IntroductionThis guide aims to aid new players or players who haven’t ever participated in a node war. It also contains some information and tips for leadership roles in the guild.
Guilds can own and fight other guilds in large scale PVP battles, over Nodes and Regions to control them and will earn silver for controlling a node. These are known as “Node Wars” or “Seige Wars/Conquest”. Node wars are held from Sunday to Friday between 18:00 UTC – 20:00 UTC for EU and 01:00 – 03:00 UTC for NA. Conquest wars are held on a Saturday at the same times.
To begin to compete for a certain node, a guild must build a fort inside the node territory. Only one fort can be placed per day. The design for the tower at a Guild Manager NPC. Forts must be rebuilt for each Node War and must be 100% completed . You can find more information about building further into the guide. This is done by the leadership of the guild and you do not need to worry about the building of the tower if you are a regular guild member.
There are also different tiers of node wars. Each node is designated a different tier between 1 to 4. More information on the tiers and a tier list can be found further into the guide.
The winning guild of a Node War is the last to have their fort still standing. The winning guild will automatically receive a large amount of silver depending on the tier of the node and will automatically participate in the same node war next week. If more than one fort is still standing when the time runs out, this is counted as a draw. The node will then be liberated and the silver reward will be carried over to the next week to give a higher reward. These are known as “rich” nodes.
To participate in a Node War/Seige, each member must change their “Participation” to Yes in the guild member list window.
After participating, you can collect your reward by clicking “Collect Reward” at the bottom of the guild window. You will receive Shining Medal of Honor x1 – x5 depending on if you win the war or not. These can be exchanged for various rewards. The top 5% of players (players with the most kills) will also be given additional medal rewards, and the player in 1st place recieves a temporary buff. Guilds also do “Consentive” payouts which reward all guild members with a lump sum of silver in the mail. You can find more information about this in our Guilds guide.
Roles and Responsibilies
- Guild Leader
- Your guild leader is the only person in the guild who can use the teleport skill (command to gather). This skill can be used during the node war to teleport all guild members to their location. It can be useful for some tactics, such as using command to gather on an enemy fort when they have moved out of their base, then using axes to do as much damage as possible to their fort. It can also be used in defensively to bring all members back to your fort if you are under attack.
- This person is the voice that main attack will hear during the node war. Their role is to tell you when to engage/disengage, use specific abilities (PA rotations), place traps, tell players when to “bomb” etc.
- It is extremely important to listen to all the commands a shotcaller gives. Even if you don’t agree, you should commit to their judgement. If you have any feedback then wait until after the node war is over. Shotcallers are under extreme stress and are constantly processing information during a nodewar.
- This person is in charge of all the politics that come with a nodewar. Their role is to type to other guild diplomats for most of the war. They should be trying to make deals such as non-aggression pacts with other guilds, and be getting information as to what other guilds are doing during the nodewar.
- I highly recommend designating a full time diplomat and putting their family name clearly marked in your guild information so that other guild diplomats can contact them easier. Other diplomats will often try to contact the guild leader or other names listed in your guild information. If they can’t get in contact with anyone, you can miss out on key information and deals that may have highly impacted your position in the nodewar.
- Other leadership/officers
- Your role may be in other fields such as leading the other squads (defense/flex/bomb/cannon) or feeding key information to the shotcaller. All officers can use the guild skills to give buffs to guild members during the node war.
Guild Member Roles
- Main Attack
- The majority of guild members should be in this category. Your job is to listen to your shotcaller and work together as a team. You should be told exactly where and what to do. Even if you don’t agree with certain calls, you should commit to the shotcallers judgement. If you have any feedback then wait until after the node war is over. Shotcallers are under extreme stress and are constantly processing information during a nodewar.
- The role of “Bombers” is to engage seperately just before the main attack makes their engage. This is to disrupt, distract and get as many kills as possible. Bombers are usually high AP players and specific classes who have high burst. They will usually go in and get multiple kills before using V to escape, or dying.
