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Media Wynncraft - Level 80 Qira and Solar Vanguard Solo (No Consumables)

Discussion in 'Wynncraft' started by Aquila, Sep 14, 2022.

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  1. Aquila

    Aquila Freedom Specialist VIP+

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    This video may make Qira look easy and Archer extremely broken but I am telling you, this took over 15 attempts at least. This was not at all easy.

    Build used:
    https://hppeng-wynn.github.io/build...10000U1004cC1004cC1007iO11Z6COWW666+-tFtwNb26
    WynnBuilder build:
    > Meikyo Shisui
    > Adamantite
    > Ringlets
    > Phage Pins
    > Draoi Fair
    > Photon
    > Back-Up Plan
    > Tenuto
    > Az [f6f6f6f6f6]
    > (Has Tomes)

    My commentary of the fight and the build is in the description of the video and in this spoiler.
    This build is meant to be a storm shield 6 cps cycle and makes use of the 9.2 mana value from Ringlets, the -30% arrow storm cost reduction from Az and the -4 arrow storm raw cost reduction from Draoi Fair. Phage pins is in the build to ensure it has mobility via providing cheap escape mana costs. It also provides to the health sustain of the build. The build is meant to score high dps by stacking 5 focus and decimator alongside courage (hence the existence of Tenuto for tier drop). However, as seen in the video, I very rarely use phantom ray. This is due to the fact that phantom ray has a 16 block range and Qira's ranged main attack, wave spell, web spell and minion swarms make it very difficult to approach her, especially with only 14k ehp. Phases 2 and 3 are harder to approach as the arena gets more gimmicks (explosion zoning tools and the spinning blades at the center of the arena). Instead of playing the build normally, I play the build more like a bomb sniper with slower spell casting. I am still able to deal lots of damage to Qira from farther away due to the damage boost from focus and the additional damage from fire creep/scorched earth. Scorched earth is much better to take over Refined Gunpowder because it is great AoE and deals with the swarms incredibly well. Scorched earth also contributes to building up focus. Qira is quite deadly against level 80 archer because any one of her spells can prove fatal. Wave spell chains damage and somewhat stuns the player allowing Qira's 1st and 3rd phases to easily finish you off with a normal ranged attack. Qira has a laser beam spell which practically one shots me. The purple line which follows me and then explodes is very effective as a zoning tool, not allowing me to access that portion of the arena before the explosions happen. The grey cloud outlines on the arena are very deadly if they come at the wrong time and have caused me a majority of my deaths. The sawblades that spin around the middle of the arena in the third phase don't really do anything thankfully. They probably prove more effective against non ranged classes. The minions have to be dealt with very quickly or they will swarm me and I will die. The good thing about this is I can use the first phase to build up focus and kill the minions before proceeding to the second and third phases.

    ---

    The saw blades at the beginning of phase 1 were there because I exited the arena while on phase 3 moments before this recording on accident.



    This took more attempts than Qira.

    The build I use in the video is the same. I forgot to show my tomes but they are the same as in the Qira solo. I repowdered my Az from f6f6f6f6f6 to w6w6w6w6w6 since Solar Vanguard walls my damage with his elemental defenses otherwise.

    Notably with water powdering it's obviously better to go for water mastery over fire mastery but I was lazy to reset my tree.

    The main difficulty of Solar Vanguard comes from the arena gimmicks. The small arena paired with the two arena zoning tools: fire ring and geysers make the fight practically rng. The arena is split into four quadrants. A quadrant is always occupied by orange particles which deal small damage per tick. The quadrant which is occupied by the "fire ring" changes clockwise and isn't rng but is an effective zoning tool and makes the fight quite difficult. One tick of damage from the fire ring + a charge from the boss kills me. What makes the boss truely something else is the geysers. The geysers are spawned based on health thresholds. One geyser appears to always spawn under the player's feet. The geysers deal somewhere above 90% true damage (don't quote me on that, I'm not sure, but my Freedom build with 58k ehp also died in two ticks while I was trying to observe the patterns of the boss) and will kill anyone in two ticks. This means that taking any form of damage in the boss and then taking geyser damage is an instant death. This also means escaping (not flat escaping) into a gesyer is practically instant death as you cannot move while in the air (unless you have leap... which I don't). The locations the geysers spawn are rng (apart from the one under the player's feet) and so they make the fight very rng. If you attempt to burst down the second phase of the boss (which I can in 2-3 seconds after building 5 focus, decimator and curse), you will die after killing the boss to the geysers under your feet. If you're able to somehow avoid the damage from the geysers under your feet, you should know that the rest of the arena is also full of geysers due to the fact that geysers are spawned by health thresholds. It's clear that you are meant to tackle the boss slow, so that few geysers spawn at a time but the problem is the second phase of the boss has a heavy pull + explosion combo which is a one shot to level 80 Archer. Not only this, but the second phase likes to chain charge spell a lot and so you have to be constantly moving around the arena which has several arena hazards. The charge deals around 7k damage to my build and so getting hit by charge is practically a death. On top of the charge chains and the arena zoning tools, flamethrower is yet another spell the boss has which works as an effective zoning tool because while he is casting it, I cannot approach him or I will die. Flamethrower is very effective at rendering phantom ray useless as phantom ray has a 16 block range. As you can see, this boss in the second phase is practically the summation of several fatal zoning tools paired with an rng guaranteed insta-kill (heavy pull + explosion) and charge combos forcing constant strafing which can easily result in a death to one of the arena zoning tools.

