Stronghold stratagies

Stronghold stratagies

in PvP

Posted by: Venevan.9730

Venevan.9730

After playing a decent amount of matches and i have to say it is rather fun to play, even tough people are rushing it at the moment (fun but… not a good idea).

I have seen people doing these bad things.
*Only spawning doorbreakers and leaving them unprotected to be picked off one by one by guards and trebshots.
*Not protecting guards, this causes the “creeps/minions” to breakdown doors way too fast.
*Not channeling mist essence, i had to fight off 2 heroes and they have allot of health taking almost a minute to kill even
whit a high sustain damage builds.
*Not using the trebuchet, it has a clear view on the supply depot and kills waves fast.

So here are some quick tips for now or when the expansion launches.
*Crowd control, boon removals, stability are a must have.
*Bunker builds are next to useless on this map (no capture points).
*Trebuchet is important keep someone on it at all time until both your doors are broken. (trebuchet respawn cost 1 supply).
*When at the lord take the guards around him/her out first they can do a decent amount of damage.
*Grab the mist essence fast they are useful.
*having a skill that revive,rally,res any will do it makes your lord allot happier.

Some makeshift roles.
*Warder
protects/use trebuchet, kills minions, heroes, and pushers.
*Pusher
Kill guards,enemy trebuchet, protects minions and get supplies.
*Roamer
Walk between warders and supplies and getting mist essence (doing any of the other roles tasks if possible).
*Runner
keeps running between supplies and minion spawn.

Terms
*The role names
*Lanes: trebuchet/treb-lane (TL) and assault/push-lane (PL).
*Trebuchet: treb
*Mist essence: Mist
Doors(Door)
*NPC’s
Door breakers (DOBR for short or minion/creeps)
Archers (ARC for short or minion/creeps)
Guard
Hero
Lord

Now some general gameplay and strategies.
At the start of the match split in 2 groups
Early game.
Group A: a warder and a roamer going to treb-lane.
Group B: the rest going either for runner or push role.

Only spawn archers at the start you need to take the guards down first anyway.
Group A go strait to treb-lane dont even use your supplies to spawn minions, the enemy players are out for your guards and treb, you need these alive as long as possible, having a door down this early will cost you the game.

Mid game
A door is down on both teams and mist essence are about to spawn what do you do.
Mist essence is important grab them when they are up (30 second forewarning).
Keep killing minions whit the treb, your trebuchet can fire al the way to the lords door (Not inside the lord room i tested it).

Late game
All gates are dead and both teams are attacking the lord.
You may ditch the treb now but you can still clear incoming minion waves whit it.
Tou need 1 to 3 players at the lord to defend him/her let the others push and gather mist essence.
Healing the other npc’s inside your lord’s room is a good idea they have decent damage and CC they also keep the pressure off of you.
killing the other npc’s makes it easier.
stomping there lord whit skills such as rampage,rampage as one, hallowed grounds helps allot.

Sorry for any grammar or spelling errors English is not my native language.
Hope this helps have a nice day.

(edited by Venevan.9730)

Stronghold stratagies

in PvP

Posted by: Venevan.9730

Venevan.9730

So do any of you agree whit this what are your toughts.
i find that the guards need more dps i know arenanet dont want them to be hard or something but some better bulk and support damage cant hurt babysitting them is a hassle.

Stronghold stratagies

in PvP

Posted by: Harrahou.4518

Harrahou.4518

Interesting take on this all.. I am keeping a keen eye on the Gw2 stream with the more noticeable Gw2 pvpers, they are the ones that will foreground a meta and strategy, good to see how if differs from yours.

R80 Multi Classer
Proud Owner of:
Oh Did That Just Happen [Mhmm]

Stronghold stratagies

in PvP

Posted by: Gilgalas.7860

Gilgalas.7860

Base rush with 5 skritts, 1 defender and 4 skritt supporters was very rewarding overnight. Our best time was 2:08, our average probably around 3:00-4:00 and we only lost once.

Stronghold stratagies

in PvP

Posted by: Ehecatl.9172

Ehecatl.9172

I prefer your strategy over the “spawn only doorbreakers” strategy everyone was insisting was the optimal way to play. Out of the 20 something matches I played this strategy was forced on me five times, and each time it ended in a loss because the very person who suggested it would always NOT protect the doorbreakers and just… Run off.

It was getting ridiculous. No one would even consider listening to my strategy of starting with archers so they’d take out the guards while we as a team secure mid. When PVPers think they got it all figured out they can get depressingly stubborn about it.

What seemed to work best was spawning three archers and two doorbreakers at the start. The archers would take out the guards pretty quickly and the doorbreakers would destroy the wall reasonably fast if all was left unattended. The enemy had to give up a guy to block our initial NPCs to stop the first wall from being taken, which usually secured a win at mid and thus control of the supply.

