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[[ Ultimate Newbie Guide to Territory War ]]
{{FixMe|reason=Needs to be updated to include the four tideborn and earthguard classes. Better images of the "equipment" are needed.}}


[[Image:TW_Banner.jpg]]
[[Image:TW_Banner.jpg|500px]]


= <span style="color:#ffffff">Introduction</span> =
Imagine volleys of arrows are raining from the sky, the thumping noise of catapults can be heard in the distance and the horn of brotherhood has sound, fighting fearlessly  alongside with your guild brothers and sisters to defend the honor of your brotherhood.


'''Live the legend once more in this epic battle and let it be sung through the whole realm.'''


Imagine volleys of arrows are raining from the sky, the thumping noise of catapults can be heard in the distance and the horn of brotherhood has sound, fighting fearlessly  alongside with your guild brothers and sisters to defend the honor of your brotherhood.
Territory War (as known as TW) is one interesting aspect of the game - Perfect World which provides a nice weekend get away from some boring grind and was fond by many.  It consists of micro and macro combat in a coordinate fashion aim to achieve objectives in a preset timer. More information on territory was can be found at the links below:


[[Rules|Territory Wars Rules]]


<span style="color:#1e90ff">'''Live the legend once more in this epic battle and let it be sang through the whole realm.'''</span>
[[Rewards|Territory Wars Rewards]]
 
 
Territory War (as known as TW) is one interesting aspect of the game - Perfect World which provides a nice weekend get away from some boring grind and was fond by many.  It consists of micro and macro combat in a coordinate fashion aim to achieve objectives in a preset timer. More information on territory was can be found at the link below;
 
 
[http://pwi-wiki.perfectworld.com/index.php/Rules <span style="color:#87ceeb">Rules</span>]
 
[http://pwi-wiki.perfectworld.com/index.php/Rewards <span style="color:#87ceeb">Rewards</span>]
 
 
This dummy guide provides you with an overview of territory war, with some pointers and common strategies used.


This guide provides you with an overview of territory war, with some pointers and common strategies used.
   
   
== <span style="color:#ffffff">Prologue</span> ==
== Prologue ==


1. TW session is basically based upon the 8-12 siege engines (or catapults) chase them and hunt them down. Only these sieges can damage the guard tower and crystal so it is one of the main objectives in any TW session.  
1. TW session is basically based upon getting the catapults into your enemy's base and destroying their crystal while keeping them from getting into yours. Only these catapults can damage the guard towers and crystals so it is one of the main objectives in any TW session.


2. TW session is about 80 VS 80 players who aim to secure, destroy each other in a coordinated fashion.  
2. TW session is about 80 vs 80 players who aim to destroy each other in a coordinated fashion.


3. TW session is a showcase of team work, player ability to co-operate in a coordinated fashion.  
3. TW session is a showcase of team work, player ability to co-operate in a coordinated fashion.


4. Every TW session is a piece of Art. The success depends on team work.  
4. Every TW session is a piece of art. The success depends on teamwork.


5. TW session is a place players lose their cool and start doing silly things they normally don’t.  
5. TW session is a place players lose their cool and start doing silly things they normally don't.


6. TW session is addicting, when you kill a few you want to kill more, sometimes ignoring orders.
6. TW session is addictive, when you kill a few you want to kill more, sometimes ignoring orders.
<br><br>


== <span style="color:#ffffff">Common Knowledge & Territory War equipments</span> ==
== Common Knowledge and Territory War Equipment ==


Only players from the guild can enter the war for that guild.
Only players from the guild can enter the war for that guild.


Only players who have been in the guild for 100 hours can enter battlefield. (4 days and 4 hours ahead of the war)
Only players who have been in the guild for 100 hours can enter battlefield. (4 days and 4 hours ahead of the war.)


You enter instance from any teleporter or city officer.
You enter the instance from any teleporter or city officer.


A maximum of 80 players can enter one battlefield at a time.
A maximum of 80 players can enter one battlefield at a time.


Upon entering the instance, all chi will be reset to 0.
Upon entering the instance all chi will be reset to 0.
<br><br>


=== Territory War Equipment ===
This equipment is only available in the instance.


<u>'''Territory War equipments (only available in the instance)'''</u>
==== Guard Towers ====
 
[[Image:Guard Tower.jpg]]
[[Image:Guard Tower.jpg]]


<u>'''Guard tower attributes and cost'''</u>
'''Guard tower attributes and cost:'''<br>
 
100,000 gold coins with a 30 second build time<br>
 
5,000,000 health points<br>
100,000 gold coins with a 30 second building time  
100,000 physical defenses<br>
 
100,000 magical defenses<br>
5,000,000 health points  
Can not be re-built once destroyed.<br>
 
100,000 physical defenses  
 
100,000 magical defenses
 
Can not be re-build once destroy.
 
It regenerates to full health in 20 minutes.
It regenerates to full health in 20 minutes.




'''There are three types of guard tower:'''
'''There are three types of guard tower:'''


 
'''Rapid Fire Tower'''<br>
<u>'''Rapid Fire Tower'''</u>
Range of aggression = 35 meters<br>
Range of attack = 30 meters<br>
Range of aggression = 35 meters  
Damage = Player level x 10<br>
 
Attack speed = 1.5 seconds<br>
Range of attack = 30 meters  
 
Damage = Player level x 10  
 
Attack speed = 1.5 seconds  
 
Effect = Single target damage
Effect = Single target damage
<u>'''Stun Tower'''</u>
 
Range of aggression = 35 meters
Range of attack = 30 meters


Damage = Player level x 10
'''Stun Tower'''<br>
 
Range of aggression = 35 meters<br>
Attack speed = 6.0 seconds 
Range of attack = 30 meters<br>
 
Damage = Player level x 10<br>
Damages radius = 5 meters
Attack speed = 6.0 seconds<br>
 
