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TW Guides

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Imagine volleys of arrows are raining from the sky, the thumping noise of catapults can be heard in the distance and the horn of brotherhood has sound, fighting fearlessly alongside with your guild brothers and sisters to defend the honor of your brotherhood.

Live the legend once more in this epic battle and let it be sung through the whole realm.

Territory War (as known as TW) is one interesting aspect of the game - Perfect World which provides a nice weekend get away from some boring grind and was fond by many. It consists of micro and macro combat in a coordinate fashion aim to achieve objectives in a preset timer. More information on territory was can be found at the links below:

Territory Wars Rules

Territory Wars Rewards

This guide provides you with an overview of territory war, with some pointers and common strategies used.

Prologue[edit | edit source]

1. TW session is basically based upon getting the catapults into your enemy's base and destroying their crystal while keeping them from getting into yours. Only these catapults can damage the guard towers and crystals significantly so it is one of the main objectives in any TW session.

2. TW session can host a maximum of 80 vs 80 players (defenders in blue and attackers in red).

3. TW session is a showcase of teamwork, skill and cooperation.

4. TW session is a place players lose their cool and start doing silly things they normally don't.

Common Knowledge and Territory War Equipment[edit | edit source]

1. Only players from the guild can enter the war for that guild.

2. Only players who have been in the guild for 100 hours can enter battlefield (4 days and 4 hours ahead of the war).

3. You enter the instance from any teleporter or city officer, by selecting the Enter Instance option, and then the land in which TW is taking place.

4. A maximum of 80 players from one guild can enter one battlefield at a time.

5. Upon entering the instance all chi will be reset to 0.

Territory War Equipment[edit | edit source]

This equipment is only available in the instance.

Guard Towers[edit | edit source]

Guard Tower.jpg

Guard tower attributes and cost:
500,000 gold coins with a 30 second build time
5,000,000 health points
100,000 physical defenses
100,000 magical defenses
Can not be re-built once destroyed.
It regenerates to full health in 20 minutes.


There are three types of guard tower:

Rapid Fire Tower
Range of aggression = 40 meters
Range of attack = 30 meters
Damage = Player level x 25
Attack speed = 1.5 seconds
Effect = Single target damage

Stun Tower
Range of aggression = 40 meters
Range of attack = 30 meters
Damage = Player level x 25
Attack speed = 6.0 seconds
Damages radius = 5 meters
Effect = 4 seconds stun

Explosive Tower
Range of aggression = 40 meters
Range of attack = 30 meters
Damage = Player level x 25
Attack speed = 3.0 seconds
Damages radius = 5 meters
Effect = None

It is important to note that during the 30 second building time of any guard tower, it has only 250,000 health points and 0 defenses, making it vulnerable to being destroyed. Also, all towers now cast a damage amplifying debuff.

Catapults[edit | edit source]

File:Catapult.jpg

Cost = 20.000
Moving speed = 6m/second
Range of aggression = 30 meters
Range of attack = 30 meters
Damage = 100,000
Attack speed = 3 seconds
Priority of attack = guard tower and the crystal
Priority of attack between targets = nearest target

Catapults are the main offensive weapons used in the Territory War and can be found near the portal in front of the revival point. This location also serves as their starting point. To drive a catapult, a catapult scroll is needed. It can be purchased from the Battlefield Advisor, which can be found left from spawn point in TW instance. For catapullers, it is important to know that the catapult will take priority in the closest NPC target, be it Crystal, Tower or mystic/venomancer pet. This is where positioning the catapult becomes crucial. It will not attack players.

The Crystal[edit | edit source]

Crystal.jpg

The Crystal attributes:
24,000,000 health points
100,000 physical defense
100,000 magical defense

Destroying the crystal is the main objective in Territory War. It can be damaged by players and catapults, with catapults being the better options as they deal significantly more damage.

The Territory War Map[edit | edit source]

Territory War map.jpg

The Territory War map is a 1 kilometer square battlefield with the offense and defense bases situated at diagonally opposite corners.

There are bind towers at 1, 5, 6 and 10 for each guild. Bind towers can no longer be destroyed. By taking quest from binding tower, when you respawn in base and enter the orange teleporter on the right, you will be teleported next to the binding spot previously chosen. One can only bind himself to one tower at a time and once teleportation is completed, previous bind dissapears also, which means you have to bind yourself every time. To bind yourself to a different tower while previous bind is still active, simply trash quest.

