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Keys to taking a t4 keep

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NSKaneda
Posts: 984

Re: Keys to taking a t4 keep

Post#11 » Wed Oct 12, 2016 3:02 pm

NectaneboII wrote:1. Damage through walls .
1.2.48 all over again ;) The last time it happened on live we had a little understanding between Order and Des at least not to use wall-crawling pets and wall-piercing turrets. AOE can be avoided ;)

For the rest... Detaunt still works on Lord and Champs, tested yesterday :)
RoR: Burszui SH, Ropopuch SHM<|[]|>Ginnar IB, Zuriael AM, Runatyr RP ++ REV guild ++
Live: Karak Izor -> Karak Norn - Yarpaen IB, Ginnarr SL, Volundr ENG +Ithilmar's Chosen+
* * * playing every class in game * * *

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roadkillrobin
Posts: 2773

Re: Keys to taking a t4 keep

Post#12 » Wed Oct 12, 2016 3:43 pm

Azarael wrote:The minute keep rank is added, AoE cannons will become terror incarnate to massed players.
I'm curious about this mechanic, if it's able to rank up a keep, will it be possible to rank down the enemy keep aswell? Coz i'm allready seeing a bevour pattern here with Cannon Hell + Walls of Ranged dps + Equal numbers = Always gonna resort to keep defence at any chance.
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NSKaneda
Posts: 984

Re: Keys to taking a t4 keep

Post#13 » Wed Oct 12, 2016 3:51 pm

roadkillrobin wrote:
Azarael wrote:The minute keep rank is added, AoE cannons will become terror incarnate to massed players.
I'm curious about this mechanic, if it's able to rank up a keep, will it be possible to rank down the enemy keep aswell? Coz i'm allready seeing a bevour pattern here with Cannon Hell + Walls of Ranged dps + Equal numbers = Always gonna resort to keep defence at any chance.
rank 1 -> rank 5. AFAIR it could be upgraded by taking and holding BOs, claiming keep for a guild (with hourly upkeep!) and buying upgrades. For downgrading faction would have to intercept resource runners (bo -> keep), take BOs and kill keep NPCs. 5-10k from cannon fire. Good old times :)
RoR: Burszui SH, Ropopuch SHM<|[]|>Ginnar IB, Zuriael AM, Runatyr RP ++ REV guild ++
Live: Karak Izor -> Karak Norn - Yarpaen IB, Ginnarr SL, Volundr ENG +Ithilmar's Chosen+
* * * playing every class in game * * *

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Akalukz
Posts: 1833

Re: Keys to taking a t4 keep

Post#14 » Wed Oct 12, 2016 4:08 pm

Azarael wrote:The minute keep rank is added, AoE cannons will become terror incarnate to massed players.
Waiting for this
-= Agony =-

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Azarael
Posts: 5332

Re: Keys to taking a t4 keep

Post#15 » Wed Oct 12, 2016 4:09 pm

roadkillrobin wrote:
Azarael wrote:The minute keep rank is added, AoE cannons will become terror incarnate to massed players.
I'm curious about this mechanic, if it's able to rank up a keep, will it be possible to rank down the enemy keep aswell? Coz i'm allready seeing a bevour pattern here with Cannon Hell + Walls of Ranged dps + Equal numbers = Always gonna resort to keep defence at any chance.
Keep can be ranked down, by restricting the amount of supplies which can be returned to that keep. Loss of rank has an effect on the equipment that spawns at that keep as well as the rate of respawn/supply.

The intended behaviour for AoE cannons is the same as in scenarios, in which players suffer additional damage when struck by artillery weapons for every other player within 20 feet of them, to a maximum of 6 players. These weapons may additionally inflict debuffs. The caveat is that these weapons will have to be towed from the allied keep to wherever they are intended to be used.

Some of you have probably already seen the intent behind this, but it's to move the defense of a keep out from beyond its walls, i.e. to shatter the tedious farm at keep / funnel strategy. Funnelling will still work if other groups on your realm are able to stop siege weapons from reaching the keep, but you will be blown apart for attempting to funnel if you allow siege weapons to get there.

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Gerv
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Posts: 811

Re: Keys to taking a t4 keep

Post#16 » Thu Oct 13, 2016 1:09 am

Firstly, please, Please be considerate of the guide and help me by adding information you see is needed rather than things that are already covered.
NSKaneda wrote: 1. Be aware of the situation
4. Be a team player.
These are the key two points.
NSKaneda wrote:Enemy uses funnel? Break their lines. Chances are you already have line-breaking skills. And group buffs.
This is not that simple, it is critical that the realm works together to con-ordinate. A single or few players trying to break the line is pointless.
NSKaneda wrote: Playing a tank? Hit that door or protect your casters (hold the line is not just for fluff! Neither is guard. Xguard a tank if you have no mdps or healer nearby). Xguard on ram to make your healer's job easier. Use your buffs.

MDPS? Get inside and disrupt enemy heals, guard postern or hit those doors. At current game level it's not that hard to keep a choppa under oil. Use your buffs to help out a group.

RDPS class? Bring down oil asap and lay terror to casters on walls. Keep debuffing for effect.

Healer? Heal, heal, heal and re-apply buffs. And debuffs.

Oh, and read /wb to follow waaghband leader's commands :)
As a tank, staying near the player you are guarding is key, as well using the skill 'Hold the Line!', what is not useful here is if you as the tank player are not with your group. This stands for all classes.