    In the video, you can see me play the first phase similar to how I played the first phase of Qira. I play like a slow bomb sniper but I am also able to stack up some decimator multiplier with phantom ray. In the second phase, I continue to play like in the first phase but go for bursts of phantom ray + bomb cycles to ensure I kill the boss before he inevitably kills me with heavy pull + explosion. Obviously, going for burst damage comes with risks due to geyser health threshold spawning but I don't really have a better way to go about the fight. This is why I stop casting storm or bomb for a while after going for a burst of spells and focus solely on strafing/escaping and avoiding the arena hazards. If I get bad geyser rng or spell rng from the boss (normal push or charge chains), I die but I get lucky in this video. Scorched earth proves to be very useful for dealing damage when not casting aggressive spells. This took slightly more attempts than my Qira solo which was around 15+ attempts.
     
    Last edited: Sep 15, 2022
  2. SkiesUnknown

    SkiesUnknown skie HERO

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    Inej what the fuck.
     
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  3. Aquila

    Aquila Freedom Specialist VIP+

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    I had to use my build on something before NoL lol
     
  4. Linnyflower

    Linnyflower ironman btw Item Team HICH Master CHAMPION

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    gaming gamer games gamingly
     
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  5. •WhiteWolf•

    •WhiteWolf• Traumatised. HERO

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    Very gamer.
    Now do solar vanguard like this. I inironically think he’s harder than Qira now, especially if you do dmg
     
  6. BlueTheSniper

    BlueTheSniper i makea da builds CHAMPION

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    Based asf
    Took me 20+ times to no-pot Qira Hive back in 1.19 with lvl 81 Spiritshock
     
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  7. Aquila

    Aquila Freedom Specialist VIP+

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    Level 81 Spiritshock completion is insane. I think the fact that I’m using Az for this helps tremendously. It took me 3 attempts back in 1.20.4 using this build:
    https://wynnbuilder.github.io/#4_0K80ub0ai0SB0Ib0Ib0070og0QP031G-x1w0A1G1000CO1004iO1004cC011Z6CO
    WynnBuilder build:
    > Sparkling Visor
    > The Jingling Jester
    > Ringlets
    > Missing
    > Garnet Ring
    > Garnet Ring
    > Back-Up Plan
    > Tenuto
    > Az [f6f6f6f6f6]
    (I had similar tomes as the ones seen in the video)
    This synergy between Jingling, Missing and Az was quite insane back then. Practically endgame level ehp and greed sustain. The downside is the bomb and shield costs of course but I managed with a storm escape or storm storm escape cycle. It kinda played like how boltslinger does now if you opt for escape cycling.
    ________________________________
    I’ll probably record this tomorrow or next week
     
  8. Aquila

    Aquila Freedom Specialist VIP+

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    Yeah this was pain. Added it to the original post as well
     
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  9. •WhiteWolf•

    •WhiteWolf• Traumatised. HERO

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    At this point idek why vanguard hasn’t been nerfed down a bit. I wasn’t the only person complaining about it on beta. Mad props to you for doing it like this
     
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  10. Aquila

    Aquila Freedom Specialist VIP+

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    If he were the final boss of hive I probably would be fine with him in his current state. But since Qira is the final boss and he is just a division boss, it feels really weird that he is way more difficult that Qira. I get that they were trying to make it so that you can’t simply burst him down by using the geyser hp threshold gimmick and I think it’s a really cool idea (kinda similar to how Orphion’s fight is) but it feels a bit overtuned. The fact that the geysers do around 90% true damage is quite absurd as it means being at 89% hp will result in your death. This is annoying not just for the glassy people who are brought under 89% hp from one attack but for the tanks who can also be brought under 89% after a couple attacks or from the fire ring zoning tool. I feel like a similar but more fair atmosphere could be achieved by simply toning down the geyser damage to around 55-60% or even better, 40%. 55-60% would still be a two shot but at least you also won’t immediately die to a charge from the boss if you a geyser hit and then a charge hit if you’re on a tankier build. 40% would be what I would go for as 3 ticks is much more lenient than 2 ticks. I don’t really know what else I would change since I do like the idea of making the last stretch of health more intense during the second phase (where more geysers spawn). I think the arena size is fine.
     
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  11. •WhiteWolf•

    •WhiteWolf• Traumatised. HERO

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    Yeah the other go threshold gimmicks like the eye or Orphion are tolerable because they are easy to avoid/mitigate and don’t happen as often. With this, it’s high damage, persistent, and takes up an already restricted arena’s area
     
  12. AlanGreyson

    AlanGreyson WynnArtist VIP

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    I can agree on a lot about Vanguard. He's very hard to kill and somehow I managed to kill him when I wasn't serious. He really needs a nerf...
     
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