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Thread: Val's T4/T5 compiled Guide(updates will be made)

  1. #1
    Drei Valdoroth's Avatar
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    Val's War Guide

    Ok, I finally finished the major bulk of the guide. I still need more specifics for the classes which I will add onto it via edit. Thanks for the help those who have.
    Need: Class spec for WA, WI, BL, and FA
    More mid game tactics for various strategies.
    Need to update in next update.
    Need BM3 stuff.


    NW Tips and Strategies









    By Valdoroth
    Help from:
    Myst1que
    EterNity (ET) – http://eternitydia.blogspot.com/2009...echniques.html <<<< (Very good, but outdated)
    Gardner
    xXCrusadeXx
    Chippo
    Sigh





    Overview:
    Goal – To have the most points before time expires or capture all bases on the map.




    Scoring---------- Each Team starts with 5000 points.
    [P] 5000 <--- build points (these do NOT count towards your score)
    [S] 5000 <--- Your nation's score
    [S] 5000 <--- Their nation's score


    Bases --- 5000 ~~~~~~~~~~ Ensign --- 0
    Large --- 3000 ~~~~~~~~~~ Guardian(L) --- 500
    Medium --- 2000 ~~~~~~~~~ Guardian(M) --- 300
    Small --- 1000 ~~~~~~~~~~ Guardian(S) --- 100

    Players --- 10

    Res/ Warp --- 500
    All other Towers --- 300


    Every 3 minutes your team will earn x points per base you have combined:
    Large: 500
    Medium: 200 <---- See why medium bases are more important than small?
    Small: 100


    Building costs vary as do build time. (costs differ per war tier)(t4/t5)
    Res/warp are 500 point or 750k/1m alz
    Lrg Twrs = 200 pts or 500k/750k alz
    Med Twrs = 150 pts or 350k/500k alz
    Sm Twrs = 100 pts or 200k/250k alz

    If you build with points, your team gains the respective points spent to build it.
    Tower's Ranges vary by size as well. I'm not sure on actual ranges, but if I were to guess:

    Large - Range 16
    Medium - Range 14
    Small - Range 11
    Note: Portable Towers only last for 180 seconds (3 minutes) so it is NOT worth attacking them. They only act as useful aids taking bases or fighting large groups or heated areas of combat.
    Towers also only give this highest tower in the area's stats. They do NOT stack. (If you build a small tower next to a medium tower, it will only give you the medium tower's stats)

    Use the retarget key 'z' (default) to re-select an opponent that fades. A good suggestion is altering the default key mapping to one that allows you to do all the same functions in less area so that you can react faster and not have your hands flying all over the keyboard or have to let go of the mouse.
    Being a good player also entails in the user utilizing the custom key mappings to the greatest ease and benefit for faster reaction timing.

    Don't over build Resurrection towers though. Be a smart builder.


    Personal Scoring
    You earn 1 point for every 10k dmg you do to players and 20k dmg you do to NPC targets ( I.e towers, guards, gates)
    Each Kill you do will auto give you 10k dmg as well ( a player with 15k HP that you kill will give you 25k dmg worth +/- any HP he loses(hp down or other players)/recovers during that combat session)


    You need 30 points in order to receive your reward bonus after the war ends. Every 5 points you gain in war, you'll gain x Wexp up to 155 points. After you get 155+ points, you will NOT gain extra Wexp. For a complete list check the main website under the About> Nation War> Reward tab. Or click This
    Note: If you have x% wexp increase, it applies to the base wexp you would gain without bonus.






    Tactics for Parties --- NW is not a solo war. You're part of a nation, so help each other out.
    First: Have a party with more than 2 types of classes.
    Second: Try to have 1 wiz in every party if possible. Don't have all your wiz in 1 party.
    Why? Because Spirit Intention is 1/2 of Bringer's title for cd/rate resist and should be given out as often as possible so that your nation dies less.
    Third: Stay with your party and follow your party leader's (PL) directions.
    This will help with coordination and allow your nation to take points or defend more effectively.
    Fourth: PL's need to communicate with each other. You are supposed to be the leaders, so take charge of your party.
    Fifth: Try to party with the same people after you find a party that works well each war you go to.
    You learn how they play/ cope in combat and can adapt from them.
    Sixth: When taking out a Large base or Medium base where an enemy Res is near, if you can time your bm2's you should be able to take it out very quickly allowing for capture of the Base Much faster and safer. Sometimes you have to ignore being hit by enemies to take it or the guardian out.


