Mob Arena: The How, and the What.  (Read 7595 times)

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Bexn

Mob Arena: The How, and the What.
« on: 25 Jul 2012, 02:01:45 »
Hello! Welcome to the Official Noobstown Mob Arena Guide!

NOTICE: This information is heavily outdated, and will be fully revamped after a few weeks of V6. Sorry to those who came looking for tips, but hopefully tidbits here and there will be helpful! I will be rewriting the entire guide after a few weeks after the release of V6 with information on whatever maps, classes, or any other information the admins put into the new Mob Arena!

 Now, some people may not have heard about this, or they may not even know what Mob Arena is or how to play it. That's why I'm here. I'll give you a short rundown on Mob Arena gameplay, go through each class that Noobstown MA offers, and maybe offer some quick tips! Let's get started!

What is "Mob Arena"?

Well, you're sent into an arena with other people (Or by yourself), where individual waves of enemies are constantly spawning in certain sectors of the arena. The arena is usually small, and the waves of enemies become increasingly difficult as the game goes on. Your job is to survive these waves as long as you can using the class you choose before the game starts. You can earn amazing rewards based on how long you last in the Arena.

Classes

Now, here on Noobstown, the Arena offers a set of classes, each with different strengths and specialties. Some are better than others, but the choice is really up to you. At first, I would recommend playing around with all of the classes and seeing which one you like best. I myself prefer to play as an Archer or Tank.

Here are all the classes available in Mob Arena.

Knight- The Knight is a melee-based class, so you will be fighting up close and personal. While playing as the Knight, you are offered a full set of Iron Armor with Protection I, a Diamond Sword with Sharpness I on it, and as usual, at least 3 healing potions. These guys are good paired with a Tank.

Equipment: Iron Armor with Prot I, Diamond Sword with Sharpness I, 3x Potion of Healing I

Tank- The damage sponge class. Tanks are meant to take the majority of the party's damage. Your role is plain and simple: Keep the mobs off your teammates, and stay alive while doing it. Tanks usually require a Healer on hand because they take so much damage from enemies. As a weapon, you are given an Iron Sword with Knockback I.

Equipment: Diamond Armor with Protection I; Iron Sword with Knockback I, 2x Potion of Healing II

Healer- The most essential class. If you are in a small party, at least ONE person needs to be a Healer. Healers are one of three classes that have the ability to heal other players, however, they are unable to fight at all. Healers not only can heal, but buff their teammates with Speed and Strength potions!

Equipment: Gold Armor with Protection I; 64x Splash Potion of Healing I, 10x Splash Potion of Strength I, 64x Splash Potion of Regeneration I, 10x Splash Potion of Speed I, Potion of Healing I.

Chemist- Also called the Mad Scientist by some, this class is a perfect blend of healing and damage. Chemists have the same healing potions as Healers, but also gain a set of Damage Potions, and a set of Poison Potions, which are used to damage enemies. Chemists also gain a Stone Sword with Fire Aspect II. Chemists are given a set of Chainmail Armor.

Equipment: Chainmail Armor; Stone Sword with Fire Aspect II; 20x Splash Potion of Damage II; 8x Splash Potion of Poison I; Splash Potion of Healing I; 3x Potion of Healing I; Potion of Speed I.

Archer- My personal favorite. Archers are straight ranged fighters. Your primary purpose is to damage enemies from afar using your Infinity II Bow, which will allow you to have infinite arrows. As a bonus, you also get a pet Wolf to help you fight with. As an emergency, you also get an Knockback Wooden Sword. However, this should only use this in extreme emergencies to push the mob away for arrow distance.

Equipment: Iron Armor; Wooden Sword with Knockback II; Bow with Infinity I, Punch I, and Power I; Pet Wolf;2x Potion of Speed II; 3x Potion of Healing I.

Warrior- The pure melee class. Warriors are like a less beefy tank. For a weapon, they get a Diamond Axe, and as armor, they get full Iron Armor. Again, because this is a melee class, you will take more damage than as an Archer, Healer, or Chemist.

Equipment: Iron Armor with Protection I, Diamond Axe, 5x Potion of Healing I.

Knockback- Considered by most the most challenging class to play, the Knockback takes a lot of practice to play properly. You WILL die very easily because of the lack of armor, but your Knockback V Wooden Sword will do plenty of aid to your teammates. Hit and run tactics are best with this class, as the amount of damage you will take per hit is far greater than any other class, but you will be able to send enemies flying into the walls of the arena.

