Welcome, Guest 3:18 AM
U:
P:


- Advertisement - Zuild.net users see NO ads - Create a free Zuild.net login! - free guild clan hosting & gamer blogging -

Forums / Events/Guild Fun / TW

TW info

Create New Topic | Reply To This Topic

Topic

Giya
Cheos
  


< 7thS >

Member of

The 7th Seal

Rank

Administrator


Plays

Perfect World


TW info Friday, January 28, 2011
12:29 PM



Red Circles = Our defense towers

Yellow Diamond = Our Crystal

Green Rectangles = Our Catapults / Carts

Dark Blue Circle = One hit defense towers

Light Blue Circle = Our Spawn Point

The TW (Territory War) map itself is pretty large and definitely takes a few minutes to run from one end to the other. Their are 3 lanes that are used and they are marked on the map. these are called Lane A, Lane B, and Lane C. This is a attack map which means we are attacking a land owned by a guild already. All our names will be red because we would be attackers. When we own land and are defending, we would be on the blue side of the map and our names would be blue. YES you can fly, and YES you can use mounts / pet rides / pets. But NO u cant cuddle (This is war, not a hippie fest xD ). Towers cost 100k each to build. Simply go up to the tower and double click it. It will have 2 or 3 of these options:

1) Poison Tower: It does a wood based damage and poison damage continuous.. i think...
2) Explosive Tower: Shoots what looks like a earth magic projectile. This ones highly recommended. It has the slowest firing rate but does the most damage and also a chance to stun the target... which is good to slow a incoming cart.
3) Arrow Tower: Although the fastest type of attack its also the weakest. I don't think anyone really uses this tower. Its kind of like a lvl 40 EA pelting u with a slingshot xD

I personally like to do a poison tower and a explosive damage tower combo.

The Light blue Circle is the spawn point. When we enter the TW and when you die and choose to go back to base you also end up here. Mind you there is also a teleporter next to the spawn point. Its is a circle on the ground with red waves coming out of it and two swords and a shield floating in the middle of it. This is used if you talk to the poles OUTSIDE in the middle of lane A B or C before hand and you can teleport out there. This option is only really used by Attack Teams and Scout Teams. Also very important at the spawn point is this is where the Base Buff Team stays. When you die and spawn back you have about a 30 second "Cant do Fing anything" time period. You cant attack, you cant buff yourself, and you cant skill. In this time period just stand there and the Buff team will get u buffed, by the time it wears off you will be buffed and ready to go. There is also here at the spawn point a NPC where u can buy pots, arrows, bolts and most importantly for WBs the Catapult Scrolls!

Green Rectangles represent the cart / catapult spawn. When a WB dies and chooses to go back to town and the catapult dies without any other char taking it with them, it respawns here.There is 4 total carts and to get a cart to follow you, talk to the NPC at the spawn point, buy catapult scrolls (they are 20k each I believe), CLICK and HIGHLIGHT the empty cart you want, and RIGHT CLICK the scroll in your inventory and or skillbar. It takes about 8 - 10 seconds for the cart to be attached to you. REMEMBER the cart only moves at about 5.0 meters a second. a WB in tiger form can easily out run his cart and lose it. There will be a bar indicating how far behind the cart is and if you are about to lose it or not. So remember to sometimes wait for you cart to catch up to you when you run faster. A good tactic is to have multiple WBs in a cart team so if the main WB dies and the cart is still there, another WB can use a scroll and summon that cart to him and keep going.

One Hit defense Towers: this is pretty simple, these towers will one hit any enemy passing the dark blue line on the map. It protects the people spawning in from getting attacked while in enseal mode.

Yellow diamond / Crystal: This is where the crystal resides. Also on the other side is where theirs resides. If we are attacking and we destroy theirs then we win the land. If we own land and we destroy theirs then they failed at taking ours. The attacking guild's crystal always has less HP than the Defending Guilds crystal, about 1/2 I would say. Players can hurt the crystals but catapults do WAY more damage.


Now remember the Carts / Catapults do the most damage to towers and most importantly crystals. Ive seen like 2 carts on a crystal taken out in a few minutes. Imagine how fast 4 would be if u got them in and survived the bombard. So its imperative you take out WBs carrying the carts that are incoming to our base.

