what i learned in almost 2 years of tw

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what i learned in almost 2 years of tw

Post  hugofiuza on Thu Jan 12, 2012 12:29 am

Introduction

The first question I always ask is this. What is TW? For many other people I spoken with it’s a battle between two goliaths who vie for the control of land, for money for glory. The reasons to go to war may vary however I am not convinced by this interpretation. From my experience TW is a race of sorts. Not one where the fastest to get from point A to B wins, but the first to destroy the opposition’s crystal.

This race is also weighted. What do I mean by this? OK if you enter a TW as defenders, meaning you already hold the land under attack, you have an inherent advantage. A TW defence can literally mean to defend. There is no requirement on you as defence to attack at all. Destroying the other side’s crystal helps to end the battle but for the defence to win they simply need to prevent their own crystal from being destroyed.


For a territory war to take place in the first instance the leader must bid on a land. This we all know but again tactics come into play here as well. Have a look at the map below:



Imagine if you will two strong forces that hold land. One holds Etherblade and Archosaur city. The other controls Tradewind Village, Shining Tidewoods and Mount Lantern. The faction holding the cities has a problem with the opposition. The rules state that a faction must hold 2 lands to attack a Level 2 territory with territory adjoining that target for assault and 3 lands to attack a Level 1 territory with lands adjoining. The problem for the defence here is that there is a difference between a level 2 defence and a level 1 defence. By the time the bids have finished the defending faction may have as little as 24 hours to make their preparations.

In terms of land based tactics a popular move is to box an enemy into a corner where they can do little or no damage. For example keeping them away from key lands where refinement points are good or where essential apothecaries can be manufactured, such as 1000 stream city for iron guards.

Each side has 2 identical keeps or bases, each have 3 gates. Towers are available by default at the spawning point which if you die (or enter the instance) is where you start. You can make more around your base crystal, number depends on level of TW. Finally Towers are also available to be made outside gates A, B and C as well as up Lane B at the defence point and either Lane A or C, depends if attacking or defending, at a defence point.
Chapter 1 – Rules for Combat

This is a brief summary of the rules as provided by PWI.

Bidding: The leader of a faction can bid on any territory from the point when bidding starts (Thursday Morning PST time) till bidding ends. The only restriction on this is if the faction already holds land, in which case the leader can only bid on adjoining lands. A faction leader of a faction holding lands does not have to bid on any land.

Schedule for Combat: Once a bid is successful a time and date will be assigned for combat. This will be available on the world map on the territories section. The faction should be ready to enter the instance on the time and date stated.

Numbers permitted: 80 members from the faction can enter a single TW instance. They can be of any level above 30 (PK rule still applies – glitch still not fixed) and of any class. To enter a TW a person must have 100 hours in that faction prior to the date and time for TW. Persons removed from a faction during TW will be automatically removed from the TW instance. If necessary a person can leave a TW instance by returning to base and talking with the battle coordinator. Once 80 people are in a TW instance for 1 faction no one else will be authorized to enter regardless of squads or arrangements.

Entry to a TW: This can be done at any teleport mage or battle coordinator by selecting “Enter Instance”. When the time for battle comes, the land being attacked or defended by your faction will change color. Clicking this will permit entry. On entry you arrive at the spawn point of the base.

Binding: There are totems located for your faction during TW on Lanes A, B and C. Binding to these allows you to return to that point on death from the teleport point at the base spawn point. This will be in oranges with crossed swords over it.

Flight, Rides and Pets: The Use of Aerogear for combat inside a TW is permitted however the height is capped at 30 metres. Rides can also be used for transport however you cannot attack from a ride but can be attacked. The use of land and air based pets is authorized inside a TW but not water pets.

Conditions for Victory: for the attacking side they must destroy the defenders HQ crystal within the 3 hour time limit. For the defenders they may win by either destruction of the attacking sides HQ crystal or by avoiding having their own crystal destroyed within the 3 hour time limit.

On Victory / Defeat: After the battle is over a 90 second instance timer will appear for all members on both sides. You may however continue combat during this time for personal glory / PK kills.

