Mastade
Fledgling Freddie
- Joined
- Dec 22, 2003
- Messages
- 2,083
Kinda bored and have alot of time atm. So...
Seeing as this might be of good use to most hibs, i will list some of the basic stuff that i know about keep/twr situations. Some of this is facts, and some of this is my opinion.
First of all if you decide to go to a twr/keep to either defend or attack, and you arent a stealther. Its not very clever to go there without the basic stuff. The basic stuff being, someone that can ress, heal, buff, mezz and do ranged attack. i recommend taking both a druid, warden for all the important resists that you will most likely need unless you want to be instagibbed. Bard is ofcourse for mezz, speed and end. For ranged attacker, i recommend taking a class that can stun and nuke down their target before the target is able to hide. That will be classes such as, Chanter, Eldritch and Mentalist. All depending on what con the twr is when you attack or how many defenders/attackers there are, fill up your grp so you are sure you stand a chance. Best is to make sure you outnumber the enemy(nothing wrong with zerging )
What really makes me want to bang my head agains the wall is when i see hibs going out to attack/retake some twr, without bringing rams. When you dont do that, you will take alot of damage from the oil. It takes ages(compared to when using a ram) to knock down a gate and you give the enemy alot of time to go defend and thus most likely, you will end up in failing. This brings me on to the next issue. Siege equipment.
Siege Equipment
It doesn't require much to build siege equipment. All you need is a tradeskill, any kind of tradeskill infact. When you have chosen your tradeskill you can now make all siege equipment. Now you just need the tools to make siege equipment. That will be, Sewing Kit, Planning Tool and Smith's Hammer. That is something you can buy from npc's near most crafting areas, such as TNN and Domnann.
Rams
Now you want to make a ram. You go to the lovely female firbolg called Terilen, who is at Druim Ligen(frontier side) and buy 300 Ironwood wooden boards, 1 ferrite ram cladding, 1 ferrite siege ram beak and 2 swing harness'. Go to the twr/keep you want to take, and set up the ram near the gate. When you build the ram, it will automatically make you the controller of the ram. If there is no controller, you simply click the ram, type /control or right click it. Click infront of the gate and click on move, and the ram will move to the gate. When the ram is at its target, you click aim. When the ram is aimed at the gate you are rdy to smash down the gate by simply pressing Fire. If you are using standard UI there will be a green bar loading up each round, if you click on fire when the green bar is full, it will tell you that:" Your masterful display of strength and timing makes you proud!" If that happends you can see that you do additional damage on the gate(everyone in the ram should try and time it). Also, the more ppl there are in the ram, the faster each round will be, so the damage over time will increase. If you want to make an even bigger ram, you simply just build 2 ordinary siege rams next to eachother and combine em to a battleram by simply clicking on battleram in ur QB. If you want the biggest ram, you just build another siege ram next to the battle ram, and combine em to a warram. The bigger the ram, the more damage you will do and the less damage you will take from oil. Oh, and there can only be _one_ ram on a gate at a time.
Trebuchet
For a trebuchet you will need, 300 ironwood wooden boards, 1 pivot, 1 counterweight, 1 ferrite winding crank, 1 tanned arm cushion and 1 trebuchet ammo bucket. Build the trebuchet at a safe distance from the twr you wish to smash down or build it at a safe distance from a keep you wish to destroy, best is to place it behind one of your own twrs so its harder for the enemy to destroy it. click the outpost piece you wish to destroy, click aim. When aimed, fire away. Attacking a tower piece at a keep means the enemy cant build siege equipment at that area. Firing at a wall and destroying it makes you able to make a hole in it. You can also fire at a gate, but bare in mind that you wont do much damage, and only one treb can be fired at it, compared to walls/twrs where you can have up to 3 trebs on the same target.
Catapults
For a catapult you need, 100 ironwood wooden boards, 1 ferrite gimbal, 2 tanned torsion cables, 1 ferrite spring arms and 1 ferrite ballista trigger. Catapults arent only used to support the groundtroops at crauch bridge - It is actually a very good siege equipment for keeping the enemy at the murderholes/walls busy and interrupted. Mostly u can be out of range from any defender. The catapult have infinite ammo and convokers can summon various ammo for it, that will either do more damage or hit ppl in a bigger area.
Palintones
Unfortunately, you cant make palinstones yourself, but only purchase it at keeps/twrs at valid hookpoints. Palinstones are only meant to destroy other siege equipment such as rams, trebs, other palinstones and even cauldron of oil. So dont waste ur time destroying gates, walls or the little troll on the field. This is one of the first siege equipments you should purchase at the hookpoints to disable enemy siege equipment from damaging the main keep.