Damages radius = 5 meters<br>
Effect = 4 seconds stun
Effect = 4 seconds stun
 
 
<u>'''Explosive Tower'''</u>
Range of aggression = 35 meters  
 
Range of attack = 30 meters  
 
Damage = Player level x 10
 
Attack speed = 3.0 seconds
 
Damages radius = 5 meters
 
Effect = None


'''Explosive Tower'''<br>
Range of aggression = 35 meters<br>
Range of attack = 30 meters<br>
Damage = Player level x 10<br>
Attack speed = 3.0 seconds<br>
Damages radius = 5 meters<br>
Effect = None


It is important to note that during the 30 second building time of any guard tower, it has only 250,000 health points and 0 defenses, making it vulnerable to being destroyed.
It is important to note that during the 30 second building time of any guard tower, it has only 250,000 health points and 0 defenses, making it vulnerable to being destroyed.
<br><br>


 
==== Catapults ====


[[Image:Catapult.jpg]]
[[Image:Catapult.jpg]]


<u>'''Catapult'''</u>
Cost = 20.000<br>
Moving speed = 6m/second<br>
Range of aggression = 30 meters<br>
Range of attack = 30 meters<br>
Damage = 100,000<br>
Attack speed = 3 seconds<br>
Priority of attack = guard tower and the crystal<br>
Priority of attack between targets = nearest target


Cost =20.000
Catapults are the main offensive weapons used in the Territory War and can be found near the portal in front of the revival point. This location also serves as their starting point. They fire automatically at any target in their range, but only attack guard towers and the crystal.  
 
<br><br>
Moving speed = 6m/second
 
Range of aggression = 30 meters
 
Range of attack = 30 meters
 
Damage = 100,000 
 
Attack speed = 3 seconds
 
Priority of attack = guard Tower, transfer column and the white crystal
 
Priority of attack between targets = Nearest Target
 
 
Catapults are the main offensive weapons used in the Territory War and can be found near the portal in front of the revival point. This location also serves as their starting point. They fire automatically at any target in their range, but only attack guard towers, and the crystal.  


==== The Crystal ====


[[Image:Crystal.jpg]]
[[Image:Crystal.jpg]]


<u>'''The Crystal'''</u>
'''The Crystal attributes:'''<br>
 
12,000,000 health points<br>
The Crystal attributes
100,000 physical defense<br>
 
100,000 magical defense
12,000,000 health points  
 
100,000 physical defenses
 
100,000 magical defenses


It regenerates to full health in 2 hours.
It regenerates to full health in 2 hours.


Destroying the crystal is the main objective in Territory War. It can be damaged by players and catapults, with catapults being the better options as they deal significantly more damage.
<br><br>


The Crystal is the base is the main objective in Territorial War. It can be damaged by players and catapults, with catapults being the better options as they deal significantly more damage.
== The Territory War Map ==
 
 
 
== <span style="color:#ffffff">The Territory War map</span> ==


[[Image:Territory War map.jpg]]
[[Image:Territory War map.jpg]]


The Territory War map is a 1 kilometer square battlefield with the offense and defense bases situated at diagonally opposite corners.


The Territorial War Map is a 1 kilometer square battlefield with the offense and defense bases situated at diagonally opposite corners.
There are bind towers at 1, 5, 6 and 10 for each guild.
 
There are bind tower at 1, 5, 6 and 10 for each guild.
 


Each base is surrounded by an outer wall with 3 gates, each gate flanked by 2 guard towers. Inside the base is the crystal surrounded by 4 guard towers. Behind the crystal is the Revival Point, flanked by 2 guard towers and the NPC.
Each base is surrounded by an outer wall with 3 gates, each gate flanked by 2 guard towers. Inside the base is the crystal surrounded by 4 guard towers. Behind the crystal is the Revival Point, flanked by 2 guard towers and the NPC.


Both bases are connected by 3 roads at their gates, A, B, and C. There are guard towers situated along the A and C Roads, and 2 guard towers per guild along the B Road. Catapults can only travel inside the base and along these roads. When viewing the territory map, players will be able to see the positions of all guild member but not the positions of enemy players and catapults.
Both bases are connected by 3 roads at their gates: A, B, and C. There are guard towers situated along the A and C Roads, and 2 guard towers per guild along the B Road. Catapults can only travel inside the base and along these roads. When viewing the territory map, players will be able to see the positions of all guild member but not the positions of enemy players and catapults.
<br><br>


== Preparation Before Territory War ==


== <span style="color:#ffffff">Preparation before Territory War (On going)</span> ==
'''Before Territory War'''


<u>'''Before Territory War'''</u>
Before Territory War, members intending to participate should have HP/MP charm, HP/MP pot, charms (damage reduction/attack charms), and other potions (speed pots, spark pots, damage reduction pots, etc.).
   
   
Gather intelligence on the faction(s) that bid on you. Estimate their strength, weakness, TW strategies, and habits. Example: Some guild tends to use middle lane suppress/rapid forward; good organization but disoriented when formation broken.


Before Territory War, members intending to participate should have HP/MP charm, HP/MP pot, Charm (Damage reduction/attack charm). Pills (speed pills, spark pill, damage reduction pill, HP pill etc)
Circulate rumors: sometimes words are better than weapon for killing enemy. Striking on their morale prior to TW will weaken their attendance, morale etc..
 
Gather intelligence for likely candidates who will bid on you. Estimate their strength, weakness, TW strategies and habits. Example: Some guild tends to use middle lane suppress/rapid forward; good organization but disoriented when formation broken.
 
Circulate rumors: sometimes words are better than weapon for killing enemy. Striking on their morale prior to TW will weaken their attendance, morale etc.


Respond to rumors: this is important since your enemy will try to strike you down. There is no mercy in war.
Respond to rumors: this is important since your enemy will try to strike you down. There is no mercy in war.


Team leaders confirm attendance 2 days before TW, so roster can be updated and provide easy scheduling should there be more than 1 war.
Team leaders should confirm attendance 2 days before TW, so the roster can be updated and provide easy scheduling should there be more than 1 war.


Team leader briefs the team on their role and the objectives of the team.
Team leader briefs the team on their role and the objectives of the team.


Team leader ensures all consumables are taken care of. Example: pills, pot, charm etc.
Team leader ensures all consumables are taken care of. Example: pills, pot, charm etc.