Stronghold stratagies

in PvP

Posted by: Venevan.9730

Venevan.9730

give it time its new and everyone yust wants to yolo it and explore the map.
I myself have made screenshots of the entire area so i can come up whit better stratagies.
Arenanet only needs to do some changes that wil better promote the gameplay i have written above.

Also a small reminder its better to go strait for the treb lane and keep on to that one supply you get at the start to rebuild your treb if your going for a warder role.

Stronghold stratagies

in PvP

Posted by: Venevan.9730

Venevan.9730

hope people will inherit the roles i came up whit they are simple to remember, short, and strait forward.

Stronghold stratagies

in PvP

Posted by: Dahkeus.8243

Dahkeus.8243

I prefer your strategy over the “spawn only doorbreakers” strategy everyone was insisting was the optimal way to play. Out of the 20 something matches I played this strategy was forced on me five times, and each time it ended in a loss because the very person who suggested it would always NOT protect the doorbreakers and just… Run off.

It was getting ridiculous. No one would even consider listening to my strategy of starting with archers so they’d take out the guards while we as a team secure mid. When PVPers think they got it all figured out they can get depressingly stubborn about it.

What seemed to work best was spawning three archers and two doorbreakers at the start. The archers would take out the guards pretty quickly and the doorbreakers would destroy the wall reasonably fast if all was left unattended. The enemy had to give up a guy to block our initial NPCs to stop the first wall from being taken, which usually secured a win at mid and thus control of the supply.

I actually think that doorbreakers are best at the start and here’s why:

There are only 2 starting guards and they’re pretty weak. If you do all doorbreakers, you can send 1 person to take them out quickly and then rejoin the main fight. If someone on the opposing team comes to defend, you can usually still take out the guards. I found I was able to pull this off with a hammer/GS zerk build that was similar to Hambow. More than 1 defender is really the only counter to this.

Risk/Reward:
If this works, you get the first door down. If no one from the enemy team defends, then the wall goes down very fast and you’re able to meet back up without much delay (especially with mobile classes). If this fails, it’s generally because the enemy spent 2 people to defend and even then you usually can get at least 1 guard down.

If you send only archers with no one to attack, then one defender on the enemy team can easily intercept them and skills like Wall of Reflect are a hard counter to them.

Risk/Reward:
If this works, you get the guards down and maybe some damage on the wall before someone notices, but that’s only if the enemy team has no one defending. You may get a bit extra momentum by having more people on the field, but still have to take down that first wall. If this fails, then you still have the wall and possibly both guards left alive.

It’s possible I’ll change my opinion on this after more play, but so far this has been my experience.

Stronghold stratagies

in PvP

Posted by: Megastorm.6219

Megastorm.6219

So far from what I’ve seen and figured out:

All spend points on door breakers first means you will have to escort/heal, what have you for them. Sending 1 to 2 people for this obviously healer/enemy player CC role is a must right away, more likely followed shortly after by the other escort so they can team up as needed and take on would be attackers.

We all want supply so there should be a treb launching. focus taking out their gate fast, rushing lord primary.

If you have to keep someone at home to protect lord/kill door breaker swaths, make it something that can handle that job even if it means taking on 1 or 2 players also at home.

Rush lord is key, protecting your door breakers is also key, and should be done by classes that can easily do the job.

Stronghold stratagies

in PvP

Posted by: Dahkeus.8243

Dahkeus.8243

One thing I also noticed was that teams who rushed lord without a hero generally failed hard. I had one game where the enemy team had our gates down fast and would have won if they got a hero, but instead they just rushed the lord without one and wiped every time.

Stronghold stratagies

in PvP

Posted by: Ehecatl.9172

Ehecatl.9172

I actually think that doorbreakers are best at the start and here’s why:

There are only 2 starting guards and they’re pretty weak. If you do all doorbreakers, you can send 1 person to take them out quickly and then rejoin the main fight. If someone on the opposing team comes to defend, you can usually still take out the guards. I found I was able to pull this off with a hammer/GS zerk build that was similar to Hambow. More than 1 defender is really the only counter to this.

Risk/Reward:
If this works, you get the first door down. If no one from the enemy team defends, then the wall goes down very fast and you’re able to meet back up without much delay (especially with mobile classes). If this fails, it’s generally because the enemy spent 2 people to defend and even then you usually can get at least 1 guard down.

If you send only archers with no one to attack, then one defender on the enemy team can easily intercept them and skills like Wall of Reflect are a hard counter to them.

