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Post by scleameth on May 17, 2013 7:45:48 GMT -5
I've only been part of a successful invasion on the EB Red Keep once. Now maybe that's the problem right there But that one successful invasion was right through the front door. Attacking the 1st door with trebs from Veloka (not easy I know) and then a few golems on the 2nd door -> Porting 3 golems with 2 mesmers from Veloka. I'm certain that once we're inside the Lord's room we can overrun ET. I've been involved in a number of attempts through the water gate and they all failed with only a small dent in the doors up top. That runway is just a kill zone. When the water gate is down any golems are less than 70% health already due to AC fire that can't be countered. Then those injured golems are strolling up the catwalk under AC fire and reduced to pulp while the rest of the zerg are acrobatically dodging around out of AC AoE rings. I'm just wondering why the water gate is such a big attraction and what the success rate actually is? I understand that Veloka can be easily counter trebbed from Red Keep, but if we bypass Pangloss and rush Veloka then a treb could be up and firing in no time. We can then focus on fragging ET while they try and swarm into the keep while building Golems inside Veloka. thoughts?
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Post by rikkity on May 17, 2013 14:39:07 GMT -5
couple things you can try after the water gate or south gate: aoe down any acs that can aim at the vista and toss a ballista or ac up there to kill stuff on the walls treb/cata the inner south wall(s) from ogrewatch and veloka. the further apart your trebs are, the harder they are to kill before you can take out their siege. a veloka treb only needs 50% power to hit the north gates... that means it has a LOT more range for killing siege inside the inner walls. the same is true of ogrewatch trebs, and they have a better angle for south walls and siege placed there.
the biggest thing in this case is taking out the siege in the inner courtyard/walls. there is no kill zone without siege. keeps arent sposed to be a walk in the park to take. specially defended.
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Post by moobs on May 17, 2013 15:22:38 GMT -5
the inside of the front gate is actually very hard to defend since arrow carts need to be able to see through the small oil pot gap. the only problem is if they setup siege inside the lords room, that will rape us hard. I am not sure but I think you may be able to treb that inner siege though.
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Post by alphabladie on May 18, 2013 7:47:06 GMT -5
If you do golem rushes, the most efficient way is to hit north side of the keep. Therefore you can hit both gates back to back. A bold move like that under the most unexpected moment, they will never see it coming. You can use three towers to seige on the keep. One is veloka, ogres, and mendons. Mendons is safer but the entrance is a lil awkward. If you use veloka or ogrewatch, you definitely have to capture both towers. If the defense has a nice size number and their defense is really good, then it's probably going to take you hours and hours to take it. The fastest results is in the end, golem rushing. When golem rushing, you need to be very patient, throw diversions, have very outgoing scouts, and the pugs has to really follow your instructions to be able to catch it. Breaking the walls is only half of it. The other half is killing the lord and capturing it from invaders respawning to contest.
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