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Please I need to understand TNA

Discussion in 'Questions' started by ineedhelp, Aug 12, 2023.

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  1. ineedhelp

    ineedhelp You need help?

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    I keep getting told im a sh*tter and i dont know how to do tna please help (i mean the boss, like what is the meta to fight it, how do you fight it, how to lose aggro blah blah)
     
  2. point_line

    point_line Well-Known Adventurer

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    Left click the enemy
     
  3. CatFan105

    CatFan105 Blue guy

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    Minecraft:
    Use morph, everyone will love you

    Realistically, just try to find a party that’s ok with carrying you, that’s where all of my wins came from. Some parties aren’t as accommodating, one time I was kicked from a party because they chose me to carry the light in the dark room and ran out & died. If you can find a group that you can contribute somewhat to that doesn’t mind doing some carrying you should be fine
     
  4. ineedhelp

    ineedhelp You need help?

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    so your response is just: "try your best and hope your teammates arent goofy ahh tryhards"
     
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  5. CatFan105

    CatFan105 Blue guy

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    Minecraft:
    Yes
     
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  6. point_line

    point_line Well-Known Adventurer

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    okay so for the boss meta you want a team support (idol charge spam / aftershock tstack) and 3 dpses (catas or alkas or maybe gmas)
    if you're in a good enough party you kill the boss in around 2-3 seconds so you dont need to dodge any attacks
    idk much about aggro but all i know is that idol should take aggro using provoke (aftershock being meta is relatively new)
     
  7. CantChangeName

    CantChangeName Olympic is a level 93 Mythic relik.

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    Minecraft:
    just dont die.getting some high ws and jh then u should be able to live for a long period of time
    for me and my Olympic i live till all 3 other people died and still completed the raid(but with low dmg contribute to greg)
     
  8. ComfyShiro

    ComfyShiro Well-Known Adventurer CHAMPION

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    Minecraft:
    For the raid itself, it's pretty hit or miss whether you get a good party. Trust me, I've been in some bad ones myself, the best you can do is first get yourself a decent build; morph is okay but not spectacular in anything and depending on the party you might be viewed negatively. It's just how things are. Usually anything with a decent mythic is a good place to start, but there certainly are nonmythic options. There's several threads for them here, and there's discord servers as well, like blue's builds.

    Next, try to understand how each room works and what to do in them. That'll help you one get more efficient in clears, be seen as someone "competent" that knows what they're doing, and potentially carry others in the future.

    Hold and Berry Room
    These are perhaps the simplest to explain, so this will be pretty brief. In hold room, one player stands on top of the stump for a minute while the rest of the party deals with the void holes that spawn at 50 seconds, 30 seconds, 20 seconds and 10 seconds. Fail kill them in time and they will spawn a nasty mob called the heart of darkness. At that point, pray. Pretty straight-forward outside of that though.

    Berry Room has one player take the berry that spawns on the platform, who then gains the damage necessary to destroy the void holes but becomes blind, slow, and unable to cast spells. The other players' jobs is to take care of the mobs while leading the holder to the holes. Pro tip, the holes are always above where the pink clay blocks are on the floor, and also, having a weapon with chain lightning on you is ideal since if done correctly you can hit multiple holes at once.

    Light Holder and Tree Room
    These are the rooms I see inexperienced parties struggle with the most. In lightroom, one player takes the light. Be careful you keep your party close together, as being too far removed from the lightholder means you take often lethal damage. You enter the first dark room and guides the other players to 3 "shadowling" mobs you together must kill. They are tough to spot, but they are endermen, so look for glowing eyes. They're also in pre-determined locations, so knowing where to find them through experience is extremely helpful. Proceed to parkour room. Pretty simple parkour, though make sure to not fall, as you will likely set your party back severely or straight up death. Lastly, the miniboss. Pretty self explanatory, but watch out for being thrown around away from the lightholder.

