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Guide Tips for banish the beyond

Discussion in 'Wynncraft' started by Phanleanhkhoi, Oct 24, 2024.

  1. Phanleanhkhoi

    Phanleanhkhoi Severely skill issued adventurer

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    Guild:
    I know this is a little late, but I have tips for the survivor and spirit.
    Spirit:
    1) Always check upstairs, the church and top floor of bunker generally has survivors, cuz they think it's safe.
    2) I can not stress this enough, after you chase survivors away from a beacon, check that beacon again within 2 minutes. Likely, survivors will come back to that beacon.
    3) Memorize the time it takes to power a beacon. That way, you can figure out how many survivors were powering a beacon at once, and likely catch one in a locker while the other one runs. Has helped me a lot of times.
    Survivors:
    1) Never choose under pressure as your initial perk, the only time it's good is when you're in bunker. Under pressure also goes well with premonition.
    2) Points of failure should be used, try to power those beacons closest to eachother at the start of the game.
    3) Get a disguise skin, with a stone brick texture for woods and brown terracotta texture for bunker. Again, I can't stress this enough, when using this, don't break cover even if the spirit is staring directly at you, as they likely haven't spotted you yet, and don't get the lone soldier perk, as the bleeding will give you away. Use a mod to switch between skins in game.
    What are the top 3 best perks and top 3 spirit types in your opinion? For me, it's ironwood blockade, blood rush, and narnia, not nessecarily in that order. My top 3 spirit types are Executioner (scythe guy), Taken (locker demon dude) and Vermin ( the rat)

    Please feel free to bully me if these tips are trash, or if my taste in spirits and perks are trash.
     
    Last edited: Oct 25, 2024
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  2. Gone2Dream

    Gone2Dream Luto Aquarum enjoyer HERO

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    Minecraft:
    here's a few more tips. For survivor:

    1. Utalize F5. See everything better.
    2. If the killer is Stalker or Terror and all wells are powered, the Light in the Tunnel perk lets you move as fast as them, making it extremely tough for them to catch you.
    3. In the lobby, you can tell which map will be played by looking at the two fence posts on the tree. If they're connected, then the map will be Bunker. It's Woods if they're not connected.

    For spirit:

    1. If you're Terror on bunker, place a snare or two on ladders. It catches people off-guard.
    2. Guard the three closest wells. Less time is needed moving between each of them.
    3. On Executioner, the scythe is good at setting up traps around loops during chases.
    4. On Vermin, place burrows a bit off to the side from wells. You don't trigger heartbeat warnings for a few seconds after exiting a burrow and may be able to ambush people.
    5. Right clicking on wells with no progress dosen't waste too much time and checks for Deception Veil.
    6. Know when to disengage from a chase and defend the objective.
     
    Last edited: Oct 25, 2024
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  3. Elytry

    Elytry The Previous Usernames Tab VIP

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    Bullying is commencing
    Aghh i hate executioner. You have to switch off your weapon for everything.
    The Vermin has unironically never let me traverse burrows.
    Taken is absolutely valid. (Teleport around the map know because actual physics mean nothing)
    Terror is good. (Also teleport around the map and never get teleported to somewhere uninteresting)
    Wanderer is average (Become invisible)
    Keeper is meh. (Everything hinges on hitting the arrow.)
    Stalker is trash to play. I swear every time i enter the hunt i get stunned instantly.

    Ironwood blockade is a no for perks, too hard to consistently stun a GOOD spirit (i am no good). Anything that gives you speed instead of hitting the spirit is good. (Balanced Landing, Blood Rush, Light in the Tunnel). Not Done Yet is a nice to have. Countermeasures is definitely a lot more powerful than it seems. And narnia is one of the best. If the spirit no likely check lockers, you can escape anything.

    Some tips for spirit specific situations:
    Wanderer - You can't see Garvan, but you can see his feet. Watch out for black particles regardless of heartbeat. Under Pressure is of no use, and neither is Premonition. You can hear them diminish Spirit Wells, search Lockers, and destroy Blockades regardless of visibility. Coming out of vanish makes a distinct noise and gives you an opportunity to run. Use it.
    Vermin: Taking down a Burrow will permanently destroy it and won't give it back to the spirit. If you aren't injured, you should break it.
    Taken: Trust your heartbeat and not your eyes. Stay away from Lockers.
    Executioner: When the spirit throws the Scythe, that is your cue to run.
    Terror: If you know you or someone else set off a snare, stop trusting your heartbeat.
    Stalker: If glitched, OP. If not, average. The spirit can turn off heartbeat, don't trust it. (Same perk rules apply as Wanderer, no Under Pressure and no Premonition.)

    Selecting Perks
    Should take precedence like this:
    Stage of the game: Don't pick Light in the Tunnel first, don't pick Common Knowledge when you're the last survivor or 5 got powered
    Power: Having multiple strong different perks in different areas is better than having all the locker perks/
    Synergy: With existing perks. Can pack a lot of power into a single action
    Anti-Synergy: Never take Surprise Strike with Narnia
    Unless they are the stalker, in which case start running.
    It is good in Decayed Crypt, it just has a smaller use case. (Such as, the spirit walks through the tunnel underneath your well without checking it OR they are inside/outside church)
     
  4. Deusphage

    Deusphage gruesome grue Modeler CHAMPION Builder

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    Creator Karma:
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    The Executioner is Death from ToA, with her silly little scythe.
    The Taken is
    A shred of Aledar's conscious after the events of A Journey Further
    The Vermin is just Rats.
     
  5. Phanleanhkhoi

    Phanleanhkhoi Severely skill issued adventurer

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    I can consistently land ironwood blockade (maybe cuz the spirits I queue are trash), I like the vermin for it's 15% walk speed and solely for walk speed, same deal with executioner, that 15% walk speed really matters.
    I used to like wanderer before everybody and their mother recognizes the sound of me exiting invis. That junk is super loud, and the only ones who don't hear are the ones who have to play with their sounds off cuz they don't want their parents to find out they're playing videogames and beat their ass. (In short, people like me)
    Narnia is goated, it has saved me thousands of times. (And has also teleported me directly into a locker being searched but we don't talk about that one)
    But good points with the stalker and wanderer, don't take premonition and under pressure until someone determined the spirit type
    Taken has always allowed me to reverse-surprise those surprise strike spammers, I hate them so much.
     
    Last edited: Oct 25, 2024
  6. Phanleanhkhoi

    Phanleanhkhoi Severely skill issued adventurer

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    Those are joking nicknames I have for them, I'm aware of the lore.
     
  7. Elytry

    Elytry The Previous Usernames Tab VIP

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    Taken can just teleport around the map in a few clicks. That's what I love