Money for building guard towers should be handed out before TW.
Money for building guard towers should be handed out before TW.


Formulate strategies once enemy has been confirmed. There should be a contingency plan should the main strategy not work as intended.
Formulate strategies once enemy has been confirmed. There should be a contingency plan should the main strategy not work as intended.  Example: Instead of middle lane suppress/rapid forward, switch to diversion strategy.
   


Example: Instead of middle lane suppress/rapid forward, switch to diversion strategy.
In the war room:  
In the war room:  


Map of TW and strategy formulated: indicate path, point of defensive/offensive moves on map.<br>
This includes: Indication of the role of each team to provide synergy overview of on teams. Which team is responsible to secure enemy base wall when launching assault, etc..


Map of TW and strategy formulated: indicate path, point of defensive/offensive moves on map.


This includes:
'''1 hour before TW'''


Indication of the role of each team to provide synergy overview of on teams. Which team is responsible to secure enemy base wall when launching assault, etc.
Team leader briefs the team on their role in that TW session.


<u>'''1 hour before TW'''</u>
Team leader ensures all members are well prepared and ready. Fill in any unexpected absentees.


Team leader briefs the team on their role in that TW session.


Team leader ensures all members are well prepared and ready. Fill in any unexpected absentee.
'''30 Minutes before TW'''


Commander briefs the participants on strategies, contingency plan, placement of teams, and what is expected from members.


<u>'''30 Minutes before TW'''</u>
If time, guild leader briefs the team to provide morale boost.


Commander briefs the participants on strategies, contingency plan, placement of teams and what is expected from members.


If have time, guild leader briefs the team to provide morale boost.
'''5 minutes before teleporting'''


<u>'''5 minutes before porting'''</u>
Start buffing teams. Last minute check to ensure members on mount ready to port.


Start buffing teams. Last minute check to ensure members on mount ready to port


<u>'''Time to port = time to have fun.'''</u>
'''Time to port = time to have fun.'''




<u>'''Post Territory War'''</u>
'''Post-Territory War'''


Review (not finger pointing) on what did right and what went wrong by the guild leader, commander and team leaders only.  
Review (not finger pointing) on what went right and what went wrong by the guild leader, commander, and team leaders only.  


Tone should be soft, rational. What objectives the team fulfilled and which ones need more work and tuning.  
Tone should be soft, rational. What objectives the team fulfilled and which ones need more work and tuning.  


All participants are not here to assign blame; they are here to have open-minded discussion, so one can improve further -- to better understand the strengths and weaknesses the teams have.
All participants are not here to assign blame; they are here to have open-minded discussion, so one can improve further -- to better understand the strengths and weaknesses the teams have.
<br><br>


 
== General Rules in Territory War ==  
 
== <span style="color:#ffffff">General rules in Territory War</span> ==  


1. Guard tower must be broken before crystal.  
1. Guard tower must be broken before crystal.  
Line 264: Line 196:
3. All equipment must be repaired before TW.  
3. All equipment must be repaired before TW.  


4. Members are to use spark pill instead of hitting binding pillar (exception: when ordered to destroy enemy pillar).  
4. Members are to use spark pots instead of hitting binding pillar (exception: when ordered to destroy enemy pillar).  


5. No argument on instructions given by commander or team leader. You are to carry out without hesitation.  
5. No argument on instructions given by commander or team leader. You are to carry out without hesitation.  
Line 270: Line 202:
6. Co-operation between team members is a must no matter how much you dislike him/her.  
6. Co-operation between team members is a must no matter how much you dislike him/her.  


7. Communication channel must be clear, only commander, team leader and scout speak.  
7. Communication channel must be clear, only commander, team leader, and scout speak.  


8. When assault and strike team dies, they are to regroup, rebuff and wait for all members to be present before moving off. No wandering off alone.
8. When assault and strike team dies, they are to regroup, rebuff and wait for all members to be present before moving off. No wandering off alone.
<br><br>


== <span style="color:#ffffff">General tips in Territory War</span> ==
== General tips in Territory War ==


1. When the catapult puller (Barbarian) dies and leaves the siege behind, co-pilot with scroll can takeover. Puller rejoins the catapult team as soon as possible.  
1. When the catapult puller (usually a barbarian) dies and leaves the siege behind, co-pilot with scroll can takeover. Puller rejoins the catapult team as soon as possible.


2. When half of the team members die, team leader should call for regroup at a specific location.  
2. When half of the team members die, team leader should call for regroup at a specific location.


3. Blade master can employ stun + leap back to pull who ever targeted him out of formation or cancel opponent's skill.  
3. Blademaster can employ stun + leap back to pull who ever targeted him out of formation or cancel opponent's skill.


4. Wizard teamed up with blade master with pill/genie skill can one-shot any low health point player.  
4. Wizard teamed up with blademaster with pill/genie skill can one-shot any low health point player.


5. Venomancer pets are capable of drawing catapult fire.  
5. Venomancer pets are capable of drawing catapult fire.


6. Commander should not fight in battle but monitor to give instructions.  
6. Commander should not fight in battle but monitor to give instructions.


7. Make use of blind spot on top of enemy base wall (the building shields you from enemy below). It becomes hard to click on you at bottom of base wall. Ideal for launching AOE attack.  
7. Make use of blind spot on top of enemy base wall (the building shields you from enemy below). It becomes hard to click on you at bottom of base wall. Ideal for launching AoE attack.


8. Archer / wizard support attack on tank target to quickly dispatch the enemy.  
8. Archer / wizard support attack on tank target to quickly dispatch the enemy.


9. When facing concentrated attack, send 2-3 strike team attacks from the side.
9. When facing concentrated attack, send 2-3 strike team attacks from the side.
<br><br>
 
== <span style="color:#ffffff">Common Territory War strategies</span> ==
 
 
 
<u>'''1. Middle lane suppress, rapid forward strategy to enemy Gate B'''</u>
 
This strategy is used when you are superior in level and equipment. Aim to eliminate the enemy in quick and surprise move so they can not regain footing.


