Badlands Keep in EoTM
Agreed. Badlands keep:
1) Devourerers outside of keep make the keep incredibly easy to cap. Only takes around 20 seconds for me to get from workshop to keep in devourerer with the teleport trick. Our zerg can take down the wall of it in 20 seconds or so sometimes.
2) This is the only keep that even has walls. Not only that, it has around 20 walls because it’s so huge. The gates are very far apart from each other too. The enemy could hit from any side. Both of the other keeps have gates close enough to each other to where it’s possible to have a single siege hit all 3 gates.
3) No where to siege the keep. No good choke points for defense.
4) Champ is the easiest of the 3.
Overgrowth keep:
1) Champ takes the longest on average. Mostly comes down to luck and how fast the elementals get split but it takes probably 2-3 times longer on the champ than the other keeps on average.
2) There’s a treb spot that you can easily treb any of your own 3 gates.
3) Multiple spots on second level to AC from that take a long time to get to.
4)Multiple AC spots on south end of keep for any of the 3 gates that are impossible to AoE.
5) One of the gates (the east most) just needs one treb to knock the entire enemy zerg off the cliff. This leaves the two west gates as the only option which are right next to each other so your siege there hits both gates.
Frostreach keep:
1) One side has 3 gates so there’s only 2 real options to hit and both are extreme choke points. The north gate has a breakable bridge right next to it too.
2) The only keep with cannons.
3) Has an AC spot up top on north gate that can’t be AoE’d.
4) Has many AC spots on south gate that are hard to AoE.
5) Has a spot you can place multiple AC’s that can hit all 3 gates (by champ).
It’s not even close when comparing badlands keep to any other keep. The only good thing about it is that it’s that much easier to take back after losing it. It really is a wasted space though because there’s not much reason to bother trying to defend when it’s that hard to defend and that easy to take back. Any week that the #1 WvW match up has a T2 server, that gives two T1 servers to green and no T1 servers to red which will leave them outnumbered possibly the whole week. That keep can’t be defended at all while outnumbered.
Maybe if all the walls become indestructible (since none of the other keeps have walls), it will be much easier to do defend even against the devourer army, since they have low HP, and 2-3 superior ACs can melt them very quick…
WvW Rank 3800 (Platinum Veteran) – PvP Rank 69 (Shark) – 25,9k Achievment Points
Mërcenaries [Sold] – Ferguson’s Crossing
Teleport spawn when you see small swords in workshop.
Seafarer’s Rest EotM grinch
Badland is a keep that’s easily spammable.
Good for EOTM K-Train. Why bother defending it?
Plus with Scorpions, you can easily get the 2 towers near the keep and can easily used to break frostgate’s barriers.
It’s a double edge that’s good for Karma Train.