    Class Specific Strategies/ Tips - Class : Primary role


    Warrior: Heavy Tanks
    WA are great for tanking and dealing lots of brute dmg as well as dishing it out. The should also give MS out when they see someone in party near that need's it (if combat allows for it) and learn when to use Fury or PC at the right times (primarily before attacking large enemy groups or bases).


    Wizard: Mobility, SP, and Ranged Support
    WI are very mobile with blink+dash, but vulnerable to Execration (root). They should use SI on any party member that does not have it (if combat allows for time). The benefits from SI are too great for fellow party members not to have it as well (Help your nation out. You want to win right?). Also, because WI are fast they're prime builder hunters. Their BM2 has a good auto attack rate that allows them to have a pretty good dps provided they have a a decent rate.
    The WI are able to attack both w8+w9 or e3+e2 at the same time



    Blader: Medium Tanks, Anti-debuff
    With the addition of Curse Dodge, a BL can make his party dodge 2 debuffs for 60 seconds allowing them to continue attacking your opponents unmolested. BL have a fairly large array of skills, but are limited to only keeping a few due to a buff skill type issue, however, they can still be versatile and quick with a decent close ranged AoE. Fatality Increase should be used in tandem with Fury or PC for maximum effect. Their naturally high defense rates allows them to be missed by guards, towers and players not using combo a lot more often than other classes.

    Blader and Wizard are the two fastest classes for taking out towers because of their damage output in bm2 per hit sequence.

    The "Godzilla" Mode or "Beast Mode"
    An MF-Proof Blader in BM2/Aura with 'raiding shorts' (Instant Immunity, Intuition, Art of Fierceness, and Intense Blade) is virtually unstoppable when they start demolishing an enemy Resurrection Tower (or Warp). There is absolutely nothing to stop this except engaging in combo and hope your FB uses hard luck often. By the time the Blader's 'raiding shorts' run out, the tower should be damaged or destroyed and the enemies distracted enoughto buy your nation time elsewhere. This always provides that tipping-the-scale effect to regain or keep your nation's lead. The BL either could choose to sacrifice one life and do as much damage as possible or run away with a dozen enemies chasing him/her (which also adds to the distraction factor)

    A similar "Godzilla/Beast Mode" strategy is possible for Warriors, but with shorts being: Instant Immunity, Cat's Recovery and/or Bear's Vitality.



    Force Archer: Ranged Support, DPS
    FA are quick and longer ranged classes. Their bm2 is by far the highest dps especially in conjunction with AoS. The FA are able to attack both w8+w9 or e3+e2 at the same time, which is very difficult in the start and can use the aid of other's to assist at each of the two bases. FA are also healers, but this isn't used in war that often save for themselves in lue of HP pots (not vital potions though). FA have some good party buffs and apply them when combat sees fit to party members who do not have them.


    Force Shielder: Heavy Tanks
    FS are similar to WA but instead of high base atk, they have a higher base def. Their AoD allows them to be able to withstand a lot of dmg. Their range however is limited in AoD and should be thought about b4 using it. Their bm2 is similar to WA's, and though it's slightly slower, it has more amp. SS should be used to save party members that are about to die if possible.

    • FS are tanks, so they need to be where they’re most useful: defending against largest mob of opponent, which also gets most pts.
      • If caps take 2 south bases and a bunch of procs go south to take them back, FS needs to know that north bases lacking support and should run there immediately.

    • Learn to start combo outside mob, dash in for 1-2 early hits, sometimes with mortal bane. surprise/getting in a few hits before they hit u is huge advantage.
    • Positioning: if an FS is going against a mob of 5 caps, he needs to hit all 5 caps with AoE, so position is important, sometimes off to the side outside line of fire.
    • Know when to attack and when to back off.
      • If a group of 20 caps just took w10 and is going to e2, don't engage them right away by yourself, wait till they start attacking the guardian, then initiate combo and dash in (maybe half wont attack u at all, and the rest might break combo/get knockdown, and will already be lower HP than u). Mortal bane for the first couple hits and then cancel is an option, but beware other FS that target you.
    • Chase in combo: requires practice, need force kick and shield charge at front of skill bar.
    • Have multiple skill bars for every situation: large AoE skills for mobs of opponents, dps skills for guards or 1v1, full range skill for when rooted or if u want to stay outside of mob (SG/SS/SR/earth divide).
    • Since t4 has larger wars and less 1v1's, Use bm1 more than bm2 for full AoE effect, and use aura most of the war.
    • The best time to use MB is when attacking a guard or fleeing enemies ( DPS skills for guards). It is also very effective on towers in bm2, but watch out for other FS as they can 2 shot you.
    • If you are in a mob of maybe 4 caps and more join in from any angle, reposition yourself.
      • (In combo) You can click a far away opponent, click an out-of-range skill, then dash into a better position so that you can 'get hit less' and 'hit more people'. So after dashing, you must re-target a close enemy while still in combo, and continue attacking.
    • Try not to AoD beside other teammates in AoD, and try to AoD in spots that are clustered, like in a base.
      • AoD-ing between w10 and e2 doesn't usually work as well because its a linear piece of land, and people just walk by you.
    • FS in AoD are vulnerable to MF, Darkness, and -HP attacks. - HP attacks even if they hit only 1's will do the full -x HP as long as they hit.

