Tips:
- After the first gate has fallen, massively create tengu archers. Do not create anymore Skritt doorbreakers until all the guards are dead. The guards does a lot of damage to skritt and may possibly one shot them. A mix of tengu and skritt is a big waste of resources. Just go with full tengu. After all the guards are dead, go full skritt doorbreaker.
- Have a shoutbow and a D/P thief. The shoutbow should be in the assault lane while the D/P thief should be in the Defense lane. I feel these two profession should have a place in every stronghold compliation.
- Shoutbow are extremely mobile and tanky. On top of that, they are extremely supportive. They have access to stability and plenty of stunbreaks to stop interrupts. With their mobility, they take the role of supply runner and assault. They can create an army really fast. Their healing and condi removal will support teammates and creeps alike. You can give swiftness to speed up the creeps to their destination. While supplyrunning, the shoutbow can give out the shout healing to party members still fighting over mid or drop a banner in case of dying friends. Then you go back to running supply. Depending on the situation, you can run with the creeps to support them.
- The reason why D/P should be on defense is because of their shadowstep and high dps. Shadowstep grants them quick access to the treb instead of having to run around it. With access to the treb, they can support mid by trebbing it. They also have high damage. A dead enemy does 0 dps. The D/P thief should always kill the dangerous creeps first. If the gate is up, kill the skritt doorbreakers. If the guards are alive and is in the way of the creep, kill archers.
- S/D thief may be an alternative but I haven’t tried it yet.
- I found heroes to be really useless until the lord’s gate is open. After that, they become really dangerous as they do big damage. You must stop the Hero from reaching the gate or else there will be big trouble. Do not defend Hero if the Lord gate is up. However, kill the enemy hero so it doesn’t become troublesome later on. If the enemy is heavily guarding the Hero when the Lord gate is up. Take this time to kill enemy skritt doorbreakers, and run supply until the enemy leaves the lord alone.
- Do the final push when the enemy Lord Gate is down and you have a Hero running. Keep the hero alive and keep it moving fast. However, if the enemy is in the same situation. You might want to consider killing the enemy hero.
5x Warrior, 5x Ranger, 4x Elementalist, 4x Engineer,
4x Necromancer, 3x Mesmer, 4x Guardian, 4x Thief, 4 Revenant
It’s a bit early to list meta builds,; as well as, appropriate strategies because premades are litterally discovering such things as I type this.
I’ve been playing since this morning and I’ve seen several strategies already in solo that doesn’t quite work against a premade team who (for the most part) knows what they’re doing.
Here’s my tip
- If both gates are down the best way to determine whether to push or defend is to look on the map. See if they out resource you. By that I mean they either have a hero, rangers or simply have 4-5 people right outside the gate.
- You can literally defend till the timer runs out. Don’t hesitate to defend a huge horde of people and/or skritts/rangers, even if you have their gate down. If you choose to push instead they’ll simply out dps you and down the Lord first. If you win the fight you can then collect yourselves to grab supplies to make a bigger push.
- At least 1 person needs to be on the offense at all times early game and prioritize in killing guards. The reason being is once those guards are down, he can then build supplies himself to make for a big push to the main gate or simply defend if he has to.
- One of the mistakes some premades make is not building enough skritts/rangers mid game. There should be at least one runner making a constant npc stream at all times. This is so you’re constantly puting pressure to the gate and enemy players.
aka FalseLights
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