Equipment: Leather Armor, Wooden Sword with Knockback V, and 3x Potion of Healing I.

[NEW CLASSES AS OF 7/30/2012]

Berserker- One of the three newest classes available, this class is a melee "glass cannon". As the name suggests, this class offers raw damage, but very low armor rating. However, even at low MCMMO weapon skill, this class can two-shot most enemies. As with the Knockback class, the "Zerker" should be played be people who can easily avoid attacks, or can attack quickly enough to knock enemies away from harming you. Played right, this class can be devastating in the Arena.

Equipment: Full set of Leather Armor, 2x Potion of Strength II, 5x Potion of Healing II, Diamond Sword with Knockback II, Sharpness II, and Smite II.

Specialist- The Specialist, or the Demolitionist as I like to call him, is a class with some pretty interesting perks. As enchants go, you get full Blast Protection V, making you far more resistant against Creepers and Charged Creepers. You also gain a sword with Knockback, making the Specialist another excellent "hit and run" class.

Equipment: Diamond Chest, Leggings, boots and Iron helmet with Blast Protection V, Stone Sword with Knockback I, 2x Potion of Speed II.

Pyro- As the name suggests, the Pyro's main power is fire. It is the only class other than the Archer that uses a Bow. However, in the Pyro's case, its ammo supply is limited to one half-stack of arrows. Fortunately, though, you also gain a sword with Fire Aspect on it. In addition, the Pyro is given Splash Flame Protection Potions to protect others during the Arena. The Pyro is a nice blend of the Chemist and the Archer together, and can be played quite variably.

Equipment: Chainmail Armor with Fire Protection II, Stone Sword with Fire Aspect II, Bow with Flame I, 32x Arrow, 2x Splash Potion of Flame Protection

Hybrid- This class, well, it's EVERY class into one class. First off, you get a mix of all of the main armors, as well as a mix of all of the usual weapons of the other classes. However, this classes one weakness: No enchants. NONE of this class's gear is enchanted, making your damage and survivability a bit less potent than other classes.

Equipment: Iron Sword; Gold, Diamond, and Iron Armor; Bow w/ 32 Arrows; Potion of Regeneration I x10.

Helpful Tips


-GROUP UP! When in a group, stay with your teammates! If you have plenty of people in your group, you can avoid taking mass amounts of damage by grouping up with other teammates. If you want people to group up on a specific player, say "Stack on [player]!", with [player] being the name of the person you want to group up on.

-Every four waves, there will be a Special Round. This round can be one of either three kinds of enemies: Spiders, Pigmen, or the Hell Round itself... Charged Creepers. If Charged Creepers becomes your round, DO NOT fight them head-on if they are chasing you. Just run for your life. Charged Creepers are guaranteed to insta-kill you on impact, regardless of armor. They also have a VERY large blast radius, and can deal a lot of damage to your teammates as well. When they appear, have one teammate lead them across the map, while someone else picks them off one by one from behind.

-At round 10, your first Boss Round will occur. This boss, as of the most recent update to the arena, is the Cursed Chicken. Now, all bosses in this arena are unique in one way: They have abilities, just like you. They can fire Chain Lightning at you, shoot arrows at you, warp away from you and your teammates, and more. Plus, they have all of the usual things their non-boss versions have. Supposedly, Herobrine himself is one of the bosses, but you'll have to reach a certain amount of rounds to see if it's true!

-If you're going to play solo, I'd recommend an Archer or Chemist. Chemists can heal themselves, and Archers can fight from afar, allowing them a bit of an advantage on survival.

-In the wise words of Columbus (No, not the explorer, that nerdy kid from Zombieland.): Don't be a hero. You're better off to your team alive rather than dead. If you start taking a lot of damage, RUN! Don't stand there and do a "last stand", because you aren't going to kill much before you die.

-Teamspeak or other voice chat programs are IMMENSELY helpful in the Mob Arena. You can communicate in other ways besides typing by doing this, making it easier to play the game.

Class-specific Tips

-As a Healer, your job is to keep your party alive. Without you, they're all dead. As such, keep yourself out of combat unless you have extremely high Unarmed skill. Keep a close eye on the chat logs to make sure someone needs healing. Even if they're not saying anything, heal them if you think they're going to need healing. Some people also will "guard" their weapons as a sign that they need healing. Pay attention to little details like this, as it can possibly save your party's life.

