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    1. #1
      Pegasus Unbound's Avatar
        Pegasus Unbound is offline Grandmaster Wizard

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      Cool A Basic Guide and Introduction to The Beastmoon Hunt

      The Beastmoon Hunt
      A basic and simplified intoduction



      There are 2 types of Beastmoon events; there is Monster Mayhem which is easier and similar to PvE and then there is The Hunt which is more like PvP.

      This guide is specifically about The Hunt (Although there will be references to Monster Mayhem).

      To start, I STRONGLY suggest you start with Monster Mayhem BEFORE trying The Hunt. The reason is simply that The Hunt is much more aggressive (And in some cases intimidating) because like PvP, your team is facing another team of real people. This means there is not much time to learn about and get used to the various forms.

      With this in mind, take a few moments and learn about the basics of the forms, how to read the event map and other basics of the game at this guide:

      http://www.wizard101central.com/foru...implified-quot

      Now that you know about the available forms and such, it’s time to look at some very important issues/disclaimers to keep in mind BEFORE you join The Hunt:

      • Check your ego at the door. No matter how much you play the game, there will ALWAYS be something new to learn. Each and every game is different because the combination of the different people AND the forms the choose changes.
      • Always remember this IS a game. If you are not having fun, OR if you are preventing others from having fun, then this game is not for you.
      • Teamwork is critical! If you don’t have teamwork, you can’t win the game. This means positive and constructive communication. If you can’t communicate without sounding bossy or mean, all you do is cause problems that WILL affect the team and lose the game for everyone.
      • Sadly, like with PvP, there will always be some people who are “too intense” and forget it’s a game; and in the process tend to become rude, bossy and intimidating. Just ignore them as much as possible and focus on the others who are playing as a team.
      • Everyone starts as a “Noob”! Nobody starts this game without being new. This is important to remember and instead of getting upset and mean to new people, welcome them and help guide them with the things you have learned. Most important, keep it basic for them; don’t overwhelm them with technical tactics etc. when they are still learning the basics.
      • Just like PvP there are MANY pre-established teams. Maybe someday, KI will set up 2 events that set up mixed teams in one event, and pre-established teams in another. Until that day happens, you just have to deal with it.
      • Last but not least, for those who are playing to get event points and rewards/drops: You will get MANY more drops, Lunari, event points and more by winning the fights and winning the game than just running around trying to open chests/clams, capture rings, etc. Please be part of the team so that the team wins and everyone gets the best rewards.

      OK, now that we have finished with the “disclaimers”, let’s get to the event and have some fun.

      The best way to approach this is looking at what is the same or different between The Hunt and Monster Mayhem:

      • While the map and game will change, the layout is the same; 4 outer rings and 1 inner Spiral Ring. If you look at the map at the top right corner, you can see the layout and who is heading where. Each Team will be assigned a color in the game, one team is Red and the other is Blue. So when you look up at the little map, you will see 3 colors of arrows, red and blue that matches the teams AND a yellow arrow. Just like in Monster Mayhem, YOU are the yellow arrow. This little map is one of the biggest helps you can have as you see where and how many of your team are at. There is one “little” catch, for the other team, you will only see their arrows when they are in a battle. If they are moving from one fight to another, their arrows will not show up so you really need to keep an eye open around you as well.
      • In Monster Mayhem if you are defeated or flee you lose your form and have to pick a new one. In The hunt, you do NOT lose your form BUT there is a penalty timer that keeps you in the Hall that prevents you from rejoining the game until the time runs out. This means you need to consider how much time it will take to flee, wait for the timer and THEN finally get to help another fight in trouble. Sometime it is good to flee early, other times it can also hurt the team in other ways.
      • In Mayhem, the chests/clams only have coins for buying more side cards. In the Hunt, they also offer helpful cards that are added to your side deck or can help in other ways. The problem is when people spend all the time hunting for the chests/clams instead of helping the team, fights are lost and then, so is the game. I strongly suggest you just collect them as you are moving from one spot to another to help your team. Again, you get more rewards when your team wins than you could ever get just wasting time collecting chest/clams.
      • Pips are still an issue in both games. So in both cases, keep an eye open as you go from place to place, and if you have all your pips, call out to you team when you see more so they can also find what they need.
      • In Mayhem, if someone gets defeated in a battle and flees, another member can step into that place to continue the fight, NOT so with The Hunt. If you flee, the spot is closed and it leaves your team mates one short in the rest of that fight. No one can enter that fight, with one exception from a card/spell (that will be addressed in later posts).
      • Finally, the Spiral Battle will not open until a certain amount of time, and a certain score level has passed.