Each base is surrounded by an outer wall with 3 gates, each gate flanked by 2 guard towers. There are also towers in between the gates, one in between two gates. Inside the base is the crystal surrounded by 4 guard towers. Behind the crystal is the Revival Point, flanked by 2 guard towers that one shot any enemy in their range and the NPC.

Both bases are connected by 3 roads at their gates: A, B, and C. There are towers situated along the A and C Roads, and 2 towers per guild along the B Road. Catapults can only travel inside the base and along these roads. When viewing the territory map, players will be able to see the positions of all guild member but not the positions of enemy players and catapults.

Preparation Before Territory War[edit | edit source]

Before Territory War

Before Territory War, members intending to participate should have HP/MP charm, HP/MP pot, charms (damage reduction/attack charms), and other potions (speed pots, spark pots, damage reduction pots, etc.).

Gather intelligence on the faction(s) that bid on you. Estimate their strength, weakness, TW strategies, and habits. Example: Some guild tends to use middle lane suppress/rapid forward; good organization but disoriented when formation broken.

Team leaders should confirm attendance 2 days before TW, so the roster can be updated and provide easy scheduling should there be more than 1 war.

Team leader briefs the team on their role and the objectives of the team.

Team leader ensures all consumables are taken care of. Example: pills, pots, charms etc.

Money for building guard towers should be handed out before TW.

Formulate strategies once enemy has been confirmed. There should be a contingency plan should the main strategy not work as intended. Example: instead of middle lane suppress/rapid forward, switch to diversion strategy.

In the war room

Map of TW and strategy formulated: indicate path, point of defensive/offensive moves on map.
This includes: indication of the role of each team to provide synergy overview of on teams. Which team is responsible to secure enemy base wall when launching assault, etc.


1 hour before TW

Team leader briefs the team on their role in that TW session.

Team leader ensures all members are well prepared and ready. Fill in any unexpected absentees.


30 Minutes before TW

Commander briefs the participants on strategies, contingency plan, placement of teams and what is expected from members.

If time, guild leader briefs the team to provide morale boost.


5 minutes before teleporting

Start buffing teams. Last minute check to ensure members on mount ready to port.


Time to port = time to have fun.


Post-Territory War

Review (not finger pointing) on what went right and what went wrong by the guild leader, commander and team leaders only.

Tone should be soft and rational. What objectives the team fulfilled and which ones need more work and tuning.

All participants are not here to assign blame; they are here to have open-minded discussion, so one can improve further -- to better understand the strengths and weaknesses the teams have.

General Rules in Territory War[edit | edit source]

1. Towers must be usually taken down before crystal.

2. Enemy base wall should be occupied for launching support attack on inside defenders.

3. All equipment must be repaired before TW.

4. Members can now use binding pillars to build up chi safely, since they can no longer be destroyed.

5. No argument on instructions given by commander or team leader. You are to carry out without hesitation.

6. Cooperation between team members is a must no matter how much you dislike him/her.

7. Communication channel must be clear, only commander, team leader, and scout speak.

8. When assault and strike team dies, they are to regroup, rebuff and wait for all members to be present before moving off. No wandering off alone.

9. Battlefield Advisor has Banker service, which includes access to bank and account stash.

Common Territory War Strategies[edit | edit source]

1. Middle lane suppress, rapid forward strategy to enemy Gate B

This strategy is used when you are superior in level and equipment. Aim to eliminate the enemy in a quick and surprising move so they cannot regain footing.

Path: Lane B - Middle suppress rapid forward.

Formation: First line BM/Barb (middle-lower: in preparation to pick up siege), second line caster including wizard, cleric, archer. BM in this formation serves as shield to wizard and archer. Coupled with speed pill, he employs stun tactic as often as he/she can.

Weakness: This formation fears attack from middle. If a strike team (2-3) can make a dent on the robe class (cleric), the formation will soon dissolve.

Countermeasure to this strategy: Block enemy advance at first bind point (B6 – defender is blue base) to prevent them from binding. Send 2-3 strike team flank to it middle position and take out the cleric and other robe class. Assist attack is the key to eliminate target rapidly.