Risk/Reward:
If this works, you get the guards down and maybe some damage on the wall before someone notices, but that’s only if the enemy team has no one defending. You may get a bit extra momentum by having more people on the field, but still have to take down that first wall. If this fails, then you still have the wall and possibly both guards left alive.

It’s possible I’ll change my opinion on this after more play, but so far this has been my experience.

Your strategy assumes that the enemy NEEDS two people to beat you, though. If they are fighting at the gate you’re fighting an enemy player plus two guard NPCs while trying to prevent your doorbreakers from being wasted. The enemy has the advantage over you, and if they fail to win it’s either because you have the stronger dueling build or are a better player. The reverse is also possible. A few archers can at least neutralize the guards.

Of course I found I was able to do as you described when we ran doorbreakers at the start. I was able to easily kill the guards while fighting off enemy players without dying. But that’s because the enemy players seemed to want to defend with bunker builds, which just didn’t have the damage to pressure me. In the future I’m sure the players will be defending with competent dueling builds or burst builds that you won’t be able to easily shrug off.

As I said, each time this method was tried also resulted in the enemy securing mid, which lead to more pressure in the enemy lane during the mid game. I was always pushing the aggressive lane solo/with a partner, though, so I can’t say for certain what our defenders were doing to be losing as badly as they were. Two of those five games the door didn’t even go down as the guy running with the NPCs mysteriously vanished (Got ganked hard) and had their NPCs slaughtered before they could hurt the guards.

It was just aggravating that no one wanted to TRY a new strategy. The game mode was out for a few hours and everyone thought they had it mastered. Once I got some groups that would try different methods we ended up winning more matches than losing.

Stronghold stratagies

in PvP

Posted by: Dahkeus.8243

Dahkeus.8243

I actually think that doorbreakers are best at the start and here’s why:

There are only 2 starting guards and they’re pretty weak. If you do all doorbreakers, you can send 1 person to take them out quickly and then rejoin the main fight. If someone on the opposing team comes to defend, you can usually still take out the guards. I found I was able to pull this off with a hammer/GS zerk build that was similar to Hambow. More than 1 defender is really the only counter to this.

Risk/Reward:
If this works, you get the first door down. If no one from the enemy team defends, then the wall goes down very fast and you’re able to meet back up without much delay (especially with mobile classes). If this fails, it’s generally because the enemy spent 2 people to defend and even then you usually can get at least 1 guard down.

If you send only archers with no one to attack, then one defender on the enemy team can easily intercept them and skills like Wall of Reflect are a hard counter to them.

Risk/Reward:
If this works, you get the guards down and maybe some damage on the wall before someone notices, but that’s only if the enemy team has no one defending. You may get a bit extra momentum by having more people on the field, but still have to take down that first wall. If this fails, then you still have the wall and possibly both guards left alive.

It’s possible I’ll change my opinion on this after more play, but so far this has been my experience.

Your strategy assumes that the enemy NEEDS two people to beat you, though. If they are fighting at the gate you’re fighting an enemy player plus two guard NPCs while trying to prevent your doorbreakers from being wasted. The enemy has the advantage over you, and if they fail to win it’s either because you have the stronger dueling build or are a better player. The reverse is also possible. A few archers can at least neutralize the guards.

Of course I found I was able to do as you described when we ran doorbreakers at the start. I was able to easily kill the guards while fighting off enemy players without dying. But that’s because the enemy players seemed to want to defend with bunker builds, which just didn’t have the damage to pressure me. In the future I’m sure the players will be defending with competent dueling builds or burst builds that you won’t be able to easily shrug off.

As I said, each time this method was tried also resulted in the enemy securing mid, which lead to more pressure in the enemy lane during the mid game. I was always pushing the aggressive lane solo/with a partner, though, so I can’t say for certain what our defenders were doing to be losing as badly as they were. Two of those five games the door didn’t even go down as the guy running with the NPCs mysteriously vanished (Got ganked hard) and had their NPCs slaughtered before they could hurt the guards.

It was just aggravating that no one wanted to TRY a new strategy. The game mode was out for a few hours and everyone thought they had it mastered. Once I got some groups that would try different methods we ended up winning more matches than losing.

You really don’t need a strong dueling build at all, especially since it doesn’t matter much if they kill you. You only need to survive long enough to kill the guards, who generally hit like wet noodles (much easier to solo then something like Svanir).

Stronghold stratagies

in PvP

Posted by: Krysin.7103

Krysin.7103

Definitely some issues with people spawning useless npcs. Was stuck in a game with this one mesmer 3 games in a row who would constantly run supply and always spawn bombers….despite the fact there were 6 npcs between the bombers and the gate + players…. as far as the initial wave of npcs sent i found 3 archers and 2 bombers was successful.