      So much for the similarities! Now let’s get into the event!

      The concept of the event is simple, but the strategies are not. Let’s start with the concept.

      There are 2 teams of 6 players using different beast forms. Instead of beating a timer, it is a game of getting more points than the other team. The first team to get 100 points wins. It’s that simple.

      There are 2 ways to get points for your team:

      The first is “Capturing” (Or Capping) a Battle Ring. There are 5 Battle Rings that give points from being captured; The 4 outer rings and the Spiral Ring in the middle. To capture a ring, you only need to have your form stand in it for a certain amount of time to turn it your teams color. The problem here is if a member of the other team enters that ring while you are standing in it, you end up having to fight them; so it is STRONGLY advised to stay in mini teams of 2 to avoid being caught in a battle where you are the only one on your team fighting. It is important to note, that not only does staying in teams of at least 2 protect you from solo fights, 2 people in a ring will make the Capping timer count down faster. This is an example of where keeping an eye on the map at top to make sure you are not “going solo”. You can also re-cap a ring that the other team already capped.

      The second way to get points (And this way gest many more points than just capturing a ring) is to win a battle in one of the 5 rings. This is where things get a little tough. Only the Spiral Ring in the middle allows 4 players on each side of the fight. The other 4 rings allow a different number of either 2 or 3, making it important to not get caught in a solo fight with 3 opponents. This is why, as mentioned before, try not to run around alone, stick with at least 1 other person.

      Now we get into the difficult part, strategies. There are countless strategies, but there are also a few basic ones that should always be kept in mind:

      • As already mentioned, avoid solo fights.
      • At the BEGINNING of the game, split up and head in different directions (As teams of 2 or 3) to QUICKLY Cap or Re-Cap as many rings as possible. If this is done right, it can give your team a significant early lead in the game.
      • When the other team has 80 points or over, do NOT Cap anymore rings. If you Cap rings, they can Re-Cap it and just win the game that way. This means it is important to watch the score and listen when team mates tell everyone to stop Capping rings; this where winning fights becomes more important than anything else.
      • Be careful of the score because of one “nasty” benefit of getting a serious lead. Under certain circumstances, if one team has a big enough lead over the other, the start winning “Domination Points”. These points happen regardless of battle or capping; so don’t let your team fall behind. This is also a major reason to get a good lead early in the game as mentioned above.
      • Don’t waste time wandering looking for chest/clams or pips when your team mates are fighting an uneven battle. It is better to get there fast, even without pips, than to not get there at all. Some help is better than no help at all.


      Well, that’s the extreme basics, but there is a lot that can only be learned by playing, OR from others who already play. Now I leave it up the rest of the community to start discussing different strategies, tips and tricks. I do have one very important request:

      My Grandmother used to say we need to always “KISS”. This means Keep It Simple Silly!

      You can tell a person to “Contract the muscles of your face so that the 2 furthest opposing points are facing in the opposite direction of the center of your gravity” OR you can simply say “Smile”.