Path: Lane B - Middle suppress rapid forward.
== Common Territory War Strategies ==


'''1. Middle lane suppress, rapid forward strategy to enemy Gate B'''


Formation: First line BM/Barb (middle-lower: in preparation to pick up siege), second line caster including wizard, cleric, archer. BM in this formation serves as shield to wizard and archer. Coupled with speed pill, he employs stun tactic as often as he/she can.  
This strategy is used when you are superior in level and equipment. Aim to eliminate the enemy in a quick and surprising move so they cannot regain footing.


Path: Lane B - Middle suppress rapid forward.


Weakness: This formation fears attack from middle. If the strike team (2-3) can make a dent on the robe class (cleric), the formation will soon dissolve.  
Formation: First line BM/Barb (middle-lower: in preparation to pick up siege), second line caster including wizard, cleric, archer. BM in this formation serves as shield to wizard and archer. Coupled with speed pill, he employs stun tactic as often as he/she can.


Weakness: This formation fears attack from middle. If a strike team (2-3) can make a dent on the robe class (cleric), the formation will soon dissolve.


Counter measure to this strategy  
Countermeasure to this strategy: Block enemy advance at first bind point (B6 – defender is blue base) to prevent them from binding. Send 2-3 strike team flank to it middle position and take out the cleric and other robe class. Assist attack is the key to eliminate target rapidly.




Block enemy advance at first bind point (B6 – defender is blue base) to prevent them from binding. Send 2-3 strike team flank to it middle position and take out the cleric and other robe class. Assist attack is the key to eliminate target rapidly.
'''2. Middle lane diversion strategy'''
 
 
<u>'''2. Middle lane diversion strategy'''</u>
 
Push from middle lane but switch to other gate once you've reached the front of the gate B. The switch is rapid and can be gate C or A. The rapid switch of direction blurs defending force, pulling them away from original defended position.


Push from middle lane but switch to other gate once you've reached the front of the gate B. The switch is rapid and can be gate C or A. The rapid switch of direction distracts defending force, pulling them away from original defended position.


This is helpful when securing defended base wall becomes difficult.  
This is helpful when securing defended base wall becomes difficult.  


Path: Middle lane to enemy gate B, than switch to gate C or gate A.  
Path: Middle lane to enemy gate B, than switch to gate C or gate A.  


Formation: First line BM/Barb (middle-lower-in preparation to pick up siege), second line caster including wizard, cleric, archer. BM in this formation serves as shield to wizard and archer. Coupled with speed pill, he employs stun tactic as often as he can  
Formation: First line BM/Barb (middle-lower-in preparation to pick up siege), second line caster including wizard, cleric, archer. BM in this formation serves as shield to wizard and archer. Coupled with speed pill, he employs stun tactic as often as he can  


Weakness: Because of the diversion, it stretches the formation, thus defense is weak against attack from the rear.  
Weakness: Because of the diversion, it stretches the formation, thus defense is weak against attack from the rear.  


 
Countermeasure to this strategy: Block enemy advance at first bind point (B6 – defender is blue base) to prevent them from binding. Send 2-3 strike teams on flanks to rear position and take out the cleric and other robe class. Advance party break into the middle of enemy formation, this create double sandwich. Assist attack is the key to eliminate target rapidly.
Counter measure to this strategy  
 
 
Block enemy advance at first bind point (B6 – defender is blue base) to prevent them from binding. Send 2-3 strike teams on flanks to rear position and take out the cleric and other robe class. Advance party break into the middle of enemy formation, this create double sandwich. Assist attack is the key to eliminate target rapidly.
 
   
   


<u>'''3. Middle offensive side lane diversion push.'''</u>
'''3. Middle offensive side lane diversion push.'''


Rapid forward from middle lane to enemy gate B and gradually withdraw to attract firing power from enemy. Aim to draw enemy out of the gate. This is useful when out numbered. To better deceive the enemy, send two sieges rapid forward from middle lane to suicide, port back and push up from side lane. By this time, 2 sieges that proceed from lane A or C should be on enemy guard tower.  
Rapid forward from middle lane to enemy gate B and gradually withdraw to attract firing power from enemy. Aim to draw enemy out of the gate. This is useful when out numbered. To better deceive the enemy, send two sieges rapid forward from middle lane to suicide, port back and push up from side lane. By this time, 2 sieges that proceed from lane A or C should be on enemy guard tower.  


Since the force was split, siege team at side lane must be well protected.  
Since the force was split, siege team at side lane must be well protected.  


Weakness: Forces are split = weaker offensive and can easily counter by enemy suppressing the middle lane if they discover your intentions.  
Weakness: Forces are split = weaker offensive and can easily counter by enemy suppressing the middle lane if they discover your intentions.  


Path: Middle lane assault, side lane siege team
Path: Middle lane assault, side lane siege team


Formation: BM first line shield caster (second line). Stun and pull back.  
Formation: BM first line shield caster (second line). Stun and pull back.  


Binding point: none until siege in position on guard tower/crystal. Bind at nearest bind pillar.  
Binding point: none until siege in position on guard tower/crystal. Bind at nearest bind pillar.  


 
Countermeasure to this strategy: Scout report is critical. Early detection provide effective cure.
Counter measure to this strategy  
 
 
Scout report is critical. Early detection provide effective cure.
   
   


<u>'''4. Middle lane rapid attack and withdraw strategy'''</u>
'''4. Middle lane rapid attack and withdraw strategy'''


Launch attack in wave with wizard and archer front line. Execute enemy front line and withdraw immediately (hit and run). This is to stretch enemy defense line and make an easier way into enemy base from side lane.
Launch attack in wave with wizard and archer front line. Execute enemy front line and withdraw immediately (hit and run). This is to stretch enemy defense line and make an easier way into enemy base from side lane.


Weakness: Enemy notice intention and suppress middle lane.  
Weakness: Enemy notice intention and suppress middle lane.  


 
Countermeasure to this strategy: Commander should pay attention to attack pattern. If enemy practices this strategy more than 3-4 times. It's time to concentrate the attack following their withdrawal.
Counter measure to this strategy  
 
 
Commander should pay attention to attack pattern. If enemy practice this strategy more than 3-4 times. It is time to concentrate the attack following their withdrawal.
   
