TW Guides

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Ultimate Newbie Guide to Territory War

File:TW Banner.jpg

Introduction

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 sang 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 link below;

Rules

Rewards

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


Prologue

1. TW session basically based upon the 8-12 siege engines, 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.

2. TW session is about 80 VS 80 players who aim to secure, 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 team work.

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.


Common Knowledge & Territory War equipments

-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 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 equipments (only available in the instance)

File:Guard Tower.jpg Guard tower attributes and cost -100,000 gold coins with a 30 second building time -5,000,000 health points -100,000 physical defenses -100,000 magical defenses -Can not be re-build once destroy.

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.


Catapult

Catapult
Catapult

-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, 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

The Crystal
The Crystal

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 Crystal attributes -12,000,000 health points -100,000 physical defenses -100,000 magical defenses


It regenerates to full health in 2 hours.


The Territory War map

File:Territory War map.jpg

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

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.

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 (On going)

Before Territory War

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)

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.

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 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 absentee.

30 Minutes before TW

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 porting

-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 did 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 pill 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 (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. Blade master 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.

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 quick and surprise move so they can not 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 the strike team (2-3) can make a dent on the robe class (cleric), the formation will soon dissolve.

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 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 blurs 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.

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.


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.

Counter measure 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.

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.


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.

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.


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 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.

Attack team

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.


Classes and Territory War

Blade Master

Blade Master
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.


Barbarian

Barbarian
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.


Cleric

Cleric
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.


Venomancer

Venomancer
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.


Wizard

Wizard
Wizard

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.


Archer

Archer
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.


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 visit;

Genie Skills

--Keithtan69 00:37, 13 August 2009 (UTC)Daji on Heavens Tear