AoE Zhenning: Difference between revisions
From PWI Wiki
Jump to navigationJump to search
PWpedia>Kinjet |
PWpedia>Sangodoc Various cleanup and removed sigs |
||
| Line 1: | Line 1: | ||
'''AoE zhenning''' is a party of 5-6 people using their area of effect (AoE) attacks to simultaneously kill multiple high level monsters and gain experience and spirit, fast! Level Requisite: preferably 60+. | |||
== The Squad == | == The Squad == | ||
*As stated previously, a zhen consists of 5-6 people, usually 6. This consists of 2 pullers ( | *As stated previously, a zhen consists of 5-6 people, usually 6. This consists of 2 pullers (ideally a Barbarian and a Blademaster for their HP and phys defense buffs, though any class is capable of pulling), 2-3 damage dealers (Archer or Wizard), and 1-2 Healers (Cleric). This is a normal zhen, but of course like everything else in PWI, it can always be varied. | ||
== What you need? == | == What you need? == | ||
*Everyone: Training Esoterica (Esos) to maximize | *Everyone: Training Esoterica (Esos) to maximize EXP gain. | ||
*Pullers: A Ground Mount (although Barbs and BMs can zhen without one. Barbs use their tiger form for pulling, while BMs use their sprints.) | *Pullers: A Ground Mount (although Barbs and BMs can zhen without one. Barbs use their tiger form for pulling, while BMs use their sprints.) | ||
*Damage Dealers: HP and MP charms. Archers will need the skill barrage of arrows (and arrows) while Wizards will need the skill Dragon's Breath | *Damage Dealers: HP and MP charms. Archers will need the skill barrage of arrows (and arrows) while Wizards will need the skill Dragon's Breath. | ||
*Healers: MP Charms. Clerics will need either Rejuvenation Aura (Blue Ball) or Heaven's Wrath (Red Ball) depending on their job. 1 | *Healers: MP Charms. Clerics will need either Rejuvenation Aura (Blue Ball) or Heaven's Wrath (Red Ball) depending on their job. 1 BB cleric is a must in every zhen. The RB cleric can be substituted with another DD or vice versa depending on availability. | ||
== What you do? == | == What you do? == | ||
*Pullers: As the title mentions, the pullers are in charge of pulling all the surrounding mobs into the | *Pullers: As the title mentions, the pullers are in charge of pulling all the surrounding mobs into the AoE as they spawn. Be sure to use one of your AoEs once in a while to maintain aggro. Once the mobs have been placed in the AoE, the wizard or archer will take aggro leaving you to go and aggro the new spawns. | ||
*Damage Dealers: For wizards this is a simple job, set up your dragon's breath in middle of archer and cleric and stay. For archers it is a bit more complicated, you have to duel a cleric and cast barrage of arrows on them. Once the duel is over, your barrage will stay active because of your mp charm. Caution: Charms don't tick in duels, so use a couple normal shots to get the clerics health down a little then use barrage in case you have low mana. | *Damage Dealers: For wizards this is a simple job, set up your dragon's breath in middle of archer and cleric and stay. For archers it is a bit more complicated, you have to duel a cleric and cast barrage of arrows on them. Once the duel is over, your barrage will stay active because of your mp charm. Caution: Charms don't tick in duels, so use a couple normal shots to get the clerics health down a little then use barrage in case you have low mana. | ||
*Healers: Once your duel with archer is over, set up your blue ball or red ball and stay. | *Healers: Once your duel with archer is over, set up your blue ball or red ball and stay. | ||
*Once the party is set with their | *Once the party is set with their AoEs, pullers let it rip! | ||
== Other | == Other Notes == | ||
* You can also use 'mounts' to lure monsters depending on the area (FB [[Nightscream Island]] or World Map) | |||
* You can also use 'mounts' to lure monsters depending on the area (FB [ | * Veno can lure in areas where there is no mount availability. | ||
* Veno can lure in areas where there is mount | |||
* It is advisable to have the full 80 slots in your inventory. | * It is advisable to have the full 80 slots in your inventory. | ||
* Hero quests can also be done with zhen | * Hero quests can also be done with zhen AoE parties, although it is highly not advised. | ||
== Zhen Spots == | == Sample Zhen Spots == | ||
*Squad level 60-65: Seaweed Thieves by Sanctuary | *Squad level 60-65: Seaweed Thieves by Sanctuary | ||
*Squad level 65-70: Seaspray Bladewolf by Dreamweaver port | *Squad level 65-70: Seaspray Bladewolf by Dreamweaver port | ||
| Line 31: | Line 28: | ||
*Squad level 70-75: Rockenwolves in Land of Burning Heart | *Squad level 70-75: Rockenwolves in Land of Burning Heart | ||
*Squad level 75-80: Spiders by Boundless Grasslands | *Squad level 75-80: Spiders by Boundless Grasslands | ||
Revision as of 07:41, 19 August 2010
AoE zhenning is a party of 5-6 people using their area of effect (AoE) attacks to simultaneously kill multiple high level monsters and gain experience and spirit, fast! Level Requisite: preferably 60+.
The Squad
- As stated previously, a zhen consists of 5-6 people, usually 6. This consists of 2 pullers (ideally a Barbarian and a Blademaster for their HP and phys defense buffs, though any class is capable of pulling), 2-3 damage dealers (Archer or Wizard), and 1-2 Healers (Cleric). This is a normal zhen, but of course like everything else in PWI, it can always be varied.
What you need?
- Everyone: Training Esoterica (Esos) to maximize EXP gain.
- Pullers: A Ground Mount (although Barbs and BMs can zhen without one. Barbs use their tiger form for pulling, while BMs use their sprints.)
- Damage Dealers: HP and MP charms. Archers will need the skill barrage of arrows (and arrows) while Wizards will need the skill Dragon's Breath.
- Healers: MP Charms. Clerics will need either Rejuvenation Aura (Blue Ball) or Heaven's Wrath (Red Ball) depending on their job. 1 BB cleric is a must in every zhen. The RB cleric can be substituted with another DD or vice versa depending on availability.
What you do?
- Pullers: As the title mentions, the pullers are in charge of pulling all the surrounding mobs into the AoE as they spawn. Be sure to use one of your AoEs once in a while to maintain aggro. Once the mobs have been placed in the AoE, the wizard or archer will take aggro leaving you to go and aggro the new spawns.
- Damage Dealers: For wizards this is a simple job, set up your dragon's breath in middle of archer and cleric and stay. For archers it is a bit more complicated, you have to duel a cleric and cast barrage of arrows on them. Once the duel is over, your barrage will stay active because of your mp charm. Caution: Charms don't tick in duels, so use a couple normal shots to get the clerics health down a little then use barrage in case you have low mana.
- Healers: Once your duel with archer is over, set up your blue ball or red ball and stay.
- Once the party is set with their AoEs, pullers let it rip!
Other Notes
- You can also use 'mounts' to lure monsters depending on the area (FB Nightscream Island or World Map)
- Veno can lure in areas where there is no mount availability.
- It is advisable to have the full 80 slots in your inventory.
- Hero quests can also be done with zhen AoE parties, although it is highly not advised.
Sample Zhen Spots
- Squad level 60-65: Seaweed Thieves by Sanctuary
- Squad level 65-70: Seaspray Bladewolf by Dreamweaver port
- Squad level 65-70: Pirates in Nightscream Island (Enter through the ship in Dreamweaver port)
- Squad level 70-75: Rockenwolves in Land of Burning Heart
- Squad level 75-80: Spiders by Boundless Grasslands