   


<u>'''5. Defend with strike team strategy'''</u>
'''5. Defend with strike team strategy'''


When facing stronger enemy, with full defense at base. Sending couple of strike teams to take out enemy who attempt to rejoin their formation can decrease their morale. Wait for an opportunity to launch assault.  
When facing stronger enemy, with full defense at base. Sending couple of strike teams to take out enemy who attempt to rejoin their formation can decrease their morale. Wait for an opportunity to launch assault.  


Weakness: strike team against strike team.  
Weakness: strike team against strike team.  


 
Countermeasure to this strategy: Recall strike team and employ concentrated defense to repel the attack and launch assault from side lane.
Counter measure to this strategy  
 
 
Recall strike team and employ concentrated defense to repel the attack and launch assault from side lane.
 


There is no one size fit all strategy. Combination of strategy to be deploys is depend on the situation.
There is no one size fit all strategy. Combination of strategy to be deploys is depend on the situation.
<br><br>


== Rostering in Territory War ==


Rostering in Territory War is a big task undertake by the war general or adviser. How to group 80 peoples into groups to maximize their potential in that TW session is a commonly question ask by many. Below are some ideas:


== <span style="color:#ffffff">Rostering in Territory War</span> ==
'''Strike Team'''
 
Rostering in Territory War is a big task undertake by the war general or adviser. How to group 80 peoples into groups to maximize their potential in that TW session is a commonly question ask by many. Below are some ideas;
 
 
<u>'''Strike Team'''</u>
 
 
Should have 2-4 archers/wizard, 1 Blademaster, 1 Cleric, and/or 1 venomancer. This  team has many roles, from provide assist attack to surprise attack on enemy formation, catapult team and assassinate enemy cleric.
 
 
<u>'''Stun Team'''</u>
 
 
Should have 3-4  Blademaster/Barbarian, 1 cleric, 1 venomancer and/or 1 wizard/archer. This is a forward party station at first line of attack and defend. His role is to disarray enemy formation, take on the heavy damage dealer and provide cover to friendly catapult team.
 
 
<u>'''Catapult team'''</u>
 
 
Should have 2-4 Barbarians, 1-2 clerics, 1-2 blade master/archer/venomancer. The role of this team is to destroy enemy guard towers and crystal and often the main target of strike team. Using stun and strike team as cover, catapult team can move slowly but they do not stop or rush.
 
 
<u>'''Attack team'''</u>
 
 
Should have 1-2 blade master, 1 cleric, 1-2 venomancer/wizard/archer. This is the main body station at first and second line of attack and defend. They provide assistant all team and involve heavily in macro battle.
 
 
 
== <span style="color:#ffffff">Classes and Territory War</span> ==
 
 
 
<u>'''Blade Master'''</u>[[Image:TW_ Blademaster.jpg|left|60px|Blade Master]]
 
One of the most important classes in Territory War for he/she is a crowd controller. He/she leap from one place to another, controlling the high damage classes to reduce damage to friendly target, disarray enemy formation to slow them down. He/she is the guardian of the troop and often the one who died most.
 
 
 
 
 
 
 
 
 
 
<u>'''Barbarian'''</u>[[Image:TW_ Barbarian.jpg|left|60px|Barbarian]]
 
He with the most health point makes him ideal for catapult puller. When not pulling a catapult, his job is health point buff the team, be a decoy to shield catapult puller, agro the guard tower and assist in killing enemy with his ultimate skill. He is always ready to grab the catapult left over by other puller and charge onto enemy crystal.
 
 
 
 
 
 


Should have 2-4 archers/wizard, 1 blademaster, 1 cleric, and/or 1 venomancer. This team has many roles, from provide assist attack to surprise attack on enemy formation, catapult team, and assassinate enemy cleric.




'''Stun Team'''


Should have 3-4 blademaster/barbarian, 1 cleric, 1 venomancer and/or 1 wizard/archer. This is a forward party station at first line of attack and defend. His role is to disarray enemy formation, take on the heavy damage dealer and provide cover to friendly catapult team.


<u>'''Cleric'''</u>[[Image:TW_ Cleric.jpg|left|60px|Cleric]]


Cleric is love by many yet hate by many. A cast of his/her wand can save many life or cost many life. Cleric is one of most important classes in Territory War and prime target of archer, blade master and venomancer. When in catapult team, he/she needs to stay alive to keep the catapult puller alive. She is the buffer of the team yet often employs her skill to sleep, stun and unlash her ultimate skill occasionally.
'''Catapult Team'''


Should have 2-4 barbarians, 1-2 clerics, 1-2 blademaster/archer/venomancer. The role of this team is to destroy enemy guard towers and crystal and often the main target of strike team. Using stun and strike team as cover, catapult team can move slowly but they do not stop or rush.




'''Attack Team'''


Should have 1-2 blademaster, 1 cleric, 1-2 venomancer/wizard/archer. This is the main body station at first and second line of attack and defend. They provide assistance to all teams and involve heavily in macro battle.
<br><br>


== Classes and Territory War ==


'''Blademaster'''[[Image:TW_ Blademaster.jpg|left|60px|Blademaster]]


One of the most important classes in Territory War for they are a crowd controller. They leap from one place to another, controlling the high damage classes to reduce damage to friendly targets, and bringing disarray to enemy formations to slow them down.  They are the guardian of the troop and often the ones who die the most.




<u>'''Venomancer'''</u>[[Image:TW_ Venomancer.jpg|left|60px|Venomancer]]


She is a beauty yet cruel. She often attracts attention and she is mobile, never stop at one place to de-buff catapult puller and kill his cleric. Couple with her ability to get away, she employ her de-buffing skill as often as she can and never pass a change to unlash her seal skill to aid her comrade.






'''Barbarian'''[[Image:TW_ Barbarian.jpg|left|60px|Barbarian]]


Being the class with the most health points makes them ideal for catapult puller. When not pulling a catapult, their job is to HP buff the team, be a decoy to shield catapult puller, aggro the guard tower, and assist in killing enemy with their ultimate skill. He is always ready to grab the catapult left over by another puller and charge to the enemy crystal.