Diminutive Siege Equipment
Most of the siege equipment weighs alot. You can make em weigh less by making rams, trebs etc. into Diminutive rams, and trebs, aka canned rams, trebs etc. For that you will need 800 in your main trade skill and if you aren't a spellcrafter or alchemist you will also need 600 woodskill in order to make diminutive siege equipment. You will need to buy the stuff previous mentioned, but also 1 flask of glacial essence and 1 frosted gem of condensation. when fully buffed my little luri bainshee is able to carry 2 rams!
A few tips when attacking/defending twrs/keeps.
Spamming F8, aka Nearest Enemy button near twrs and keeps will give you a target that you can cast/shoot at. The same target can also cast/shoot back (if they have spells, ranged attack ofc..)
Razing Towers
This is entirely my own opinion, but something i find very very important. It can be very fun to destroy a twr but also very stupid. One of the few times i had a try at a keep, we took a twr close to the keep only to see the albs totally destroy their "own" tower. Well we had to move from the twr and do something else for a while. Knowing that it takes several hours(2-3 hours) for it to return to its normal state, we came back with several FG's, retook the razed twr in 1½ seconds and had a go at the keep itself. This is something i dont like to see hibs doing in our own frontier. If albs/mids decide to take one of our twrs, use your time to destroy their siege equipment. Destroy their oil so you can get closer to the gate, destroy their gate with trebs, but for gods sake, dont raze the twr. It might just have been the usual attention seeking albs that will dissapear after you raze the tower. Im not saying that you should never ever raze a tower. If there is loads of albs/mids at the tower it might be a better idea to simply just raze the tower so they cant hide and will be twice as vulnerable. but nonetheless, having a razed tower, and especially in our own frontier can easily evolve into something bigger. Think about this when you decide to aim at the twr with trebs.
When defending a tower, you little group might sometimes end up being outnumbered. They get the gate down, and they rush up to kill you and the lord. There are different ways you can turn the tide in such a situation. First of all, When you see the gate is going down, you know for sure the enemy will rush in to get a taste of the few rps they can get. If you time the oil a bit and wait till all the casters/support starts rushing in, you can be lucky and kill a few of their weaker targets. When the gate is down, the most safe area for you will most likely be the roof. On the roof there is only one small hole they can come from, and they have to climb the ladder which takes a bit of time. Place Crystal Titans near the hole and be rdy to bomb the living shit out of ppl that tries to come up. Most of the times you can kill those coming up so fast they dont even realise what hit them. Another trick is simply to just jump down the back of the tower when the gate is nearly down. Heal up a bit and go behind them where all their support and most of their casters most likely will be. Have killed far superior number than us by doing this.
Normally its not possible to repair your own siege equipment that is being attacked by a palintone, but if you time it very well it is possible. All you need is a bit of woodworking (not sure how much). You dont need any wood tho, to repair the siege equipment. Go to the siege equipment that is being attacked by a palinstone and do /macro REPAIR /repair, and put it in your qbar. click on the siege equipment and click on your repair macro once every second, you will prolly start up by getting told that you cant repair XXX because its under attack, but if you keep on trying there will be 1 second where it is possible. When you succeed, the siege equipment will be fully repaired.
Claiming towers and keeps is very important. Most of the times we loose a keep, or even a relic, it is because we have unclaimed towers. It mostly just starts from that, unclaimed towers. All it takes to claim a tower is 4 ppl at the lord room at a tower (8 at a keep). It doesnt take as much bounty points to have a claimed tower than most think it does. Even if you think you dont have enough bounty points, still claim, but dont necesarrily upgrade it to level 10. If the tower suddenly gets released because you dont have enough bounty points, tough luck. You still might have made sure that no1 dared to attack that tower, in the period you had the tower. When albs/mids are looking for something to do, they simply just do /rw and check out where the unclaimed towers are, they cant see what lvl it is unless they go there to check it out. A claimed tower at lvl 1 is better than an unclaimed tower.
A little trick that we use in my guild, is to have some guy /gc quit from the guild, and let our buffbot at ligen in our buffbot/alt guild invite him so he can claim it. Ask someone in your alliance if he can invite you to their guild for a few seconds so you can claim a tower if they cant be bothered to go there.
When you are defending a tower or keep and succeed in killing the albs/mids or scare them away, you will most likely have a twr/keep that is damaged to some extent and thus need repairing. If you leave immediately afterwards you might end up seeing that the tower/keep is taken by albs/mids 10 mins later or so. level a bit in woodworking, ask a friendly convoker to summon some wood to you and spend the few minutes it takes to repair the damage(most of the times its just an unclaimed tower which can easily be repaired with a bit of woodworking and doesn't take much of your time)
Quite sure i missed some info, but ill post it later if i remember it. If you have something to add, plz do. If there is something i have said that you dont agree upon, plz say so aswell, so we can have a debate about it.
