Post by burek on Jan 17, 2014 14:23:12 GMT
Basic guild battle guide
Let's start with some information about guild battle.
Guild battle takes place every Monday, Wednesday and
Friday at 20.00 server time. Amount of participants is limited to 50 therefore
if you want to participate in guild battle it is suggested that you come online
at least 15min prior to the battle and ask an assistant guild master to be put on the list.
Guild battlefield
-green – spawn points
-yellow – Ward Towers
-red – choke points
-blue – Mystery Towers
Rewards
All guild members that are on participant list AND inside guild battle at the end of the battle will receive the following rewards depending on win or loss:
-win in less than 20 min: 1000 honor and insignia and 10 mount whips
-win in less than 40 min: 850 honor and insignia and 10 mount whips
-win in more than 40 min: 700 honor and insignia and 10 mount whips
-loss in less than 20 min: 400 honor and insignia
-loss in less than 40 min: 450 honor and insignia
-loss in more than 40 min: 500 honor and insignia
Victory conditions
1. Destroy your opponent's Ward Tower
2. Have 4000 more guild battle points than your opposing guild
3. Have more guild battle points when the guild battle time runs out
Acquiring guild battle points
There are two ways for a guild to acquire points in guild battle.
1. By damaging enemy's Ward Tower. For every 10.000 damage caused to enemy's Ward Tower your guild gets 1 guild battle point.
2. By holding Mystery Towers. Those points are credited every 30 seconds based on amount of towers held by your guild: 1 Mystery Tower – 17 points, 2 Mystery Towers – 35 points, 3 Mystery Towers – 57 points, all 4 Mystery Towers – 75 points.
Mystery Towers
Another specification of Mystery Towers is increasing/decreasing damage done to Ward Towers:
4 towers held: +100% damage increase
3 towers held: +50% damage increase
2 towers held: no damage increase/decrease
1 tower held: -50% damage decrease
0 towers held: -100% damage decrease
This means, if you hold all four towers then enemy guild cannot do damage to your Ward Tower and the way around.
And Mystery towers also heal your Ward Tower every 30 seconds:
4 towers held: 24.000.000 HP
3 towers held: 18.000.000 HP
2 towers held: 12.000.000 HP
1 tower held: 6.000.000 HP
0 towers held: 0 HP
Start of guild battle
At the beginning of the guild battle each guild spawns in their own spawn point(green color on the map) like in the battlegrounds and after the gates open each guild should fulfill one of the victory conditions as soon as possible for the highest reward. Or if your guild is the underdog in the battle then you should prevent the enemy from fulfilling the victory conditions for as long as possible for highest looser reward.
Strategy
Our guild is growing and it's not seldom that more than 50 members want to participate and guild battles are becoming more and more challenging thus I believe implementing some strategy is important to avoid chaotic and ineffective battles. Every member that gets the honor of participating in guild battle should give their best to contribute to the win as much as they can because in battle every point and every second counts and also small members can contribute regardless how little their contribution is. Below you can find tasks for each and every one.
Against an uber guild (like TheFallen or Nameless)
If the other is at huge advantage and there is no possibility of winning nor surviving for more than 20 minutes it's best to join the guild battle, sit down, take out popcorn and wait for honor and insignia while the enemy guild does their thing. That's the best strategy because this way you save gold for HP potions and troops. Some strong players might want to do some pvp for contribution and guild battle ranking, but that's up to them while the rest should save money against overpowered opponent as fighting would accomplish nothing.
Furthermore, in case of overpowered opponent and full participant list it would be nice if stronger players who do not need honor and insignia as bad should give their spot in guild battle to newer, smaller players who need those badly.
Against any guild you stand a chance or against weaker guilds
It's important that everyone gives their best because not only winning or losing is important but also winning as soon as possible or losing as late as possible for better rewards counts.
Guild leader/Guild battle general
If guild leader is online, guild leader should take this role or appoint another general. If guild leader is offline then general should be appointed by next highest guild officer or be decided by majority of players. General needs to be appointed before battle begins!
General's tasks:
- to form active teams with strong players(more on this later) and give team leaders their orders
- to avoid fights during guild battle and roam the battlefield instead so he can assess situation on the field
- to give orders to team leaders and non-strong player base during the battle in party chat
Who should be a general?
A general should be an experienced player who is preferably not too strong as he should not engage in fighting. And because he should roam the battlefield as effeciently as possible I would advise that general is someone with a fast mount.
All non-strong players(from smallest to pretty strong players should stick to this part)
Everyone who is by general not appointed into active teams should be considered non-strong player and tasks for all non-strong players will be the same for simplicity reasons.
There are two main tasks non-strong players can do to help win the guild battle:
1. Attack enemy Ward Tower for guild points or if lucky to destroy it.
2. Choke enemies at their choke point by intercepting enemy players.
Attacking Ward Tower
From victory conditions you can see attacking Ward Tower brings points or even a win upon destroying it so I don't think I need to ellaborate why this should be among your tasks.
