Difference between revisions of "Alliance Battles"

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* Contrary to popular in-game belief, wait times for this arena are not caused by lack of server space, but by a lack of players on either side.[http://wiki.guildwars.com/index.php?title=User_talk:Linsey_Murdock&diff=1630542&oldid=1630483] [http://wiki.guildwars.com/wiki/Talk:Alliance_battle/Archive_1#Long_Wait_Times] [http://wiki.guildwars.com/index.php?title=Talk:Gaile_News&diff=prev&oldid=729260#Easy_FA_question]
 
* Contrary to popular in-game belief, wait times for this arena are not caused by lack of server space, but by a lack of players on either side.[http://wiki.guildwars.com/index.php?title=User_talk:Linsey_Murdock&diff=1630542&oldid=1630483] [http://wiki.guildwars.com/wiki/Talk:Alliance_battle/Archive_1#Long_Wait_Times] [http://wiki.guildwars.com/index.php?title=Talk:Gaile_News&diff=prev&oldid=729260#Easy_FA_question]
 
* Drawings and pings on the map can only be seen by your party, so drawing instructions for other parties is an exercise in futility.
 
* Drawings and pings on the map can only be seen by your party, so drawing instructions for other parties is an exercise in futility.
 +
{{bug|The map is stuck on [[Grenz Frontier]] and does not change no matter how many times the Kurzicks win.}}
 
{{bug|If your team loses and you go to another town before you are automatically sent out, but the town is full, you will stay in the area until you leave yourself.}}
 
{{bug|If your team loses and you go to another town before you are automatically sent out, but the town is full, you will stay in the area until you leave yourself.}}
 
{{bug|If you are holding a resurrection orb and you die due to losing, you will be resurrected and can continue the game until you zone out.}}
 
{{bug|If you are holding a resurrection orb and you die due to losing, you will be resurrected and can continue the game until you zone out.}}

Revision as of 10:50, 28 June 2010

Alliance Battles
Alliance Battles map.jpg
Campaign Factions
Takes place Kurzick-Luxon border
Type Competitive
Party size 4
Parties per team 3
Alliance battles are 12 versus 12 (3 parties of 4) PvP battles that determine control of the Kurzick-Luxon border in Cantha. Kurzicks wear their traditional blue color and appear as blue dots on the map while Luxons wear their traditional red color and appear as red dots on the map.

Arenas

There are 5 different maps. The map in which the fight takes place depends on the red/blue border line of the faction war. Maps that are deep into Luxon or Kurzick territory are heavily weighted in their favor.

Map Side Attacker underdog bonus Border
Kaanai Canyon Deep Luxon +200% (Kurzick) Kurzicks control at least 4 Jade Sea outposts
Etnaran Keys Luxon +100% (Kurzick) Kurzicks control 1 to 3 Jade Sea outposts
Saltspray Beach Neutral None Kurzicks control no Jade Sea outposts and Luxons control no Echovald Forest outposts
Grenz Frontier Kurzick +100% (Luxon) Luxons control 1 to 3 Echovald Forest outposts
The Ancestral Lands Deep Kurzick +200% (Luxon) Luxons control at least 4 Echovald Forest outposts

Access

Guild Wars Factions or the PvP Access Kit must be added to your account in order to reach the Alliance Battle outposts.

To access Alliance Battles, your guild will need to be allied with either faction, or if you don't have a guild, acquire a guest pass to a guild. You then need to go to your (or host guild's) Guild Hall and talk to the Alliance Battles representative. You'll be zoned to wherever the fight is taking place.

Although the total team is composed of 12 players, teams are formed by 3 parties of 4 players. You are not required to team up with members of your alliance. Each player has to be level 20 in order to enter the mission. During the battle itself, skills that affect "party members" will only affect the 4 players of your party.

Battle objectives

Winning the Battle: To win a battle the winning side has to achieve one of the following conditions:

  • Accumulate 500 points before the other side.
  • Hold all 7 control points for 60 consecutive seconds. This will also set the winning faction's point total to 500.

Accumulating points can be done in two ways:

  1. Killing players of the opposing faction adds 3 points. Killing pets, minions, or shrine NPCs will not award points.
  2. Holding a control point: From the start of the match, every 7 seconds the game awards a point to each side for every control point they own.

Also, a white towel winning situation is if the entire opposing party resigns or leaves. This however will not set the winning faction's score to 500.

Control Points: There are seven control points on the map which are captured by having more players and allies in its vicinity than the other team. Depending on the specific battle map, control points will be at equal distance from either side or closer to the side that is losing on the border. By default, a control point will be in neutral status.