Variations on TW: The rules for TW defence and attack vary based on the level of the land being attacked. These are –

Level 3 land: Attack and Defence receive 4 catapult units and 4 towers around their HQ crystal each.
Example: Misfortune City, Shining Tidewoods.

Level 2 Land: Attack will receive 6 catapult units and 4 Towers for their HQ crystal. The defenders will have 4 catapult units and 6 Towers for their HQ crystal.
Example: Etherblade City, City of the Plume, City of the Lost, Tiderage City, Dreamweaver Port

Level 1 Land: Attack will receive 8 catapult units and 4 Towers for their HQ crystal. The defence will receive 4 catapult units and 8 Tower for their HQ crystal.
Example: City of 1000 Streams, Archosaur City (Capital)


Chapter 2 - Preparations for War

Prior to a TW preparations are essential. These cover various areas. The most common preparation is a battle plan and squad allocation. This will be done by the leader, director or possibly a TW coordinator. A review of various tactics available is covered later.

Personal stuff: Make sure you have eaten before hand or have drinks and snack available. Make sure you go to the toilet, afking during TW is not authorized for any reason by pretty much any faction, even to answer natures call. Make sure phones and pagers are off. If other people are likely to disturb you make sure they know you are not to be bothered during this time. If you computer is in a private room lock or jam the door shut. If anyone knocks on the door do not answer it, if it is important they can come back or leave a message. Until you see Victory or Defeat on the screen your life belong to the faction, you do NOT leave that PC.

Duty Roster: Only 80 can enter a TW instance. For a faction of 200 people this means some are not going. Those who wish to participate in TW should contact their coordinating officers to register. For Outlaw this is KeeleyRin and Mc_Meco. Squad for TW will usually be placed in a communal area such as a forum. This will detail the squads, the squad leads and probably the missions required.
In the event that this cannot be done the leader will contact individual squad leads for their squads and missions. During this time faction chat should go to silent running. No one other than a called squad captain or the leader should speak under any circumstances. Failure to comply wastes precious time and is a sign of disrespect for your leaders, certain factions have been known to eject members for breaching this rule.

Furthermore the faction will probably have a pre designated entry point so squads can gather, for us this is Sandsong Village. All members should have their Voice over Internet Programs ready and loaded 1 hour prior to battle. Any technical issues relating to using these programs should be resolved before entry to TW. For Outlaw this is Ventrilo. Only members assigned in the duty roster or called to replace missing members should be in Vent at this time.

Once you have been called to your squad you should all gather together. 10 minutes before entry to TW the group will buff. The mission specifics may be discussed and the squad lead may hand out apothecary items. This is the time for question about the mission. Any member on the roster not in squad with 15 minutes to go before TW start will be replaced by a reservist.

With 30 minutes to go before TW starts faction chat should switch to TW combat mode. This means only the Leader, Director, officers and squad leads should talk in faction chat to arrange any replacements. During the TW faction chat will be used to spread Intel for that are not in Vent. Keep this channel clear.
For those in Vent the channels for offensive and defensive squads will be chaotic as it is. No non TW conversation should be taking place. If you disconnect try to re-log as fast as possible. If you need to leave due to a real life emergency for example, inform the squad lead immediately so they can call for a reservist to replace you. Then head to base and leave instance.

If you breach the rules for the factions TW, go AFK, go off mission or in any other way jeopardise the success of the battle expect to be severely punished.

Basic Equipment: Each TW combatant should have the following items ready and available for use in the TW at least 1 hour prior to the start of battle.
Mandatory:
HP Pots
MP Pots
Elixirs
HP Charm (with enough HP Points to last the entire TW) + Spares if required (I.e. Barbarian Catapult pullers)
Any apothecaries required to do your job
Town Portal available – You may need to return to base fast
All equipment fully repaired
Aerogear

Optional:
MP Charm (with enough points to last the TW) + Spares if needed (i.e. Archer / Wizard) Depending on role this may become mandatory, if a person is zhenning a crystal.
HP food
MP food
Teleport incense
Mount
Pet

Apothecaries: The apothecaries that are often used for TW relate to specific roles some example of more commonly used apothecary items are stated below:

Jade Powder: Gain 1 spark instantly
Gods Tea: Gain 1 spark and 50 chi instantly
Stone Turtle Orb: Reduces all damage by half for the next 15 seconds
Wind Rage Incense: Doubles Players Channelling speed for next 5 seconds
Dew of Gods Protection: Absorbs at most 3000 damage over 30 seconds
Nature Powder: Makes player immune to all movement de-buffs for next 12 seconds
Vacuity Powder: Makes player immune to all movement de-buffs for next 20 seconds
Dew of Star Protection: Greatly reduces all damage taken for the next 20 seconds
Charger Orb: Increased players max speed by 200% to a maximum limit of 15 m/s
Tranquiliser Orb: Send player to sleep and unable to move but absorbs all damage for next 12 seconds.


Chapter 3 – Squads

The squads used in TW determine the roles and missions which are required by the tactics for that TW. These may be changed but will often have a core number of members to keep consistency and experience in the teams. A brief summary of Squads are listed below:

Assault / Cata Aka Xsquads

These units will possess 1 of more barbarians pulling the catapult unit. Their sole purpose is to get that unit into the enemy base and onto the crystal. All other members of the squad will support this role. These teams always include Clerics who will heal, purify and buff their assigned Barb. The other members will probably include Blade masters whose aoe stun can clear a path for their cats and ranged fighters who can protect and shield the Clerics while they are busy. As a result of the close contact nature of the team expect heavy damage at all times. The primary threat to these teams are Archers, Wizards and Venomancers who can eliminate Clerics, debuff the Barb and barbeque the Cat and its puller in a blink of an eye.

Defensive / Receivers Aka def 1 2 3 pad and mk squad

These units are to stop the enemy invasion. Their main role is to stop the cat puller and beat the living day lights out of it. Key element to this is to remove their support first. You can’t kill a cat which is being healed. The squad will be pretty versatile in nature but will always include a wizard and a Venomancer. The barbarians are very poor against magical attacks and the Venomancer purge skills, turns the bad situation for the barb into a worse one. Clerics are usually a feature of these teams not for healing but to help buff some members but also to use their own considerable metal magical attacks against targets. Clerics are also particularly useful for taking out enemy Wizards due to having good physical damage and magical damage skills. Finally Blade masters are again a feature of these teams as well as non Catapult Barbarians as both have the ability to stun lock incoming marauders. These teams often contain “squishies” aka arcane and light armor users. Expect moderate to massive casualties.

Air squads / Marauders Aka snipe squads

These are airborne combatants who support either the functions of the offensive or defensive teams. The key to their role is high damage and versatile nature. Air squads will normal focus on anti healer roles and anti sniper roles to destroy Clerics accompanying cat pulling Barbs or Venos’ / Archers harassing defensive units. The function of these teams will vary and can change rapidly based on the progression of battle. Good communication is essential as such I recommend that all members of these teams are in Vent at all times.

Once air targets are neutralised they may accompany cat units so far to their targets if the zone is clear. Otherwise they may be asked to switch to air – ground assault to destroy support units for cats. Command and control is essential, once given an order, don’t question it, do it.

Special Air Squadrons / The Berserkers Aka snipe squads

These are specialised units who are dedicated to a single thing, the deliverance of death. Their aggressive role and nature means that they suffer heavy damage and very high contact with enemy. As such massive casualties are a certainty. The mixture of the squad will vary but will almost certainly contain ranged classes, casters and anyone who is packing massive firepower such as Big Punisher of Nefarious or nonameWiz of Regicide. The squad nature is focussed on assassination and will systematically hunt down and destroy designated targets, usually defensive units and key personnel. They are best used in a single mass of 6 fighters targeting a single unit. Once the target dies move onto the next victim. If circumstance permit they may switch to 2 v 1 or 1 v 1 combat. However a gush or water is always stronger than a constant drip.

This squad will also perform some roles which can only be described as kamikaze. In some factions the berserkers may be taken off normal assassination duties to intercept incoming trains of barbs and cats, harry the target and even engage multiple hostiles at the same time. Doing this will get you killed but buy your faction precious time to regroup and recover.