Here are the types of teams and their roles:

Defense teams: (title defA, defB defC ) There should be 3 of these teams minimum for each entrance to each lane. This team primarily stays at the base outside at the towers. Some even stay up on the wall above the towers and rain down death from above. This is a good advantage since your still standing and not flying because you do less damage flying, and also people have to fly up to get to you.

Scout Teams: (titles sct1, sct2, sct3) These are usually composed of about 2-3 players that are fast moving (WF's etc) and they go out on the lanes reporting any attack forces or carts coming down any lanes. they can also fly up high to get a more birds eye view of things.

Base Buff Teams: (titled BBUF) these are usually composed of 2-3 EP's and maybe a WF. These player buff players coming in from spawn point. They are safe from any distractions or enemy's and do not get attacked.

Cart Teams; (titled cart1, crt2, crt3, crt4) These teams are composed usually of the guilds highest lvl WBs, some WRs, and a EP. These teams take out towers and the enemy's crystal. The WR's stun the oncoming forces and the EP heals the team.

Attack Teamtitled atk1, atk2, atk3) This team is composed of the guilds highest lvl attackers and is the TWs brute force. This team is mobile and has a few roles. This team can be used to distract a force while a cart team advances, assists in a advance with a cart team, or assists a defense team holding a position.While a defense team is holding out a lane an attack team can come in from behind and attack the opposing force using the element of surprise.

Roles of classes:

EA's: Good DDers (Damage Dealers), good for hitting WBs with metal damage and all around death dealers. Also good up on walls for defense. Their primary use is for killing.

EP's: Although if high lvl can be used for assist DDing they are primarily used to heal and buff a team. Every team wants one at least in their team.

WB's: The perfect cat puller. The slab of meat with tons of HP. Primary use is to pull carts although sometimes used for DDing and armor breaking.

WF's: A pretty well rounded class. They can be used for support by debuffing and amplifying damage on a target and then going to human form to lay down some good magic damage and call a pet forth. Also good scouts in fox form.

MG's A support DDer. A MG stays in the back and rains down death from the sky. Another class shoiuld be near this char to help protect it. Good up on walls also for defense.

WR's: A DDers best friend. Great engagers and support for DDers. Their primary job is to keep the enemy from getting to close the the DDers by stunning and locking down the enemy. They can also do dragons which enables the DDers to do double damage on the target. After the engagement the WR runs back to his team mates.

Please post or ask in guild chat for further questions and most importantly.. HAVE FUN!!





Giya
Cheos
  


< 7thS >

Member of

The 7th Seal

Rank

Administrator


Plays

Perfect World


TW info (Continue) Friday, January 28, 2011
12:33 PM

1. Offensive team must defeat enemy crystal to win tw.
Defensive team can win 2 ways defeating enemy crystal or defending for 3 hours maxium time.
(this is important information because it greatly effects how each teams plays there stratagy as attacking team they must always push forward while defensive team can push forward or always fall back and defend. Time is an ally of defending guild.)

2. Always wear fashion if have no fashion go fashion naked. no exceptions because enemy can judge lvl's by looking at weapon/armor so the more you hide keeps them guessing of lvls of enemy. Of course you can’t hide you weapon but hiding as much detail of what lvl or what class your forces are, keeps them looking for an ep or the high lvl mg killing them in masses. So no armor showing is a must!!!

3. Catapults
Only Catapult carrier can be killed not catapult itself. So protecting catapult carrier is most important. Catapult carriers must walk can't run. So getting catapult to enemy is very time consuming. Catapults have to stay in lanes. Catapults do more damage then any attackers or group of attackers they are your main focus point for attack. NO group of attacking members will take out tower or crystal in a timely matter. What this means is attacking tower or crystal as an attacker is pointless and wasteful. The correct tactic is to attack tower and crystal with catapult and guild members defend catapult from enemy forces since forces attacking tower does LOL damage while enemies can focus on catapult it is best to defend catapult from enemy and let catapult do damage to tower. It is most important to keep forces in front of catapult pushing enemy line back from catapults. Targeted attacks are crucial so this mean don’t send one catapult to defeat towers but a good attack is 3 per tower and 4 is optimal. This will defeat tower effeciantly. When catapult is on target it is best for carrier to jump into catapult and to use aoe attacks only if enemy is very close. WB makes best catapult carrier. Jumping into the catapult causes enemy to target catapult itself more much more then carrier itself. Only way to really defeat this meathod is with aoe attacks which needs to be accomplished at closer range making enemy more exposed to our attacks. Aoe attacks on catapults is something we need to focus on when taking out a catapult as well as focus on when defending ours.
This also said scouts need to pay attention to where enemy catapults team are. An enemy party of 10+ with no catapults is no danger to our defense (towers, crystal) but only enemy catapults do real damage on crystal and towers that belong to us.