2. Middle lane diversion strategy

Push from middle lane but switch to other gate once you've reached the front of the gate B. The switch is rapid and can be gate C or A. The rapid switch of direction distracts defending force, pulling them away from original defended position.

This is helpful when securing defended base wall becomes difficult.

Path: Middle lane to enemy gate B, than switch to gate C or gate A.

Formation: First line BM/Barb (middle-lower-in preparation to pick up siege), second line caster including wizard, cleric, archer. BM in this formation serves as shield to wizard and archer. Coupled with speed pill, he employs stun tactic as often as he can

Weakness: Because of the diversion, it stretches the formation, thus defense is weak against attack from the rear.

Countermeasure to this strategy: Block enemy advance at first bind point (B6 – defender is blue base) to prevent them from binding. Send 2-3 strike teams on flanks to rear position and take out the cleric and other robe class. Advance party break into the middle of enemy formation, this create double sandwich. Assist attack is the key to eliminate target rapidly.


3. Middle offensive side lane diversion push.

Rapid forward from middle lane to enemy gate B and gradually withdraw to attract firing power from enemy. Aim to draw enemy out of the gate. This is useful when out numbered. To better deceive the enemy, send two sieges rapid forward from middle lane to suicide, port back and push up from side lane. By this time, 2 sieges that proceed from lane A or C should be on enemy guard tower.

Since the force was split, siege team at side lane must be well protected.

Weakness: Forces are split = weaker offensive and can easily counter by enemy suppressing the middle lane if they discover your intentions.

Path: Middle lane assault, side lane siege team

Formation: BM first line shield caster (second line). Stun and pull back.

Binding point: none until siege in position on guard tower/crystal. Bind at nearest bind pillar.

Countermeasure to this strategy: Scout report is critical. Early detection provide effective cure.


4. Middle lane rapid attack and withdraw strategy

Launch attack in wave with wizard and archer front line. Execute enemy front line and withdraw immediately (hit and run). This is to stretch enemy defense line and make an easier way into enemy base from side lane.

Weakness: Enemy notice intention and suppress middle lane.

Countermeasure to this strategy: Commander should pay attention to attack pattern. If enemy practices this strategy more than 3-4 times. It's time to concentrate the attack following their withdrawal.


5. Defend with strike team strategy

When facing stronger enemy, with full defense at base. Sending couple of strike teams to take out enemy who attempt to rejoin their formation can decrease their morale. Wait for an opportunity to launch assault.

Weakness: strike team against strike team.

Countermeasure to this strategy: Recall strike team and employ concentrated defense to repel the attack and launch assault from side lane.

There is no one size fit all strategy. Combination of strategy to be deploys is depend on the situation.

Rostering in Territory War[edit | edit source]

Rostering in Territory War is a big task undertake by the war general or adviser. How to group 80 peoples into groups to maximize their potential in that TW session is a commonly question ask by many. Below are some ideas:


Catapult Team

Should have 2-4 barbarians, 2 clerics, 1-2 blademasters, 1 venomancer, 1-2 archer, preferably a mystic also. The role of this team is to destroy enemy guard towers and crystal while staying alive. Using their assist as cover, catapult team can move slowly but they do not stop or rush. Clerics in this team need to prioritize keeping themselves and the catapullers alive, as they are main targets. Mystic is extremely useful as backup support, having ress buff on clerics at all times, giving shields to main targets and healing.


Assist Team

Should have 1-2 blademaster, 1 cleric, 1 venomancer, 2 archers, other DD's. This is the main body station at first and second line of attack and defend. They provide assistance to all teams, especially to catapult team, always going in front, clearing the way. Bm's should stun and dg in the first line, with the venomancer purging, while archers need to prioritize enemy clerics.


Defense Team

Should have Blademasters, Wizards, Archers, Psychics, Venomancers and Seekers. 1 cleric should be enough for this type of squad. Venomancers need to purge and amp enemy catapullers and other priority targets, while keeping everybody brambled, while seekers can pull enemy catapullers away from towers with their Morai Transposition skill or even into guard towers,to kill them instantly.Seekers should also debuff target's defenses. Blademasters need to stun and DG targets, trying to time it with Venomancers and other DD's to maximize damage output. Physical DD's should focus AA classes, with clerics being first priority, while magic DD's need to take down HA and LA targets, especially catapulling barbs. Your entire purpose is to stop the enemy from advancing into base.