- Classes which suit this role are: Valkyrie, Berserker, Kunoichi, Tamer, Wizard, Witch (most wiz/witch are usually best in main attack for PA but high geared wiz/witches can join bomb squad and be very effective)
- The role of “Flank/Flex” is, as the name suggests, quite flexible. They have various roles and it really depends on what is going in the moment. Flank/Flex may be sent to take out cannons, help the defense team, cause havok at an enemy base, or may assist main attack by flanking the enemy on their engages.
- Classes which stuggle in main attack are usually put into flank/flex: Musa, Maehwa, Dark Knight, Sorceress, Lahn
- Defense team has a very important role during the node war. They must defend the base against any attacks. Good communication between the defense leader and the other leading roles is vital. Players will occupy the Flametowers and Hwachas which have been built and use these to help defend. They are also in charge of placing traps around the base and upgrading baracades at the start of the node war.
- All defense team members should have the quartermaster role and a guild allowance set.
- One player is also deligated to ride the elephant if your guild has one. The elephant is sometimes used for defense, or to attack another guilds base.
- Sometimes defense can be a quieter role and a good role for players will lower gearscore or if they struggle with computer issues during a node war, whilst still being very useful.
- Cannon squad is usually a very small team and may only be one person if your guild doesn’t have many members. It is also optional because of the use of elephants and the limited amount of annex buildings you can place. However, you shouldn’t underestimate the damage that cannons can do. The aim is to set up a cannon in a spot which is hard to reach, then fire cannonballs onto an enemy fort. Cannonballs deal high damage to Flame towers, Hwachas, Recovery Centers and Supply Depots. Cannonballs will also knockdown all enemies in the area that they hit, so they can easily disrupts fort repairs or be very useful right before your main attack engages if you can coordinate well.
- Classes which suit this role are: Ninja, Kunoichi, Lahn
- Ninja and Kunoichi are best suited to cannon squad because they have a double jump and can get into really good spots to place cannons. Lahn is also a good class for cannon squad due to her “flight” skill which helps her get into spots that other classes will find hard to get to.
If you have room in your guild for more members, you can hire “War Heroes” to fight for your guild during Node wars and conquest wars and receive rewards. For example, an Extra large guild that has 66 members can hire a maximum of 34 War Heroes. War Heroes are given a different contract that lasts until 00:00 UTC the same day. The contract is automatically terminated and cannot be cancelled early. When you join as a War Hero, a certain percentage of the guild funds are given to you as a down payment (up to 10 million silver) when you leave the guild. If you win, a victory reward will be given as well (up to 20 million silver). If the territory is liberated or the guild did not participate in the warfare, the money will be return to the guild at 00:00 UTC the same day.
War heroes may join main attack, work with flank/flex/bomb, or may work on their own as a seperate unit if they are familiar with eachother. It really depends on the classes of the war heroes and how many there are.
How and Where to build your fort
Node War Tiers
There are 4 tiers of nodes:
- Tier 1
- Tier 1 nodes are split into Easy, Medium and Hard node catagories
- Each node has an AP and DP limit depending on which catagory they are in, this just means that if you are over the limit, your AP/DP will be reduced to the limit for that node. These numbers can seem daunting at first but it is not your sheet AP/DP. It is actually the total hidden AP and includes your AP bracket bonus AP and any buffs which give AP. This means that if you are over the limit you don’t always need more AP buffs. Other stats are not capped though so you can still benefit from using those buffs.
- Easy: AP limit is 210, DP limit is 250
- Medium: AP limit is 230, DP limit is 270
- Hard: AP limit is 240, DP limit is 300
- If you occupy a tier 1 node, you will not be able to challenge for a node on tier 2-4. If you occupy a tier 2-4 node, you will not be able to challenge for a node on tier 1.
- Tier 2
- Tier 2 – 4 nodes are not capped in AP/DP making them a big step up from tier 1 nodes.
- Tier 3
- Tier 4
Different nodes also have different limits to the maximum participants. You should keep this in mind when selecting a node and make sure you will have enough members active on the day you choose.
The higher the tier and it’s difficulty, the more silver reward can be earned if you win the node. The higher the maximum participants is on the ndoe also effects the silver reward.
