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Guide Some Theoretical/untested Large Party Strategies For Boss Fights (specificbossfigtstratssoon)

Discussion in 'Wynncraft' started by ProbablyN0t, Jan 5, 2016.

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  1. ProbablyN0t

    ProbablyN0t Gelibord's Tactician

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    Hey guys! So after replying to a thread that asked about opinions on using a large party for a boss fight, as well as viewing a thread that stated a party of 20+ people fighting a boss, I decided to put down some strategies (untested) that might help a large party. Cmon, I know its kind of fun to spam spells, but who wouldn't want strategies that might remind you of SAO? Also, if you have any strategies you would like to have on this thread, please put it in the comments. All I ask of the strategy is that it is for a party that has at least one of each class. Welp, here goes!

    Generic Strategy
    Summary: This Strategy is easy to use, and has lots of flexibility.

    Archer-The Archer's role in a boss fight can either be in add-control or boss DPS. I think that it just depends on the Archer's preference and their build. For example, an Archer that does high damage but with slow attack speed should be on boss DPS. On the other hand, an Archer that has high-attack speed might want to go with add-control. Also, you should use the Escape spell to give party members speed every once in a while.

    Assassin-Assassin Roles probably depend on what the boss is. If the boss is fast, then I recommend that the Assassin should be stalking the boss, hitting it with smoke bomb and spin attack. However, the Assassin should never use multihit on the boss while in a big party using a strategy, because the multihit will knockback the boss to a different corner (unless if multihit has been nerfed in the Gavel Update, please inform me of that if it has), unless if the Assassin knows how to control it. Again, it depends on the Assassin's preference and build.

    Warrior-The Warrior has the ability to tank damage while being able to inflict damage. I feel that the best choice for the Warrior's role is to tank the damage and keep the boss' aggro on him, so that the boss doesn't attack other party members. If you have more than one Warriors, the one with the tankiest build and the most health should be tanking. Another strategy for tanking is that the tank is always rotating between the warriors. For example, one Warrior tanks damage, then another Warrior tanks, and so forth. In between, the other Warriors are using War Scream to buff other party members. While doing War Scream, just make sure you're far, far away from the boss, or at least from a distance where the knockback doesn't reach. The Warrior who is tanking should also not use uppercut or war scream.

    Mage-Now, Mages are usually seen as the healers in parties (not fact, just my opinion). However, their spells are powerful. Again, like Archers and Assassins, their role depends on preference and build. A Mage that has multiple points in INT/ATK might be useful in boss DPS, while a mage with points in INT/AGI might be more useful as a healer. A mage with boosts to INT and attack speed might be worth in add control.

    Thoughts: This is a somewhat basic and simple strategy for parties to use. There is a lot of flexibility role-wise, and large parties might use this frequently. Overall, its an easy strategy to learn.

    The Turtle
    Summary: Somewhat easy to learn, focuses on tanking EVERYTHING. RECOMMENDED FOR PARTIES THAT ARE INSPIRED BY SPARTA, ROME, AND WHEREVER ALEXANDER THE GREAT WAS FROM. OH AND BTW MOBILITY SPELLS ARE NOT TO BE USED, AS THEY WILL BREAK FORMATION. Also, this strategy involves "lines or rows" of the different classes, and the spacing between the lines/rows should be at least 1-2 blocks, depending on the situation.

    Archer-Archers should be staying in the back for this strategy, shooting at everything that threatens your party. Using escape spell is not recommended.

    Warrior-Warriors should be the front lines of the party, tanking the damage and dealing back damage. Charge not recommended for use.

    Mage-The Mage should be in between the Archers and the Warriors, summoning meteors and Ice Snakes and healing the party whenever possible. Teleport not recommended for use.

    Assassin-Assassins should be in between Warriors and Mages (or in front of the Warriors, if they're brave enough) using Spin Attack to damage enemies and placing debuffs on them. Unlike other classes, Vanish is ok for use, but should be used in order to multihit targets that are decided to be VIP by the party. However, that doesn't include the boss. After killing said VIP, the Assassin should go back to the formation. A "cover me" plan should also be initiated in order to draw fire away from the retreating Assassin.

