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Guide ⚔ Guild Wars ⚔ - My Tips And Tricks To Finding Success In Wars!

Discussion in 'Wynncraft' started by PikaLegend, Jun 24, 2018.

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What's your favorite thing about Guilds in Wynn?

  1. Social aspects of Guilds (Making Friends etc)

    42 vote(s)
    53.8%
  2. Guild Wars

    30 vote(s)
    38.5%
  3. The Political Climate

    18 vote(s)
    23.1%
  4. Alliances

    5 vote(s)
    6.4%
  5. Guild Chat

    20 vote(s)
    25.6%
Multiple votes are allowed.
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  1. PikaLegend

    PikaLegend Shocking VIP+

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    Hello everyone! Ever since the Wynnter update in 22nd December 2014, Guild Wars has been an immense guild feature in Wynncraft. (It's quite old, I know!) Personally, guild wars has always been one of my favorite things to do in Wynncraft - it is always exciting to be able to attack and control territories like it is a strategy war game!

    This guide is catered towards learning Captains and newer players to Guilds. I will be sharing my tips and tricks for winning wars, and possible strategies for even larger scale battles!

    Special Thanks to @Nyam for helping me with creating builds, and giving me helpful advice when it comes to war strategy.

    (NB: In the end of the day, this thread is subjected from my POV. It is very possible that I could get some facts missing or wrong, so please leave constructive criticism or suggestions so that I can improve this guide!)

    --------⚔----------Table of Contents-----------⚔--------​
    1. War and Territory Basics (What are Guild Wars? What are Territories?)
    2. Fighting in a Guild War (What builds works and what doesn't? What potions should I bring in?)
    3. Controlling and Defending Territories (Which mobs should I defend with?)
    4. The Bigger Picture - Beyond Guild Wars (What are alliances? How do I use guild emeralds to my advantage?)
    Part 1: War and Territory Basics

    So you are new to guild wars and never understood how it works: Let me explain to you the basics in a Question and Answers fashion!


    [​IMG]

    What are Guild Wars?

    Guild Wars is a feature of guilds that allows you to attack other guild's territories. They can be started by a member of the guild who is Captain rank or above, by clicking on the opposing guild's banner found in every territory to initiate an attack, or by doing /gu attack on the territory.

    In a Guild War, players have 20 minutes to fight a huge wave of mobs that are defending the opponent guild's territory. By killing all the mobs, they win the war, and as such takes control of the territory (They also earn Emeralds for the guild bank based on the number of mobs killed).

    What are territories?
    Territories are areas your guild controls after winning a war. For every mob killed by players in this territory, the guild earns a bit of Guild EXP and Emeralds. This means capturing a higher level territory or popular grinding spots could be very beneficial towards the guild, as it provides even more Guild EXP and Emeralds. (Of course, more people will fight for such territories)

    As a Captain rank or above, you can defend your territory by clicking on your banner in the territory, or by doing /gu defend on the territory. It will bring up this GUI:

    [​IMG]
    This is your Guild Defense GUI. As your guild levels up, you unlock more types of mobs and levels to defend with. The Emeralds used are from your guild bank (/gu contribute), not from your personal inventory or bank.

    You can only defend up to 1000 mobs in a territory at a time. There is a 180 seconds cooldown after a war where the territory cannot be attacked. This allows for guilds to have time to defend. More detail about defending territories in Part 3.

    Part 2: Fighting in a Guild War

    Now that you know the basics of Guild Wars, let's talk about more war-dependent strategy - How to win a Guild War and possible Builds that would work well in Guild Wars.

    [​IMG]
    First and foremost, I would like to mention one important thing - Guild Wars are not a feature intended for lower-leveled Players. It is catered towards the Level 95+ endgame players, especially when it comes down to higher level guild wars.

    There are many factors when it comes down to winning a war, but I split the factors into two:

    1. Preparations for war
    As the level of the mobs are generally unknown, it is safe to assume that you can be facing anything. (Once you get more experienced, you can actually predict what guilds are defending with based on their guild level, defense records and number of mobs!)