You can find the node war tier and information by hovering over a node.
How to build your fort
Once you’ve selected which node you would like to build your fort on, make sure you are in the correct channel on the day of the node war.
For example, if the node is in serendia, you need to join Serendia 1. Next, find a Guild Manager close to the area you are going to build. You must build the fort no later than 1 hour before the start of the node war but can continue to build the annex buildings.
You must be an officer or guild master in order to build the fort and will need a guild allowance to buy the items required.
If you are doing a tier 1 or tier 2 node
, you will need to buy the [Node] Square Fort
for 500,000 silver.
If you are doing a tier 3 node
, you will need to buy the [Node] Strong Square Fort
for 500,000 silver.
If you are doing a tier 4 node
, you will need to buy the [Node] Sturdy Square Fort
for 500,000 silver.
On the item description you can see the maximum amount of “Annexes” you can build on each one. The higher tier, the more annexes you can build. More information about Annexes is in the next section.
After buying the correct fort, go to the node war area to place it and begin building. You can turn on the Node war filter on the map to see the whole node war area you can build in. Do this by opening your world map (M) then pressing the Node war filter icon in the top right corner. It has 2 swords crossed (refer to screenshot below). You can then click the node you will be fighting on to highlight the whole area.
Now it is time to place the fort! You have a huge area to decide where to build the fort and it’s location is very important and can impact the way things turn out for you later on. There are lots of things to consider when you are thinking about the location.
- For starters, you want to look out for any large rocks or mountains/high points nearby, because these can be good spots for classes like wizard and witches to hit your base without you being able to defend against it very well. Avoid them at all costs!
- Instead, look for flat areas without much obstruction around them, ideally at the top of hills/mountains or areas/buildings that may force your opponents into a choke point to get to you.
- Watch out for nearby safe zones since players cannot fight in these areas. This can work for or against you so be careful. Enemies are able to group up easily in the safe zone and go in and out of it to avoid being hit.
- While you are placing, watch out for officers from other guilds in the area. They may also be placing their fort and this can give you an advantage in making allies and pacts early on, or you may choose to change your location to get a better stategic location to take them out. You can also take flares with you to reveal anyone stood around or trying to place in a ghille suit.
- It’s also good to note that the fort and it’s buildings are invisible until the node war begins, but you can still be scouted by other players. Use a character under level 50 with a ghille suit if you have one to avoid being spotted by enemy guilds and so you cannot be attacked while placing and trying to build. Some guilds may try to stop you from being able to place and build by attacking you otherwise.
- You also cannot place your fort too close to an enemy fort.
After picking your location, right-click the fort in your inventory and it will open up the grid. You can only place the fort when it goes blue so move the fort around a bit until it does, if the fort shows red, it means it cannot be placed in that particular spot on the grid. Don’t worry though if the area around is red, you can still build your annex buildings around without any problem.
You will then get a confirmation showing which node you are placing the fort on to compete. Double check it is the correct one! It will then take 15 seconds for you to place the fort. After placing, it will take 1 hour for the fort to build fully. During this time you can pick the fort back up to cancel it. You can now start to place the annexes around your fort as well. Once the hour is up, you cannot back out of the node war.Placing the fort or any buildings directly on top of your character will give you a short loading screen. Don’t worry, it’s normal!
There are nine different annex buildings you can buy and place around your fort.
When placing each item you will get a window which shows how many you can place and how many you have already placed. You only have a cetain amount of grid space available though so you will not be able to get the maximum of everything. You can rotate the annexes by pressing [ and ].
- I recommend starting by building the maximum amount of Flametowers and Hwachas first. Place the Flame Towers apart from each other so that you have them covering all sides of the fort if possible. Then build the Hwacha so that it is protected by a Flame Tower but can hit players in the direction you think is most vulnerable. If the annex buildings are destroyed during the node war you can move them to a better location so don’t worry too much about getting the perfect position and adapt during the node war if needed.