    Thoughts-This strategy is very tight and doesn't allow much flexibility in roles. This strategy could also be used if lower levels want to make a "Cinfras Run" (remember pre-Gavel Troms runs? maybe even pre-1.12, before they nerfed the great bridge). The strategy could also be used to traverse dangerous grounds, or for grinding xp. If you are using it to travel, you should walk, NOT SPRINT, so that no one gets left behind. Also, it looks pretty cool if you organise it correctly. Diagram:
    strategy.png

    LETS GO HAM GUYS
    Summary: So, this strategy is basically the SPAM SPELLS EVERYWHERE. The downsides to this is that because mana regen has been nerfed, so there will be a period of where little to no spells are cast, and that there will be chaos. I'm not going to put down roles for each class, but just base the roles on the generic strategy.

    Thoughts- I don't usually recommend this strategy because its normally disorganised. However, it is kind of fun to use sometimes.

    As with most of my posts, feedback is welcomed. Thanks for reading this wall of text!
    also, if you just skipped down without reading my post first, looking for a tl;dr, here you go:
    https://forums.wynncraft.com/thread...oss-fights-specificbossfigtstratssoon.103253/


    COMMUNITY-DONATED STRATEGIES
    ~pending donations~
    From @Flubby™
    "This was a strategy me and my buddies used in our WoW days. We named them after movies like Blackhawk Down, Twighlight, The Notebook, Fast and Furious, and Harry Potter. I'll pick the best one and give it a reasonable name.

    Dust 2 (CS:GO References)

    Four squads of three operate independently. A fifth group of people who can fill a position will focus on DPS on the boss until a member dies.

    Squad 1 - A Site: Usually Squad 1 is the squad with two high damage classes and one healer. The healer will play DPS compensation while the attackers switch behind the healer for damage. Should need be, Squad 1 will cover for another group if all it's members wipe and Squad 5 has spread out. In the Qira fight, these would be the people attacking her. These will mainly be high damage classes (Assassin/Archer).

    Squad 2 - B Site: Squad 2 functions as the AOE and minion control. They will be running in close to the boss in a group and pulling out to draw minion agro. If any minions latch on another squad, all of Squad 2 intervenes. They are usually very mobile and medium damage classes (Mage/Archer).

    Squad 3 - Long: Squad 3 will be focusing primarily on drawing the boss's agro. They will enter the boss room first and be consistently in it's face. It's members will typically form a triangle and will consist of high health support classes (Mage/Warrior).

    Squad 4 - Short: These are the opposites of squad 3. These people will be on the edge of the room and will be supporting 3. Squad 4 is typically less experienced raiders or those who are of lower levels. This squad will basically fill the room with distractions for anything the group can't handle, and in many cases, a raid team won't need squad 4 at all.

    Squad 5 - Lower: Squad 5 is the most mobile group. They play total support in healing and buffing up others. When a someone in another squad dies, someone from squad 5 will fill that void."

    My Thoughts: This is a good strategy with some flexibility role-wise. There is a backup plan for if a party member dies (AKA Squad 5), and from 5's description, I imagine people (most likely a mage) with inventories full of potions, and quickly giving potions (AKA using the trading system, but only one person gives stuff) to the people who need them. Overall, its a good strategy for boss fights.
     
    Last edited: Jan 6, 2016
    WilsonKry, Clashe, Gogeta and 3 others like this.
  2. Hanky

    Hanky owns Inifinirice,Faith,Oligeni,and Railiar.7th 100

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    So Assassin multihit isnt too bad when fighting bosses, it actually does a lot of dps and doesnt move the boss. BUT FOR THE LOVE OF GOD WARRIORS PLEASE DONT UPPERCUT OR WARSCREAM.
     
  3. Pastersnacks

    Pastersnacks Emperor of History HERO

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    But with the new fix for assassin my smoke bomb (if the mob stays in the area for the entire time) can do up to 20-30k of damage 2k each second multi also really sucks now as it does like 4k and knocks enemies way to far back. - they re added mind control which moves the mob up and in the direction the person is looking.
     