Padders / Spawners / Intel

This is a team of Clerics who will buff players recently killed for the cause. I love these people with all my heart and so do you if you want to live. These people do an amazing job of healing and preparing our fighters for combat. They also have an interesting secondary role. They can identify patterns of personnel being killed for Intel information as well as give details on HQ status and any base breaches. These squads sometime contain runners like Barbs/BM’s who will scout ahead and give Intel reports on enemy movements.


Chapter 4 Tactical Planning and Analysis

Every TW must be planned separately. No plan is always a defeat at the start. In the words of General Sun Tzu in his book Art of War;

“The successful General only starts the battle when the war is already won”.

Planning is everything. This is always done by a high level officer if not the faction leader. The tactics are broken down into sub roles and missions for squads to perform. As any command knows, even the best laid plans can go to the wall after just 5 minutes. This is where the Pan Gu Trinity comes in.

Communication – The ability to say where to go
Command – The ability to say who must go
Coordination – The ability for those directed to go and perform

Nefarious have pretty much conquered Sanctuary, not through superior equipment, skills or levels but through mastery of this basic concept of TW tactics. Without this there can be no Victory. Regicide is the epitome of this. Regicide is a good collective of high levels with good skills and equipment. However in comparison between Nefarious and Regicide, Regicide lacks the depth of communication, command and coordination. This is why in most conflicts Nefarious are dominate.

This is furthermore highlight from previous experiences when Nefarious was undergoing leadership change and some personnel was replaced this is when Regicide started winning. Anything interfering with the Pan Gu Trinity (won’t say Holy Trinity out of respect to Christians of all denominations) will immediately jeopardise the TW much worse than an information leak or anything else.

Once we have our basics in place then we look to planning. I`ll go over some of the more standard concepts used in TW.

Tactic 1

Chip and Charge

Concept: Pretty simple. Arrive at the instance and gather put all defensive and offensive units. The offensive units grab their catapults and up to 60 people will run straight down lane B to the enemy base. This leaves a small crew of people to man the pads and defences. The unit runs as one with clerics airborne over their cats. BM’s and Non Cata Barbs lead the assault to stun anything in their path. The sides and rear are lined with Venomancers (Nix), Wizards, Archers who will engage and destroy anyone getting too close. Once arrival at base they surround and protect the Cat units engaging any threat to buy time for the job to be done.

Practical Use: If done wrong this is the mother of all cock-ups. This technique however is great for catching people with their pants down. This also spawned what Regicide calls the Nefarious Juggernaught assault. On several occasions this tactics has ended a TW in under 5 minutes. To date no successful counter measure has been devised against the Nefarious assault, hence Juggernaught because no living force can stop the Juggernaught.

If this is done wrong however the attack fails and your cats if not destroyed are now trapped at the enemy strong hold. This is pretty much game over. The result is that you are on the defensive now if not under heavy attack. The coordination may start to crumble very fast. Getting those catapults back won’t be easy and there is nothing to stop them destroying them as your arrive.


Tactic 2

Tortilious

Concept: All out defence. This can only be used by a defensive TW side. The concept is very basic, defend non-stop for 3 hours. All 80 members will cover lanes A, B and C and engage the enemy as high up as possible a skeleton force remains at base to stop anything getting through.

Practical Use: Ouch! Been here done this, this is bloody painful. 3 hours is a long time to fight non-stop and any mistakes here will be costly. This can work however as your may make your opponent make an error in judgement. There is nothing to stop you starting like this then sneaking some of your own catapults into their base. If you lack the firepower to win, this technique can result in your winning by default, but higher level concentration is required and have lots of spare HP/ MP charms and pots available. This battle is about who runs out of steam and ideas first. Risky!


Tactic 3

Sidewinder

Concept: Most factions attack via the shortest route Lane B. Land your defence here and send 2 units on A and 2 on C. Have them meet in their base. The idea being you expect them to defend on B. Hitting both lanes at once will result in their forces being split 50/50. Useful if you have assault squads / berserkers who are good at 1 v 1. Once their defences start to crumble the will most likely retreat and defend. This is when you maul them.

