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Saturday, February 5, 2011

War of Emperium - February 2, 2011

During the early parts of the siege, we only have a few members who participated in the siege. Currently we own an Agit but our guild master decided not to defend it so instead we attacked another Agit. Honestly, It's boring to defend without an equally strong guild trying to conquer your castle.

Breaking an undefended Agit for the sake of warming up


After breaking the Emperium of our target, guild members demands another round of attack mode. So we attacked another undefended Agit. We had a slight skirmish on the said agit but it's not the action that we are looking for during a siege. We managed to get the Agit in a few minutes.

Another Emperium break for an undefended Agit

As the time of the war passes by, we were Emergency Called by our guild master in an Agit that I didn't get the name. I'm surprised that Kingdom of Justice is also in that Agit so I immediately concluded that this is something about the alliance. We were able to break the guardian stones until the second barricade of the agit without any tangible resistance from the Agit owners.

Breaking the second barricade

As we continued our way to the third barricade, I was able to absorb the situation that our alliance is trying to break an Agit of the opposing alliance. At the Emperium room, there is a precast that kept us busy for sometime. But when we finally taken down the third barricade I'm amazed with their strong Emperium Hug defense. Also they were able to ask for reinforcements from their alliance which makes the whole situation another alliance versus alliance war.

Diving into the enemy lines

We were able to break their emperium however the opposing guild rushed into Mardol castle instead of reclaiming their Agit. If you are following my siege posts, Mardol castle is the home of Kingdom of Justice. I have no idea what makes this agit special but they're calling it their home. Their tactics caught our alliance attention and shifted to defending the Agit.

Shifting to defensive tactics

The situation became another epic alliance clash. Our guilds suddenly become serious in the battle at Mardol through a non-stop action packed siege. The good things about this kind of battles is that you just do your thing without anyone noticing. Every kills you did, every debuffs you casted and every support you gave impacts the tides of the battle. These are the kind of sieges that I'm after! Every action is crucial.

Reclaiming the conquered Mardol Agit

Although we have a solid defense, the opposing guild was able to break the emperium. Our alliance reaction unlike the other alliance is to reclaim the agit. We were able to get the Agit with ease. We showed a full force defense after we reclaimed the Agit forcing the opposing alliance to set back. As the war of emperium concludes on that they the opposing alliance seek other Agits to conquer. On the other hand we also target our own Agit.

Defending the reclaimed Mardol Agit.

During the duration of the siege, the Shivans guild break into the alliance clash through a successful Emergency Call. I have no idea what alliance they're siding or they are just there to join the commotion. But nonetheless everyone is excited with a bloody war like whats happening every siege in our server.

Shivans guild mixing in the war

As you may noticed, most of my screen shots my Royal Guard has nearly empty SP. This is because of Howling of Mandragora which is very annoying Genetic Skill. I hope the developers will review this skill. I'm not against the fixed cast time addition of the skill because it gives an advantage to attack speed dependent characters. I'm not also against the lowering of Int because it will freeze players which are INT dependent for status immunity. I'm only against the SP drain of the skill. Its like a spammable AoE mini Soul Burn. The skill is doing a lot of debuff in just a single fast cast throw.

Enough of ranting! I'm looking forward for another bloody and action packed siege in the future.

1 comment:

  1. i agree with you, they should nerf it to +1 fixed cast time and add more cooldown.

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