As a mdps it is useless to go inside and disrupt healers if all you are going to do is die to defenders on the walls. You not only cause frustration for the healers trying to heal and resurrect you but also you are then not in a position to guard a postern or assist on the front door as need. Please do not follow the mdps advice from NSKaneda, unless their are few defenders or called to by the Warband or siege leader.

Yes as a rdps as already stated in the guide, the oil and enemy players on the wall are key. Try and assist off other players.
Sia - DoK - Lords
Boyd - WP - O.S.

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Gerv
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Posts: 811

Re: Keys to taking a t4 keep

Post#17 » Thu Oct 13, 2016 1:22 am

NectaneboII wrote:Yeah , Great post !
but
1. Damage through walls .
2. Lord charging randomly on 1st floor , damaged through walls .
3. Irritating champs with stupid resets and insane respawn time .
I agree no.1 is an issue to an extent, it is a very minor issue. The only problem I see here is if you are standing right next to the wall as a healer, healing from inside the keep to players outside or a mdps/tank standing right next to the front door. The common solution here is to take a few steps backward and remove this problem.

With no.2 I believe it is an issue with pets and area of effect (AoE). While it is frustrating there is not much we dan do about it. I will add it to the inner sanctum section.

No. 3 I believe is just a fact of life, better co-ordination and movement from not standing on the ramps or bottom floor like I outlined generally reduce / remove this issue.
NectaneboII wrote:The difficulty of a keep at the moment does not represent current , active population , till things settle we shall have to endure : empty keep taking , various exploits ( logging inside keep , seen it many a time ) zergs , x realmers (sitting idle , contributing to nothing ) , weak to non existent rewards for the most underated yet vital class aka Healers and the overall progression of the individual healers - domino - realm
Debunking myths here:
1) Logging inside a keep: players can, if they choose crash their client, their choice, players can and do, upon loading into the game some times appear in keeps if this is where they logged out from after their previous session. This is not a problem or there are explanations for it.

2) sitting idle: is a problem, that is why a factor in making this guide so people have an idea of what they can actively do to help out at a keep siege there is always something constructive to be doing.

3) weak to non-existent rewards: I have no idea what you are on about here. I assume you are complaining about medallions and renown and influence. The key hear is to have the dps in your party either get the killing blow or contribute significantly to the demise of the enemy. Nothing more, nothing less. If you are referring to gear, keeps drop Annihilator gear, which is best in slot for healers.
Sia - DoK - Lords
Boyd - WP - O.S.

navis
Posts: 784

Re: Keys to taking a t4 keep

Post#18 » Thu Oct 13, 2016 2:11 am

Gerv wrote: * The whirlwind: The lord spins around himself: this needs to be interrupted by the tanks using challenge, taunt or generic tank interrupt abilities.
* The AoE punt: tanks must hold the lord inside the room or against a wall. so they do not get punted and possibly loose aggravation from the lord.
Hi. Is it known if you can use KD (knockdown) on him? eg SDR (BW)
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Gerv
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Posts: 811

Re: Keys to taking a t4 keep

Post#19 » Thu Oct 13, 2016 6:31 am

navis wrote: Hi. Is it known if you can use KD (knockdown) on him? eg SDR (BW)
You can use a Knock down on him to prevent the whirlwind ability but it is very common for Keep lords to have already been hit by some form of crowd control (cc) from random players. Before using any form of crowd control you should first check if you are supposed to be tanking him and second you should check to see what immunity timers the Lord has.

There are 2 types of immunity timers in RoR. There is a green Shield and a green Chain Icon that appear on the Lord's health bur. The green shield is the timer for Knock Downs, the green chain is the immunity for knock backs.
Sia - DoK - Lords
Boyd - WP - O.S.

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NSKaneda
Posts: 984

Re: Keys to taking a t4 keep

Post#20 » Thu Oct 13, 2016 11:25 am

Gerv wrote:
NSKaneda wrote:Enemy uses funnel? Break their lines. Chances are you already have line-breaking skills. And group buffs.
This is not that simple, it is critical that the realm works together to con-ordinate. A single or few players trying to break the line is pointless.
All my advices are written from the warband - member perspective. When you're solo then if you live or die does not matter.
Gerv wrote:
NSKaneda wrote:MDPS? Get inside and disrupt enemy heals, guard postern or hit those doors. At current game level it's not that hard to keep a choppa under oil. Use your buffs to help out a group.
As a mdps it is useless to go inside and disrupt healers if all you are going to do is die to defenders on the walls. You not only cause frustration for the healers trying to heal and resurrect you but also you are then not in a position to guard a postern or assist on the front door as need. Please do not follow the mdps advice from NSKaneda, unless their are few defenders or called to by the Warband or siege leader.
This goes hand in hand with battlefield awareness and heal position awareness. You go in? Start by writing on /p to let your healer know. Once you're in navigate so that you're in range of group heals and once you start dropping (rule of thumb: 40% hp) start moving to wall's edge to make resing you easier / get those absorb bubbles. If you die outside of res range simply release and run back. Communicate. Tell your healz you're releasing so that they don't die trying to get to you. Help your healz with group buffs. If all else fails kill those lions going after them.

Besides, two or three mdps on walls usually means that a party with heals will be sent to deal with them which means less heals for gate parties and less pressure on ram. One less heal on walls means enemy casters start dropping under RDPS pressure and move out of range. Be a team player ;)
RoR: Burszui SH, Ropopuch SHM<|[]|>Ginnar IB, Zuriael AM, Runatyr RP ++ REV guild ++
Live: Karak Izor -> Karak Norn - Yarpaen IB, Ginnarr SL, Volundr ENG +Ithilmar's Chosen+
* * * playing every class in game * * *

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