Greetings all!
With Stronghold PvP dropping September 15th, I figured I'd like to start a discussion on the merits of these Towers. I realize that full on data isn't available, aside from the PvP Playtest, but theorycrafting never hurts!
The Archer TowerThe Archer Tower rapidly fires volleys of arrows at nearby enemies. The arrows affect a concentrated area (10’ radius), but can hit multiple targets within that area. What makes the Archer Tower versatile is that it can engage multiple targets simultaneously: one from each side of the tower. Be cautious when approaching an enemy Archer Tower alone; coming in from the wrong angle can allow multiple archers to engage you at once.The Sorcerer’s TowerThe Sorcerer’s Tower uses a large rotating ring made of mithral and other rare metals to collect and focus arcane energy and then unleash this energy in a devastating blast. The Sorcerer’s Tower fires slower than the Archer Tower, and only fires one bolt at a time. But the blast from the bolt covers a large area (20’ radius) and can easily knock targets off their feet. This makes the tower useful as an area-denial weapon near chokepoints like bridges and for scattering large groups of the enemy.--------Would love to hear insights from people who are familiar from PvP, or just general ideas on what your Guild is building, etc.
Many thanks in advance!
Comments
But in the tutorial I stood beside an archer tower and it was very easy to dodge. Probably only minor unconvenience for TRs and HRs. Maybe the rate of fire will be increased idk.
Author of GWF Speed Demon PvP Build (Mod 11) <- Click to reveal the Speedy Beast! >:)
Archer Towers up 'front' to slow advancing makes sense, and the Sorcerer's Tower near the castle is a solid plan. So something like this?
Top: S--A
Mid: S--A--A
Bot: S--A
But just based from theory, archer towers seem like a waste, too small, and a slow is not going to change much.
almost anyone would rather get hit by a slow than an AP drain+prone, dailies are what turn the tides of pvp. Also, even if it didnt hit, forcing players to move 20 yards rather than 10 is alot more useful.
but still, its all theory. just wait, otherwise yourll be rolling the dice.
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Yours, above, is definitely plausible, and as stated definitely need to see it in action first. Never hurts to theorycraft though!