      Let’s remember to keep this guide easy and simple to follow to give new players a better chance to understand and learn. Only when everyone understands and works together can we all enjoy what this event has to offer.
      Last edited by Pegasus Unbound; 9-27-21 at 6:33:34 PM. Reason: Adding new information


    2. #2
      BaronvonWolf's Avatar
        BaronvonWolf is offline Magus Wizard

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      Re: A Basic Guide and Introduction to The Beastmoon Hunt

      Finally, the Spiral Battle will not open until a certain amount of time, and a certain score level has passed.
      *spiral opens at 10 mins i've tested this a few time

      Be careful of the score because of one “nasty” benefit of getting a serious lead. Under certain circumstances, if one team has a big enough lead over the other, the start winning “Domination Points”. These points happen regardless of battle or capping; so don’t let your team fall behind. This is also a major reason to get a good lead early in the game as mentioned above.
      *incorrect this only happens if the other team has 4 rings and a 2:30m has passed
      Side note there is also mercy points for the winning/losing team you may have more pts but the other team can still get mercy. This will only happen if the other team has 3 more members than you

      Don’t waste time wandering looking for chest/clams or pips when your team mates are fighting an uneven battle. It is better to get there fast, even without pips, than to not get there at all. Some help is better than no help at all.
      *depends on forms, sometimes its better to give up a few pts if you dont have pips
      Wolf soulstalker 150 Alex nightshade 140 Valkoor Wild 148 Valkoor Wild ​135 Valkoor Myth 130

    3. #3
      Pegasus Unbound's Avatar
        Pegasus Unbound is offline Grandmaster Wizard

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      Thumbs up Re: A Basic Guide and Introduction to The Beastmoon Hunt

      Quote Originally Posted by BaronvonWolf View Post
      Finally, the Spiral Battle will not open until a certain amount of time, and a certain score level has passed.
      *spiral opens at 10 mins i've tested this a few time

      Be careful of the score because of one “nasty” benefit of getting a serious lead. Under certain circumstances, if one team has a big enough lead over the other, the start winning “Domination Points”. These points happen regardless of battle or capping; so don’t let your team fall behind. This is also a major reason to get a good lead early in the game as mentioned above.
      *incorrect this only happens if the other team has 4 rings and a 2:30m has passed
      Side note there is also mercy points for the winning/losing team you may have more pts but the other team can still get mercy. This will only happen if the other team has 3 more members than you

      Don’t waste time wandering looking for chest/clams or pips when your team mates are fighting an uneven battle. It is better to get there fast, even without pips, than to not get there at all. Some help is better than no help at all.
      *depends on forms, sometimes its better to give up a few pts if you dont have pips

      Excellent clarifications! This is why I mentioned "Under certain circumstances". I was depending on the knowledge of others to come through and make this Guide the best possible help.

      As far as the pip issue, I also agree; but until people know what their forms can do and need to do it, I thought it better to be safe than sorry. Storm Elf is an example of your point; it has a much lower health which makes it a primary target for the other team to attack first. The catch is that Storm Elf has some great spells for BOTH attack and support that need those very same pips to make the difference BEFORE they get defeated.

      Knowing your form, its limits and strengths, is essential in The Hunt. This is exactly why I suggested to learn the forms first by playing Mayhem and using that event to find which forms you like best. It also gives you a chance to raise their Tier high enough to be really "dangerous" (LOL).

      Thank again for your observations. They were very easy to follow and understand. I look forward to having this guide grow and improve so everyone will be able to enjoy The Hunt.


    4. #4
        sparkyflamefire is offline Adept Wizard

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      Re: A Basic Guide and Introduction to The Beastmoon Hunt

      One thing about Mayhem that is different from the Hunt is the clock. Yes, there is a clock for the Hunt, but it very rarely comes into play, at around the 25 minute point and only if neither team has scored 100 points by that time. It ends the match and whoever has the most points wins.

      Mayhem is different. Each wave has its own clock, and there is a clock flower (or shell, it depends on which map is in play) that will give a team an extra 2 minutes for that wave. But only one flower per wave, and it only appears after the team has won the first battle of the wave.

      I can't stress enough how important time management is during a Mayhem event. I have been in matches where the spell I cast would have won the match, but the clock ran out before the spell animation finished. Just a few seconds lost here and there cost us the match.