To capture a control point players need to stand on it:

  • If one team has more players at the control point than the opposing team, then the control point will start to shift in the direction of that team. The speed by which it shifts is dependent on the number of players that team has more than the other team in the vicinity of the control point. For example, if one team has 4 players and the other has 1, the control point will shift to the team with 4 players with a speed of 3 pips (the difference between 4 and 1).
  • If the control point has the same number of players from both sides, then it will not shift in either direction.
  • If the control point is already owned by one side, the opposing side has to "neutralize" it first, before it can take control.
  • The NPCs guarding a control point will count towards the team they belong to when the shift is taking place. The same goes for NPCs that follow players (see below).
  • Pets, minions and spirits do not count as allies when affecting the shift.
  • Bias speed is capped at 4 pips in either direction.

Once captured, a control point will spawn a few NPC guards (which count towards holding the control point) and offer some other special abilities (resurrecting allies closer to the battle, increasing characters speed, elemental protection, spawning NPCs that follow players around). The NPC guards do not respawn, except in some cases such as the saltspray dragon hatchling, unless the point is neutralized and then recaptured so it can often be advantageous to kill one even if it means your character's death.

Base Defender

Both the Kurzick and the Luxon base are guarded by invulnerable Base Defenders that can one-hit-kill players, to prevent either team from camping the enemy base.

Bug Bug. If the two teams hit 500 points at the same time, the win defaults to the Kurzicks. For example, if the score is 499 (Kurzick with 1 Flag) and 499 (Luxon with 6 Flags) and the flag points roll over the Kurzicks will win despite the fact that the final score will be 500 (Kurzick) and 505 (Luxon). This occurs because the game distributes the Kurzicks' points before the Luxons'.

Reward

  • The winning side receives 1000 Luxon/Kurzick faction points.
  • Both sides also receive additional faction equal to their end score, increased by the map's Underdog bonus. (Neutral maps provide no bonus while maps deep into enemy territory provide an extra 200%; see Arenas (above) for details.)
  • Each kill (excluding pets, minions, and spirits) awards all members of that side with 10 Kurzick or Luxon faction points and 10 Balthazar faction points.

Tips

  • Resurrection skills are not generally useful because:
    • Players are automatically resurrected 20 seconds after their deaths.
    • All resurrection skills target party members instead of allies, so only players from your own 4-man party can be resurrected this way.
    • There are no Morale Boosts so Resurrection Signets never recharge.
  • Skills which profit from deaths, like the wells and minions of the Necromancer, are very effective in alliance battles due to the many corpses available.
  • It is important to spread out early in the match. Having 4 players on each side portal and 4 out front will maximize the capping speed at the nearest shrines on Etnaran Keys and Grenz Frontier. This is sometimes called "4-4-4".
  • Consider bringing running skills as there is a great deal of running between control points. The mobile nature of the battle also makes stationary skills like wards, wells and spirits less useful.
  • If your team holds the resurrection orb shrine, carrying the resurrection orb will give you "two lives" since dying will cause you to drop it on your body, resurrecting you, nearby teammates and NPCs (the orb will then disappear so you can't drop it repeatedly to make yourself immortal).
  • It is useful to know which Control point, or points, you can capture on your own (solo cap).
  • It is not an uncommon occurrence for two teams to collide and form a mob. A mob can kill anything in its path but it is a very inefficient way to cap shrines. It is a bad idea to try to fight the mob, instead, spread out and cap the shrines the mob is leaving undefended. Conversely, if your team ends up as a mob, and the other team is avoiding the mob, try to get your party to break away.
  • Having the mission (U) map open and fully zoomed out allows you to see which team holds the control points.
  • It is beneficial to have some Area of effect damage source in the team so that dealing with enemy NPCs is quicker reducing time for capturing as well.
  • It is generally a bad idea to keep attacking a lonely "decoy" character like a 55 monk, tanking warrior or a terra tank elementalist since unless your team has certain skills to quickly crack the highly defensive build, it could waste precious minutes that your team could have used to run and/or cap a shrine.
  • Using a longbow or flatbow you can kill any of the NPC shrines (except the warrior shrine) without them fighting back.
  • On maps where a particular faction has an advantage on the current map (Grenz Frontier and Ancestral Lands for Kurzicks, or Etnaran Keys and Kaanai Canyon for Luxons), this side tends to become overcrowded, resulting on long queues to enter battle. You can avoid long queues by fighting on your "underdog" maps which also yields higher rewards, but, of course, these are harder to win.

Notes

  • There is no Death Penalty in alliance battles.
  • Contrary to popular in-game belief, wait times for this arena are not caused by lack of server space, but by a lack of players on either side.[1] [2] [3]
  • Drawings and pings on the map can only be seen by your party, so drawing instructions for other parties is an exercise in futility.
Bug Bug.The map is stuck on Grenz Frontier and does not change no matter how many times the Kurzicks win.
Bug Bug.If your team loses and you go to another town before you are automatically sent out, but the town is full, you will stay in the area until you leave yourself.
Bug Bug.If you are holding a resurrection orb and you die due to losing, you will be resurrected and can continue the game until you zone out.

Alliance Battle maps
The Ancestral Lands (K/L) • Grenz Frontier (K/L) • Saltspray Beach (K/L) • Etnaran Keys (K/L) • Kaanai Canyon (K/L)