User:Ich bin marc/Fort Aspenwood Guide/Luxon Side

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It is the offensive side, you have to kill MGA before GV completion.

What you need to have (pick up some):

  • Anti-runner stuff
  • Anti-healer stuff
  • AoE skills to clear NPC
  • High one target damage to kill healers


At the start,luxon team will usually split up, send turtle and attack kurzicks and lost mines or rush gates. First minutes will have the greatest advance for luxons since kurzicks are busy running amber. But you should take caution of offensive kurzicks, which can kill easily your turtle if you have no healers, and the full gate repair when all kurzicks reach the Gatekeepers. To prevent this catching amber runners allows to keep the initial progression.

Then you will storm the fort and sending fallen turtles to finally reach closer to your target as the game long. Sometimes you will push or rush in if you feel you can do it.

Using the Turtles wisely[edit]

Siege Turtle Attack (Fort Aspenwood) Siege Turtle Attack (Fort Aspenwood) has the highest damage peak with an anti-protection utility. With a shot every 13 seconds, it can't activate more than 42 times per battle (admitting no death and only 40 seconds of movement).So each turtle shot must be used.

Playing a few parties in FA learns you how turtles targets and the AoE damage range. Knowing who will be hit allows you to use the maximum of this skill. Killing the next target before the next shot is ready will hasten your invasion (i.e gates take 2 hit so finishing it just after the first will put pressure on the next NPCs).

A 200-damage hit usually finish off low health targets.Thus spending time, energy, skills and adrenaline on them is a total waste since they are likely to get killed. Focus on resilient target or healers since the spike damage will help you to manage the kill,timed Deep Wound Deep Wound or KD are the key to kill healers.

Note for Ranger and Mesmer: healers are likely to use their most powerful skill right after Siege Turtle Attack (Fort Aspenwood) Siege Turtle Attack (Fort Aspenwood) allowing you to interrupt or divert them easily.

The other key point is the turtle tanker.This one are meant to waste turtle shot. The only way to deal with them is killing them. Since you can't draw turtle's aggro, if you don't (or can't) get rid of them, your turtle is lost.

Finally it's obvious than less your turtle die, more efficient it is (less time spent in walking).

Amber catching[edit]

Jobs[edit]

Healer Curse

The kurzick team's resilience is mainly dependent of their healing capacity. Thus people are welcome to bring healer hate.

This is very different from killing then. Indeed, fallen come back to live after 6 seconds with full bars. That's why killing a healer is most of the time a way to restore his energy. In case of multiple healers or low pressure, your target can survive this delay and get healed by a fresh healer.

To avoid this, you must keep them low energy, interrupting or disabling their skills. Most of these tasks are completed by Mesmer and Necromancer since they have the ultimate weapons against healers : punishment hex, energy denial, interrupts and pressure hex.

You have to spread the pressure on the multiple healers but prioritize your target in the same time : you have to watch the field in order to find the more annoying healer and ruin his job.

Infiltrator

EoE Bomb

Initial Splitting[edit]

Split (Purple/Orange) Pros Cons
4/4 No weakpoints Low power
6/2 Easily break the initial amber run Low initial rush
1/7 Initial rush very great,victory in less than 3 minutes Must be fast enough to out speed kurzick team

0/8 and 8/0 misses one turtle.

5/3, 6/2 and 7/1 (and their mirror) put less or more stress on the overwhelmed side.

Common Errors[edit]

  • Speeding purple turtle at start

A lone kurzick must be in its aggro, making the turtle stopping for 3 seconds and the skill be unavailable for 13 seconds. That is enough to let most of amber runner get safe in fort without getting hit.


Useful skills[edit]