      That's why I disagree with you in that you should learn the basic mechanics in the Hunt, where you won't have people telling you to hurry up and stop wasting time. If you've never played any Beastmoon before, you may be the person who doesn't know that only a 'form that sparkles' is available, that the others have already been picked. Or you run from form to form to see if that's the one you want to use because you just don't know what the different forms do. Or you may be the person who doesn't even know to pick a form and tries to use teleporter without picking a form first (Yes, I have seen this happen). In battle, you may not be familiar with what your spells do and so you take the time to read each card carefully before choosing which one to cast.

      These are basic mechanics that should be learned in an environment where time is not so critical a factor. Strategy and tactics come later, after the basic mechanics have been mastered.

      So if someone tells you to 'pick faster' or 'pick fast or pass,' its not meant to be rude, although to some people it comes across as such.

      One other thing - forms which work well in the Hunt do not always work well in Mayhem. And vice versa. Mayhem, with its clock, is not where you want to get involved in a long, defensive battle. So forms like Ice Colossus, who primarily use shields, is not necessarily the best choice for Mayhem.

      In Mayhem, you want to hit hard and fast, not use a lot of small DOT which use up a lot of time in animation both on the turn they are cast and in the succeeding turns when the damage is applied.

      Also, the way a form is used can be different. Healers are nice to have around if someone dies and needs to be revived; but, like DOT, small HOT use up a lot of time. In Mayhem, a spiral battle with less than 2 minutes left on the clock is not the time to use a 75 pt HOT, whereas in the Hunt (with no clock to watch) a healer's job is to help keep teammates alive and prolong the battle.
      Last edited by sparkyflamefire; 9-28-21 at 5:27:34 PM.

    5. #5
      Pegasus Unbound's Avatar
        Pegasus Unbound is offline Grandmaster Wizard

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      Cool Re: A Basic Guide and Introduction to The Beastmoon Hunt

      Quote Originally Posted by sparkyflamefire View Post
      One thing about Mayhem that is different from the Hunt is the clock. Yes, there is a clock for the Hunt, but it very rarely comes into play, at around the 25 minute point and only if neither team has scored 100 points by that time. It ends the match and whoever has the most points wins.

      Mayhem is different. Each wave has its own clock, and there is a clock flower (or shell, it depends on which map is in play) that will give a team an extra 2 minutes for that wave. But only one flower per wave, and it only appears after the team has won the first battle of the wave.

      I can't stress enough how important time management is during a Mayhem event. I have been in matches where the spell I cast would have won the match, but the clock ran out before the spell animation finished. Just a few seconds lost here and there cost us the match.

      That's why I disagree with you in that you should learn the basic mechanics in the Hunt, where you won't have people telling you to hurry up and stop wasting time. If you've never played any Beastmoon before, you may be the person who doesn't know that only a 'form that sparkles' is available, that the others have already been picked. Or you run from form to form to see if that's the one you want to use because you just don't know what the different forms do. Or you may be the person who doesn't even know to pick a form and tries to use teleporter without picking a form first (Yes, I have seen this happen). In battle, you may not be familiar with what your spells do and so you take the time to read each card carefully before choosing which one to cast.

      These are basic mechanics that should be learned in an environment where time is not so critical a factor. Strategy and tactics come later, after the basic mechanics have been mastered.

      So if someone tells you to 'pick faster' or 'pick fast or pass,' its not meant to be rude, although to some people it comes across as such.

      One other thing - forms which work well in the Hunt do not always work well in Mayhem. And vice versa. Mayhem, with its clock, is not where you want to get involved in a long, defensive battle. So forms like Ice Colossus, who primarily use shields, is not necessarily the best choice for Mayhem.

      In Mayhem, you want to hit hard and fast, not use a lot of small DOT which use up a lot of time in animation both on the turn they are cast and in the succeeding turns when the damage is applied.

      Also, the way a form is used can be different. Healers are nice to have around if someone dies and needs to be revived; but, like DOT, small HOT use up a lot of time. In Mayhem, a spiral battle with less than 2 minutes left on the clock is not the time to use a 75 pt HOT, whereas in the Hunt (with no clock to watch) a healer's job is to help keep teammates alive and prolong the battle.
      You bring up MANY important issues for BOTH The Hunt and Mayhem; but I think there has been a bit of confusion.