Line 489: Line 339:




'''Cleric'''[[Image:TW_ Cleric.jpg|left|60px|Cleric]]


<u>'''Wizard'''</u>[[Image:TW_ Wizard.jpg|left|60px|Wizard]]
The cleric is loved by many yet hated by many. A cast of their wand can save many life or cost many life. Clerics are one of most important classes in Territory War and a prime target of archer, blademaster, and venomancer. When in a catapult team, they need to stay alive to keep the catapult puller alive. They are the buffer of the team, yet often employs their skills to sleep, stun, and unleash their ultimate skill occasionally as well.


Wizard is a curse to melee class and archer. He/she is the second liner, assist on tank class to dispatch enemy quickly when in offense and main catapult puller killer when in defend. Wizard always stay low profile to avoid attention, assist in keeping catapult team alive and unlash he/her ultimate kill that can kill many.




Line 498: Line 348:




'''Venomancer'''[[Image:TW_ Venomancer.jpg|left|60px|Venomancer]]


She is a beautiful yet cruel. She often attracts attention and she is mobile, never stopping at one place, debuffing the catapult puller and killing his cleric. Coupled with her ability to get away, she employs her debuffing skill as often as she can and never passes a chance to unleash her seal skill to aid her comrades.




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<u>'''Archer'''</u>[[Image:TWArcher.jpg|left|60px|Archer]]


He/she is a killer, an assassin with his mighty arrow pierce through the heart of the caster. Archer plays hard to catch and never stand in pack (within 12M stun range). Although his main role is second liner, assisting blade master and barbarian to dispatch enemy quickly, he is also a group sniper task to put a dent into enemy formation.


Archer often rushes in with catapult team and unlash his mighty arrow at the guard tower and/or crystal with his AOE skill.


'''Wizard'''[[Image:TW_ Wizard.jpg|left|60px|Wizard]]


Wizards are a curse to melee classes and archers. They are the second liners; assisting the tank classes to dispatch enemies quickly when in offense, and main catapult puller killer when in working in defense. Wizards always stay low profile to avoid attention, assist in keeping catapult team alive, and unleash their ultimate skill that can kill many.




Line 517: Line 368:




'''Archer'''[[Image:TWArcher.jpg|left|60px|Archer]]


== <span style="color:#ffffff">Genie skills and Territory War</span> ==
They are killers, ranged assassins with their mighty arrows piercing through the hearts of the casters. Archers plays hard to catch and never stand in pack (within 12m stun range). Although their main role is second liner, assisting blademasters and barbarians to dispatch enemy quickly, they are also a group sniper tasked to put a dent into enemy formations.


Archers often rush in with catapult team and unleash their mighty arrows at the guard tower and/or crystal with their AoE skill.


There is some genies skill that is useful in Territory War. For example, absolute domain, holy path, bramble rage, tree of protection etc.
<br><br>


For more information on genie skills visit;
== Genie Skills and Territory War ==


[http://pwi-wiki.perfectworld.com/index.php/Genie_Skills <span style="color:#87ceeb">Genie Skills</span>]
There is some genies skill that is useful in Territory War. For example: Absolute Domain, Holy Path, Bramble Rage, Tree of Protection, etc..


--[[User:Daji on Heavens Tear]] 00:37, 13 August 2009 (UTC) Daji on Heavens Tear
For more information on genie skills see [[Genie Skills]].

Revision as of 02:27, 17 July 2011


File:TW Banner.jpg

Imagine volleys of arrows are raining from the sky, the thumping noise of catapults can be heard in the distance and the horn of brotherhood has sound, fighting fearlessly alongside with your guild brothers and sisters to defend the honor of your brotherhood.

Live the legend once more in this epic battle and let it be sung through the whole realm.

Territory War (as known as TW) is one interesting aspect of the game - Perfect World which provides a nice weekend get away from some boring grind and was fond by many. It consists of micro and macro combat in a coordinate fashion aim to achieve objectives in a preset timer. More information on territory was can be found at the links below:

Territory Wars Rules

Territory Wars Rewards

This guide provides you with an overview of territory war, with some pointers and common strategies used.

Prologue

1. TW session is basically based upon getting the catapults into your enemy's base and destroying their crystal while keeping them from getting into yours. Only these catapults can damage the guard towers and crystals so it is one of the main objectives in any TW session.

2. TW session is about 80 vs 80 players who aim to destroy each other in a coordinated fashion.

3. TW session is a showcase of team work, player ability to co-operate in a coordinated fashion.

4. Every TW session is a piece of art. The success depends on teamwork.

5. TW session is a place players lose their cool and start doing silly things they normally don't.

6. TW session is addictive, when you kill a few you want to kill more, sometimes ignoring orders.

Common Knowledge and Territory War Equipment

Only players from the guild can enter the war for that guild.

Only players who have been in the guild for 100 hours can enter battlefield. (4 days and 4 hours ahead of the war.)

You enter the instance from any teleporter or city officer.

A maximum of 80 players can enter one battlefield at a time.

Upon entering the instance all chi will be reset to 0.

Territory War Equipment

This equipment is only available in the instance.

Guard Towers

File:Guard Tower.jpg

Guard tower attributes and cost:
100,000 gold coins with a 30 second build time
5,000,000 health points
100,000 physical defenses
100,000 magical defenses
Can not be re-built once destroyed.
It regenerates to full health in 20 minutes.


There are three types of guard tower:

Rapid Fire Tower
Range of aggression = 35 meters
Range of attack = 30 meters
Damage = Player level x 10
Attack speed = 1.5 seconds
Effect = Single target damage

Stun Tower
Range of aggression = 35 meters
Range of attack = 30 meters
Damage = Player level x 10
Attack speed = 6.0 seconds
Damages radius = 5 meters
Effect = 4 seconds stun

Explosive Tower
Range of aggression = 35 meters
Range of attack = 30 meters
Damage = Player level x 10
Attack speed = 3.0 seconds
Damages radius = 5 meters
Effect = None

It is important to note that during the 30 second building time of any guard tower, it has only 250,000 health points and 0 defenses, making it vulnerable to being destroyed.

