In your opinion, what do you think is the hardest firefight boss? Or, what mission do you think is the hardest?
For me, it just might have to be the mythic Knights on Attack on Sanctum. They fire barrages of the Heartseeker and when you have to face the one in the Garage, you encounter Soldiers with Splinter Turrets and Saws. I had a recent game where there was only a few seconds left on the clock and the last Mythic Knight boss in the Garage had 1-5% health. Most of my teammates were dead, so I rushed on top of the Garage and threw down grenades. I threw a Fusion Grenade directly at the boss and a Soldier was hit instead. I died, time ran out, and we lost the match. So aggravating.
Aside from the Knights, I feel like the other hardest bosses to deal with are when the 3 Warden Eternals are in the Home Base and are all the way back with squads of Prometheans between you and them.
Defending armories against Prometheans are also difficult since they attack in swarms, like a hive.
The Mythic Hunters are very annoying with their homing Fuel Rods. Aside from that, the Mantis that falls into the Garage on Sanctum never fails to piss me off.
Still wanna try catching it midair before it falls in…
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> The Mythic Hunters are very annoying with their homing Fuel Rods. Aside from that, the Mantis that falls into the Garage on Sanctum never fails to piss me off.
Oh, I strongly agree with you on the Mantis’s. They’re overpowered, their guns never overheat, and it’s like they have the armor of a Covenant Cruiser. You’re lucky if tanks can even shoot it from outside. The only good vehicles are airborne and warthogs.
Tomp, Fury of Bahalo is annoying due to what seems to be a higher aggressive AI compared to the other Grunt Goblins. I have never seen any other Grunt goblin physically jump target to target multiple times in a row, punching it and killing it like this guy. Due to this, it is best to take Tomp at a distance or with a heavy vehicle. If a Grunt Goblins had a CQC (Close Quarters Combat) division, Tomp would lead it hands down.
The other annoying bossfight is on the map in my opinion is on Escape from A.R.C when the two Legendary Knight Dignitaries as well as a Mythic Warden Eternal spawn in. What makes this unusually annoying is that the soliders, crawlers, and watchers consistently respawn back in, so if there isn’t good coordination between the players, they can become a distraction while Warden and the Knights essentially mow everybody over. So if you don’t have good teammates, it makes this really difficult. Players who don’t want to use power weapon or vehicle REQs should focus with a DMR or BR on the Soliders, Crawlers, and Watchers (Due to them consistently respawning), while the players using the power weapons and vehicles focus on the bosses in this scenario, but don’t in most cases, leading to a loss.
The Mythic Hunters are annoying when your team decides to use an AR and a Magnum to take them on instead of at least a DMR or Battle Rifle with Kinetic Rounds, a vehicle, or a power weapon. I’ve had this happen so many times where most of the other players in the game do this, make the last round frustrating and hard due to it, and causing the game to be a loss.
Hardest round 5 would be the two Knight and Warden bosses on Sanctum mainly because of all the Knights that spawn in. If your team doesn’t get a handle on them, you could end up with numerous incin cannon Knights on the map plus the bosses.
The four Knights round on that map is also hard, but the minions that spawn in are doable if you have a heavy vehicle like a tank. The frustrating part is if the Knight goes in the garage and trying to get an angle on him with a vehicle.
The three Wardens in the home base is more annoying than hard. It’s best to spawn in a Wraith so you can hit the elevated mythic Warden. I think the biggest mistake people make is they try to fight the mythic Warden on foot while on the upper middle staircase. All that does is make the Warden chase you and now he’s even more difficult to hit because he’s at the highest spot in the base and there’s only a small area where you can hit him effectively with a vehicle.
Urban Warden eternals are devastating. They can jump very far, Stun your ride and finish you off with one swing from thier sword. Oni AND Hannibal scorpions, that should be the toughest vehicles in the game, get destroyed with 2-3 sword swings. And then there are the Banshees, Ultra Wraiths, and Turrets (All loyal to the the warden)… Unbelievable.
There are 2 of these also, so you need to kill one, then quickly run to destroy the other in 5 minutes.
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> Urban Warden eternals are devastating. They can jump very far, Stun your ride and finish you off with one swing from thier sword. Oni AND Hannibal scorpions, that should be the toughest vehicles in the game, get destroyed with 2-3 sword swings. And then there are the Banshees, Ultra Wraiths, and Turrets (All loyal to the the warden)… Unbelievable.
