TW for beginners

gamer4jesus
gamer4jesus Posts: 0 Arc User
edited December 2014 in General Discussion
Where can someone find a good instructional video, on how to set up TW defenses (towers and strategies). And what classes to focus on when outnumbered.

This is very much needed for smaller guilds, and newly started ones.

A video would be better than just reading the wiki:
http://pwi-wiki.perfectworld.com/index.php/Territory_Wars
Post edited by gamer4jesus on

Comments

  • Eoria - Harshlands
    Eoria - Harshlands Posts: 6,118 Arc User
    edited December 2014
    Generally, higher-level tws = go for the binding turrets. Lower gear level (low refined r9rr/g16) = go for the rapidfire turrets in base, binding at lanes/gates or one binding+one rapidfire. Burst turrets are still useless, I'm pretty sure.

    As for attack strategies, there's generally four main ones:

    1. 4 cata B lane push. Most common. Not much needs to be said here.

    2. 4 cata A/C lane push. Typically down whichever is your right lane as the enemy doesn't have lane towers on your right lane so you can just push to their base. Use when you know you can't do a B lane push or need to take heat off of your defense.

    3. Split push. Usually 2 catas A and 2 catas C, but can be any combination of # of catas and lanes. Use when you know the enemy is bad at defending such a push but good enough that you can't push 4 catas on a single lane or you need to take heat off of your defense.

    4. Counter push. Take catas down a lane in which the enemy also has catas and try to force theirs back.

    As for what to focus on, clerics+mystics first if possible.

    If there's someone that needs to be controlled so that, you know, they don't kill half your guild, you need to look at what you have available in order to mitigate them. If you have a bunch of clerics, spam SoG. If you somehow have a bunch of bms/barbs, have them sit on that player while spamming paralyze. If you have a decent sin, have them stunlock. etc. etc. If you have nothing and not enough damage to kill them on a reliable basis before they **** on half your guild, you're ****ed. If they're a good sin, you're also ****ed regardless due to sage tidal most likely.

    tbh, 90% of TW planning is just knowing what you have gear-wise and skill-wise vs. what the opponent has gear-wise and skill-wise.
    [SIGPIC][/SIGPIC]

    "subtraction has the butt of an angel" - Paulrogers
    I <3 Subtraction.
    /blatant sig copy is blatant

    105/105/105 obtained! b:cute
  • Infamous_me - Archosaur
    Infamous_me - Archosaur Posts: 74 Arc User
    edited December 2014
    tbh, 90% of TW planning is just knowing what you have gear-wise and skill-wise vs. what the opponent has gear-wise and skill-wise.

    ^ this for the most part. Other than that I would add:
    >Take out clerics/mystics first.
    >call out high priority targets as to have whole squad stun/amp/purge/nuke together.
    >dont let tw turn into a pk fest, focus on catas. A dd w/o a cata can not win a tw, so dont waste too much time on them.


    Theres much more, but experience will teach u much more than I can. GL in ur future tws.
  • gamer4jesus
    gamer4jesus Posts: 0 Arc User
    edited December 2014
    One concern I have, is that turrets got implemented too long ago. By that i mean players have gotten better gear later, and the defense turrets are less useful now with R9rr +12, meridian, nuema, war avatars and rb2.

    Should a small guild bother with the cost of building them?
  • Eoria - Harshlands
    Eoria - Harshlands Posts: 6,118 Arc User
    edited December 2014
    Yes if you know you have a chance vs. whatever guild you're fighting. Turrets are pretty gross damage-wise now after the update a couple years back. The amp on them is also very nasty.
    [SIGPIC][/SIGPIC]

    "subtraction has the butt of an angel" - Paulrogers
    I <3 Subtraction.
    /blatant sig copy is blatant

    105/105/105 obtained! b:cute