Horology - Taking Apart the Time War

Horology - Taking Apart the Time War

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Posted by: misterdevious.6482

misterdevious.6482

Upgrade Times:

  • Keep – Secures after 30 minutes, Reinforces after 2 hours, Fortifies after 6 hours.
  • Tower – Secures after 30 minutes, Reinforces after 2 hours, Fortifies after 6 hours.
  • Camp – Secures after 10 minutes, Reinforces after 30 minutes, Fortifies after 1 hour.
  • Yak – Every yak that reaches an objective takes 5 minutes off of the upgrade timer.
  • 2 minutes and 30 seconds of Real Time can be equivalent to 7 minutes and 30 seconds of Upgrade time from a single yak getting in uninterrupted.
  • The Earth Keep with 4 yaks coming in, can upgrade incredibly fast.
  • Patch Bug – Immediately after a patch, structures can be paper, reinforced, and fortified all at the same time with multiple guards and multiple walls and gates inside each other. When the structure upgrades, it appears to fix itself.

Yak Frequency:

  • A yak reaches Fire Keep from NW camp every 2min20s
  • A yak reaches Air Keep from NE camp every 2min20s
  • A yak reaches Earth Keep in about 4.5 minutes from NW camp.
  • A yak reaches Earth Keep in about 4 minutes from NE camp.
  • 2 yaks reach Earth Keep every 2min30s from North camp.
  • The yak from SW camp dies from mysterious lava burning on the path before reaching Fire Keep.
  • No yak spawns that goes from SE camp to Air keep.
  • Hidden/bugged Yak Event is visible near Air keep’s main gate by the cliff stairs.

Yak Details:

  • After arriving, a live yak will respawn in 10s or less.
  • A dead yak will respawn after 5 minutes.
  • Yaks can be protected from most damage by having a player nearby.
  • Yaks can be sped up with Swiftness.
  • Yaks can be crippled for 4 minutes by a Sentry.
  • Yaks can be cured of cripple with the medkit at the sentry point.
  • Sometimes the sentry is able to cripple a yak twice before it gets out of range.

Oasis Laser Event

  • Starts 3 hours after the previous Oasis Laser event on that map ended.
  • Happens at different times on different maps.
  • A player can solo it in 30-40 minutes.
  • Power Cores left on the ground despawn after 1 minute.
  • There is a 1 hour time limit to do the event and a 15 minute warning before it starts.
  • The laser event can completely destroy paper gates.
  • The laser event can damage reinforced gates down to about 15%.
  • The laser event can damage fortified gates down to 50%.
  • The laser event also destroys enemy siege, oil, npcs, and players caught in the blast.

Repair Notes:

  • Inner Earth Keep gates are the fastest to repair because the supply is very close.
  • Tower gates are the slowest to repair because the supply is very far.
  • Barricades can be repaired immediately with a single person’s supply.
  • Fully Repairing a fortified gate that has been hit by a laser requires 220 supply. Requires 15 supply runs for someone carrying 15 supply.

Nodes:

  • Nodes respawn in 1 hour.

Special:

  • The Egg in Fire Keep respawns in 1 minute and transforms a player into a Fire Hound for 15 minutes.

For Defenders: If a zerg flips your map, try to flip the camps back immediately. This will give you 6 hours to take back your stuff before it fortifies, and during that time you may get 2 chances at the laser event if you need the help. With clear supply lines, the Earth keep can fortify extremely fast.

For Invaders: Your zerg may enjoy running around the map as a blob, but if you don’t take and hold the camps behind you, your stuff won’t fortify for several hours. By holding down the camps, you can achieve a longer lasting grip on what you have taken. To hold the north, it helps to have your waypointed spawn tower fortified, which you can do quickly by holding the 2 camps nearby.

TLDR: Kill yaks = slow fortify. Hold camps = fast fortify. Fight over camps. Stuff.

(edited by misterdevious.6482)

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Posted by: Dasenthal.6520

Dasenthal.6520

Nifty, thanks for sharing

“A conquered people will always resist you,
Edair. But allies-allies will fight by your side”~Cobiah Mariner

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Posted by: Sich.7103

Sich.7103

Nice post thx.
The trouble we have with the south yak for the keep make that it’s difficult to try to take and hold side keep on ennemy BL.
And running doly (escorting and perma swiftness) allow to upgrade the keep very fast.
But it would be easier if the south camp work…

And we see with the respawn time for the doly that it’s very important to escort them if you want to fast upgrade something.