Hope this will to good use.
gl
Seeing as this might be of good use to most hibs, i will list some of the basic stuff that i know about keep/twr situations. Some of this is facts, and some of this is my opinion.
First of all if you decide to go to a twr/keep to either defend or attack, and you arent a stealther. Its not very clever to go there without the basic stuff. The basic stuff being, someone that can ress, heal, buff, mezz and do ranged attack. i recommend taking both a druid, warden for all the important resists that you will most likely need unless you want to be instagibbed. Bard is ofcourse for mezz, speed and end. For ranged attacker, i recommend taking a class that can stun and nuke down their target before the target is able to hide. That will be classes such as, Chanter, Eldritch and Mentalist. All depending on what con the twr is when you attack or how many defenders/attackers there are, fill up your grp so you are sure you stand a chance. Best is to make sure you outnumber the enemy(nothing wrong with zerging )
What really makes me want to bang my head agains the wall is when i see hibs going out to attack/retake some twr, without bringing rams. When you dont do that, you will take alot of damage from the oil. It takes ages(compared to when using a ram) to knock down a gate and you give the enemy alot of time to go defend and thus most likely, you will end up in failing. This brings me on to the next issue. Siege equipment.
Siege Equipment
It doesn't require much to build siege equipment. All you need is a tradeskill, any kind of tradeskill infact. When you have chosen your tradeskill you can now make all siege equipment. Now you just need the tools to make siege equipment. That will be, Sewing Kit, Planning Tool and Smith's Hammer. That is something you can buy from npc's near most crafting areas, such as TNN and Domnann.
Rams
Now you want to make a ram. You go to the lovely female firbolg called Terilen, who is at Druim Ligen(frontier side) and buy 300 Ironwood wooden boards, 1 ferrite ram cladding, 1 ferrite siege ram beak and 2 swing harness'. Go to the twr/keep you want to take, and set up the ram near the gate. When you build the ram, it will automatically make you the controller of the ram. If there is no controller, you simply click the ram, type /control or right click it. Click infront of the gate and click on move, and the ram will move to the gate. When the ram is at its target, you click aim. When the ram is aimed at the gate you are rdy to smash down the gate by simply pressing Fire. If you are using standard UI there will be a green bar loading up each round, if you click on fire when the green bar is full, it will tell you that:" Your masterful display of strength and timing makes you proud!" If that happends you can see that you do additional damage on the gate(everyone in the ram should try and time it). Also, the more ppl there are in the ram, the faster each round will be, so the damage over time will increase. If you want to make an even bigger ram, you simply just build 2 ordinary siege rams next to eachother and combine em to a battleram by simply clicking on battleram in ur QB. If you want the biggest ram, you just build another siege ram next to the battle ram, and combine em to a warram. The bigger the ram, the more damage you will do and the less damage you will take from oil. Oh, and there can only be _one_ ram on a gate at a time.
Trebuchet
For a trebuchet you will need, 300 ironwood wooden boards, 1 pivot, 1 counterweight, 1 ferrite winding crank, 1 tanned arm cushion and 1 trebuchet ammo bucket. Build the trebuchet at a safe distance from the twr you wish to smash down or build it at a safe distance from a keep you wish to destroy, best is to place it behind one of your own twrs so its harder for the enemy to destroy it. click the outpost piece you wish to destroy, click aim. When aimed, fire away. Attacking a tower piece at a keep means the enemy cant build siege equipment at that area. Firing at a wall and destroying it makes you able to make a hole in it. You can also fire at a gate, but bare in mind that you wont do much damage, and only one treb can be fired at it, compared to walls/twrs where you can have up to 3 trebs on the same target.
Catapults
For a catapult you need, 100 ironwood wooden boards, 1 ferrite gimbal, 2 tanned torsion cables, 1 ferrite spring arms and 1 ferrite ballista trigger. Catapults arent only used to support the groundtroops at crauch bridge - It is actually a very good siege equipment for keeping the enemy at the murderholes/walls busy and interrupted. Mostly u can be out of range from any defender. The catapult have infinite ammo and convokers can summon various ammo for it, that will either do more damage or hit ppl in a bigger area.
Palintones
Unfortunately, you cant make palinstones yourself, but only purchase it at keeps/twrs at valid hookpoints. Palinstones are only meant to destroy other siege equipment such as rams, trebs, other palinstones and even cauldron of oil. So dont waste ur time destroying gates, walls or the little troll on the field. This is one of the first siege equipments you should purchase at the hookpoints to disable enemy siege equipment from damaging the main keep.