Practical Use: doesn’t always work like this. Plenty of times I have been greeted on A or C by defenders. Interesting thing is that the defensive split isn’t always 50/50 which means 2 cats get stopped and 2 get in. Either way your clogging up the defensive squads and doing their Crystal damage. If you can keep them confused or bogged down they are screwed. Just avoid over committing troops too far forward. This tactics does leave big holes at the back.


Tactic 4

Pincer Manoeuvre

Concept: Like the side winder Technique the Defence squad meet and greet head on which 2 air squad wheel around the sides. Then the team come together from both sides resulting in the enemy being attack from 3 sides at once. These results in their lines collapsing and you can quickly pounce and launch your assault either on the wings or the centre, which is now littered with dead.

Practical Use: This works rather well if the communication is good. The end result is that their assault forces are largely dead and you can hit in 1 large group. This also gave rise to the decoy technique used by various factions including myself when I was TW coordinator at Regicide. This was used the first time during the attack on Etherblade and nearly resulted in Regicides first major victory against Nefarious. This tactic was also successfully employed against Amplified and proved they are not reading their opponents fight style or capability. Only down side is this. If the pincer fails so does your attack. This is why this is not a standard tactic but more a test of the enemy and yourself. A last resort linking attacking and defence pushed.

Tactic 5

Trident

Concept: This is a three pronged attack with catapults on all lanes. The main cat force is on Lane B. The idea being that the attack units will clean and sweep all forces ahead for the catapults pinning the enemy in their own base. Once complete the enemy is on all out defence while a massive assault force is in their base attacking the crystal.

Practical Use: Near impossible to pull off due to the fact all 3 lines must move at the exact same pace. A loss of level between the 3 units will result in huge gaps opening which can result in one of the prongs of the trident being destroyed. This then opens a gap for an enemy catapult assault which cannot be repelled because only 20 people including the Padders are left to defend. If this is done right it will crush and enemy using their own strength. Done wrong this is suicide.


Ok so this pretty much concludes a summary of some of my TW experiences. I did leave a fair bit out, but I don’t think it is appropriate to discuss them. If nothing else I got to vent a few things from my Brain to make room. If any of this is useful great, if not hopefully you got a laugh out of this. Finally remember.

If it can breathe or bleed it NEEDS to DIE!

Tips and Tricks
Hey all, J here with another of my long yet informative threads for you all. In this post I'll be covering the basics, some techniques, and overall strategies of how to better yourselves in TW and really give the opponent a run for their money (or mirages in this case as of the update ._. ). So with that said, let's get started with the first thing on my list:

Team/Squad Set-ups (T Button)



Selecting Targets
Targets in TW will vary depending on which class you are and what squad you have been selected to be in. I'll go into detail for this later on.

Non-Member selection
VERY important to turn off faction members in the team set-up. Nothing sucks more than being pressured by the enemy, trying to pick a target through all the "Looking for squad members" clutter and you end up selecting one of your own faction mates instead, thereby wasting even more time for yourself and giving the enemy more time to kill you.

Slogans
EXTREMELY important to have your slogan up at all times during the TW. This will make you hard to target for the enemy as they wont know who is who on the target selection menu. A key to winning most wars. If the enemy cant target the right person, then that's more time for us to make a comeback/counter-attack.

Charms and Apothecary Pots






Attack Charms
While the damage addition from these might not seem like that big of a deal to some people, these do indeed help in killing those few pain in the ass people that just won't seem to die. Extremely useful for the snipe squads and all around DD'ers of the faction *look below at my forum sig to see some of the results of kills with attack charms*. The prices on these can vary depending on the level you're able to equip based on your weapon. They cost a bit of Perfect Chi Stones to make, but if you can get them made, they're well worth the investment, your damage will thank you for it.

Pots
White Tea: Definitely the best for archers and wizards, but favored by other classes as well. Nothing says damage like being able to have a Barrage or BIDS ready to fire anytime you want. Could also be used for defensive purposes such as a barb's invoke, but 99% of the time IGs will be better than that. If one cannot afford these pots in certain quantites, then you can use the next best thing, which is God's Tea. Those require 25 Devilwood and 20 Tulips per 5 pots and gain 1 1/2 sparks per use.