- Next, place the supply tower. This is an important one and you want to make sure it is placed where it is protected by the flame towers and close to the fort, making it harder for the enemy to reach. Don’t put it directly next to a flame tower though and make sure to space things out well so that all your important annexes can’t get hit at the same time.
- The recovery centers are next, try to place these as spread out as possible but make sure they are in range of the flame towers so they are protected, or at least in a hard to reach spot.
- Afterwards, place the flag factory, cannon observatories and/or elephant nursery if will be using them in the node war. Place these wherever you have room.
- Finaly, add baracades and the wooden fence gate to use the remaining grid spaces. Don’t place the gate directly next to any annex because you may get splash damage hitting them. I recommend putting them in front of the supply depot to protect it. When building the baricades, make sure you don’t leave gaps between and try to place them so that enemies are forced to enter your base where the flame towers can easily hit them and create a choke point with them. You can also place one baricade facing the hwacha and then that can be used to do a melee shot with the hwacha if it needs to defend itself. You will probably use at least 10 – 20 baricades, depending on the node tier.
- Extra tip: if you are on a T1 or T2 node, you can preload the flame towers and hwachas with ammo since they don’t need to be upgraded at the start of the node war.
Preparing for a Node War
There are multiple things you should be doing before a Node war to prepare. Different guilds will have different requirements based on the tier of nodes they go for and how strict they are. Here is a quick checklist you can use, more information can be found under each section below:
- Channel – double check you are in the correct channel for the node war. Node wars take place in channel 1, depending on the region you are participating in. You should be told in advance which channel to go to
- Participation – make sure your participation is set to “yes” in the guild window
- Potions – you will need as many potions as you can since you could be fighting for a maximum of 2 hours
- Repair your gear – repair your gear at a blacksmith or using your tent (tents disappear 15 mins before nodewar starts on a nodewar channel)
- Alchemy stone – make sure it is charged and remember to switch it on just before the node war starts
- Traps – if you have the Quartermaster (or higher) role you can buy traps in advance at a guild manager. Buy stun traps only (you may be told to buy elephant traps as well). I recommend buying a minimum of 3 and a maximum of 10 to start with
- Villa buff – you will need a villa invitation to get the Body Enhancement villa buff, more detailed information can be found below
- Food buff – if you are using a 4 food rotation (not recommended anymore) you will need to start this an hour and a half, before the nodewar. I recommend using an exquisite cron meal
- Elixirs/Perfume – you will probably be asked to bring certain elixirs and may be required to use perfumes. Ask your guild what they’re requirements are if you are not sure.
- Other buffs (crit/furniture/church/etc.) – some of these buffs may be optional depending on your guild requirements, node war tier and your gearscore
- Repair materials – you should always have a minimum of 30 polished stone on you in case you need to help repair the fort
- Trina Axe – make sure you have your axe in your inventory and fully repaired
- Horse – don’t forget to be on your horse when you take the teleport at the start of the nodewar, otherwise it will not teleport with you
- Party/Platoon invites – you should be invited to a platoon or party beforehand for the group you have been assigned to. This should be told to you in advance but if you are not told anything presume you are in the main attack and x up in guild chat when told to. You will probably be told to join discord or teamspeak 30 minutes in advance as well where they will brief you on any info and probably go through a checklist.
- Guild allowance – if you are a defense team member, double check your guild allowance and make sure you have enough set by your guild master.
The Villa Buff is extremely important and gives a variety of buffs. You will need to buy a Villa Invite, this costs 10 million silver (10M Gold Bar x1) and the invite lasts for 7 days. If you have the Pearl Store Tent, you can buy any Villa invite from any villa and then buy the Body Enhancement buff directly from your tent. If you don’t have the tent, you must go to the correct Villa to get the Body Enhancement villa buff.There are only 2 places where you can get the Body Enhancement villa buff
- Lohan’s Villa – Just north of Gahaz.
- Astosa’s Villa – Central south desert (Near Fogans)
The buff costs 4.5 million silver you get a 3-hour buff. You can take the buff anywhere up to an hour before and it will still last the full duration of the node war. If you get have the Pearl Store Tent, it’s important to remember that you can only use the tent up to 10 minutes before the nodewar if you are on a nodewar channel because tents are removed on these channels at this time.