    Force Blader: Debuffer, Light Tanks
    FB are the kings of debuffing, however, if not used wisely, they're weak. Most FB tend to only use root, hl and MF, however, they shouldn't dismiss def down and darkness (range -2). An FS in AoD should be darkened (-2 rng) if MF is not available. Their strength in AoD is their 1-5 range with SS+SG, otherwise they're just a brick sitting there. Field of Enervation (FoEner) or Field of Exertion (FoX) should usually be used on large groups of caps of at least 4. HL should be used as often as possible, especially on WA to take them out faster.
    Root should be used on WI first, FA second, and anyone else trying to flee last. Don't root an AoD FS. Don't root the NPCs (gates, towers, guardians), it's useless and makes you look stupid (no offense).
    FB have a decent AoE as well that allows them to do decent dmg in groups since they have a high rate, but don't commit suicide for a few points.
    Do NOT MF a FB in bm1. When MF-ing, if you think they have around 1500 mp, use Field of Enervation to lower it's base enough that MF will work on them.




    Individual Tips:


    • SP packs may cost a bit, but if you plan on gaining a lot of points, they are your best friend.
      • With SP packs you can generally be in aura or BM almost non-stop.
    • It's better to go for a forcium item +6 or higher than a 3% amp item, unless that is also forcium.
      • If 4% amp, I would only use redosmium +7 at the minimum.
    • MF proof is important. Being able to run or use skills is better than standing and dying.
      • But if you are not MF proof, you can buy 140mp boots (or suit) or you can sacrifice max rate and some cd from an AoP+x for an AoBttl+8-10.
    • Backing off when low hp is huge, need to dash/fade away while in combo (click far person, then click skill, then dash opposite direction/ or fade then dash).
    • Re-targeting in combo when enemy dies or flees. This is really effective to kill faster and to stay alive.
      • especially when being hit by lots of people and you don't have time to cancel combo.
      • If next enemy is far away, its best to dash in combo to them, otherwise you're likely to get knocked down and cancel combo.
        Note: This takes a very lot of practice.
    • If hitting 1 cap from close range, use dps skills as much as possible, and learn to switch quickly between skill bars so when more enemies come in range, u use aoe skills

    Balance of War:
    A balance of pushing, building, scouting, defending, distracting, and communicating often determines a war's outcome.

    1. Pushing
    This part is what everyone likes to do, but many players start with no solid plan and split up trying to capture as many bases as they can first.
    A more seasoned approach to this would be: pick one or two medium bases or a large one and swarm it with full force.

    2. Building
    In order to ensure a steady and swift flow of reinforcements, one must start building a Resurrection Tower asap.
    Make sure a couple of party members of the builder stays with the builder in case the other side's scouts find the builder.

    3. Scouting
    Any class could be a scout, but a wiz is the best choice because of the high mobility.
    Consistently interrupt the other side's builder or builders until your side's bases have been established.

    4. Defending
    Keep in mind where key res or warps are located and defend those.
    Repair any damaged towers by selecting one and pressing R. (R key is the default repair button.)

    5. Distracting
    When the war is any side's game, send a couple of decoys to enemy's empty areas, such as their ensign or bases without res towers.
    Also keep trying to take down the other side's res towers to reduce its number of reinforcements.

    6. Communicating
    Check the war map (press M or hold Tab key) regularly, at least every 5 seconds at the most.
    Notify your side to ignore decoys and help defend or push.




