead)
    18. Dawnbreak really is memechief v2. People think it's a better blind thrust, but it's really a worse blind thrust. (whoops did I repeat this point)
    19. Moontower is overrated in general and doesn't see much use.
    20. Sunstar is hybrid and has been from day 1.
    21. Archangel actually sees use but okay...
    22. Divzer is being criminally underrated here, its damage is pretty insane and its downside isn't even that big
    23. Monster isn't really a tank weapon...
    24. So much personal bias towards Idol. It's not as good as you make it out to be.
    25.




    Warning to new (and not-so-new) players: This thread is extremely inaccurate and should not be used for reference. Ideally, don't even look at it. It's not even good as a general guideline.
     
    Last edited: May 2, 2020
  13. Lego_DW

    Lego_DW yeppers HERO

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    the only amount of dex you need is 40 fot BPC and steamjet and holding a weapon doesnt actually decrease your sp so you can still use a build with spring. the difference between 0 and 40 dex is like 1k damage at most which is not a lot and the damage is still better than most EWF or EWA builds
     
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  14. Melkor

    Melkor The dark enemy of the world

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    The one and only time I will ask them to nerf my build. Freedom is just so ridiculous. It was fine until they buffed it.
     
  15. Goden

    Goden Everlasting Excellency HERO

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    divzer has been slandered in this thread and i am here to fix this

    div is easily currently the 2nd best bow in the game (thank you freedom haha epic), it has absurdly consistent AND high damage, doesn't punish defense at all like it did briefly when it was hard nerfed, and it is not hard to get by with zero agility. Additionally, TWF works exceedingly well because of this; the bow alone allows you to simply focus on tankiness completely for your build with a side of damage, as the max 8/4ms allows you to get away with very low mr and still have good sustain. Lifesteal is very consistent thanks to Atlas and due to it being buffed sometime in 1.19 (iirc?) it's now even better and really makes me not miss agility at all while using it. Finally, to top it off the high damage of the bow lets you not have to worry about ever having "low" damage when building, as it's base is so high that even if your build is completely defensive it can still deal relatively good damage in comparison to most bows

    if freedom wasn't straight busted divzer would absolutely be the best bow in the game thanks to strati being gutted

    please do freedom like y'all did strati, it deserves it by now
    stupid rainbow
     
  16. Golfbawl

    Golfbawl [] CHAMPION

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    Making a "guide" for players, infusing it with personal biases, such as saying that Idol is the best mythic spear, and making bold yet unsupported statements is just asking for conflict and trouble. A lot of the information you have provided is blatantly incorrect. I'm not trying to sound punitive, but when you make a thread and pass it off as a "guide", you should support your claims and arguments.

    I'll provide some examples as to some of the "errors" within your guide.

    The first argument in this line is incorrect. There are a bunch of spell builds that can far surpass Alkatraz's DPS (Imagine doing 1hp rage Grandmother with nighthawk, I totally don't have a build like that). If we're only talking in terms of melee, Alkatraz doesn't even take the crown.
    My melee build with Alkatraz: https://wynndata.tk/s/qvtg21
    Now what if I slapped Aftershock: https://wynndata.tk/s/gtq1rh

    Not only does this example get courage (personal preference, I like a simple damage boost, some might like quake better), but totem's passive damage buff kicks its melee DPS higher than Alkatraz. While Alkatraz's melee DPS can be further heightened by using Virgo and other damage boosters in place of Dark Shroud, so can Aftershock, which will also always be a courage buff and a totem buff ahead.

    My point: don't make such bold statements like that, especially with nothing to show for it.


    This is where the biggest flaws in your guide are shown best IMO. Who says that Idol is the best spear in the game? You'd be surprised by how misleading this simple line can be to new, especially younger players. It makes it seem as though there is an objective "best" mythic, which isn't true.

    Secondly, your implication that Idol is the highest damage output spear in the game is incorrect (and also contradictory, especially since you claimed that earth spear Alkatraz has the highest DPS in the game). Let's look at some base damage calculations...

    Base Damages.png

    What you see above is a simple calculation: Get the base damage of the weapon (with added powder damages) and multiply it by the attack speed multiplier (which exists to balance weapon spell output with their default attack speeds). Having said that, it does not account for identification bonuses, skill points, or any other factors that might influence damage (powder specials, for instance).

    However, it does give us an approximation of where the weapon stands in terms of spell damage output (this information doesn't really help for anything melee because of tierstacking being a thing). If you look at my calculations for the spears, you'll notice Thrundacrack sitting at the top. If we're talking base damage x attack speed, Thrundacrack has the highest output in the game.

    Is Thrundacrack actually the highest spell damaging spear? If we consider killstreak (which isn't that useful in a pvp or pvb scenario, but has excellent damage boosting potency in group scenarios) and also account for the immense damage boosting capacity of thunder gear, I would say so. Idol does have access to curse, which is an excellent plus for boss fights, but it's base damage dwindles in comparison to Thrundacrack (and if you're constantly spell spamming, you might not always get the opportunity to use curse).


    Overall, the information that you provided is much more useful (and interesting) for a conversation/discussion thread, but is not fitting for a guide. While you may have suggested potential build combinations for items, you didn't provide any. A much better guide would be a catalog of builds for different mythics, which would not only provide more help to players, but wynndata builds speak for themselves much more in terms of their strengths and weaknesses.
     
  17. Saya

    Saya you win at uwynn HERO

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    The thread summed up in one sentence.

    @_Dazzle, please delete or clear this thread. All you're doing is hurting other players. Let someone who knows the bare minimum (and knows how to be objective) do it.

    I guess edits are coming in now, but the point still stands.
     
    Last edited: May 2, 2020
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  18. Mettymagic

    Mettymagic she/her HERO

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    Not even a mention of Az... How the mighty have fallen. ;(
     
  19. CountBurn

    CountBurn Hackysack?

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    not 100% the case as loot bonus is basically worthless past 80%, so unless you want to drop 40 stacks for like 30 more loot bonus instead of dropping 5le for a jera and a weapon with 30 lb, I would say its the ultimate mob farming chestplate and lootrunning is the next best function
     
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  20. Nukewarmachine

    Nukewarmachine emerald tier above LE when VIP

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    As of now, is Pure still used in level 100+ endgame builds?
     
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