The 4 food rotation is no longer recommended bececause cron meals were buffed and it takes 1 and a half hours to prepare a 4 food rotation.
I recommend using the Exquisite Cron Meal.
If the exquisite cron meal is unavailabe for any reason, you can use the 4 food rotation in this order: Knight’s Combat Rations
, Kamaslyvia Meal
, King of Jungle Hamburg
, Valencia Meal
You will need to pop the first food 1 hour and 30 minutes beforehand then pop each meal every 30 minutes and then go back to the start once you’ve popped the Valencia Meal to keep up the buffs for the full duration of the nodewar.
For your Elixirs it really depends on your guilds requirements. They will probably have a list of what they expect from you or you should ask if you are not sure. There are a lot of elixirs to choose from but here are the main ones that are used:
These are other buffs you can collect and you should get them right before the node war starts (5 minutes before).
- Church Buff
- 2-hour duration
- Obtained from priests in some towns/cities: locations
- Gives a random buff depending on which category you choose. Pick the AP and Accuracy one unless you the node is AP capped.
- Always worth taking because it’s very cheap (5 x 1g bars = 500k)
- Carolin’s Crit Buff
- 30-minute duration
- Obtained from Carolin in Heidel (in the building near the skill instructor) but you need at least 50 Amity with her.
- Gives Critical Damage +10% buff
- Always worth getting and only costs 25 energy
- Alusin’s HP Buff
- You can only take this OR the Crit buff from Carolin. The Crit Buff is usually much more desired.
- 30-minute duration
- Obtained from Alustin in Velia but you need at least 151 amity with him to unlock.
- Gives 100 HP buff
- Costs 5 energy
- Furniture Buffs
- Furniture buffs last 1 hour unless then are event furutinute (which lasts 2 hours).
- Ancient Slate Ornament is easy to obtain. It gives an All Evasion +16 buff. The better version is the Muskn’s Bloddy Steel Helmet but it can be harder to obtain.
- Ancient Kamel Statue is also really nice and gives an AP +9 effect. The better version is the Imp Captain’s Knife but it can be harder to obtain.
- Ancient Artifact Pot gives a DP +8 effect which can be useful if you are already at the AP cap.
- You can only have 1 furniture buff running. The durability of the furniture is used when you obtain the buff.
- Alchemy Stone
- Use a Destruction Alchemy stone and if you are over the AP cap, use a Protection stone instead. If you don’t have either of these, you can use the Destruction Spirit Stone. You should be aiming for at least a sturdy alchemy stone for node wars.
- Polished Stone
- You should bring at least Polished stone x30 for fort repairs. Do not underestimate how important this material is and don’t leave it to the defense team only. It isn’t always used but can save your guilds fort when it is. If only half of the guild brings Polished stone then your fort repairs will not be as effective and can make the difference between winning or losing a node war.
- To obtain Polished Stone, mine rough stone with a pickaxe and then proccess [L] > Grinding into Polished Stone.
- Barrier upgrades
- This one is usually left to the defense team but it is always nice to have spare just in case.
- You should bring Iron Ingots x30 and Melted Copper Shards x15 but it is worth having more if you can.
- Bring flares with you, these can be used to reveal elephant traps and then you can destory them. They can also reveal Ninja and Kunoichi players around your base, who may be scouting for enemy cannoneers or feeding information back to their guild leadership.
The Trina Axe is used to deal high amounts of damage to a node war fort. You can obtain one by completing a series of quests from Dalian in Trent. You will need to be level 50 and will need a variety of materials. I advise taking these with you to save some time.
- Fir Timber x10
- Melted Iron Shards x10
- Lightweight Plume x10
- Melted Lead Shard x10
- Powder of Flame x10
- Rough Stone x10
- Cedar Timber x10
- Melted Iron Shards x10
- Black Stone Powder x10
The quest chain will also give you the Matchlock and Bullet (for the matchlock). These items are not really considered to be very useful and I wouldn’t bother enhancing them.