    Location of spots to attack guards for more than 1 base at a time.
    Note: w9/w8 and e3/e2 are towards each other so that FA and WI can bm2 and hit both.








    Common War Strategies (courtesy of Sigh)
    1. The Normal Push (Normally start of game, but is flexible for any time during the war, Most often used)

    Capella: The N1+ N12 guards a lured together and killed. Then, the N11+10 guards are lured together and killed. The group of Capellans then goes and captures E2+3 and eventually reaches the Center. ( If enough players do both at same time and meet at center)

    Procyon: The S7+ S6 guards a lured together and killed. Then, the S5+E4 guards are lured together and killed. The group of Procyons then goes and captures W8+W9 and eventually reaches the Center. ( If enough players do both at same time and meet at center)

    2. The E3/W9 Approach
    ( Start of battle or only base and maybe S/N bases left)
    Capella: From start, go to Omega Front and head towards Center but take the path towards E3 and take E3.
    Procyon: From start, go to Alpha Front and head towards Center but take the path towards W9 and take W9.

    3. The Alpha/Omega Approach (typically from start, but can be from losing) *Note: With the addition of BM3, this is not as effective anymore

    Capella: Starting from the Main Base, head south until you reach the Omega Front. From there take the Omega base and following that, you can either go stop the Procyons at the S bases or E4 depending on how fast you take Omega or, another option would be to go straight to Center after taking Omega. Note- the route to Omega is shorter than the route to Alpha because of the winding path to Alpha so taking over Omega would be faster.

    Procyon: Starting from the Main Base, head north until you reach the Alpha Front. From there take the Alpha base and following that, you can either go stop the Capellans at the N bases or W10 depending on how fast you take Alpha or, another option would be to go straight to Center after taking Alpha. Note- the route to Alpha is shorter than the route to Omega because of the winding path to Omega so taking over Alpha would be faster.

    4. The N Rush/ S Rush (typically a diversion technique to slow opponents at start)

    Capella: Using only some of the Capellans, starting from the Main Base, head south until you reach Omega. Skip Omega and head to the S bases. Attack the Procyons and try to break up their luring. The main objective is to stall the Procyons while your fellow Capellans can take over bases starting from the N bases through the medium bases.

    Procyon: Using only some of the Procyons, starting from the Main Base, head north until you reach Alpha. Skip Alpha and head to the N bases. Attack the Capellans and try to break up their luring. The main objective is to stall the Capellans while your fellow Procyons can take over bases starting from the S bases through the medium bases.


    5. The Base Rush ( not usually done, but if coordinated fast, can greatly slow opponents down by removing their only resurrection tower) *Note: With the addition of BM3, this is not as effective anymore, however, it is easier to do.

    Capella: Go through the N bases and head towards Alpha. Skip Alpha and head straight down south towards the Procyon main base. Attack the side gate and after you’re in, your first objective is to cripple the Procyon’s res, so in case you aren’t able to take the Procyon base, you can at least take out the res. You can also send a small diversion party from #4 strategy to allow for your main task force to reach base unhindered or discovered.

    Procyon: Go through the S bases and head towards Omega. Skip Omega and head straight north towards the Capella main base. Attack the side gate and after you’re in, your first objective is to cripple the Capella’s res, so in case you aren’t able to take the Capella base, you can at least take out the res. You can also send a small diversion party from #4 strategy to allow for your main task force to reach base unhindered or discovered.




    6. Miscellaneous Info

    Some common resurrection locations as bases are being taken are:
    Capella: Having a second res in the Main Base that’s closer to the fighting rather than walking around. A res at N12. A res at N1 is not worth it because it’s already close enough to the main base. A res at N11 is too exposed to enemy attacks. The same could be said about a res at W10 because Procyons could go through Alpha and attack it. Either have a res at E2 or E3.
    Procyon: Having a second res in the Main Base that’s closer to the fighting rather than walking around. A res at S6. A res at S7 is not worth it because it’s already close enough to the main base. A res at S5 is too exposed to enemy attacks. The same could be said about a res at E4 because Capellans could go through Omega and attack it. Either have a res at W8 or W9.