Catapults

File:Catapult.jpg

Cost = 20.000
Moving speed = 6m/second
Range of aggression = 30 meters
Range of attack = 30 meters
Damage = 100,000
Attack speed = 3 seconds
Priority of attack = guard tower and the crystal
Priority of attack between targets = nearest target

Catapults are the main offensive weapons used in the Territory War and can be found near the portal in front of the revival point. This location also serves as their starting point. They fire automatically at any target in their range, but only attack guard towers and the crystal.

The Crystal

File:Crystal.jpg

The Crystal attributes:
12,000,000 health points
100,000 physical defense
100,000 magical defense

It regenerates to full health in 2 hours.

Destroying the crystal is the main objective in Territory War. It can be damaged by players and catapults, with catapults being the better options as they deal significantly more damage.

The Territory War Map

File:Territory War map.jpg

The Territory War map is a 1 kilometer square battlefield with the offense and defense bases situated at diagonally opposite corners.

There are bind towers at 1, 5, 6 and 10 for each guild.

Each base is surrounded by an outer wall with 3 gates, each gate flanked by 2 guard towers. Inside the base is the crystal surrounded by 4 guard towers. Behind the crystal is the Revival Point, flanked by 2 guard towers and the NPC.

Both bases are connected by 3 roads at their gates: A, B, and C. There are guard towers situated along the A and C Roads, and 2 guard towers per guild along the B Road. Catapults can only travel inside the base and along these roads. When viewing the territory map, players will be able to see the positions of all guild member but not the positions of enemy players and catapults.

Preparation Before Territory War

Before Territory War

Before Territory War, members intending to participate should have HP/MP charm, HP/MP pot, charms (damage reduction/attack charms), and other potions (speed pots, spark pots, damage reduction pots, etc.).

Gather intelligence on the faction(s) that bid on you. Estimate their strength, weakness, TW strategies, and habits. Example: Some guild tends to use middle lane suppress/rapid forward; good organization but disoriented when formation broken.

Circulate rumors: sometimes words are better than weapon for killing enemy. Striking on their morale prior to TW will weaken their attendance, morale etc..

Respond to rumors: this is important since your enemy will try to strike you down. There is no mercy in war.

Team leaders should confirm attendance 2 days before TW, so the roster can be updated and provide easy scheduling should there be more than 1 war.

Team leader briefs the team on their role and the objectives of the team.

Team leader ensures all consumables are taken care of. Example: pills, pot, charm etc.

Money for building guard towers should be handed out before TW.

Formulate strategies once enemy has been confirmed. There should be a contingency plan should the main strategy not work as intended. Example: Instead of middle lane suppress/rapid forward, switch to diversion strategy.

In the war room:

Map of TW and strategy formulated: indicate path, point of defensive/offensive moves on map.
This includes: Indication of the role of each team to provide synergy overview of on teams. Which team is responsible to secure enemy base wall when launching assault, etc..


1 hour before TW

Team leader briefs the team on their role in that TW session.

Team leader ensures all members are well prepared and ready. Fill in any unexpected absentees.


30 Minutes before TW

Commander briefs the participants on strategies, contingency plan, placement of teams, and what is expected from members.

If time, guild leader briefs the team to provide morale boost.


5 minutes before teleporting

Start buffing teams. Last minute check to ensure members on mount ready to port.


Time to port = time to have fun.


Post-Territory War

Review (not finger pointing) on what went right and what went wrong by the guild leader, commander, and team leaders only.

Tone should be soft, rational. What objectives the team fulfilled and which ones need more work and tuning.

All participants are not here to assign blame; they are here to have open-minded discussion, so one can improve further -- to better understand the strengths and weaknesses the teams have.

General Rules in Territory War

1. Guard tower must be broken before crystal.

2. Enemy base wall to be occupied for launching support attack on inside defenders.

3. All equipment must be repaired before TW.

4. Members are to use spark pots instead of hitting binding pillar (exception: when ordered to destroy enemy pillar).

5. No argument on instructions given by commander or team leader. You are to carry out without hesitation.

6. Co-operation between team members is a must no matter how much you dislike him/her.

7. Communication channel must be clear, only commander, team leader, and scout speak.

8. When assault and strike team dies, they are to regroup, rebuff and wait for all members to be present before moving off. No wandering off alone.

General tips in Territory War

1. When the catapult puller (usually a barbarian) dies and leaves the siege behind, co-pilot with scroll can takeover. Puller rejoins the catapult team as soon as possible.

2. When half of the team members die, team leader should call for regroup at a specific location.

3. Blademaster can employ stun + leap back to pull who ever targeted him out of formation or cancel opponent's skill.

4. Wizard teamed up with blademaster with pill/genie skill can one-shot any low health point player.

5. Venomancer pets are capable of drawing catapult fire.

6. Commander should not fight in battle but monitor to give instructions.

7. Make use of blind spot on top of enemy base wall (the building shields you from enemy below). It becomes hard to click on you at bottom of base wall. Ideal for launching AoE attack.

8. Archer / wizard support attack on tank target to quickly dispatch the enemy.

9. When facing concentrated attack, send 2-3 strike team attacks from the side.

Common Territory War Strategies

1. Middle lane suppress, rapid forward strategy to enemy Gate B

This strategy is used when you are superior in level and equipment. Aim to eliminate the enemy in a quick and surprising move so they cannot regain footing.

Path: Lane B - Middle suppress rapid forward.

Formation: First line BM/Barb (middle-lower: in preparation to pick up siege), second line caster including wizard, cleric, archer. BM in this formation serves as shield to wizard and archer. Coupled with speed pill, he employs stun tactic as often as he/she can.

Weakness: This formation fears attack from middle. If a strike team (2-3) can make a dent on the robe class (cleric), the formation will soon dissolve.

Countermeasure to this strategy: Block enemy advance at first bind point (B6 – defender is blue base) to prevent them from binding. Send 2-3 strike team flank to it middle position and take out the cleric and other robe class. Assist attack is the key to eliminate target rapidly.