    If you are aiming to fight in a High-Level Guild War, I heavily recommend bringing in three things:
    1. Potions, including Stats Pots, Mana Pots and lots of Health Pots. (Yes, even if you are a mage)
    2. A Good build for war. More on that below.
    3. Some Friends! The more friends you can gather, the easier the war will be! (Of course, it is still possible to solo wars)
    Oh yeah, good internet also helps too. If you have crappy internet like I do... Oh well. ¯\_(ツ)_/¯

    2. Executing and fighting
    In my experience of fighting in guild wars, it can get quite hectic.

    My general tips when fighting in a group is to stick together and combine effort to repel your enemies. Of course, you don't get this privilege when fighting solo. These tips I am about to give are useful information for fighting in wars.
    • Prioritize the biggest threat. Many times I was taken out by a Level 100 sniper which sneaked behind me and took me out with a heavy arrow storm. If you take out these big threats in your first few minutes, you will be doing really well.
    • Spells. As an assassin, my favorite spell to use in wars is spin attack. It provides good utility since it debuffs enemies by stunning them for a while, giving me a small period of time to rest and regenerate health. Blinding, Slowness or AoE spells are really useful for taking on a group of mobs head on, while mobility spells are good when in a pinch.
    • Potions. To make the most out of your "burst" potions like mana potions, I would usually save them for taking on a huge group of enemies, especially when you need a boost to wreck them. Recommend using Stats Potions from the start. You can reuse these potions after the war, so go ham with them.
    • Placement / Location. This is probably not as significant, but I prefer fighting in a larger area such as flat lands as it allows me to get close and personal with the mobs. Of course, if you are not an assassin, you might want to reconsider having the high ground, such as being on a tree, or finding cover so that you can take mobs out one by one.
    • Bosses. Well, Good luck! If you have a heavy DPS build or a Curse Powder Special, save it for these guys. They can do a lot of damage, so keep in mind of their spells and abilities. (Don't let Bob charge on you!) But once all the high level mobs are gone, these guys are a breeze.
    Builds - What works best and what doesn't?
    For this little sub-section, I will be discussing about possible Builds for wars. It is up to debate which ones works best and which one doesn't, and since I am not the best when it comes to building builds, It would be nice to have some players discuss about it down below!

    (Special Thanks to Nyam for her awesome help with this section!)


    Offensive OR Defensive?
    Although many people might not know this, but besides boss mobs, mobs deals mostly neutral damage. Their elemental defenses are also quite light.

    As such, elemental defense are generally not as important as most people would think! As long as you don't go too much into the negative elemental defenses, you will be doing fine!

    No, this does not mean we can make a glass cannon Cataclysm build either (That might work though). As it is almost impossible to take no damage in a war, I would suggest a more balanced build that is good defensively and offensively. I would lean towards the offensive side as there is a 20 minute time limit in wars (beginning from 1st mob spawned), and defensive potions are already good at providing some tank capabilities.


    Identifications - What works well and what doesn't?
    Due to the amount of mobs you get in a Guild War, some IDs can work really well!

    These are some examples of Identifications that you might want to consider using for a guild war:
    • Exploding: More mobs have a chance of exploding on death, dealing even more AoE Damage.
    • Life Steal and Mana Steal: Having a lot of mobs in a guild war within a tighter space, Life Steal and Mana Steal can be very useful since they will have a much higher chance of activating.
    • Walk Speed: Allows greater mobility for players to escape from potentially dangerous situations.

    Example Builds:
    If you have a build that you think could be worth sharing, please share it in the comments! If you are looking for build advice, I recommend asking @LarzLapiz, @Nyam, @Gigavern, @Madib00 and @Pokextreme for help. They are one of the many players in Wynncraft who knows what they are doing when making builds.

    Morph Set Aquarius Build: [Link]
    + Can be used with or without a Mythic.
    + Very much affordable!
    + Tons of Weapon Options - Replace with any weapons that works well, such as Torrential Tide or Hive Weapons!
    - Can be tricky without a Mythic.

    Spell Spam (Water + Air) Build: [Link]
    + Good Utility, 9/4s mana regen with 65% spell reduction is decent.
    + Use Weathered, Stratiformis, Torrential Tide or any Water / Air Weapon.
    + Still affordable, except if you are using a mythic.
    + Can Replace Soarfae for Boreal-Patterned Aegis, but Skill Points will be really tight.
    - Potentially a bit glassy.

    Rainbow Libra: [Link]
    + Very much affordable!
    + Good for fighting bosses!
    + Works best with Freedom, but can be replaced with other rainbow weapons!
    - Freedom is pretty expensive so that's sad.

