(4 November) Tonight, my guild (albeit small – all 7 of us) did a run through WvW (Borlis Pass).
We started helping out a fellow guild in EB. The map there was pretty evenly divided – we were getting about 180-200/tic – and after flailing around there generally, we decided to break off and stir up trouble in the enemy borderlands to draw people off of EB.
Pretty much without interruption, we jumped on to Kaineng and took Farmstead, and then circled back to take Depot. We picked up a couple of PUGs, and were able to grind through the wall in about 4-5 minutes using two cata’s. With 9 of us, fairly well geared and used to working with one another, taking the lord down went pretty fast, even with his increased toughness.
We shifted over to Anvil rock and did much the same; first starting with Outpost, heading over to Depot, taking Farmstead again for more supply so we could drop two rams to speed things up.
In all of this, tearing apart their BL, we saw exactly one (1) AR player trying to slow us down.
We got ambitious next; we resupplied and headed to Palace, taking two shrines along the way.
Here we lucked out, finding a wall already almost 80% down. We dropped a cata, fetched more supply, and then went in. It was rather difficult finding our way around, and ended up on the SW inner gate. We got the rest of the way in without resistance and after a hard fight, took the keep.
Total time – 3 towers, 4 camps, 2 shrines, 1 keep, about 1 hour, 45 minutes during which (outside of EB) we saw no more than 3 AR or other PC’s.
We finished in our own BL. There a modest AR zerg/oversized havoc group – 20-30 total – had broken through the outer defense of our Garrison. The 7 of us plus a few others went to the defense. With the new layout, and limited siege, we were able to turn away 3 successive assaults on our inner gate by the zerg. Total time before they lost interest was about 30 minutes.
Summary: We had a blast. It was very neat to be able to mount an effective defense – 10ish players versus 2-3 times their number. The AR group I think could have beaten us, but didn’t manage their supply or what siege they used effectively. We were able to use the defenses effectively to break their rams, and, then chase them back out.
We had the option, but chose not to mess with the monster center of zone siege cannon on either enemy borderland, though a couple of the folks who had run with us split off to prevent anyone from activating it in ours. Our conclusion was – activating it really wasn’t worth the time.
We missed seeing numbers; a very small number of enemy players could have prevented us pretty easily from accomplishing much of anything. It implies most of them were either in EotM or EB (or Maguuma…).
The new properties of the towers, siege and guards seemed to work as ANet designed and intended – to shift the balance back somewhat towards defenders – and force attackers to be both better organized and creative.
Crossing distance is still a big issue – even taking advantage of the buffs at shrines (which we used). It is really noticeable shifting from EB to a home borderland just how much more distance you need to cross, and how much harder it is to get to places. Further, the complexity of keeps themselves in specific, is irritating. It slows down the attacker – but is just as much of a hindrance for the defenders. It took several minutes for us to find our way into the new Garrison and just find where it was being attacked; easily 2-3 times as much time as the trip out of Citadel to Garri took in the old maps.
Once there, the consensus was, we liked the layouts and the mechanical changes which make defense easier and force attackers to think, but dislike the increase in size and gratuitous complexity of some of the structures. Our thought is they could have been designed with much of the same creativity and artfulness, and but far simpler to find our way around in.
Give us gliders in WvW and we may overlook this
Best regards to Anet and the rest of y’all
Hezekiah MacFarlane, The Black Dogs, Borlis.