Since it is the double weekend for FA and JQ, there is gonna be a lot more people doing these. Here are a few tips I have for the Luxon side (Upier gave plenty of good tips for the Kurz side)
1. TURTLES ARE YOUR FRIENDS
The Turtles and their teams are pretty much overpowered. If it wasn't for the crappy AI of the turtles, Luxons would be pretty much winning every match. Nevertheless, turtles are your best friends. Too many times I see people rez in an amber mine and ignore going back to send out the next squad. Turtles are invaluable in attacking the fort, wiping NPC's, and fighting Gunther. The turtle squads pretty much own the Kurzicks once they breach the inner gates. You have 8 Luxon Warriors, running around, smashing things, and using their stupidly awesome AI with "Coward", as the turtles spam AoE 400 damage attack skills. What's not to like? The turtles don't have great DPS, but their damage comes in spikes. So two Siege Attacks coming in at once can easily catch a monk healing Gunther off-guard.
Just a side note, I've noticed that the Luxon Warriors are godly with "Coward." They use it on anybody that is moving withing range, regardless if that person is their target or not.
2. DON'T FORGET THE RED ENGINE GORED ENGINE GORED ENGINE GORED ENGINE GOING TURTLES
Just to drive it in.
3. IMS is invaluable
As a Luxon, you are going to be doing alot of running around, unlike those lazy Kurzicks. An IMS is invaluable on any profession. Most people would say bring "Fall Back", but I disagree. If FA was organized, "Fall Back" would be awesome. However, in my experiences in FA I have noticed that you barely ever get more than 3 targets with your "Fall Back" past the first minute. You are better off bringing a maintainable IMS. I do, recommend "Make Haste", however. Uber buff the turtles with it, or use it on an ally that is close to you. I often go /p and spec 8 command just for "Make Haste" and the +16 armor.
4. Cap, Cap, Cap (and kill the runners)
You don't want the Kurzicks to ever have control of the mines. They may not seem important, but for turtles and their squads to have their full effect, they must be inside the fort. Turtles are not doing much damage to the Kurzicks if they are repeatedly killing the elementalists. Inside the forts, however, turtles often hit 5 or more targets, and Luxon warriors are free to run around and blow stuff up. So keeping control of the mines is essential. A dedicated capping bar is not needed because the Kurzick Ritualists are pretty weak. However, I would bring a few snares to slow down the amber runners. The Luxon warriors can take it from there.
5. Bring Enchant Removal!
It's not rocket science. Too often Luxons complain on how one Kurzick monk can hold up the fort walls. Just go /n and bring Gaze of Contempt. I can assure you that Gaze will most likely be more useful than most other skills you were going to put in its place.
Again, Upier shows he is a god walking amongst us mere mortals.
I didn't think of posting this until the weekend is over because this ruins my chances of extra keys, BUT since you guys started it ...
If you mean to repel them on the Kurzick side, you do that by running past them. If you are asking on advice on how to repel them from the Luxon side, do not run them. And preferably /point and /laugh at the people that do. Seriously, the low end builds that do it all - which means do damage and have very good self-survivability - do NOT work on the Luxon side. You will not be able to do either job good enough, that means you will be dealing sub-par damage to what you could be doing and your survival skills will be self-target only which means they are absolutely subpar to just daking a dedicated healer, and you can NOT afford that on the Luxon side. The Luxon need to play at a higher level than the Kurzick. The damage a MM causes is nothing to write home about. It also does not guarantee to hit the target you need it to hit. It also means that before actually doing something half the battle needs to be over. Death Magic sucks. As I noted in the Kurzick thread, a MM is something I ALWAYS tell me party members about. Which means the player will be one of the primary targets. And that means that the MM, who already isn't dealing much damage needs to bring even LESS damage dues to the need for more survival skills. And let's not forget - minions still require a line of sight to deal damage. You do not want to run anything that does that. 6. Do not fight the Kurzick outside the Fort. Their ONLY job is to stall you. If they stall you, you will not win. 7. Heck, there are only a FEW Kurzick you should actually be fighting. Your job isn't to kill players, because players spawn in a matter of second with full energy and full HP. And if this is in the Fort, that means that they will spawn pretty much where you killed them. Your job is to kill NPCs so the only people you should be attacking are the ones that prevent you from doing so. People who kill you (or damage you), despite preventing from achieving your goal, do NOT fall into this category. 