-When playing the Knockback or the Berserker, avoid biting off more than you can chew. Because you only have Leather Armor, you will only be able to take a few hits before you are defeated. Try taking on individual mobs at once instead. Creepers are also your Kryptonite. Do not take on more than one Creeper at a time, or you WILL die.

-When playing the Tank, however, you can take on MUCH more mobs. Make sure you keep the mobs off of the majority of your team, especially the Healer.

-When playing the Archer, I recommend staying a bit away from the rest of your group, because it will take mobs far more time to reach you and attack you than with your companions.

-When playing the Knight, you should try and kill "Undead" type mobs first, rather than Creepers and Spiders. The Knight is designed to be well-rounded against undead. That includes Zombie Pigmen, Skeletons, and Zombies. Skeletons are usually more dangerous in heavy groups, so I'd suggest taking them out first.

-When playing the Pyro, CONSERVE YOUR ARROWS! Remember, the Pyro, unlike the Archer, does NOT have an Infinity bow. As such, rely on your sword more than your bow, as it is infinite and will last forever. You only get 64 arrows while you're alive. Make sure you have some at all times.

-A Specialist can survive many hits from Creeper explosions, even with their Charged variant. However, don't expect to be an invulnerable shield. Charged Creepers can still kill you easily, but you can outlast them better than your non-Specialist teammates.



Well, I hope you enjoyed this guide. I hope to see all of you in the Mob Arena soon!

« Last Edit: 26 Aug 2013, 02:31:22 by Bexn »

Foob

Re: Mob Arena: The How, and the What.
« Reply #1 on: 25 Jul 2012, 03:24:11 »
Amazing guide, more classes to come! (Stickied)

Boon40

Re: Mob Arena: The How, and the What.
« Reply #2 on: 26 Jul 2012, 20:21:34 »
Awesome guide!

danniel1998

Re: Mob Arena: The How, and the What.
« Reply #3 on: 26 Jul 2012, 20:41:37 »

Foob

Re: Mob Arena: The How, and the What.
« Reply #4 on: 26 Jul 2012, 20:46:18 »
Added more classes, I would suggest updating this :P

Bexn

Re: Mob Arena: The How, and the What.
« Reply #5 on: 30 Jul 2012, 19:29:53 »
[EDIT, 7/30/2012]- Berserker added to class list and explained. I will be testing the Pyro and the Specialist soon, and they'll be covered in the guide once I've got enough info on them. If people could give some of their own advice for specific classes, that'd be greatly appreciated!

Foob

Re: Mob Arena: The How, and the What.
« Reply #6 on: 30 Jul 2012, 20:36:58 »
Nice update, I changed some classes enchants and such around too awhile back. You should update those. :P

tyja

Re: Mob Arena: The How, and the What.
« Reply #7 on: 2 Aug 2012, 00:07:02 »
my advice for the pyro is not to use it because Fire Armor doesnt help and ur weapons dont ignite

Bexn

Re: Mob Arena: The How, and the What.
« Reply #8 on: 3 Aug 2012, 11:58:38 »
@tyja Yes, I am aware of that. Fire is currently disabled on the server, so unfortunately, the Pyro class is virtually unusable at the current point in time. Hopefully it'll be fixed eventually, but seeing as how 1.3.1 just released two days ago, and how there have been numerous bugs on the server as of late, it's likely the last thing on the Admin Team's minds right now.

So yes, for those reading, the Pyro class is unusable at the moment because of Fire being disabled. Once it's enabled, the Pyro should be usable again.

NinjaAssassiN140

Re: Mob Arena: The How, and the What.
« Reply #9 on: 19 Oct 2012, 15:03:56 »
How do you get to the mob arena it sound realy good?

DrOctagonapus48

Re: Mob Arena: The How, and the What.
« Reply #10 on: 27 Dec 2012, 03:57:20 »
yea.  sounds fun :D.  whens the next one?

Bexn

Re: Mob Arena: The How, and the What.
« Reply #11 on: 6 Feb 2013, 02:47:52 »
Hoping to update this guide in the near future, with Noobween classes and tips for the recent maps!

DiggyPerro

Re: Mob Arena: The How, and the What.
« Reply #12 on: 6 Feb 2013, 03:21:18 »
Mob arena is online now. You can just do /ma join (arenaname).