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Updated Keep Defense Guide For All Tiers.

By: Vampiresbane

Will update this along with suggestions and criticisms. I wrote this as if the final door has fallen. I may expand this to include wall defense as well.

Think of defending a keep as making the attackers fight through as many layers as possible.

Here's your possible defensive layers (written as if the final door has fallen):

1. Front door with oil (Depends greatly on the relative size of attackers/defenders, have to be similar sizes).

Put 3 or 4 tanks all cross guarding at the front door. Healers and aoe'ers out of LoS helping keep the tanks up/aoe the entrance/courtyard (though AOE'in the courtyard will require a little bit more in sight shooting). Make sure to have a dedicated healer/tank on the oil upstairs and keep dumping away.

Typically only works well with both great leadership AND everyone following directions.

2. Simultaneously cover both ramps (only possible with a large group, warband+).

2 or 3 tanks cross guarding at top of the old ramp. 2 or 3 tanks cross guarding in the narrow hallway midway up the new ramp (needs to be done here since the ramp widens near the top). 1 or 2 healers and 1or 2 aoe'ers assigned to old ramp; the rest on the new ramp as it is preferentially used (it is more accessable and larger overall).

The old ramp is prime for aoe and rpds to aim down the ramp from safety. Only other rpds can get to you since they have to get past the Lord and his guards. As a result, most warbands will avoid this ramp and take the new ramp by default.

The new ramp has no npc backup and is much harder to keep melee off of healers and rdps. It's narrow and has sharp corners making it difficult for rpds and healers to do their job at a distance. Makes it a lot easier on enemy players to not only get to the healers/rdps, but do so with a lesser threat of harm. As a result, most warbands primarily take this ramp. Thus it takes more players to guard this ramp than the old ramp.

2a. Cover only the new ramp (Skip straight to this if a smaller group, 2 groups-1.5 warbands).

2 or 3 tanks cross guarding the narrow hallway midway up the new ramp. Everyone that can aoe/heal out of LoS but keep the ramp aoe'd and tanks healed. Have a few scouts watch the old ramp in case the enemy gets smart (pick talkative folks-make sure they report often and clearly (either in vent, warband channel, and/or rvr channel)).

3. Cover the Lord's room (Skip straight to this if tiny group, <1.0 warband).

NOTE: The enemy will typically set up in the Lord's room itself if they have sufficient numbers and went up the old ramp. In contrast, the enemy will set up on the outside landing if they have a smaller force and/or went up the new ramp. Keep this in mind. Slight changes in strategy result.

After the opposition has pushed you from the front door and both ramps, your last haven is the Lord's room. Ranged healers and rdps take advantage of the "2.5" and 3rd floors since the vendors will also attack any players trying to get to you if the enemy is trying to fight in the Lord's room itself. If they are on the landing next to the new ramp, make sure to aoe around walls, aoe heal, and if necessary dart in and out of LoS to heal/dps. Just be careful if you go out to the landing. The enemy will have a better vision then you of what is going on at the landing and better vision leads to more information and more information typically means they will kill you faster.

Melee dps, tanks, and dok/wp try and stay in the Lord's room/outside landing if possible and create the most havoc possible.

a.First and foremost if ANY healer comes up to the Lord's room/outside landing, they are made deceased ASAP. Healers not only heal, they resurrect. If no enemy can resurrect, you can start bleeding them player by player. Attrition works and trully can make or break a defense.
b.Kill extreme squishes with gusto (after healers of course). IE Kill BW/Sorcs #1, SH/SW/Magus/Eng #2
c.Kill sorta squishes (after healers/extreme squishes). IE Kill Melee dps.
d.Make sure no specific tank can gain aggro on the Lord so the Lord will have free run of the place (and squishies). (choices c and d are almost about the same importance; if no single tank has main aggro on the Lord, the Lord will help to kill Melee dps)
e.Secondarily, try to make sure no tank can grab the add aggro as well. Remember a good offense will have tanks assigned to grab the Lord and tanks assigned to grab his guards. The more you disrupt this, the better you'll be able to defend.

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