Once you have unlocked the knowledge of the Trina Axe you can craft it yourself using the following materials and then proccessing (L) > Manufacture.
- Steel x5
- Cedar Timber x1
- Pure Iron Crystal x1
- Black Stone Powder x10
Enhance the axe as if it is a normal blue grade weapon and craft additional axes to repair the max durability. Ideally you want to enhance it to at least TRI.
You can quick swap to the Trina Axe by putting it on your hotbar and rolling to the side as your switch. Only switch to the axe when you are told to by your shotcaller because the axe will leave you immobile and unable to PVP.
Use LMB x2 and then RMB x1 and repeat to deal the most amount of damage possible. You can cancel a hit by rolling to the side with SHIFT + A/D. RMB is also a reliabe front guard if you don’t spam it.
During the Node War
Start of the Node War
First of all, double check you have everything you need and you are in the correct channel with participation set to yes!
Once the node war begins, in the top right of your screen, there will be a new icon that looks like a shield and will flash blue and green. Click this to be teleported to your fort. If you are in the desert or in magoria sea (where your map is hidden) then you will NOT get the teleport. So if you are grinding in Aakman beforehand for example, you will need to move to Sand Grain Bazaar or Valencia to get the teleport. Make sure you are on your horse as well so that it gets teleported with you.
Now that you are at your fort, you may get instructions to start scouting for enemy forts. Before you leave, go to the supply depot and pick up 3-5 stun traps and place three of them outside your base. Do not place them inside or directly next to any annex buildings because this can prevent the defense team from being able to rebuild annexes in the same spot.
Now that you’ve placed three traps, go and have a look around the node war area on your horse and if you do find a fort, let your guild members know. You can try to charge the fort with your horse to reveal it’s location on the map for all guild members, but you must directly hit the fort and you will probably be attacked by the enemies defense team.
If you are part of the defense team for your guild, do not go out and scout. You will be staying in base for the duration of the node war unless told otherwise.
Start the processes on the annex buildings by going up to them and interacting with them: Cannon Observatory, Flag Factory and Elephant Nursery.
Start upgrading the barricades as well. If your flame towers and hwachas don’t have ammo in them yet, fill those up so they are ready for incoming attacks from players trying to scout you. Communicate with your other defense members in a platoon so that you can be more efficient and also call out if there are any white dots (enemy players) around you. Place stun traps and elephant traps outside the base and then make sure all the hwachas and flame towers have a player in them. The rest of the defense team will be around the base on foot ready to kill enemies. Prioritize any classes with grabs to be on foot, then others should be in the hwacha/flametowers.
Listen to your shotcaller and follow pings as closely as possible. Try to keep in a blob as much as you can when you move and don’t stand still in one point to regroup for too long because you will probably be spotted and engaged on by enemy bombers. Listen out for PA (Protected Area) calls and stay around wizards/witches to get the buff when you go in. Depending on the amount of wizards/witches you have in your guild, you may have PA 1 and PA 2 calls to extend the duration of the buff. Avoid 1v1s or skirmishes during the fight or when regrouping. Do not chase classes such as Musa and Maehwa even if they are low HP! If you are about to die, make use of your [V] skill to try and escape because every death adds extra time to respawns for the whole guild.
If you do die during the node war, respawn at your fort unless told otherwise. Place traps before you leave then take your horse and regroup as quickly as possible. Do not 1v1 or skirmish on the road when on your way to the regroup point! Doing this makes regrouping take much longer than needed and you can miss out on valuable time you could be attacking the fort and doing some real damage.
At some point you may be told to hold respawns if you are defending and have quite bad respawn timers. If asked, put your respawn time in guild chat so the shotcaller has as much information as possible and know when most people can respawn to get the best defense possible and help you rebuild.
If you are a wizard or witch, you should also be telling the shotcaller when your PA is ready to be used again.