2. Middle lane diversion strategy

Push from middle lane but switch to other gate once you've reached the front of the gate B. The switch is rapid and can be gate C or A. The rapid switch of direction distracts defending force, pulling them away from original defended position.

This is helpful when securing defended base wall becomes difficult.

Path: Middle lane to enemy gate B, than switch to gate C or gate A.

Formation: First line BM/Barb (middle-lower-in preparation to pick up siege), second line caster including wizard, cleric, archer. BM in this formation serves as shield to wizard and archer. Coupled with speed pill, he employs stun tactic as often as he can

Weakness: Because of the diversion, it stretches the formation, thus defense is weak against attack from the rear.

Countermeasure to this strategy: Block enemy advance at first bind point (B6 – defender is blue base) to prevent them from binding. Send 2-3 strike teams on flanks to rear position and take out the cleric and other robe class. Advance party break into the middle of enemy formation, this create double sandwich. Assist attack is the key to eliminate target rapidly.


3. Middle offensive side lane diversion push.

Rapid forward from middle lane to enemy gate B and gradually withdraw to attract firing power from enemy. Aim to draw enemy out of the gate. This is useful when out numbered. To better deceive the enemy, send two sieges rapid forward from middle lane to suicide, port back and push up from side lane. By this time, 2 sieges that proceed from lane A or C should be on enemy guard tower.

Since the force was split, siege team at side lane must be well protected.

Weakness: Forces are split = weaker offensive and can easily counter by enemy suppressing the middle lane if they discover your intentions.

Path: Middle lane assault, side lane siege team

Formation: BM first line shield caster (second line). Stun and pull back.

Binding point: none until siege in position on guard tower/crystal. Bind at nearest bind pillar.

Countermeasure to this strategy: Scout report is critical. Early detection provide effective cure.


4. Middle lane rapid attack and withdraw strategy

Launch attack in wave with wizard and archer front line. Execute enemy front line and withdraw immediately (hit and run). This is to stretch enemy defense line and make an easier way into enemy base from side lane.

Weakness: Enemy notice intention and suppress middle lane.

Countermeasure to this strategy: Commander should pay attention to attack pattern. If enemy practices this strategy more than 3-4 times. It's time to concentrate the attack following their withdrawal.


5. Defend with strike team strategy

When facing stronger enemy, with full defense at base. Sending couple of strike teams to take out enemy who attempt to rejoin their formation can decrease their morale. Wait for an opportunity to launch assault.

Weakness: strike team against strike team.

Countermeasure to this strategy: Recall strike team and employ concentrated defense to repel the attack and launch assault from side lane.

There is no one size fit all strategy. Combination of strategy to be deploys is depend on the situation.

Rostering in Territory War

Rostering in Territory War is a big task undertake by the war general or adviser. How to group 80 peoples into groups to maximize their potential in that TW session is a commonly question ask by many. Below are some ideas:

Strike Team

Should have 2-4 archers/wizard, 1 blademaster, 1 cleric, and/or 1 venomancer. This team has many roles, from provide assist attack to surprise attack on enemy formation, catapult team, and assassinate enemy cleric.


Stun Team

Should have 3-4 blademaster/barbarian, 1 cleric, 1 venomancer and/or 1 wizard/archer. This is a forward party station at first line of attack and defend. His role is to disarray enemy formation, take on the heavy damage dealer and provide cover to friendly catapult team.


Catapult Team

Should have 2-4 barbarians, 1-2 clerics, 1-2 blademaster/archer/venomancer. The role of this team is to destroy enemy guard towers and crystal and often the main target of strike team. Using stun and strike team as cover, catapult team can move slowly but they do not stop or rush.


Attack Team

Should have 1-2 blademaster, 1 cleric, 1-2 venomancer/wizard/archer. This is the main body station at first and second line of attack and defend. They provide assistance to all teams and involve heavily in macro battle.

Classes and Territory War

Blademaster

Blademaster
Blademaster

One of the most important classes in Territory War for they are a crowd controller. They leap from one place to another, controlling the high damage classes to reduce damage to friendly targets, and bringing disarray to enemy formations to slow them down. They are the guardian of the troop and often the ones who die the most.




Barbarian

Barbarian
Barbarian

Being the class with the most health points makes them ideal for catapult puller. When not pulling a catapult, their job is to HP buff the team, be a decoy to shield catapult puller, aggro the guard tower, and assist in killing enemy with their ultimate skill. He is always ready to grab the catapult left over by another puller and charge to the enemy crystal.




Cleric

Cleric
Cleric

The cleric is loved by many yet hated by many. A cast of their wand can save many life or cost many life. Clerics are one of most important classes in Territory War and a prime target of archer, blademaster, and venomancer. When in a catapult team, they need to stay alive to keep the catapult puller alive. They are the buffer of the team, yet often employs their skills to sleep, stun, and unleash their ultimate skill occasionally as well.




Venomancer

Venomancer
Venomancer

She is a beautiful yet cruel. She often attracts attention and she is mobile, never stopping at one place, debuffing the catapult puller and killing his cleric. Coupled with her ability to get away, she employs her debuffing skill as often as she can and never passes a chance to unleash her seal skill to aid her comrades.





Wizard

Wizard
Wizard

Wizards are a curse to melee classes and archers. They are the second liners; assisting the tank classes to dispatch enemies quickly when in offense, and main catapult puller killer when in working in defense. Wizards always stay low profile to avoid attention, assist in keeping catapult team alive, and unleash their ultimate skill that can kill many.




Archer

Archer
Archer

They are killers, ranged assassins with their mighty arrows piercing through the hearts of the casters. Archers plays hard to catch and never stand in pack (within 12m stun range). Although their main role is second liner, assisting blademasters and barbarians to dispatch enemy quickly, they are also a group sniper tasked to put a dent into enemy formations.

Archers often rush in with catapult team and unleash their mighty arrows at the guard tower and/or crystal with their AoE skill.



Genie Skills and Territory War

There is some genies skill that is useful in Territory War. For example: Absolute Domain, Holy Path, Bramble Rage, Tree of Protection, etc..

For more information on genie skills see Genie Skills.