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Thread: Virulent's Guide to Conquest

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    Ascendant V1rul3n7's Avatar
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    Default Virulent's Guide to Conquest

    Virulent's Guide to Conquest
    -------------------------------------

    1: What is Conquest?
    2: What do players get out of conquest?
    3: General raid composition.
    4: General strategy for each faction.
    5: Advanced strategy

    ---------------------------------------------

    1: What is Conquest?

    Conquest is an open world instanced PvP mode unlocked at level 60, it consists of three seperate factions:

    - Oathsworn : Dedicated to Good
    - Nightfall : Dedicated to Neutrality
    - Dominion : Dedicated to Evil

    The host map is a duplicate of stillmoor and each of the three factions fight over territory, a percentage appears to signify the overall amount of territory under a factions control, this percentage increases and decreases as extractors are gained and lost.

    As conquest is relatively new, people still consider it to be a zerg v zerg aggressive style of PvP, which it isn't, the whole purpose of extractors and territory control is to provide access to sourcestone which spawns around each extractor under a factions control.

    The purpose of these smaller sourcestone fragments is to be collected and mined in order for the faction to craft powerful raidbuffs which can provide a huge advantage such as:

    Empowerment : Vitality = +100 HP per stack
    Empowerment : Healing = +0.5% Healing recieved per stack
    Empowerment : Damage = +0.5% Damage dealt per stack


    I outline these three buffs as they are the most important and powerful of the buffs the rest are related to movement speed, and mounted speed.

    Whilst a member of a faction is around an extractor they will recieve a buff, so by playing defensively and standing by a friendly extractor you have a significantly improved rate of survival and damage dealt.

    Turrets can also be built around each extractor up to level 4, these also improve the benefit of playing defensively and holding territory rather than playing aggressively and capturing territory.

    Building turrets also significantly increases the durability of the extractor itself, and prevents any ninja farming of sourcestone.

    In order to upgrade an extractors turrets, you click one of the unbuilt nodes around the extractor and, providing you have a planar charge (gained by standing next to planar anomalies) you will gain a temporary ability called nexus infusion, by clicking this button you will begin building the turret, to cancel at any time for instance if an enemy raid approaches and you are alone, press escape (twice if you have the map open).

    It's very important to upgrade extractors, because not only do they provide such a huge advantage defensively it also severely slows down an enemy raids capability to capture points, and during the timer phase this can prove to be the difference between a win and a loss.

    Large Empowered Sourcestone

    These are a variation of sourcestone that spawn in each factions base, and also 4 seperate locations on the map, these are:

    Caer Mathos
    East of the Eye of Regulos
    Northwest of the Eye
    Southwest of the Eye


    These sourcestone provide a large increase in durability to the extractor they are placed on further increasing the benefit to being around an extractor.

    Once a faction reaches 66%, or the kill counter is depleted, the game progresses into phase two.

    Phase two is the timer phase, it's where each faction has an opportunity to play aggressively to get the upper-hand and conquer conquest. Once the timer reaches zero, the game is technically over and players can choose to leave, a third phase also exists, the boss phase.

    Planar Foci spawn across the map and by killing all of these foci within a set time limit a boss will spawn outside Zareph's return, these foci and the boss itself provide Infinity Stones for the effort. Also, the boss counts as a planar and thus planar powers will work against it.

    Also, a final note : Teleporters

    Teleports appear in each factions base when capturing specific points, these are:

    Caer Mathos
    The Eye of Regulos
    Ravenna Woods
    Hillcrest


    Using these teleporters allows a faction to quickly recover losses, and its advisable to consider these places to be outposts constantly defended and scouted to prevent the loss of the main regroup location. Using teleporters is highly advisable because it significantly saves time moving from A to B and thus increases the factions rate of capture, defense, and overall productivity when farming sourcestone and crafting raidbuffs.

    2: What do players get out of Conquest?


    Well, That's for each player to decide. There is a tier of conquest notoriety that provides powerful necessary stat gains favor increase, mount speed increases, and of course the experience/prestige/favor and conquest marks themselves which can be turned in for the best in slot trinkets, the best in slot pvp lesser essences, and im sure in the future more things such as dimensional goods.

    Another aspect that conquest provides is a different "style" of pvp, Warfronts are smaller and thus are more friendly to melee and bursty single target specs, conquest is much larger and thus is a completely different style of play more friendly to AoE classes and ranged DPS.