Diminutive Siege Equipment
Most of the siege equipment weighs alot. You can make em weigh less by making rams, trebs etc. into Diminutive rams, and trebs, aka canned rams, trebs etc. For that you will need 800 in your main trade skill and if you aren't a spellcrafter or alchemist you will also need 600 woodskill in order to make diminutive siege equipment. You will need to buy the stuff previous mentioned, but also 1 flask of glacial essence and 1 frosted gem of condensation. when fully buffed my little luri bainshee is able to carry 2 rams!
A few tips when attacking/defending twrs/keeps.
Spamming F8, aka Nearest Enemy button near twrs and keeps will give you a target that you can cast/shoot at. The same target can also cast/shoot back (if they have spells, ranged attack ofc..)
Razing Towers
This is entirely my own opinion, but something i find very very important. It can be very fun to destroy a twr but also very stupid. One of the few times i had a try at a keep, we took a twr close to the keep only to see the albs totally destroy their "own" tower. Well we had to move from the twr and do something else for a while. Knowing that it takes several hours(2-3 hours) for it to return to its normal state, we came back with several FG's, retook the razed twr in 1½ seconds and had a go at the keep itself. This is something i dont like to see hibs doing in our own frontier. If albs/mids decide to take one of our twrs, use your time to destroy their siege equipment. Destroy their oil so you can get closer to the gate, destroy their gate with trebs, but for gods sake, dont raze the twr. It might just have been the usual attention seeking albs that will dissapear after you raze the tower. Im not saying that you should never ever raze a tower. If there is loads of albs/mids at the tower it might be a better idea to simply just raze the tower so they cant hide and will be twice as vulnerable. but nonetheless, having a razed tower, and especially in our own frontier can easily evolve into something bigger. Think about this when you decide to aim at the twr with trebs.
When defending a tower, you little group might sometimes end up being outnumbered. They get the gate down, and they rush up to kill you and the lord. There are different ways you can turn the tide in such a situation. First of all, When you see the gate is going down, you know for sure the enemy will rush in to get a taste of the few rps they can get. If you time the oil a bit and wait till all the casters/support starts rushing in, you can be lucky and kill a few of their weaker targets. When the gate is down, the most safe area for you will most likely be the roof. On the roof there is only one small hole they can come from, and they have to climb the ladder which takes a bit of time. Place Crystal Titans near the hole and be rdy to bomb the living shit out of ppl that tries to come up. Most of the times you can kill those coming up so fast they dont even realise what hit them. Another trick is simply to just jump down the back of the tower when the gate is nearly down. Heal up a bit and go behind them where all their support and most of their casters most likely will be. Have killed far superior number than us by doing this.
Normally its not possible to repair your own siege equipment that is being attacked by a palintone, but if you time it very well it is possible. All you need is a bit of woodworking (not sure how much). You dont need any wood tho, to repair the siege equipment. Go to the siege equipment that is being attacked by a palinstone and do /macro REPAIR /repair, and put it in your qbar. click on the siege equipment and click on your repair macro once every second, you will prolly start up by getting told that you cant repair XXX because its under attack, but if you keep on trying there will be 1 second where it is possible. When you succeed, the siege equipment will be fully repaired.
Claiming towers and keeps is very important. Most of the times we loose a keep, or even a relic, it is because we have unclaimed towers. It mostly just starts from that, unclaimed towers. All it takes to claim a tower is 4 ppl at the lord room at a tower (8 at a keep). It doesnt take as much bounty points to have a claimed tower than most think it does. Even if you think you dont have enough bounty points, still claim, but dont necesarrily upgrade it to level 10. If the tower suddenly gets released because you dont have enough bounty points, tough luck. You still might have made sure that no1 dared to attack that tower, in the period you had the tower. When albs/mids are looking for something to do, they simply just do /rw and check out where the unclaimed towers are, they cant see what lvl it is unless they go there to check it out. A claimed tower at lvl 1 is better than an unclaimed tower.
A little trick that we use in my guild, is to have some guy /gc quit from the guild, and let our buffbot at ligen in our buffbot/alt guild invite him so he can claim it. Ask someone in your alliance if he can invite you to their guild for a few seconds so you can claim a tower if they cant be bothered to go there.
When you are defending a tower or keep and succeed in killing the albs/mids or scare them away, you will most likely have a twr/keep that is damaged to some extent and thus need repairing. If you leave immediately afterwards you might end up seeing that the tower/keep is taken by albs/mids 10 mins later or so. level a bit in woodworking, ask a friendly convoker to summon some wood to you and spend the few minutes it takes to repair the damage(most of the times its just an unclaimed tower which can easily be repaired with a bit of woodworking and doesn't take much of your time)
Quite sure i missed some info, but ill post it later if i remember it. If you have something to add, plz do. If there is something i have said that you dont agree upon, plz say so aswell, so we can have a debate about it.
Hope this will to good use.
gl