If you need to repair, use the supply depot to do so. You can also get your horse from here if it dies. If the supply depot has been destroyed, go to the closest town to repair. You can also go to town if you need more potions (these should not be bought from the supply depot because it costs a lot of the guild funds). You do not need to let anyone know you are going to town to repair or get potions, but go as quickly as possible and then regroup.
It is hard to give detailed information on the strategies you should use during the node war since it really depends on the situation and you should use your instincts when deciding what to do.
- Make sure to have a diplomat for your guild so you can make alliances and get information from guilds you temporarily ally with or have non aggression pacts with.
- Always make sure to utilize stun traps, either around your base, or you can use them in an area before you fight if you can get them to engage onto you.
- If you have a bomb squad, send these in first to distract and take out as many enemies as possible before sending in the main attack force.
- At the start, death timers will be very low and you will not be able to make any impact on a fort. Try to get some good fights early on to make the enemies death timers higher. You will eventually be able to start making a push onto their fort.
- Send Maehwas and Musas to pop traps before the rest of the guild goes in. They can use their superarmor dash to disable the traps without getting stunned. You can also use horses to do this but it is easy to knock players off their horse with flame traps placed in a row.
- Horses and elephants can be used to charge baracades to deal damage to them if you are having trouble getting into a base. Look out for any high ground and weaknesses in the enemy base that you can use to get inside easier, or deal ranged damage from afar safely.
- Knock the rider off the enemy elephant and then get the elephant down to low HP. Do not kill the elephant and instead leave it so that your enemies cannot revive it or get back to it.
- Cannons deal high damage to flame towers and hwachas and can destroy them in just a few hits, which allows your members you get inside the base easier and take out the recovery centers and supply depot.
- Focus the recovery center and supply depot as soon as flame towers and hwachas are destroyed.
- Once death timers start getting quite long, you can use Trina axes to deal high damage to the fort. Charging the fort with horses also does a decent amount of damage but will only work until the fort is at 50% HP.
- Send in your flank squad or bomb squad to stop the enemies from repairing their fort or rebuilding. You can also use cannon fire to disrupt and take out any annexes they are trying to rebuild.
- Use a flag to get a spawn point closer to the base so you can keep pressure on them. Make sure to only select the flag respawn option if you are told to because it may be placed for flank/flex team on a different enemy fort further away. You can only place 1 flag at a time and cannot change the locatioin once it is placed. If it is destroyed then you can collect another from the flag factory.
- The guild master can use the guild teleport skill (command to gather) to teleport all members to their location. This can be a risky play but is sometimes used to base race or catch your enemy out.
- When you spawn at your base, you have lingering invulnerablity for 8 seconds. You do not have lingering invulnerability if you spawn at your guilds flag.
All of the defense team need to be quartermaster or higher rank and have an allowance set by the guild master.
Defense team will stay in base for the duration of the node war unless they are told otherwise. Make sure to keep someone in the flametower and hwacha at all times and watch out for any white dots appearing on the mini map. If you see a large cluster starting to group up or you get attacked to the point you cannot defend by yourselves, then immediately let your leaders know so they can send the flank/flex team to help you, or in some cases the entire guild may come back to help defend. Keep replacing stun and elephant traps by placing them outside the base.
One member will be the rider for the guild elephant and this may be used to help defend, or to attack an enemy base. As soon as the elephant is ready, tell your leaders and they will tell you what they would like you to do with it. You can use certain skills while on the elephant to stomp and deal damage to surrounding structures or players.
If any structures are destroyed while defending, then you can buy them at the supply depot and place them again. They take a few minutes to rebuild and if they are hit they will be destroyed because they are significatly weaker whilst being built, so stay high alert. If your supply depot is destroyed, you must send someone to town to go and pick one up from the guild manager. It’s advised to keep a few spare just in case this happens.
You should also be watching out for any cannon fire hitting your base. If you are hit by a cannon ball, let your leaders know and tell them which direction the fire came from, so they can send flank/flex to deal with them. If flank/flex is too busy at the time then you may have to send some of your defense members instead.
If the fort is attacked and loses some HP, you can repair it using Polished Stone (so make sure to keep some of this on you!) It takes around 15 seconds to do one repair, which restores 1% of the fort’s HP. If you are stunned during this time then it will not work and you have to start casting it again.