When attacking Ward Tower, always put only 1 troop in your troops because Ward Tower will one shot your troops anyway, but this way your costs are close to none. If you're a weak player you should also avoid using HP potions and just attack with 1 HP because like troops Ward Tower will one shot you as well. For stronger and mediocre players, I still suggest only one troop in troops, but you should decide whether or not you want to use HP potions if you can survive more than one attack from Ward Tower.
When your task is to attack Ward Tower try to avoid fights especially if you're not using HP potions because then you will be an easy target even for weakest of enemies. Just run straight for Ward Tower and try to burst as much damage as you can.
Choking/Intercepting
When your guild holds only 1 or even none Mystery Towers then attacking enemy Ward Tower is of little to no use, therefore you need to change the tactics. While you cannot capture Mystery Towers by yourself you can certainly help a lot to your active team of strong players whose task is to capture and hold Mystery Towers.
How to do that?
The point of this strategy is to intercept enemy players and steal their time so your strong players are free and can do their job.
To do this effeciently all non-strong players should go to enemy choke point(enemy choke point is on the same side as enemy spawn point and is red color on the battlefield map) and intercept them there so they cannot reach Mystery Towers or your own Ward Tower.
Tips for interception: 1. Don't intercept in groups. If you see someone already intercepted a strong enemy player wait till the fight is over and then intercept him again. Otherwise a strong player can AOE whole group and there's noone left to intercept. 2. Same as with Ward Tower attack, strong players will usually one shot kill you thus you should not use HP pots. Even if you engage him and die to one shot you steal plenty of their time. 3. If you are a bit stronger player among non-strong player base you can try to pvp around choke point and get some contribution and kills because also killing weaker enemies prevents them from intercepting our own strong players and stealing their time.
If names of strongest enemies are known then general should say in party chat who needs to be the main target of interception.
How to decide which of the two tasks to follow as a non-strong player?
It's general's job to tell participants what to do in party chat. Overall I would advise that as long as your guild holds at least 2 Mystery towers non-strong players should focus on attacking the Ward Tower for max points. If your guild holds only 1 or none Mystery Towers it means your strong players need help and then Interception should become priority.
What NOT TO do as non-strong player?
First, as a non-strong player you should NOT TYPE in party chat! Party chat during guild battle should be reserved for general to give out orders and for communication between general and team leaders. However, you should keep an eye on party chat to know what orders are being given to you. If you have something to say, use guild chat or current chat. And don't ask for help during guild battle if you get attacked, as a non-strong player it's your duty to die with pride for greater good.
Second, DO NOT go into fights where your strong players are already in. In guild battle in every fight there can be up to 4 players on each side. And if you engage in a fight with strong players you occupy a spot that otherwise another strong player from your guild could take and thus you cause your strong players to lose. You can, however, help your other non-strong friends fight the enemies when you have a chance of winning.
Strong players
Prior to battle general and strongest participants should come together to assemble active teams. Depending on number and strength of strong players online general should decide on size and number of those teams. Each team should have a team leader and team members. Active teams should consist of 1-4 members as 4 is maximum number of players that can engage in a single fight.
Team members
If you are chosen for a team member your task is easy. All you have to do is follow your team leader wherever he goes and engage in all fights that your team leader engages to support him. Simply, don't part from your team leader. You and your team act as one single power force who is the primary weapon of your guild.
If you get intercepted or for any reason lose your team then your priority is to regroup by finding your team leader and proceed as mentioned above. Also keep an eye on party chat in case your team leader gives out any orders. You take orders from your leader, don't concern yourself with what general says, that's leader's job.
Team leaders
Your task as an active team leader is to fulfill tasks given to you by general and to make sure your team stays together. Most tasks should be like capturing/holding a specific Mystery Tower or hunt strong enemy players or intercept chariots etc. Most important for a team leader is to keep a close watch on party chat where general will give out orders to teams during battle.
As a team leader you should also check if all your team members are with you before a bigger fight like attacking a well defended Mystery Tower. If you lose members, make sure to give them a chance to regroup with you.
General
General should give out orders to his teams. For example: »Team A capture and hold north Mystery Towers, Team B the same with south Mystery Towers, Team C attack Ward Tower« or »team A hold NE Mystery Tower, team B hold NW, team C hold SW and team D hold SE« or during the battle »team D intercept HeSatan at NE, team C kill the chariot and non-strong players attack the Ward Tower«
When assembling teams, general also needs to think about what kinds of teams will serve him best during the battle depending on the opposing guild. Sometimes equally strong teams are better, other times maybe all strongest players should be in one team and the second strongest players in second and so on. That's also why it would be good if general knows the enemy guild.
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