  4. ProbablyN0t

    ProbablyN0t Gelibord's Tactician

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    oops. didn't realize that Warscream had knockback. I thought it was just buffs lol. Thanks for the quick reply, wasn't expecting it :D
     
  5. Flubby

    Flubby left and accidentally became leftist VIP+

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    This was a strategy me and my buddies used in our WoW days. We named them after movies like Blackhawk Down, Twighlight, The Notebook, Fast and Furious, and Harry Potter. I'll pick the best one and give it a reasonable name.

    Dust 2 (CS:GO References)

    Four squads of three operate independently. A fifth group of people who can fill a position will focus on DPS on the boss until a member dies.

    Squad 1 - A Site: Usually Squad 1 is the squad with two high damage classes and one healer. The healer will play DPS compensation while the attackers switch behind the healer for damage. Should need be, Squad 1 will cover for another group if all it's members wipe and Squad 5 has spread out. In the Qira fight, these would be the people attacking her. These will mainly be high damage classes (Assassin/Archer).

    Squad 2 - B Site: Squad 2 functions as the AOE and minion control. They will be running in close to the boss in a group and pulling out to draw minion agro. If any minions latch on another squad, all of Squad 2 intervenes. They are usually very mobile and medium damage classes (Mage/Archer).

    Squad 3 - Long: Squad 3 will be focusing primarily on drawing the boss's agro. They will enter the boss room first and be consistently in it's face. It's members will typically form a triangle and will consist of high health support classes (Mage/Warrior).

    Squad 4 - Short: These are the opposites of squad 3. These people will be on the edge of the room and will be supporting 3. Squad 4 is typically less experienced raiders or those who are of lower levels. This squad will basically fill the room with distractions for anything the group can't handle, and in many cases, a raid team won't need squad 4 at all.

    Squad 5 - Lower: Squad 5 is the most mobile group. They play total support in healing and buffing up others. When a someone in another squad dies, someone from squad 5 will fill that void.
     
    WilsonKry likes this.
  6. Gartato

    Gartato NIS' FILTHY DANK MEMER VIP

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    My ruleset thing with Assassin fixes:

    - Assassins don't Multihit unless the boss is up against a wall or you know how to fucking angle Multihit. It's gonna be a problem when 5 Assassins throw the boss around the fucking room and ruin DPS. Don't use Spin unless the boss needs to desperately be repositioned. Even then, you have Multihit. Smoke Bomb's fixed so go use that.

    - Warriors shouldn't use spells. You have more defense, it'll also help if you have godlike Health to pair up with your extra defense. We really only need like 1-2 because of Mage Heal so all the other warriors can go kill the spawns with Archers.

    - Archers, kill the other spawns. They're annoying as fuck.

    - Mages, heal. That's literally your job. I don't give no fucks if you're some shitty DPS mage set like SaltThomas2 or can do 10k damage with Meteore while it takes away your mana, just don't. 2 Assassins can vastly outdamage you, especially with a Manasteal set.

    Here's a more accurate representation* of how you're gonna be fighting bosses in Wynn:
    KEK.png
     
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  7. Goati

    Goati actually joeo HERO

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    archers are everywhere

    this is true
     
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  8. jpmrocks

    jpmrocks A Lone Wanderer

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    As a Warrior, War Scream should be used before the fight starts. Also, Uppercut should only be used if trying to corner a boss, and once cornered, shouldn't be used (unless theres minions, or boss suddenly get s a second win and flies at you).
     
  9. ProbablyN0t

    ProbablyN0t Gelibord's Tactician

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    bump
    You have better MSPaint skills than me lol. Regardless of MS Paint skills, that does look like a good strategy. Do you want me to put it in the OP?
     
  10. Lesliep

    Lesliep Lazy Wynn Mage

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    Tbh mage's best and most important role is healing the party. Since even a DPS build will heal a party member to full, there's no reason why they shouldn't. The only other skill I ever considered using was ice snake, except that it's broken and doesn't slow. Also, I will cast the occasional meteor in order to get the boss drop
     
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