I win on the Kurzick side more often than I lose and I guess I'll share my personal plan of defense.
1)Call the gate I am defending so that other defense type characters can go elsewhere or support me. If I initiate a strategy by purposing what I am doing, people tend to follow suit.
2)I run an AoE boon/prot. I can keep an elementalist alive indefinitely if it is npc's only attacking. I can still hold to 20-30% at the first gate if the turtle is supported. The build is near unstoppable can chain on a single target vitually forever and isn't easy to strip.
3)When the first gate inevidably falls I drop back and heal the mesmers, then the other elementalist, then the assassins.
4)Now if things get this far I normally call for a bit of help, normally "Kill turtle purple side" and I protect at they take the purple side. If we win can stop this attack we normally win. I spend time drawing warrior aggro and kiting them into npc's. Sometimes I die, but that isn't to big of a deal...give me a chance to recast a level 16 boon.
5)If we are driven through the green gate, my build can keep a gatekeep alive indefinitely... while kiting and under turtle attacks. As soon as I see they are attacking the gatekeeprs I'm headed back to defend them. I've won multiple games when all has seen lost and two monks spend the last 10% protecting the architect (kite, die, cast boon, AoE, RoF, kite...) to victory.
6)I have not been in a match where we have defeated the opponent once and lost. If you completely kill an opponent, you have enough time to fix the gates and it is normally well past 50% completion, so they have to complete the task which they just failed in less time. If the offensive characters view it this way, perhaps it will seem less intense.
IMO there are only four build types that have any real business playing on the Kurzick side:
1)Passive Defense: Protection monks, bonders and Ritualists: key skills: prot spirit, shelter.
2)Active defense: AOE(area of effect here), nukes, wells and drain skills design to exploit control point. Warriors do almost as much damage a turtles, so some well placed meteor showers are in order These builds are basically useless without some sort of passive defense, but the combination is deadly
3)Turtle killers: Interrupt, drains and monk hate. You need to be able to remove enchants and generally screw with a monk while shutting down the turtles attack. Disable than destroy. I have all the wrong character types to run this build, but anyone with a Me, R/Me or R/N would require about 2 minutes to build something like this. Distortion or something similar is a must to avoid warriors.
4)Runners. Need to be able to solo mine NPC's and self heal. I don't have any experience with soloing the mine npc's, but I figure a 55 monk and any number of warrior or assassin builds would work (maybe not). It is important here to understand when you are need to run and when you need to kill turtles and warriors.
If you find yourself unable to do your job effectively, you are part of the problem. If you read the battle well and build to efficiently fulfill your role, you will win many more battles. All you need to do is force a stalemate as the kurzicks so anything you are doing to waste the opponents time and kill off NPCs is a victory. Take 4 kurzicks who are decent players with solid Aspenwood and 4 relative noobs, and you should be able to beat a team with monks an MM. Luxon monks are inviting a stale mate, which is exactly what you the kurzicks want. Protective Spirit is your friend, learn it, live it, love it.
T