    Part 3: Controlling and Defending Territories

    Great! You taken control of a territory, now it is time to defend this territory!

    [​IMG]

    In order to know what is good to defend with, let's look at each individual mob types!

    Mercenaries (Limit: 300 per level) - Slow but durable troops to swarm your opponent.
    Rangers (Limit: 300 per level) - Ranged troops that can be annoying to deal with.
    Rogues (Limit: 300 per level) - Not as tanky as Mercenaries, but much faster!
    Barbarians (Limit: 300 per level) - Slow melee troops that hits hard
    Clerics (Limit: 100 per level) - Weak Ranged Mobs, but very annoying as it is able to heal other!
    Witches (Limit: 100 per level) - Hits harder than Rangers, able to slow and debuff players.
    Honor Guards (Limit: 30 per level) - Very tanky, light elemental defences, Charges around dealing considerable amount of damage!
    Snipers (Limit: 30 per level) - Very Hard Hitting Ranged attackers. Powerful Arrow Storm attack that can be deadly.
    Bishops (Limit: 20 per level) - Stronger, more durable version of the Cleric. Heals and Teleports around.
    Bosses (Limit: 1 per boss) - Hire the classic, infamous bosses of Wynn! Considerably stronger than the other mobs.

    Below, I have included the prices of every mob. Do consider these prices when buying mobs.

    [​IMG]
    [​IMG]
    (NB: Subjected to Change. Prices are as of 24th June 2018)

    IF I have one message to ALL Captains, never buy the most expensive mobs for every defense.

    It really does not help, as you would be draining Guild Emeralds from your bank faster than you think! (Granted, it is the perfect money sink and economy fixes, so maybe?)

    Instead, you want to assess the situation to see what defense is the best. Below is a few examples of some common defenses used by many players, but of course what you defend with is always up to you. It is a good thing to sometimes switch up the defenses a bit.

    Common Defenses used:
    No Defense (0 Emeralds):
    +
    Your guild gained some emeralds from that war.
    - At least defend with something, damn it!

    Cheapest 1k Mob Defense
    (1520 Emeralds):
    300 Mercenaries, 300 Rangers, 300 Rogues, 100 Barbarians. All Level 50s.
    + Useful defense that can be used in almost any situations.
    + Buy Time
    + Cheap!
    - Anyone can easily break this defense.

    The 80 Overpowered Mobs Light Defense (1510 Emeralds):
    30 Snipers, 30 Honor Guards, 20 Bishops. All Highest possible Level.
    + Concentrated High Level Mobs. Very dangerous as all the strongest mobs spawns from the start.
    + Opponent Guild only gains 80 Emeralds out of the attack. Possible Guild Bank Draining strategy.
    + Cheap!
    - Does not buy as much time as the Cheapest 1k Mob Defense.

    Medium Sized 1k Mob Defense (2894 Emeralds):
    30 Snipers, 30 Honor Guards, 20 Bishops (Highest Possible Levels). 300 Mercenaries, 300 Rangers, 300 Rogues, 20 Barbarians. All Level 50s.
    + More reliable than the Cheapest 1k Mob Defense.
    + Takes more effort to take out
    - Mobs are not as concentrated as the 80 mobs defense.

    Hell (23054 Emeralds):
    30 Lvl 100 Snipers, 30 Lvl 90 Snipers, 30 Lvl 100 Honor Guards, 30 Lvl 90 Honor Guards, 20 Lvl 100 Bishops, 20 Lvl 90 Bishops, 100 Lvl 100 Clerics, 100 Lvl 100 Witches, 300 Lvl 100 Barbarians, 300 Lvl 100 Rangers, 1 Lvl 100 Master Fire Mage, 1 Lvl 100 Corrupter of Worlds, 1 Lvl 110 Bob's Reincarnation, 1 Lvl 150 Death, 36 Lvl 100 Mercenaries
    + Overkill
    - Expensive
    - Overpowered builds still beats overpowered defenses.

    Of course, there isn't really a guideline to how you want to defend. Just have a gauge of the situation, and be mindful about your guild bank. Some Captains developed their own defense strategy, others follows the standard defense deployment their guild war leaders assigned. These are just defenses I see many guilds using!

