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[Guide] Guild Battle: The Art of Winning.

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  • Drag0nsFire
    replied
    Well I found out that mystery tower do cause damage. Each does 175000 damage. For each 10000 damage done to ward tower we get 1 point and hence each tower gives 17 points and two towers give 35 points (350000 damage)
    When ward tower is destroyed, game should end at 6k points or 7800 points if ward tower is healed.

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  • R26991997
    replied
    nope they are doing nothing else than giving small amount of points

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  • Drag0nsFire
    replied
    do mystery towers cause damage to opponents ward tower? If yes, how much?

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  • Zorich
    replied
    This guide is great until you reach the point of having a guild that's capable of fielding a dozen or more 60k+ BR players. Then it's just a race to take down the Ward Tower.

    We can take down the 60 Mil HP + HP Healing on the Ward in under 20 Minutes. We don't even bother trying to hold the 4 field Towers anymore. The Pts you get from those is nothing compared to having a dozen players hitting the Ward Tower for 350k - 650k damage per run (depending on level and class). Yes - that's about 6 Mil Damage every 1:30s. Without holding any towers we're earning anywhere from 200-300 GB pts every 30 sec. In fact, the only time we need to use the chariot anymore is when we face the final GB where the two guilds both have near 5 Mil BR and both are just racing to take the Ward Tower down 1st.

    I actually hope they either increase the Ward Tower HP in the next patch, or allow for more heals, because all strategy has disappeared from GB fights. It's just brute force now.

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  • JohnNguyen
    replied
    GB now no need strategy to win unless 2 guild have same strength (which is rare). To me, guild with many strong players win even they don't know how to play.

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  • korrhush
    replied
    Maybe it is posted allredy, but:

    why you allowing ppl to change guild for fridays guild battle?
    What i mean, ppl fight for minor guild (wing, lets call it), and for friday battle, all stronger ppl from wing-guild come to main guild.
    sugestion:
    just forbidd to enter gb whith two diferent guilds durring week

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  • R212454175
    replied
    Weird thing happened today. A team destroyed B team ward tower and it also showed in announcements. Points difference was just couple of hundred and B team was awarded win. HP of ward towers also very close all the time during GB.
    Is such a thing possible or could it be a bug in announcement or am I missing something?

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  • Nubito
    replied
    IMO,dealt damage to other player can givee point too

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  • R212359287
    replied
    Originally posted by R26708407 View Post
    lot of guild coming die, cos they arn't in the best 8 guild. meybe back to best 16 guild to guild batle will aprove many fun )
    i think limiting the number of guilds that can be created can help more so you don't have tons of good players spread out over 9345038 guilds or a point system that limits the number of quality of players to a guild so all the top players stop piling into the top 2 guilds. They could do the higher the guild level the more points they have towards better players. There could also be "free agency" pool for un-guilded players.

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  • R212359287
    replied
    how well would the following strategy work against a much stronger guild say 3.1 mil br guild vs a 1.4 mil br guild.
    I'm going to label the stronger guild as SG .

    Step One: gather as many participants as possible.

    Have at least 40/45 members preregister for the battle ready to go and that would still leave us 5-10 spots for a buffer for late attendants.

    Step two: Battle strategy Phalanx group/interceptors (assuming 40 members)

    We will focus on capturing and maintaining our 2 closest mystery towers and clogging up the lanes in order to block SG members from getting to our mystery tower and our ward. Every member should cater their character to defense defense defense (astrals, gems, pots,scrolls, health pots, defensive guild skills, etc). The goal isn’t precisely to win it’s too keep them winning for a long time or forcing them to use up tons of contribution on 3/4 chariots.

    split the guild into teams south and north (2 teams of 20 members each)

    Phalanx members: top 12 strongest members out of each of the 20 south/north group. We can determine strength for now via BR rating for simplicity sake. Further down the road we can use the altar of ennoblement for "dual-offs". Top 4 out of the 12 will be the “tip” of the phalanx and will be the first to “defend” the mystery towers.