Doly with perma speed reach the keep very fast and respawn very quickly. But if he die it take a long time before he will respawn.

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Posted by: Dawdler.8521

Dawdler.8521

  • Yaks can be crippled for 3 minutes by a Sentry.
  • Yaks can be cured of cripple with the medkit at the sentry point.

I did not know that.

An excellent touch to make a fairly simple supply line system more interesting and add player involvement.

Well except they totally ruined it all by not making it X dollys per upgrade stage with no autoupgrade, so no one care about them anyway.

That make me even more sad for WvW. Hidden deep in the dung pile is good ideas.

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Posted by: Catalin.5341

Catalin.5341

Didn’t know about the 5 minutes discount when yaks deliver supplies. I always thought something is fishy because I scouted a tower for 3 hours maybe and it went from paper to fortified.

So we can say that camps are still important for both bringing the supplies which help you with siege and repairs, but also for the quicker upgrades.

Cool.

EU Seafearer’s Rest, Guilds: [AR] [tD]
Catalin Puf (Human Elementalist)
Catalin Elf (Sylvari Thief)

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Posted by: DeWolfe.2174

DeWolfe.2174

GJ on creating this spec sheet OP! I do appreciate such exacting details.

[AwM] of Jade Quarry.

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Posted by: misterdevious.6482

misterdevious.6482

Went out this morning to observe some sentry versus yak interaction up close. It is actually a full 4 minute cripple applied by the sentry, and it is sometimes possible for the sentry to apply it twice before the yak outruns the sentry. Edited the OP to include this.

Also, if two yaks are close together, the second yak is able to get through un-crippled while the sentry chases the first yak.

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Posted by: Jayne.9251

Jayne.9251

Wow, that’s spectacular OP. Nicely done.

L’enfer, c’est les autres

Horology - Taking Apart the Time War

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Posted by: misterdevious.6482

misterdevious.6482

Added:

  • Fully Repairing a fortified gate that has been hit by a laser requires 220 supply. Requires 15 supply runs for someone carrying 15 supply.
  • The Egg in Fire Keep respawns in 1 minute and transforms a player into a Fire Hound for 15 minutes.

Fun Fact: A player without Repair Mastery that puts 15 supply into a gate will receive 17 WxP. A player with full Repair Mastery that puts 15 supply into a gate will receive only 9 WxP. On second thought, maybe not so much a fun fact but a horrible injustice…

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Posted by: BrettM.9062

BrettM.9062

Wonderful summary. Thank you.

My mesmer spent some time trying to get that SW yak through the lava and up to the Fire Keep gate by keeping its bubble up and applying speed boosts. No dice so far, though I’ve gotten it within a body-length or so before it drops dead. The issue also affects caravan guards if the camp is upgraded enough to send them along. The buff that negates lava damage does not affect the yak or guards.

The yak seems to be heading for the stair that will take it over the lava when it suddenly swings right and takes the stair down into the lava. Perhaps it’s some kind of navmesh issue.

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Posted by: misterdevious.6482

misterdevious.6482

Added…

Nodes:

  • Nodes respawn in 1 hour.

Oasis Laser Event:

  • Starts 3 hours after the previous Oasis Laser event on that map ended.
  • Power Cores left on the ground despawn after 1 minute.

If the event fails… the next event on the same map will start 3 hours after the 1 hour event ends. If the event succeeds… the next event on the same map will start 3 hours after the laser stops firing, which is about 3 minutes after the final core is turned in.

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Posted by: Pink Ninja Man.4375

Pink Ninja Man.4375

Oasis Laser Event:

  • Starts 3 hours after the previous Oasis Laser event on that map ended.
  • Power Cores left on the ground despawn after 1 minute.

If the event fails… the next event on the same map will start 3 hours after the 1 hour event ends. If the event succeeds… the next event on the same map will start 3 hours after the laser stops firing, which is about 3 minutes after the final core is turned in.

I always though it was a set 3 hours between the start of the event (meaning if it started at 2 next one would be 5) and that each map started the ‘first’ event an offset of an hour of the others (so there was an even at the start of every hour on one of the maps). Nice to know.

Twitch – PinkNinjaMan [/\///\/_//\]
Main Class – Ranger [Bezerker/Trapper Hybrid]
Main Mode – WvW [Gate of Madness]