    Part 4: The Bigger Picture - Beyond Guild Wars

    One of the more exciting things about guilds is the social aspects of it, and the fact that guild wars isn't just about one territory - Most of the time a war would lead to another, and then another. This section is mainly covering alliances, war strategies and ways to give your guild the upper hand in guild wars.

    [​IMG]
    Alliances. What are they?
    Generally, an alliance is a group of guilds who are in a mutual agreement to work together for a common goal. This is the main crux of guild politics, which I won't delve too deeply into.

    However, there are many reasons why you would want to be in an alliance!

    1. When your guild is offline, being in an alliance weaves a safety net that protects your guild from opposing guilds.
    2. Allows for a more cooperative competitive guild scene.
    3. It gives incentive for your guild members to be a part of something - Kind of like a mini community within the guild community!
    If your guild wants to be in an alliance, the best place to ask is the leaders or chiefs of guilds who are in an alliance. Of course, you can create your own alliance as well. These are all choices you could make on your own. There isn't a real "official" system for guild alliances just yet.

    War Strategies
    There are many things that could allow your guild / alliance have an upper hand when it comes to guild wars.

    1. Strengthening your guild for wars.

    This is one way to make your guild more adept for warring. By recruiting willing players and teaching them how to war, you effectively increase the number of players who are able to war for your guild, allowing you to do wars quicker and faster.

    Train your Guild's Captains so that they become experienced in guild wars. Teach them how and what to defend with for territories. This allows your guild to have someone warring despite the Leader or Chiefs being away.

    And last of all, gathering momentum and morale for wars. Many guilds rewards their members by decorating them or acknowledging their efforts. This gives an incentive for them to try their best, giving them a goal and aim.

    2. Draining Guild Banks.
    No one guild has infinite emeralds. As such, it is possible to drain their emeralds just by attacking their high level defenses many times, and defending low. This forces them to place weaker defenses or risk losing lots of emeralds.

    Of course, this method takes a very long time.

    3. Using other tools to help out in guild wars.
    Communication Tools
    such as Skype, Teamspeak or Discord are really helpful to keep your guild members updated, even without the need of logging on.

    Wynncraft Map's territorial map allows you to see who owns what. This is very useful for planning, a must-have for all Captains.

    4. Momentum and Morale.
    Morale is very important in wars. If you have good momentum, you can snowball the war towards your favor.

    Consider calling in allies to come in and help attack other territories when your guild has momentum. This allows one guild to keep the opposing guilds company, while the other guild goes and attack another area, forcing the enemy to split.

    5. War speed.
    In the end, the main factor in maintaining territories is still speed. Consider using defenses to buy time to allow your guild earn more territories.

    Get more members or allies on to help in wars. If you outnumber the opponent, you will capture territories faster than them.


    ⚔ Conclusion ⚔

    Having so many experienced war guilds in the community, it has became extremely difficult to compete in guild wars. I hope this guide will help many Captains and guilds to find success with wars - it is actually very interesting!

    Again, I want to thank Nyam for helping me with this guide. She is an experienced war player who have soloed countless wars with her Freedom Archer build.

    (NB: If I have missed something, please tell me! Constructive criticism and feedback will be appreciated)

    With that said, I think I can finally step outside of this room and get some fresh air.
     
    Last edited: Jun 24, 2018
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  2. Pokextreme

    Pokextreme Avos Air Archer HERO

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    Read through this and I can't help but notice that you never mentioned life/mana steal, and how useful they can be in guild wars
    For those who don't know, when you hit a mob when you have these ids, you have a chance to steal health or mana. However, in guild wars there are tons of mobs in a tighter space, so your hits will hit more mobs allowing you to regain more mana and health. It is possible to keep completely healed and casting spells by putting a decent amount of life and mana steal in your builds.
     
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  3. PikaLegend

    PikaLegend Shocking VIP+

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    That's a very good point, I will point that out in my thread :P
     
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  4. Wynn: The Anime

    Wynn: The Anime Does not like anime VIP+

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    cool guide though :]
     
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  5. ThomAnn100

    ThomAnn100 I have reached peak intelligence VIP+

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  6. Lego_DW

    Lego_DW yeppers HERO

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    dont join any guild
     
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  7. Aya

    Aya Very Serious Gensokyo Journalist

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  8. Dinner

    Dinner Austic VIP+

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    Fantastic guide, really well organized and I love its structure!