8. When you are fighting the Kurzick, you should be disabling them rather than killing them while still applying some damage. If you kill them, they respawn. Bigger and meaner then before. If you disable them, they are useless. They are still there, they just can't do anything. The problem? Since your job is to kill NPCs, disabling players requires a different set of skills. Then you also need to bring ench removal. And self heals will not be sufficient so you need to have a dedicated healer. Which means that contrary to the Kurzick side, you WILL need a right party formation. My suggestion is to call the NPC that needs to die so that your party can go into C+SPACE mode while you tell the disablers on your team to disable the monk. One of the biggest issues I keep seeing is somebody discovering that the Kurzick have a monk a and then the discovery is followed by the order to kill the monk. If you are killing the monk, you aren't killing the NPCs. And that brings us to: 9. There will be games that you will lose despite your team being better than the Kurzick. There is absolutely NOTHING you can do about it. Your PARTY needs to have the right TEAM build if you want to stand a chance against the better Kurzick teams so try not to do it all within your build, because all you'll do is end up with a really shitty build. 10. The initial split HAS a meaning. At the start most groups will split into two teams of 4. Most players actually do not put much thought in that BUT the players that go to the orange side are RESPONSIBLE for taking back the orange mine, taking back the orange command post and breaking down the orange gates. THAT'S YOUR JOB! THE SAME APPLIES FOR THE PURPLE TEAM! If you can not do it, you NEED to ask for help. If you can not take back the mine, that does not mean that the mine should not be re-taken. That means you will need to use the team chat and ask someone of your players to take it back. And that's why a good initial spilt is so important. 11. Positioning ALSO rules. This comes into play ESPECIALLY in the area between the gates. Look at what the opposing team consists off. If the ledge is full of rangers, go under the ledge where the rangers can not hit you. If there are casters on the ledge, go to the other side side of this area, next to the stair. The casters will not be able to hit you there. 12. Your strength is in numbers. Unless most of your team is inside the Fort do NOT run in individually. That will only get you killed. Wait for your team to assemble and then run in together. If people do not understand your drawing, which should be your primary way of communicating with the team, you will need to write it down. 13. Time your enchantment removal and your attack skills WITH the turtle's attack. The turtle will hit for 300 so it you rend the NPC at the moment the turtle will hit you will have a chance of killing it. Otherwise you are giving the Kurzick monks the time to react. 14. You need to send in the turtles. The turtles do not move in automatically. You send them in by talking to the Commander at each post. Keep in mind that if the Commanders are under attack you will not be able to send in the turtle. 15. When the gates are open, USE this! This especially comes into play when we are dealing with the green gate. If the gate is open, rush though it. That means somebody will need to take care of you. And that means they will need to take care of you in an area where you shouldn't be in. And if you shouldn't be in that area, there is a high chance they won't be in that area. Which can lead to people having to die so that they spawn in the area you are in OR having to open the doors to reach you. And that's something they should NEVER be doing. Which means this is something that completely messes them up. 16. If the Gatekeepers are under attack they will NOT accept amber. This is probably the singe most important thing you can know about that map. If somebody brings in amber, you rush through the green gate. And then you immediately deal some DIRECT damage to one of the Gatekeepers. Degen does not constitute as damage! And that's not me saying that it's crap and doesn't - that's a BASIC game rule. The AI in this game does not understand that degen is damage so you can have foes degen to death and they won't notice it. Wand them once and they awaken. That will cause the Gatekeepers to refuse the amber. And as long as they are under attack they will NOT take it. You NEED to be able to deal that damage at range. You need to beat the guy that let you in to the Gatekeeper. And then, positioning is all again. If you are a caster stand in a place where your monks can heal you from OUTSIDE the gate. If you are a monk the guy that rushes in becomes your MAIN priority. You need to keep him alive! Because he will become the NUMBER ONE threat to the Kurzick and you'll probably get everyone attacking him. And that will cause some panic. And that will open room for mistakes. 17. Guys that require a line of sight to perform an action suck. You need many things working out in your favour if you want to bring these guys. In a random format this will rarely work. Just say no to these guys. There are more tips - but I KNOW a few slipped my mind. (Because I remember thinking that I need to write down something a few moments ago and now I can't remember it any longer.) So I'll add more later. |