    Don't dismiss Legs and share with your nation. Here's the stats i pulled from the main website:

    Legacy Weapon Stats

    Option






    Battle Style
    Attack Magic
    Attack
    Defense Attack
    Rate
    Critical
    Chance
    Critical
    Damage
    HP/MP
    Absorb
    Sword/Magic
    Amp
    Warrior 370 190 120 2200 15% 70% 3% 5%
    Blader 370 190 120 2200 15% 70% 3% 5%
    Wizard 190 370 120 2200 15% 70% 3% 5%
    Force Archer 190 390 120 2200 15% 70% 3% 5%
    Force Shielder 370 190 150 2200 15% 70% 3% 5%
    Force Blader 370 190 120 2200 15% 70% 3% 5%







    With the addition of BM3, came also stronger guards and a drastic change in HP and Defence mulipliers.
    Previously you got x1.5 defense and x5 HP. Now it is determined by which teir you are in. T1-3 are still x5 HP and x1.5 Defense. T4 is now x6 HP and 1.75 defense. T5 is now x7 HP and x2.0 Defense. Keep this in mind if you use a dmg calculator for war (example, to test dmg vs someone in BM3 you have to put 2x their defense, usually around 2.8k-3.4k).






    *GAT(General Assault Tactic)- WA go in first followed by FS. FB+BL follow right behind them with FA+ WI taking the range positions last. This should all be done within 5-6 seconds and takes practice with your nation members each war. It's best to try to be in the same parties on a consistant basis so you all get familiar with each other's strengths.

    Reaction time is very useful for spur-of-the-moment decisions like what debuff to use, or what person to click for dash/fade combo, or continuation of your current combo after you killed a player.





    NW Rewarding System

    As you know, you need 30 score minimum to get your nation reward. Every 5 points you score in war increases your Wexp and AXP earned. 150 is the highest score you need to get maxium Wexp, but AXP is a bit different. Every 1 score in war = 100,000 AXP. 10,000,000 AXP = 1 AP, so every 100 points in war = 1 AP. ** After 150 points, you gain 200k AXP per 1 point.

    - The base Wexp you get is 80 with 30 points. Premium benefits can increase this, and are based off the base value for calculating, so a 25% wexp bonus = 25% of 80 = 20.

    - Players who scored 180 points or higher additionally receives a certain % of alz used
    for buying vital gears(HP, SP).

    - Those who score in the top 30% receive 10% extra WEXP. (usually 1st-10th place if 30v30+ war)
    - WEXP given per score and wexp % bonus

    Score
    WEXP
    25%
    50%
    75%
    100%
    125%
    150%
    175%
    200%
    225%
    250%
    30
    80 100 120 140 160 180 200 220 240 260 280
    35 82 102 122 142 162 182 202 222 242 262 282
    40 84 104 124 144 164
    184 204 224 244 264 284
    45 86 106 126 146 166 186 206 226 246 266 286
    50
    89 109 129 149 169 189 209 229 249 269 289
    55 92 112 132 152 172 192 212 232 252 272 292
    60 95 115 135 155 175 195 215 235 255 275 295
    65 98 118 138 158 178 198 218 238 258 278 298
    70 101 121 141 161 181 201 221 241 261 281 301
    75 104 124 144 164
    184 204 224 244 264 284 304
    80
    107 127 147 167 187 207 227 247 267 287 307
    85 110 130 150 170 190 210 230 250 270 290 310
    90
    113 133 153 173 193 213 233 253 273 293 313
    95
    116 136 156 176 196 216 236 256 276 296 316
    100
    120 140 160 180 200 220 240 260 280 300 320
    105
    124 144 164 184 204 224 244 264 284 304 324
    110
    128 148 168 188 208 228 248 268 288 308 328
    115
    132 152 172 192 212 232 252 272 292 312 332
    120
    136 156 176 196 216 236 256 276 296 316 336
    125
    140 160 180 200 220 240 260 280 300 320 340
    130
    144 164
    184 204 224 244 264 284 304 324 344
    135
    149 169 189 209 229 249 269 289 309 329 349
    140
    154 174 194 214 234 254 274 294 314 334 354
    145
    159 179 199 219 239 259 279 299 319 339 359
    150+
    164
    184 204 224 244 264 284 304 324 344 364








    Here's a breakdown of the war report:
    (link to pic if too small: http://i650.photobucket.com/albums/u...ofNWreport.jpg )













    This is all I have for now. Hope it helps you understand some more about war. The best way to get better is to get more experience.
    Last edited by Valdoroth; 01-18-2013 at 12:46 PM. Reason: added content

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  2. #2
    Osmium titans05's Avatar
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    your yellow text cant be readable..@_@

    good guide btw. >.<

  3. #3
    Drei Valdoroth's Avatar
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    Quote Originally Posted by titans05 View Post
    your yellow text cant be readable..@_@

    good guide btw. >.<
    I made it with the Darkvision skin for the website. Try that one out perhaps? Its at the very bottom of the page on the left.