> There are 2 of these also, so you need to kill one, then quickly run to destroy the other in 5 minutes.
I usually find the round fairly easy, but I play on Heroic. My strat is to use a tank and I’ll take out the normal Wraith right when spawns while also moving towards the very left side of the map underneath the bridge where the big shield door is. This will protect you from the majority of the Banshees, but you can also shoot them down and you’ll have plenty of room to shoot Warden without having to worry about him charging you (you can adjust if he moves around). For the second Warden, I’ll go on the middle armory road opposite of the Ultra Wraith and shoot him from there. This will shield you from the Wraith and you can back off easily if Warden starts coming towards you. Overall, just keep your distance from Warden and it shouldn’t be a big issue.
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> Tomp, Fury of Bahalo is annoying due to what seems to be a higher aggressive AI compared to the other Grunt Goblins. I have never seen any other Grunt goblin physically jump target to target multiple times in a row, punching it and killing it like this guy. Due to this, it is best to take Tomp at a distance or with a heavy vehicle. If a Grunt Goblins had a CQC (Close Quarters Combat) division, Tomp would lead it hands down.
>
> The other annoying bossfight is on the map in my opinion is on Escape from A.R.C when the two Legendary Knight Dignitaries as well as a Mythic Warden Eternal spawn in. What makes this unusually annoying is that the soliders, crawlers, and watchers consistently respawn back in, so if there isn’t good coordination between the players, they can become a distraction while Warden and the Knights essentially mow everybody over. So if you don’t have good teammates, it makes this really difficult. Players who don’t want to use power weapon or vehicle REQs should focus with a DMR or BR on the Soliders, Crawlers, and Watchers (Due to them consistently respawning), while the players using the power weapons and vehicles focus on the bosses in this scenario, but don’t in most cases, leading to a loss.
>
> The Mythic Hunters are annoying when your team decides to use an AR and a Magnum to take them on instead of at least a DMR or Battle Rifle with Kinetic Rounds, a vehicle, or a power weapon. I’ve had this happen so many times where most of the other players in the game do this, make the last round frustrating and hard due to it, and causing the game to be a loss.
I hate the Watchers constantly healing the health of the bosses. When they do that, I want to see the bar go up slowly. Not do a 0-80 or 0-100 in a few seconds.
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> I hate the Watchers constantly healing the health of the bosses. When they do that, I want to see the bar go up slowly. Not do a 0-80 or 0-100 in a few seconds.
At least it’s not Halo 4 Watchers, which straight-up revive the Legendary Knight Commander you spent multiple mags on.
Halo 4 Prometheans were kind of terrible…On topic, worst bosses are anything that spawn in the home base. (Looking at you, four mythic hunters.) Tanks can’t get in to shoot them. No ramps to get where they are, so Ghosts are useless. Typically one line to get to each, which leaves Banshees wide open for attack. Wasps are made of paper, and would have to fight in close quarters. No one has enough Phaetons. Weapons are pretty much useless in WZFF.
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> > 2535429556959354;8:
> > I hate the Watchers constantly healing the health of the bosses. When they do that, I want to see the bar go up slowly. Not do a 0-80 or 0-100 in a few seconds.
>
> At least it’s not Halo 4 Watchers, which straight-up revive the Legendary Knight Commander you spent multiple mags on.
> Halo 4 Prometheans were kind of terrible…On topic, worst bosses are anything that spawn in the home base. (Looking at you, four mythic hunters.) Tanks can’t get in to shoot them. No ramps to get where they are, so Ghosts are useless. Typically one line to get to each, which leaves Banshees wide open for attack. Wasps are made of paper, and would have to fight in close quarters. No one has enough Phaetons. Weapons are pretty much useless in WZFF.
I like the new way to kill knights in Halo 5, but yeah, Halo 4 Prometheans were hard. The only thing that seems to kill a Mythic Hunter are Wraiths due to their Plasma Mortar. AA Wraith can take out Banshees.
Easiest boss ever is the Phantom and Temple Wraith on Apex.
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> On topic, worst bosses are anything that spawn in the home base. (Looking at you, four mythic hunters.) Tanks can’t get in to shoot them. No ramps to get where they are,
Best vehicle to use is the Wraith. For the two that spawn at the very top, you have to take the Wraith up the ramp and then position it so you can shoot them. It’s a little bit of a balancing act so you have to be sure not to fall off the edge. The enemies in the home base is one of the worst things about Firefight and it shows why FF needs its own maps separate from WZ.