    I'd like to point out a few things about builds and classes for warring in particular that I learned from personal experience to see if I can help out or grab some opinions on

    A bit of background on my qualification, I started warring from Imperial when I was a fresh lv 95 with a makeshift judas mage build, all the way to transitioning to warring with 3 classes w/ a variety of mythics (GMA, Az, Fatal, Cataclysm, Gaia, Weathered, Grim, etc) and non mythics builds, totalling over to around 600+ wars total.

    A few things I learned about classes during my journey:

    Classes: I'd rank Archer > Assassin > Mage > Warrior

    - If you're looking for a good class for wars, archer is the way to go. Not only do you outdps literally any other class with worse weapons(torrential tide can outdps cata and 9.4k spin weathered easily), constant use of escape and arrow shield with high mana makes surviving not too difficult. Archer also has higher base damage on weapons than other classes, letting you punch through mobs like honors and bishops more easily if you're using elemental weapons. Bomb arrow's ricochet mechanic and the spread hit effect of arrow shield makes your AOE damage absurd, letting you wipe the floor with other classes in the damage leader boards. Plus, they have access to some of the best non-mythic and mythic weapons in the game, such as torrential tide or cluster.

    - Assassin is fantastic, albeit a bit harder to get used to than archer. Assassin's spin attack doubles as crowd control, making you nye invincible in a group of honor guards or high damage mobs like snipers (they can still do stuff like charge while blind though). In addition, they have escape to refill pots and have decent damage overall, albeit a bit lacking without mythics compared to other classes IMO. Overall better than mage and warrior due to better damage output and ability to avoid damage more easily.

    - Mage you'd expect to be higher up, but not in practice. Mage's meteor takes forever to land, it does similar if not less damage than arrow bomb which ricochets and hits faster, and its autotargeting mechanic often leads it to attack a lone honor guard than the huge crowd of bishops. Mage takes quite a bit of damage as well, and heal post rework alone usually doesn't save you in a war with very high lv mobs unless you consistently run away. Ice snake doesn't stop charges either, so you still end up getting hit. You end up gathering this huge swarm of mobs that you can't kill fast enough or escape from and just die of oversaturation due to lack of damage.

    In addition, their base damages are garbage, meaning they have hard time punching through defenses with weapons (Cascade for example deals around 1.4k meteors to HGs in a 10k meteor build). They can charge powder specials and use mana/lifesteal or melee builds well though, so I give them that. They also use less mana due to the long cast time of meteors, so thats also quite sweet.

    - Warrior is last for a special reason, because there's two playstyles I want to talk about. Spellspam and Melee.

    Spellspam is easily the worst possible way to play in guild wars; constant knockback in tandem with only mediocre, close ranged damage makes you need to drink potions consistently, while having difficulty reaching the backline through tanks like honor guards. Warrior also synergies poorly with agility, the best defensive stat for wars, and prefer the much more risky defense due to war scream. You also have no reliable peel outside of uppercut, meaning that you have to loop mobs harder and die faster if you get caught out. The mage problem of oversaturation becomes even worse with spell warrior, I heavily advise against playing this whatsoever if you want to solo or succeed in wars.

    Melee warrior is much better, but the only two viable builds really in wars are apoc or alkatraz, due to them being the only weapons to deal enough damage to finish wars fast enough without hitting the 20 min timer. Apoc's massive LS and damage makes wars braindead easy (albeit slower). You can literally finish high tier wars by standing still with a macro and afk the whole time, not an exaggeration. Endurance + courage + warscream boosts your damage very high and is good team utility if you war with others as well. Alkatraz's raw damage lets it crumple honors and snipers like tissue, albeit alot harder to fit good sustain in.


    Now onto builds:

    Building for wars typically revolves around a few things: damage, survivability, and mana.

    Unlike of other challenges in wynn, wars are practically impossible to do solo without considerable damage, due to the fact that more mobs will appear over time and eventually swarm you or outrun the timer of 20 mins. Mobs are also quite tanky and get healed often as well, making pure tank and poison builds unviable.

