Wednesday, November 7, 2012

WarTune Tips - Multiplayer Dungeons / Instances

This post is one of our series of tips for WarTune, a 2.5D MMO converted from the Chinese version by 7th Road  It is free to play, with optional features you can purchase with money.
In this post, we will talk about Multiplayer Dungeons/Instance runs. Click here for our review and list of tips.

Unfortunately you will run into a lot of impatient people in this game (and probably in every other game). They hardly ever talk to anyone (although they might actually not speak English, especially if you are using one of the European or Oceanic Servers), so don't be shy to take the initiative.
Here is a checklist of really very obvious things to do, but which people often don't do.
  • Party Composition
    • There is nothing wrong with having a mage in the front rank if they have enough PDEF. And with Astrals and socketed gems, you don't know who can tank. I've put my healer mage up front many times, sometimes just to spread the damage out so the front liners don't need emergency healing.
  • Formation
    • Knights and Archers in the front, Mages behind them and in the SAME row.
    • If you have a particularly tough character who will only take minimal damage, you might want to put them alone in the front rank. Otherwise, having 2-3 on the front rank forces the enemy to split up their attacks as attacks are randomly directed. This evens out damage and reduces the chance of any one character being in a Health crisis.
    • Watch out for creatures that use area effect attacks, such as the taurens -- try to spread things out.
    • If someone has lag, don't count on them being in front, and try to have at least one more person in front. If you put them in the back, a healer mage can still open with Suntoria early to keep everyone comfortably healed.
    • Also watch for bosses that do specific things. For example, the Eye of Yaros on the L40-45 Void map tends to hit the back row, so move all your mages there to absorb its magical attack (defended by MDEF).
  • Stay close
    • Often the impatient ones will dash ahead and get into trouble. By the time you join the battle, they might already be seriously hurt. If everyone splits up, stay close to whoever's in the lead in case they get into a fight.
    • If you are too far away from a fight, you will have to click on the enemy instead of simply being close enough to be dragged into the fight.
  • Build Rage before bosses
    • Before the tough encounters, try to go easy on Rage against the weaker mobs so that you can start strong against a boss and get the long cooldowns on powers started. For example, if you are a healer mage, it is nice to immediately open with Suntoria and start the long cooldown there in case you need to cast it again, as well as start 5-7 rounds of healing for everyone.
    • Another good time to build Rage is against the Summoners. On maps like Claristun, there is a "Summoner" character who will let you fight a clone of your party in exchange for Skeleton Keys. Usually there's good loot dropped but the fights are hard.
  • Summoners
    • If you have a wild mix of levels, you really want to think about whether you want to fight the Summoner, as it could end up being a chancy last stand involving only the toughest characters on both sides. Whoever opens up with strong area-effect attacks could wipe out the weak characters on the enemy side, immediately shifting the odds.
  • Thank people
    • Hardly anyone does this, but it's nice to do. If you're of a moderate level and a couple of high-level trump card characters basically mow the opposition down for you, it's nice to thank them for their time in essentially winning the MP Dungeon run for everyone. They could have done a more challenging map for better drops, or done the map solo, but instead they took you along. Thank them.
    • The best time to thank people (or ask for another run immediately after) is during the final boss. When it's almost dead, you usually have time to type into the chat. If you wait till people are back in the lobby, more often than not they immediately exit.

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