Ironguards: A cata puller's best friend. The ultimate life saver among life savers. This will keep your kitty from dying or taking any damage for a full 12 seconds. Laugh at someone's demon/sage spark as it does absolutely nothing to you. Only downside is if used without an anti-stun on, you'll be a sitting duck for those 12 seconds as people crowd around u waiting for the IG to expire and kill you immediately after it's done. These can be quite costly on the market in mass quantities as it's the most sought after apo pot to use in various situations. Currently Regi controls the market on these as they have control over 1k Streams, but, they're more generous with them then Nef was when they had control over it so it should be that much of a problem in the end.

Sutras: Invincibility for 6 seconds while still being able to move/attack, what's not to like? See IGs on how to get your hands on these.

Selecting Your Target



Archers: Your job is to target the squishes, kill fast, and if needed slow down the enemy cata pullers in any way you can, mainly with Stunning Arrow and Aim Low. As for the squishies (Clerics, Wizards, Psychics, Venos, other Archers) which you SHOULD be targeting, try to take them out as fast as you can. Your job is to get in there, kill and get out/move to the next target. I usually like to lead off with a Stunning Arrow for my target and follow up with Demon Quickshot. If you don't have that skill or aren't a demon in general, than a Take Aim or Deadly Shot will do just fine. 9 out of 10 times my target dies to my combo, especially if my quickshot procs its effect. As for heavies if you're forced to fight them, disable them with Stunning Arrow or Aim Low, then follow up with a metal attack combo: Thunder Shock--->Lightning Strike---->Thunderous Blast. As for enemy barbs, Sharpened Tooth Arrow will be your best friend, use it, it'll make them die a hell of a lot easier with a big chunk of their health gone. If the enemy barbs have made it inside the base, TARGET AND KILL THE CLERICS ASAP. They will keep the barbs alive and make them almost impossible to kill. Once they're dead, then you can focus fire on the barbs.

Wizards: Your job is to be the cata killer and all other heavies you can get your BIDS on. If there is a barb or BM breathing anywhere, kill it. Also target archers and venos as second priorities. Other than that, your jobs are pretty straight forward.

Barbarians: Do I really need to say what your job is? If you're not pulling a cat and doing everything you can to survive, then you're dropping bombs (Armageddon) on anything that moves and is clumped together.

BladeMasters: Your job is to STUN STUN STUN. Nothing annoys the enemy more than not being able to move or do anything. Roar as much as you can and if you have the chi, drop Heavens Flames on top priorities which should be the barbs if they're trying to get away. Other than that, pretty much target the squishies just like an archer would. If you feel it's necessary, Roar other BMs to keep them from using their stuns on your teammates.

Venomancers: Your job is to sick your flaming chicken on the squishies and problem DDers like the archers and wizards. Once they're taken care of, move on to the other targets if you can like the clerics and other venos. Besides that, your other top priority is to PURGE THE CATA BARBS. I cannot stress enough how important this is to defending the base as well as winning a TW for that matter. Purged barb = no buffs = easier to kill. If you see a barb, and your purge is ready to go, do yourself a favor and rid the barb of his buffs, he'll cry about it once he's dead.

Clerics: Your job is to support the squad as much as you can, rebuffing, healing the wandering cata barb if you see he's getting hurt like no other, and dropping a Tempest here and there on heavies (mainly the enemy cata barbs). Take care in protecting yourself as much as you can as you'll pretty much be a top priority to kill for everything, especially if you make it inside the enemy base.

Assassins: Your job is either one of two things. You're either A. Scouting in stealth, or B. Killing squishies you happen to come across, and if you can, stun with your Headhunt on enemy cata barbs or tackling slash them to keep them from going anywhere. If you're one of those rich sins that can afford to go 5.0/sec with daggers, have fun pissing off barbs when you kill them in 5 seconds flat demon sparked.