4. there is three main points of interest to tw.
a) crystals
b) enemy walls
c) towers

a) Crystals - do no dmg against enemy attackers. Is the final spot for defeat. inside the enemy base (hardest spot to get to) Our goal on crystal is similar to tower. We attack crystal with catapults and forces defend off enemies from attacking crystal. We need to push enemy as far away from crystal as possible and try to keep them behind inside towers. Do not kill crystal without defeating towers with in base as well they also have aoe range to kill catapults. Focus on one tower then move to the next tower then to crystal. Once inside base we need to control wall with ranged attackers. Wr/wb have no attack against them on wall so ranged attackers are free to kill with little to no damage. Strongest ranged attackers use aoe attacks to defend catapults and lower lvl ranged attackers defend against enemy climbing up walls. Keeping enemy behind towers out of range of our catapults falls greatly on our WR teams. We use aoe stun to slow them at towers and forces fight them off once stunned. Again timed aoe stun is crucial to keeping them slowed and attackless. This is crucial for both inner towers as well as crystal main fight should not be NEAR towers/crystal but BEHIND enemy towers and crystal. This frees our catapults to attack tower with distance from enemy.

b) Enemy walls - have towers on outside between gates ab and bc. It is a must that these towers be brought down before entering gates they have aoe range of crystal so without removing attacks on crystal will be much tougher. Ranged attackers must jump on wall and over take wall from enemy ranged attackers. This is to be done before/during the attack on towers outside the walls use both paths to do this because it is hard to defend both paths to get on walls. Ranged attacker jumps on rock then up on wall. This will cripple there main defense against outside towers . This takes away line of attack against catapults entering wall. Focused attack by catapults is again in important. Once a tower is defeated it will never be restored but if only taken down to 10% hp then catapults get killed the tower will heal back to 100%.

c) Towers – are in middle of lanes. Attacking guild owns towers at beginning of tw. Defending guild must build towers at the start of tw. It is best to stop defending guild from building towers immediately. This should be done with mounted wr team. When wr reaches enemy building tower they use aoe stun and aoe you damage. Timing of aoe stun wr’s is crucial. This attack cripples enemy attack on tower till rest of forces can arrive to help with damage. If enemy is over running wr team it is best they retreat back to forces rather then dying (this is done by judgement of party leader in field) when attacking enemy trying to build tower or take yours down only fight enemy within your tower aoe range. Tower provides huge amount of damage to opposing forces so stay in realm of tower. To defeat enemy towers use combination of 3 catapults and all forces are to defend the catapults. Individual attacks on towers do nothing a team of 20 will take very long time to defeat tower which gives enemy lot of time to penetrate our attack.


5. Focused Attacks
Focused attacks is crucial for us especially against a stronger guild such as espada. We want to control the game play and make them defend us. Teamwork is the only way this will happen. Focused attacks means we don’t go for crystal from the start. We focus on towers in middle of map. We go step by step to crystal. We DON’T send one catapult to tower in middle of map and another to tower outside of wall this splits our lower lvl forces and enables there higher lvls to overrun our split forces. We must focus on one target and use our mass damage to defeat their higher lvl forces. This isn’t to say we don’t use multiple lanes and multiple attacks. When we send on catapult we send 3 or 4. We send proper forces to defend those 3 or 4 catapults if espada is starting to over run we retreat and choose different lane or different target. We can keep them guessing without splitting our forces. Focused catapult attacks is the only way to defeat enemy points of interest. Being on the offense means enemy HAS TO DEFEND. If we send 3 or 4 catapults to one point of interest it doesn’t allow enemy as much time to fend off attacks before point of interest is destroyed. The less time they have to defend the better for us.