    Of the 20 members teams the top 12 strongest players will be our phalanx group. The goal for all 12 phalanx members is to defend their north/south tower, they never go on the enemy's side of their mystery tower’s circle. Phalanx members must clog that mystery tower circle. They must constantly click "defend" on those towers for the defense/point boost, every time one group of four goes down another set of phalanx members immediately click "defend" on the towers b4 SG does. Treat the tower like a fumble in a football game. When a phalanx member dies they are to immediately return back to defend their tower asap.

    The remaining 8 members out of the 20 are interceptors and are very very vital to this plan. Each interceptor should have a city prot token ready to go (will explain below). The interceptor’s goal is to go past each south/north tower and "clog" up as many SG members as possible (the higher tier the better, the more the merrier). Ideally they want to encounter 1 on 4 attacks because if each of the north/south 8 interceptors manage to do that, it would be 1 interceptor x 4 SG members x 16 interceptors = 64 SG members TIED UP in a fight with them and not going to kill our phalanx group members defending our mystery towers.

    If a SG member does manage to filter through the interceptors hopefully it will put our phalanx members at a 4 on 1 or 2 adv. If an interceptor sees a fellow interceptor engaged in battle they are not to join that fight they must find another SG member and engage a fight with them instead. The only SG members the interceptors should ignore and avoid are the ones guarding inside SG’s mystery towers, they want to clog up the SG members on the offensive. When an interceptor dies they are to cycle back through past their assigned pathway to find another SG member to attack.

    If they go by our north/south mystery tower and there is no available phalanx group to defend it, they can defend it until a phalanx group gets there.

    “Shake and bake”: If city protection can be used in gb and SG members want to be cheap and start to use it to bypass our “interceptors”. One of our Officers will call out “Shake and Bake” and there will be a slight role reversal. 8 phalanx members will advance forth and intercept SG members like the interceptors, while the other 4 guard the mystery tower until the interceptors get there. Our interceptors will enact their city prots and head to the mystery/ward towers (4-5 at each tower and the remaining 7/8 to our ward ). If they can both defend and keep their city prot on than they will do that, if not they will simply use their character to block SG from being able to click the towers.

    When our two mystery towers are set with interceptors, all 12 phalanx members will head to SG’s mystery towers to try and take out their weaker members guarding and then take it over and employ the same tactics as before.
    PipeDream: While our main goals for this plan is to either make it a very long time for SG to win or force to spend tons of contribution to do so. If there happens to be a miracle chance to win at the end, save a war chariot for a last minute point boost.

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  • R26708407
    replied
    lot of guild coming die, cos they arn't in the best 8 guild. meybe back to best 16 guild to guild batle will aprove many fun )

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  • Kolinko
    replied
    an Add on id like to say i didnt notice is if after u send the warchariot Pop the invcincability spell ALso So that your Main teams can get to the farther towers without being interupted unless they wish it so

    Doing this will lead to capping the 4 towers at a much faster rate then being slowed down alot by others

    or even an earlier start for your main team to get to the ward faster This is a great skill to bypass those you do not wish to spend time on
    Last edited by Kolinko; 04-02-2013, 03:43 AM.

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  • onimad
    replied
    Originally posted by KnowingEyes7 View Post
    Since the guide is a bit outdated, the problem is that the OP/TS believes there is such a thing as defense. Defense gets *0* points. Guild wars now come down to minimal tower defense if possible and an all out assault on the ward.
    it's not outdated but actually right now it's better defending the tower cos 80% inside is lagging.
    so towers gives more points than attacking ward (unless u are not lagging)

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  • onimad
    replied
    Originally posted by Omega011 View Post
    *** the info,it says that the guild who win the finalls will receive 1 trial VIP,but there is no trial VIP,1 player has 120 vip tokens and i cannot send him this trial,thats really bad for you,pls solve this problem
    where u get that? on final u only earns guild chest which consist of 30 whips and 10 shadow crystal.

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  • R24907107
    replied
    Originally posted by KnowingEyes7 View Post
    Since the guide is a bit outdated, the problem is that the OP/TS believes there is such a thing as defense. Defense gets *0* points. Guild wars now come down to minimal tower defense if possible and an all out assault on the ward.
    That is incorrect. The players defending do get BG points for defending. I think it's 5K, but can't remember for sure. And, it's still important to keep the mystery towers - all 4 are 75 points!!!

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