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  4. #4
    Shadow Titanium
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    Masterfully done, Val.
    I have some Individual Tips for the Class Specific Strategies/ Tips - Class : Primary role section

    From my shorter than most elite players' war experience (idling at honor rank 15, but this shows I've been to about 500 wars and I try in every war possible and rarely go afk), I noticed Bladers' true strength in wars is distracting enemies.

    Why did the developers make BL's BM2 (Grappler) into a single target battle mode (except for certain aoe skills like double rising, a few more low rank skills, vital interfere, blade scud, and death tempest)? To me, this is because BL's are made to destroy towers in wars.

    The "Godzilla" Mode
    An MF-Proof Blader in BM2/Aura with raiding shorts (Instant Immunity, Intuition, Art of Fierceness, and Intense Blade) is virtually unstoppable when he/she starts demolishing an enemy Resurrection Tower. There is absolutely nothing to stop this except engaging in combo attacks. By the time the Blader's raiding shorts run out, the tower should be damaged and enemies distracted enough. This always provides that tipping-the-scale effect and the BL's side can regain or keep its lead. The BL either could choose to sacrifice one life and do as much damage as possible or run away with a dozen enemies chasing him/her.

    A similar "Godzilla" strategy is possible for Warriors, but with shorts being: Instant Immunity, Cat's Recovery and/or Bear's Vitality.

    Rawr.

  5. #5
    Shadow Titanium AmosMoses's Avatar
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    Great job val really intuitive guide. looks like you put alot of time and thought into this. Might want to add something about minimum damage regarding to AoD. some new fs seem to think anytime they take more than 1 damage while using AoD in nw its cause of "hackers" and not from an aspect of the game they obviously overlooked. and hopefully they will all learn from your guide.

  6. #6
    Shadow Titanium cadacus_ater's Avatar
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    This thread deserves a sticky imo.

    Good stuff

    EDIT: I will add though that in smaller wars generally Center is ignored (especially in T5) due to the huge amount of resourses required to take it; it can often be skipped for medium bases. Aside from the main bases, Center is arguably the hardest base to take, with the incredible amount of competition it can generate. Alpha and Omega however can be targets sometimes as they are good places to launch 'backdoor' attacks from.

    Don't discount the occasional Alpha/Omega opening rush (depending on which side you are). If you see that your side is taking smalls/meds and the other side isn't, it is advisable to send a small portion of your force (1-5 depending on how many people you have) to check your side's Alpha (Capella) or Omega (Procyon) for a mob of enemies. An unchecked Alpha or Omega can wreak havoc on your side, especially with a resurrection or warp tower there.

    The main danger of rushing Alpha and/or Omega lies in the risk of the enemy gaining too strong a hold on the medium bases, or even Center in larger wars. But if you can afford the risk it can be a viable strategy, assuming the enemy doesn't stop your rush cold.

    If someone knows better than me feel free to correct me, but that's some of what I've gathered over the course of my war experience.
    Last edited by cadacus_ater; 05-19-2011 at 01:58 PM.


  7. #7
    Junior Member
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    This should be strictly a tier 4 guide seeing as how it mainly pertains to tier 4 wars.

  8. #8
    [GM] Kato
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    Very nice! Great job on the guide, Valdoroth

    ~ [GM] Kato

  9. #9
    Drei Valdoroth's Avatar
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    Quote Originally Posted by AmosMoses View Post
    Great job val really intuitive guide. looks like you put alot of time and thought into this. Might want to add something about minimum damage regarding to AoD. some new fs seem to think anytime they take more than 1 damage while using AoD in nw its cause of "hackers" and not from an aspect of the game they obviously overlooked. and hopefully they will all learn from your guide.
    Yea I know. I've hit 12's with SoD in bam1 +leg +amp pot. It's not auto 1 hp, it's +2000 defense. Big difference. -HP still has it's full effect though, which is the only way to really kill them in aod.

    Thanks for the support. I can add that in Chippo. You probabably noticed where I put most your previous notes. Others from other people I combined with similar tips/ stuff. I still need class specific for FA, WI, and WA.

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  10. #10
    I disagree with the map saying what you should build and where. Imo you should have a res at every point on every base. So that's 52 res's. If you can't win with 52 res's then I don't know what to say.

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