6. Retreat
Retreat is very important part of tw. Always remember it is cheaper to retreat and regroup then to be defeated at point of interest. Once defeated at point of interest we are pushed all the way back to rez spot or close to it. We lose buffs and enemy is that much closer to our base. To retreat back and regroup and attack another enemy lane, another enemy point of interest also makes them have to regroup and defend another major defend spot. This is where misdirection comes into play as well. While not splitting our forces when attacking we always have advantage because enemy doesn’t know next point of interest we are going to attack. By retreating we can regroup faster and move to next target faster. Retreat doesn’t always mean run back to base. We can retreat from towers in lane b to middle of lane c instead. With new group of catapult users. Our forces will be able to provide front further in front of new catapult team and hopefully hold better line for catapult users because we can catch enemy in regrouping.

7. Communication
Lines of communication must stay clear. Chat channels are crucial for calling out lanes and points of interest to attacks. Clutter in guild chat only makes it harder for direction to be sent and understood by all. Our party leaders should use guild chat to speak with each other in short comments and leaders are expected to relay information to teams in party chat. Scouts also should use guild chat to communicate enemy attack units. Using a voice chat is also very useful because you can communicate without having to stop attack or run to type. Strategies don’t always go quite as planned and so changing plans in middle of tw is crucial and without proper communication this is impossible.

8. Party teamwork
Just like in fb or HH it is very important that party stay very close to one another. EP’s can’t heal/buff if they are running from party member to party member leaving themselves open for attack in between. If in close area aoe attacks are easier giving enemy damage from multiple party members and not just one. So an enemy attacking MG in party could be hit with WR stun and disarmed from killing party MG for example. The closer the party stays together the stronger the party is.

9. Class duties
Each class has specific duties in a party and may vary for specific parties but this is a general guide so generally these are duties of each class. I am not familier with every other class so names of skills I might not know.

a. EP - naturally to keep party healed, buff and res if possible. Some things I use are party heal which is very effective when your team is close together. I prefer this method of healing rather then healing single individual. Another main skill is use is plume barrier. This will deflect most damage off of you though you will go thru mp hiero quite quickly. The rest healing/buffs etc. you should do it how you know best 
b. MG - I look at mages at catapult killers. Catapult users can be very hard to target ask any cata killer trying to kill Keg. Mages don’t have to worry about this. Mages do a lot of damage and have witnessed a good mage team that will actually target the catapult instead and set up aoe in which kills catapult user as well. Sometimes it is even possible to kill two at once. Also can be difficult for enemy to get close enough to hurt mg.
c. EA - EP killer/catapult killer support/ wall defence. With the distance advantage ea’s attack has it is easy to attack ep’s behind enemy lines without letting the enemy get behind them. Once enemy ep is dead, it makes opposing party venerable as they have no support behind them to heal them. As with the mages ea’s can also set up bombard on a target catapult and take out enemy catapult very quickly. Wall defence is an important part of defence and with the range of ea’s can be effective at taking out opposing team without having to leave the support of being high up on the wall.
d. WR – Stunner. Wariors have a very important job but rather seems simple. Use the skill lions roar to aoe stun opposing enemy. This is effective in many areas whether is it protecting catapult etc. this should be the main focus for any warrior is to aoe stun then help kill enemy second.
e. WF – debuffer. Werefox’s main job is to debuff attackers. (wb/wr) this will make it much easier to kill opposing attackers as well as lighten their attacks as well. Another function of wf can attack towers/crystal with golem. Most damage on crystal/towers is ineffective by most characters but the golems have enough strength to make an impact on points of interest.
f. WB – Tank/killer. WB make the best catapult carriers as they have the most hp. They also naturally make good killing machines in battle. Nothing most wb’s shouldn’t know.





Forums / Events/Guild Fun / TW


- Advertisement - Zuild.net users see NO ads - Create a free Zuild.net login! - free guild clan hosting & gamer blogging -



Zuild.net - the new way to host your digital clan, guild or group™ | Games | Guild Hosting | Clan Hosting | Forums | Terms of Service | Privacy Policy | Credits | About Us | Portions Copyright (C) 2025 Duck Pond, Inc. All rights reserved.