This section will go over some of the basics of Cannoneering. I used to be on the cannon team in my guild so I have a lot of experience! If you are interested in being in or starting a cannon squad for your guild then I recommend using the practise cannon to get an idea of how it works.
If your guild placed a Cannon Observatory, you can use cannons to deal damage to the enemy base. Cannon team is usually a small team and may even only be 1 person, but they must be trained to know how to shoot the cannon correctly to be as precise as possible. It’s also important that the cannoneer is well geared and good in 1v1s. Classes that suit this role well are Kunoichi, Ninja, Lahn and Tamer because they all excell in 1v1s and also have skills which help them get into spots other classes can’t reach. Cannoneers are also required to bring their own cannonballs
which they must either buy or craft before the node war starts. You can easily use over 200 cannonballs in a node war so have some spare in your storage and use maids to collect them if needed, since they weigh a lot.
The cannon squad will begin by making sure the Cannon Observatory has been started. This will take 5 minutes so you should stay around base and place stun traps and help defend during this time. Once the cannon is ready, pick it up and get confirmation from your leaders as to which base to start firing on (if any). Scout for a good location to set up the cannon. Ideally you want to be high up and in a hard to reach spot which is between 60m and 300m of the enemy fort. You can check the distance by pinging the fort and then checking the number which appears near your feet, this is the distance.
Once you are set up in a good spot place a few cannonballs into the cannon. You cannot get the cannonballs back once you have placed them in, so only do groups of 5 to make sure you don’t waste lots of cannonballs if the cannon is destroyed or no longer needed.
Use the following guidelines to aim your cannon correctly based on the distance to the enemy fort.
- Angle – This is the angle you aim your cannon at. Hold shift and then tap [S] the amount of times indicated to get the correct angle. The highest angle is 6 and the lowest is 0.
- Power – This is the power of the shot. When you hold [LMB] to fire the cannon, the bar will go up to a maximum of 100 power. There are actually only 10 cannon power levels though. 0 – 9 is the first level, 10 – 19 is the second level, etc. This means that if you fire anywhere between 10 and 19, you will be firing with the second level. You should always aim to fire at 5, 15, 25, 35, 45, 55, etc. so that you are in the middle of the level and if you are slightly off by holding it too long/short, then it won’t matter.
Use your pings to ping the enemy base then direct the cannon so it is lined up with the waypoint and fire. During the node war there will probably be a lot of pings on the map from your leaders and the shot caller. You can remove these waypoints by opening your map and then using Ctrl and LMB to click on the pings and remove them. You can get a player to scout the area for you, this requires a ninja, kunoichi, musa or maehwa since they can dash or go into stealth to scout for you. Scouts can RMB their minimap to get precise pings for you to aim at.
Cannonballs have a big AOE when they hit something so you can get away with being a little off. Double check with guild members or your scout to make sure your cannons are hitting because they may hit a nearby tree and you may have to adjust your angles or position a little. You should be prioritizing killing the flame towers and hwacha as a cannoneer, but can also use cannonballs to disrupt repairs on a fort, or destroy building which are being rebuild since they have low HP. You can also coordinate cannonball hits with a main attack engage to stun enemies on impact. NEVER use the flame cannonballs when your guild is engaging! I personally wouldn’t use these at all. The flames can cause a lot of lag for your guildies when they go in and are more annoying than anything.
If your base is under attack you can also use cannonballs and fire at your base to stun enemies and try to disrupt. If the cannon observatory is destroyed then your cannon will be destroyed as well though and you should go back to base and help defend.
If you are scouted and your cannon is destroyed, pick up another back at your base and move location. I recommend taking spare cannons with you if you can but they do weigh a lot.
You may also want to invest in jump gear to reach better spots and looking into any jump skill cancels that your class has. Kunoichi, Ninja and Tamer all have skills which allow them to double jump and also jump even higher with skill cancels. Giving your character the maximum height in character creation is also rumored to help with jump height.