      There are 2 Guides, one for each type of event. While this particular guide is about The Hunt, it does reference some things about Mayhem. There is another Guide for Mayhem (A link is in the original post) that also addresses the very things you have brought up.

      I have always maintained that it is easier to learn the basics from Mayhem, then move on to The Hunt NOT the other way around; BUT that is based on my own experiences and there is no singular correct way to approach any issue since each team is different. In the past, when people were still in what I call "time panic" mode, it was difficult to learn and get used to the forms; but in the last couple events people who play regularly have started to relax and guide new players in the Mayhem event. You point out about the time issue and that is one of the first most vital lessons that can be learned in BOTH events.

      As a regular player, I always ask if anyone is new at the very start in BOTH events. Based on the event, I offer simple guidance to them if it is needed. Patience is a virtue, even in a time sensitive event. New players are already stressed with the process of learning, so always try to keep it simple with some type of explanation.

      As an example, I always tell new players in Mayhem that "The real enemy is the timer at the top of the screen is the real enemy. If time runs out, we loose so please be fast". I also start each event in the hall with "Remember to be fast to get to fights and faster to pick spells". These 2 simple statements really help new players to understand our concerns, but it also important to remember that no matter what event you play, relax and don't be too fast to tell someone to hurry up since that alone can make them slower as they feel the extra pressure from the comments.

      Another example is in The Hunt, I always start with a reminder to "Try to avoid solo fights".

      Also your points about time are spot on in regards to both events.

      Please take a few moments and re-read BOTH Guides (Again, the links are above) and add your excellent points and observations to the Mayhem Guide.

      It is obvious you have a lot to share with players in both events, and I look forward to learning more.
      Last edited by Pegasus Unbound; 9-28-21 at 6:03:27 PM.


    6. #6
        sparkyflamefire is offline Adept Wizard

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      Re: A Basic Guide and Introduction to The Beastmoon Hunt

      Quote Originally Posted by Pegasus Unbound View Post
      You bring up MANY important issues for BOTH The Hunt and Mayhem; but I think there has been a bit of confusion.

      As you pointed out, I agree (And have ALWAYS) maintained that it is easier to learn the basics from Mayhem, then move on to The Hunt NOT the other way around.
      Actually, I said the exact opposite, it is better to learn the Basic Mechanics in the Hunt, where you won't have people on your back about wasting time.

    7. #7
      Pegasus Unbound's Avatar
        Pegasus Unbound is offline Grandmaster Wizard

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      Cool Re: A Basic Guide and Introduction to The Beastmoon Hunt

      Quote Originally Posted by sparkyflamefire View Post
      Actually, I said the exact opposite, it is better to learn the Basic Mechanics in the Hunt, where you won't have people on your back about wasting time.
      LOL, I know that you did say/have the opposite opinion as myself. You will also note that I pointed out it is my own opinion and there is no set rule. Everyone and every game is different and it is always good to keep an open mind as I try to do. As I have said before, there is always something new to learn and I am no exception...are you?

      Let's all work together to make these guides as complete as possible, including different views and opinions on the various aspects of the events.

      I really do look forward to your posts because we can only REALLY learn when we openly and constructively communicate allowing us to see things from the view(s) of other people.

      My main request is let's not confuse people; instead let's keep simple and constructive information about each event in the correct guide so new players do not get side tracked and confused.


    8. #8
        sparkyflamefire is offline Adept Wizard

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      Re: A Basic Guide and Introduction to The Beastmoon Hunt

      You want a bit of strategy that pertains to the Hunt, how about this?

      A lot of people don't seem to know how to play Storm Elf properly. They just have to blade up to get off the big hit. They want to cast 2 blades on themselves before they go for the AOE. And usually die before they get the hit off.

