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Forum Index > Battle Discussion > Need help with Vorpar
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Author Thread Post
Goldentigercat
Level 66
The Kind-Hearted
Joined: 1/16/2017
Threads: 33
Posts: 779
Posted: 3/7/2018 at 11:53 AM Post #1
So are there any of you encounter the boss Vorpar then you know he's a pain in the butt. I can't defeat him no matter what I do I'm just in a constant loop with him. The problem isn't with me dying I can keep my team alive without potions the whole entire time until I give up because I'm just dancing with him at this point. The problem is he keeps healing himself every time he spawns in his minions he heals himself which I'm okay with that but I'm so confused and just dancing with him because he heals himself completely backup. Does any of you have any advice for me so I can defeat him without getting annoyed with him or just doing the same thing over and over again. That would be helpful thanks

My team
https://www.sylestia.com/view/pets/?petid=2835586
https://www.sylestia.com/view/pets/?petid=2870637
https://www.sylestia.com/view/pets/?petid=3058367
Wonderfulwander
Level 75
The Dreamer
Joined: 4/1/2014
Threads: 115
Posts: 6,390
Posted: 3/8/2018 at 3:40 AM Post #2
Took a quick look at your pets, and the most obvious thing is that your pets are not geared correctly, so they are not efficient in battle. I'll recommend you to read this guide on the different proficiencies, and how to equip your pet: https://www.sylestia.com/forums/?thread=45988

the main thing to note is that proficiencies like air, water, and earth are strength based, while proficiencies like fire, light, and air are intelligence based.

This means that when you choose equipment, you need to match the stat that your proficiency is using. So the strength based proficiencies get equipment that boost strength and physical damage, while intelligence based proficiencies get intelligence and magical damage boost. Equipping otherwise, or using equipment that splits points equally between both/all stats would be a waste of points for battle pets.

Once you match your equipment to your pets stat profile, they will be a lot more efficient in battles.



Battle specific wise, from what I remember, vorpar has a tsunami move that stuns your pet. So always make sure you have at least 10 mana, so you can block the move. There is also a period where you can't effectively hit him, so during that period, hit the minions instead.
Scathreoite
Level 75
Hand of Destiny
Joined: 11/2/2014
Threads: 96
Posts: 4,405
Posted: 6/3/2018 at 8:46 PM Post #3
Name: Dew Drop
Level: 60
Element: Water
Prof.: 1HP, 1Str, 1Dex
Relic: Disciple, epic, lv60
Armor: Disciple, epic, lv60
Acc.: Evoker, epic, lv60
Acc.: Illusionist, epic, lv60

> I'd say have Dew Drop as your Tank pet, as Water only has one offensive attack until level 65 (their second attack, Ice Barrier, is a purely defensive move)
> Water tanks can have HP, Str, or Agi prof. (I found I was preferring 2Str/1Agi during the last round of the boards, as Ice Barrier's absorbtion/defensive buffs are more effective with the higher Physical stat)
> Disciple gear is okay as a place-holder, but should be replaced by a more specialised gear when possible.
> Illusionist (Int/Agi) and Evoker (Int/Dex) shouldn't be on a Water pet at all, regardless of battle position, as they're equips meant for Magic elements (Fire, Shadow, Light)

> Water Tanks should have Assassin (Str/Agi) gear


Name: Rainbow Stealth
Level: 60
Element: Shadow
Prof.: 2HP, 1Int
Relic: Myrmidon, epic, lv60
Armor: Assassin, epic, lv60
Acc.: Evoker, epic, lv60
Acc.: Myrmidon, epic, lv60

> HP prof should typically only go to a Tank pet.
> Between a lv60 Shadow and a lv60 Water, I'd say that the Shadow is more of an attacker element, with two viable offensive moves (though the lv65 move inflicts Taunted)
> Shadow pet should probably have 3Int prof
> Myrmidon (Str/Dex) is generally the Air pet equip, and absolutely shouldn't be on a shadow pet as a Relic (or at all), as it gives a boost to the Physical Damage, which Shadow pets don't use. (That's a +245 boost to your damage output on this pet you're missing just by that)
> Assassin generally goes to Physical tanks (Water/Earth) and also shouldn't be on an int/Magic pet.

> Shadow attackers want Evoker (Int/Dex) gear

Name: Dawn
Level: 60
Element: Light
Prof.: 2HP, 1Int
Relic: Assassin, leg., lv60
Armor: Ravager, epic, lv60
Acc.: Evoker, leg., lv60
Acc.: Disciple, leg., lv60

> Light Healers want all prof to Int, typically.
> Again, a Phys relic on a Magic element pet, in this case losing out on a +305 boost to damage output.
> Ravager gear should pretty much just go to a Strength Mission Pet, not a battler, and certainly not an Int pet.
> Already mentioned Disciple

> Evoker is correct. Light Healers want Evoker (Int/Dex) equips. (I tend to also give mine one or two Illusionist to get them a bit more Agi, but that's our personal preference)

> Give this Assassin Relic to the Water Tank

Overall:
- Go for Grove equips > lv50 Mythical > lv60 legendary > lv50 legendary > lv60 epic
- Have a good stock of healing items
- you can go to the Sylestia Walkthrough to read about Vorpar's tactics
- You might want to switch up the party elements? Air and Fire are the usual Attacker elements for a reason. The different tanking elements each have different strengths and weaknesses in a battle, too, and what is effective for you may depend on your playstyle.


(on Grove equips, Water tank would get Tidal Lord, Shadow Attacker and Light Healer would get Pyromancer)
Edited By Scathreoite on 6/3/2018 at 8:48 PM.
 
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