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08-23-2014
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Registered User
Join Date: Sep 2012
Location: US
Posts: 394
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Attacking & Defending Towers -Guide-
Index- Intro
- Map
- Pre-attack
- Attacking (alphabetical order)
- Defending (alphabetical order)
- Extra(s)
Introduction
Decided to provide an updated towering guide for anyone interested in learning the ways to successfully attack and defend a tower. This guide is valid as of August 2014. MapThe first step is to know where the towers are located at.
Pre-attack Prior to attacking a tower you want to make sure that it's going to be worth the effort. Yes, a guild with less members may be able to obtain a tower but will it be able to keep it? Some guilds like to be stationed in a tower for several hours others prefer to be slow paced.- Make sure you are comfortable in the guild. Do not be a victim of hat chasing guilds. (A guild in which it is usually made of the same leaders as past guilds. Once it comes to sorting the hats out they like to stick with their friends causing favoritism even if so said friend helped or not). This will only cause you to feel discouraged when it comes to towering in the future.
- Before attacking a tower you want to make sure that the guild is in sync. Will you guys all rush in? Group? You don't want one member alerting all the defenders causing the afk's to be active again. Communication is key. You want to be in a guild that works together and listens.
Attacking
 - Flag health 150
- Advantages: If you're able to die in the corridor/hallway you will spawn inside.
- Disadvantages: Upon death inside the flag area you will spawn in the bridge causing a long run back inside. Due to this if several members die by the time you reach the flag it will most likely be back at full health.
Warzone
Flag
 - Flag Health 100
- Advantages: Several bushes located outside the tower. Carrying these inside will give you a defensive advantage providing twice the damage as a sword.
- Disadvantages: Long walk to the top. Defenders will be blocking the stairs throughout the tower making it hard to get inside the flag. Not recommended for guilds with a low amount of members.
Warzone
Flag
 - Flag health 200
- Advantages: Pkers willing to help you.
- Disadvantages: Pkers not willing to help you.
Warzone
Flag
 - Flag health 100
- Advantages: If you have decent pk skills the spike room can be used to benefit the team.
- Disadvantages: If the team does not work together or prepare before-hand it can be very chaotic throughout the rooms.
Warzone -Hallway-
Warzone -Spike Room-
 - Flag health 100
- Advantages: Due to being a solitary tower snow usually consists of afk players.
- Disadvantages: The opponent spawn location is within the flag area if not done correctly by the third or fourth try it can be hard to obtain. (Assuming they have a decent amount of members).
- Note: As soon as you enter snow you will be using ice skates, if you are on a idevice you are able to gain a much faster speed than a pc player.
Flag
 - Flag health 150
- Advantages: Plenty of room in the flag area. Also plenty of vases to use to your advantage (similar to Deadwood's bush strategy).
- Disadvantages: Enemy spawns in the water giving them an easy access to quickly relocate and block the stairs ( This is why I personally choose to not kill any chasers after me UNLESS there's plenty of teammates already in the flag).
Warzone
Flag
 - Flag health 100
- Advantages: Quick way into flag.
- Disadvantages: Other players pking the flag causing the tower to be an unstable location if your guild is looking for a permanent spot.
Warzone/Flag
DefendingSypnosis: Defending a tower is straight forward so unlike attacking where several strategy's are in play you mainly want to make sure the flag is secured and fully healed. You also want to check the outside and other parts of the tower for any guild(s) grouping and preparing for a attack so you are not caught off-guard. Depending on how many members there are online and in which tower you are located at there are only a few spots to defend other than the flag. They are as follows:
- Castle: Outside of flag the only are that should be kept an eye out for is the hallway by the flag entrance. Also one member should check the other rooms for any scouts/guild grouping.
- Deadwood: Have several members blocking the stairs throughout the levels starting from top to bottom.
- Mod: Simply make sure that everyone is active and that the flag is frequently kept healed. Also try to keep a positive K/D ratio from fellow pkrs.
- Sardons: Have someone guarding the flag entrance and at least 2 persons in the flag. If the coast is clear in the spike room everyone else should push into hallway and defend this area from any pkrs these will be the first to see any sudden guild attacks.
- Snow: Only defend outside the flag area if it seems pretty dead and no more than 3 players are attacking that your teammates aren't able to handle.
- Swamp: You only want to have 2-3 teammates defending the flag the rest should be outside no further than the two stairs. 2-3 should be stationed by the flag entrance and the rest by the stairs keeping everyone off and off-limits. Be sure to be active if any sudden attacks come your way since if the stairs are failed to be defended the attackers can easily dominate the stairs to their advantage.
- York: Be quick and stay active this tower is very unstable and can be easily lost if outnumbered.
Extra(s)- Remember that towering should always be fun! If you find yourself in a guild that does not respect you or takes you seriously leave it. There are plenty of other towering guilds willing to appreciate your time and effort.
- +Rep or leave a comment/feedback so I know that making this guide was actually worth all the hours I put into it

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