      As someone who likes to play Myth Rat, I know what its like to have a target on my back. And you know what, there's a new form out there (Storm Elf, to be precise) who has taken some of the heat off me. The other side often targets the Elf before they target my Rat. I know that when you're the opponent's main target, you need to get off what hit you can while you're still alive. Even if you'd really like to have another blade on you. Even if you have a small weakness on you. So unless you have teammates who can shield you, hit with what you have while you still can. The successful Storm Elf wizards are the ones who hit fast and have a teammate finish me off on the first round before I even get a chance to cast a spell.

      Myth Rat and Storm Elf sound like a potent team, and they can be. But against a pipped up Wolf and Bull they don't stand a chance. Especially if the other side goes first. So pick your fights wisely.

    9. #9
      Pegasus Unbound's Avatar
        Pegasus Unbound is offline Grandmaster Wizard

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      Thumbs up Re: A Basic Guide and Introduction to The Beastmoon Hunt

      Quote Originally Posted by sparkyflamefire View Post
      You want a bit of strategy that pertains to the Hunt, how about this?

      A lot of people don't seem to know how to play Storm Elf properly. They just have to blade up to get off the big hit. They want to cast 2 blades on themselves before they go for the AOE. And usually die before they get the hit off.

      As someone who likes to play Myth Rat, I know what its like to have a target on my back. And you know what, there's a new form out there (Storm Elf, to be precise) who has taken some of the heat off me. The other side often targets the Elf before they target my Rat. I know that when you're the opponent's main target, you need to get off what hit you can while you're still alive. Even if you'd really like to have another blade on you. Even if you have a small weakness on you. So unless you have teammates who can shield you, hit with what you have while you still can. The successful Storm Elf wizards are the ones who hit fast and have a teammate finish me off on the first round before I even get a chance to cast a spell.

      Myth Rat and Storm Elf sound like a potent team, and they can be. But against a pipped up Wolf and Bull they don't stand a chance. Especially if the other side goes first. So pick your fights wisely.

      A BIG TIME thank you! I could NOT agree more, and Storm Elf (Or any Elf), any Rat, any Ninja Pig and any Fairy seem to be "4 Musketeers" of "Ground Zero" for the enemy in The Hunt.

      They are perfect example where making sure you have pips before getting into a battle is vital. It is also why I suggest they enter the battles last (Or at least 2nd) instead of first. It will give the other people a better chance to shield them and let them do their thing. The nice thing for them in The Hunt is that unlike in Mayhem, you do NOT loose the form.

      I have a Tier 4 Storm Elf, and he is one of my favorites; but I tend to use him more in Mayhem as support where he isn't the main target (Of the computerized Monsters) than in The Hunt where he is the main target of actual people.

      Once again, this is a excellent reason to take the time to learn about the forms and their spells at different levels before getting into any event. The Kiosk is always there, so you do not have to wait for an event to see whats available and later try them out in an event itself. Just remember to let your team know when your using a new form so they can be ready to back you up. Teamwork depends on clear communication.


    10. #10
        sparkyflamefire is offline Adept Wizard

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      Re: A Basic Guide and Introduction to The Beastmoon Hunt

      Quote Originally Posted by Pegasus Unbound View Post
      They are perfect example where making sure you have pips before getting into a battle is vital. It is also why I suggest they enter the battles last (Or at least 2nd) instead of first. It will give the other people a better chance to shield them and let them do their thing. The nice thing for them in The Hunt is that unlike in Mayhem, you do NOT loose the form.
      You see, here we have another difference of opinion. Maybe its just because my teammates worry more about what they can instead of taking care of me, but the further down I am in the rotation the greater the likelihood that I will die before my turn comes up. Especially if I join a battle that had already been started and am in the 3rd or 4th (in a spiral battle) position.

      Sometimes I wish I could just remove the minion-related spells from my deck at the start of the match. About the only time I summon one is if its the only 0 casting cost spell in my hand and I need to wait a turn before I can AOE. There have been times when my starting draw was my AOE, 2 summon minions, and the target minion for a group weakness. And one time when I did summon a minion on the first round I basically got yelled at for not attacking when I had the chance. Even though I was in the first position, I died in the first round and didn't get to cast the AOE.

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