    Tree Room is divided in 2 parts. Gathering souls from the Soul Shrubs to put into the altar, and the tree labyrinth. The gathering soul parts is pretty easy to understand, players kill soul shrubs, put their souls in the altar for the tree's passages to open, but I see a lot of players going wrong in the tree itself. In the tree your goal is to navigate its rooms until you find one where a cave spider mob spawned (its name will flash on screen, so you know you've found it). Which room it spawns in is random, but the tree layout is not, so you can learn it through memorization. Generally my path through involves entering, taking a hard left, left again, go straight, and if one has spawned in those three rooms, go back through the doors from which you entered. Put the spider heart in the altar, and do that once more.

    Bulb and Void Matter Room
    Bulb Room is pretty easy. You have 3 blue bulbs, which will need to be charged with 3 red bulbs in order for your party to complete the challenge. There will be "Bulb Holders" that hold red bulbs above them, kill those and run towards a blue bulb, but there will also be pink "Bulb Catcher" mobs that will try and take the blue bulbs outside and destroy them, when this happens, catch up to them as quickly as possible and kill them. Or kill them before they can grab hold of them.

    Void Matter room has 4 challenges; 2 parkour ones and 2 minibosses. Gather a void matter of each and put them in the giant void hole. Split up your party as a total of 3 waves of mobs will try and make your life difficult. The mobs with dark blue names are the ones that can damage the portal, and the portal can take 10 hits. The final void matter is obtained from the miniboss that spawns on wave 3. Kill it and open the way out.

    Raid buffs
    Before I get into explaining the boss, I must first get into the raid buffs. Each one is fairly simple to understand what it does, but especially when inexperienced, try to go for buffs that increase your survivability. Mana sustain for healers counts too.

    Greg
    The final piece of the raid, Greg is certainly a formidable opponent. First of all, he is fast. This isn't a problem for flying classes (battle monk warrior, acrobat assassin) but when grounded, you need at minimum 130% walkspeed to outpace him without speed modifiers, and 110% with speed modifiers like an archer's windy feet or speed surges, 90% with stormy feet. Second is the arena itself. With a lot of attacks, he will create void holes that can not only damage you or teleport you and put you in a potentially precarious situation, but falling into them also can spawn "Little One" mobs. These are harmless on their own, but when they are killed they turn into "Greater Ones" which are extremely deadly. Best case scenario they don't spawn at all, but if one does, they barrage you with arrow storm so take them out from a distance when Greg is off in another part of the arena.
    Next, lethal attacks. The first and foremost thing you should know is that this boss is very sound-based. Each one of his most dangerous attacks is telegraphed with an audio cue. The most striking of which being Leap; signified with a dragon's roar. Get out of his way (ideally) to the side. Do NOT greed for more damage. Leap also creates several void holes beneath him, and can chain them multiple times in a row. If you find yourself dying suddenly and likely not knowing what even hit you, this is probably why. Next up, eyes. Greg will spawn several eyes per player, which will track on and follow them until they despawn, which is thankfully pretty fast. If they make contact, they will do a lot of damage and also blind you, so be on the lookout. Eyes spawning is often an indication of Greg going into his watched phase; where he teleports to the center of the arena, becomes invincible, and randomly targets a player to be "watched". This attack is pretty easy to avoid, given the large warning signs, but take care to not stay near people, since the blast radius is quite big, and getting hit deals a significant amount of true damage (damage that pierces defense). The 2 last relatively major attack I want to point out is Jump; not to be confused with Leap. Following an elder guardian sound, Greg will jump up high into the air and come crashing down, dealing a good amount of damage and creating a void hole, and the skulls. Signified by a wither noise, black skulls will charge 3 times in a predictable line towards the player. Run in a zigzag pattern and you shouldn't get hit by these. The rest of the attacks, while still being dangerous if not careful, these are the ones I think that are the most notable.

    As for aggro, unless re-directed by Provoke/Taunt, whoever has aggro at a given moment is determined by how many hits they're hitting the boss with, NOT how much damage they're actually doing. Think boltslinger archers or acrobat assassins.

    Hope I could help in some small way~ yes I know this is a paragraph and a half but I figured I'd share what I know of the raid as a whole, not just the boss, in an attempt to make the entire run hopefully smoother
     
    Last edited: Aug 13, 2023
    Elysium_, NxtMiner, SteelFox and 4 others like this.
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