    Survivability is another big factor, wars put you in a high damage threat situation where squishier builds can get 2-3shot by mobs like snipers, in a matter of miliseconds if you mess it up. Of course, skill point potions alleviate this, but only to a certain extent. Builds still need good HP and either agility or DEF, and running glass cannon is an easy way to screw yourself over if you're not careful. Once again as the guide mentions, elemental DEF are barely important, so disregard them unless they go over maybe -200. Earth damage is also exceedingly rare due to the lack of barbarians in meta use atm, so feel free to cripple that as much as you'd like.

    Mana is damage and mana is suitability, so pack as much of that good shit in as possible; without it, you little to nothing. For higher damage builds, 6/4-9/4 MR becomes much less usable, and frequently I aim for 114 INT and 10/4 mana+ when building. Of course, overkill still exists and I'd advise going over 15/4 unless your hands move super fast and to give spells like smoke and arrow bomb to last to their full effect.

    Powder specials are amazing, especially courage, so squeeze them into rainbow builds or such if you can reliably charge them.

    Walkspeed, mana/ life steal, and exploding are fantastic additions if you can fit them in.

    Another thing, you can build around SP pots as well, since in wars they basically become mandatory. If you have a low INT build for instance, you can drink an int pot in a war to boost it higher to hit maybe a 2 mana spin or something, where as outside of wars you'd have 3 mana spins. Look up mana charts on wynndata if you do this, and remember max tier SP pots give you 21 SP in a war. A riskier thing is to drink an SP pot so you can hold your weapon, but this is obviously much more dangerous to pull off.

    Rainbow is great in wars, but they should have high base damage too. Otherwise you will find yourself struggling to punch through honor guards at all and waste mana and time dealing with them.

    I found in wars, aim for somewhere around:

    8k+ Melee DPS or
    9-10k on bomb arrow or
    8k on spins or
    10k on meteor
    8/4+ mana
    10k+ hp
    30+ AGI/DEF

    and ofc other good stats if you can squeeze them in.

    Thanks for reading, and I'd love your opinions and see what y'all think on anything I said!

     
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  9. Electrolysis

    Electrolysis person VIP+

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    Mages are nice when in groups for healing your guildmates, which makes the war a lot easier.
     
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  10. Dinner

    Dinner Austic VIP+

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    Yep, great group players due to easy access to powder specials + heal, not so great solo though
     
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  11. PikaLegend

    PikaLegend Shocking VIP+

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    Very nice insight and well picked up! There's lots of really well-thought out advices, tips and tricks here.

    In terms of my opinion, I think you pretty much nailed it when it comes down to builds. Lots of builds works way worse in wars than in other gameplay aspects of Wynn such as LI or pvp (Poison, Pure Tank being one of them). I was actually a bit afraid of posting the build section since I am not the best "builder" in the world, so I looked for others who are way more experienced than I am about builds for wars. I am quite happy that you took your time in pointing these things out, when I have time I will try to incorporate most of these tips in my guide!
     
  12. WynnChairman

    WynnChairman Chairman of Wynn HERO

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    how old is this screenshot lmao
     
  13. WynnChairman

    WynnChairman Chairman of Wynn HERO

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    holy shit
    upload_2018-6-24_18-34-29.png
    a time before time
     
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  14. ShadowMage1

    ShadowMage1 Seraph of Twilight

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    What Guild level do you have to be to unlock the Death boss to use in defense?
     
  15. Lucky_Creeper

    Lucky_Creeper faithful bovemist at your service

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  16. Lego_DW

    Lego_DW yeppers HERO

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    id have to check again but 50 is the master fire mage, i think 52 is cow, 53 is bob, 54 is bob the zombie, and 55 is death
     
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  17. Lucky_Creeper

    Lucky_Creeper faithful bovemist at your service

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    Guild:
    Minecraft:
    ok thanks
     
  18. Totum

    Totum watching mythics lose value HERO

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    Minecraft:
    Remember when 117 defense warrior was able to solo?
     
    Realises and PikaLegend like this.
  19. HoboMaggot

    HoboMaggot . ę̸͚̳̙̳̠͖̳̓̇̄̓͂̂̆ VIP+

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    Minecraft:
    You forgot to mention that mobs spawn IN you
     
    Dr Zed likes this.
  20. PikaLegend

    PikaLegend Shocking VIP+

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    Minecraft:
    Haha, I chose that screenshot because it was the most activity on the map that I have seen. Looks more interesting when you have lots of guilds on the map.
     
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