Psychics: Your job is pretty much the same as wizards, just use your most powerful spells to kill everything they do and take down whatever you can.

Defensive Charms



These will save your life on more than one occasion. I highly recommend these, especially if you're an arcane. It only works for one attack, but the damage reduction from it is superior. Pop one of these when entering the TW instance (if you use one before you teleport into the instance, it will get taken off and you'll have to pop another one when you get in). These have saved me charm ticks on many occasions, and more so, my life. Get these if you can, you won't regret it.

Guardian Charms



Now I understand that not everyone has the $$$ to pay for these things, which is why Rook has started the TW payroll plan as a way to afford charms for future TW use. This is another thing I cannot stress enough when it comes to TW. If you don't have one, you'll pretty much be fodder for the enemy team and take no effort for them to kill or even be able to slow them down. If you can get your hands on one, then thumbs up, you'll be much harder to kill, but if not, be prepared to die.....a lot.

Well that pretty much wraps up my post, I hope you guys enjoy it and get some useful stuff out of it. ^^ I'll probably add more stuff to it in the future for reference. Happy Hunting OL
The MK squad have catapult barbs as our main targets, just as PAD. We in MK are there to take out at first catapult barbs, second stunning BM's then all other melee characters (MK). Unless rook or someone else of the generals give us a specific order.

I know some of the ppl being assigned to MK got alil problems staying focused on the barbs, but u have to remember.. They need to be killed asap after PAD has purged them, or their job would have been wasted.

And if u dont know what barb to attack... just do assist attack on ur squad leader. Thats faster and safer kills, then move on to next target. Teamwork is the key here, as its in all squads.
This is for EVERYONE to read. Vote yes when u have read plz, i can keep track.


1. Do NOT kill the catapaults. If you kill them, they respawn in the enemy camp making it easier for the barbs to come back to our base with a cat. Concentrate on killing the barbs. Without a puller, the catapault does nothing.

2. Cat barbs wait for your cleric to be in position. Clerics are slow and their channelling can be slow,
so be a little patient. If they can be healing you when you start attacking the crystal, you live longer.

3. Clerics heal from the air. You live longer. For cat clerics, in the base when the tower is down, fly over the wall and heal your barb from the air.

4. LISTEN. If everyone is told to defend the base, just stay in base defending until told otherwise. If you are told to attack, then attack etc etc.

5. When defending land, we do NOT have to kill the enemy crystal to win. Even if it means a 3 hour Territory War, if we cannot kill the enemy crystal then a solid defense is all it takes to maintain land.

6. Try not to lose track of small things in the heat of the battle. It is ALWAYS important to regroup, rebuff and redeploy in that order.

7. Do not ask clerics for a res, just go to town. If there is a cleric doing nothing, they will res but clerics have their own roles to follow and can't stop to res everyone else. If they do, they are leaving their own squad vulnerable. It is more important to get back to base, rejoin your squad, rebuff and redeploy.

8. If you can't target the barb at our crystal, target his catapault and aoe.
Once you see the catapault taking damage, the barb is dead so leave it and move to the next task.

9. Charms and HP/MP food are a must. Don't worry about the cost. If you are there, have signed up, you get paid. You can't expect clerics to heal you at the respawn point, they have enough with the buffing. Again, they have their own roles and can't take the time out.

10. If Rook, or his stand-in if he's not able to attend, or your squad leader tell you to do somthing, DO IT. There is a reason for them asking, they just don't have time to explain why. If you want to know why or disagree, discuss it afterwards, preferably by sending a forum message.

11. Stick with your squad. If you lose them, communicate in squad chat and regroup. Listen to your squadleader.

12. Don't fight 1v1, assist each other and team up. Don't give the enemy charm chance to tick. This is not for PKing.

13. Never EVER underestimate the opposition.

14. Keep faction chat empty, for instructions from Rook/scouts/squad leaders.

15. As Stupid as this is to actually have to say..... When the enemy gets into our base and sets Aoe's up, do NOT run into the aoe, go around the side to attack

hugofiuza

Posts: 2
Join date: 2012-01-12
Age: 34
Location: Portugal - Lisboa

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