    3: General Raid Composition


    Presuming that each raid has 5 of each calling then my preffered general raid composition would be this:

    Warriors
    ---------------
    2x Void Knights : For the AoE pull, and general frontline capacity
    1x Reaver : For AoE healing debuffs, and the corruptions
    1x Paladin : For the AoE heal, and frontline support healing for the other tanks.
    1x Beastmaster : For the raidbuffs to support the frontline.

    Rogues
    ---------------
    3x Tacticians : For the AoE damage, and AoE snaring as well as supportive healing.
    1x Marksman : For the AoE knockback, and supportive single target purging/silencing/dps
    1x Ranger : For the AoE root (another tactician can replace this role though for extra DPS)

    Mages

    ---------------
    2x Dominators : For the AoE damage and mana draining, as well as pet spam and control utility.
    2x Archons : For the Aoe purge/cleanse, the raidbuffs, and preferably the AoE silence from dominator
    1x Necromancer : For the AoE chain damage effects, the AoE damage, and the general annoyance of pets.

    Clerics
    ---------------
    2x Warden : For AoE healing and cleansing.
    1x Defiler : For the defensive cooldown to help assist the frontline tanks if they come under heavy damage
    1x Sentinel : General single target healing, with some AoE healing utility
    1x Cabalist : For AoE dps and control (the ability to pull packs together and debuff crowds) Can also be replaced by 61 purifier.

    This is just a general guide, these are the roles I find to be most useful for conquest, the healing and aoe dps block must be somewhat complete otherwise the raid will not succeed in head on fights (should be waiting for them to approach your extractors anyway).

    Take it with a pinch of salt, but keep in mind that if you're not playing one of the roles outlined above, you're probably better off learning one.


    4: General strategy for each faction.

    Oathsworn : Oathsworn must hold the top 3 points and all of the southeast, this gives them 33% control
    Nightfall : Nightfall must hold Caer mathos, or the eye, this gives them 33% control
    Dominion : Dominion must hold Caer mathos or the eye, this gives them 33% control.

    As a good example, if nightfall is holding both the eye of regulos and caer mathos area, you must push caer mathos, otherwise you only help them by destroying oathsworn territory whilst losing territory of your own.

    The same happens if oathsworn pushes to TH without having control of the southeast area, they concede terrain to dominion by forcing nightfall to push north.

    Of course, the game is prone to change all the time, but here are some of the mistakes that factions usually make.

    - They don't upgrade extractors.
    - They don't farm sourcestone.
    - They don't play an appropriate conquest spec.
    - They get too carried away with killing and pushing territory, and end up losing territory of their own.


    Those are the biggest mistakes a faction can make, playing aggressively is among the number 1, I've seen many a game where a faction will just follow whoever is in front and collide headfirst with an enemy raid by an enemy extractor and wipe, or just end up losing other territory making the whole point of aggressive play futile and a waste of time that could have been spent better playing defensively, using the extractor buffs and defenses to augment the raids potential, and of course to farm sourcestone for raidbuffs.


    5: Advanced strategy.


    The key points on the map are the teleport points, these MUST be held at all times, especially caer mathos. If either nightfall or dominion controls caer mathos, then the other faction MUST control the eye, as for oathsworn, they only need to defend their territory
    and launch skirmish assaults on the eye.

    The reason why caer mathos is so important is because it provides the highest yield of sourcestone, it has a total of 6 points where sourcestone can be farmed, a teleporter, and an empowered sourcestone spawn location and so not only is it the most highly defensive
    position on the entire map, it has a high economic price tag associated with it as-well.

    The biggest problem is, people don't defend it too well. I've seen many matches where people make common mistakes such as rushing up the middle and wiping at the front door choke point, standing in the courtyard and being flanked out in the open from the side, and of course not using the towers which are the most highly fortified positions on the entire map.

    If a faction controls caer mathos, it can climb one of the highest towers and turtle there, there is no possible way that any enemy faction could rush up the lengthy spiral stairway and assault the raid stood at the top, even with numbers 2 to 1 the raid on the staircase will most likely fail.

    The reason why this is so important is simple: It allows the faction that is effectively using the towers to permanently hold caer mathos.

    How so? because if a faction gets too carried away rushing the spiral staircase, it will take heavy losses (unless it completely overwhelms the raid at the top of the tower) and probably never succeed in wiping the raid utilizing the tower, this allows the third faction
    oathsworn to capture territory and thus win the game.

    So the faction assaulting caer mathos can either, keep wiping at caer mathos, capturing the teleporter temporarily and lose along with the faction using the tower. Or it can leave caer mathos, and protect its territory from being captured by the third faction, the obvious logical
    choice.

    The middle tower (above the front entrance) should be noted as NOT safe, much like the courtyard, the reason is you can be rift summoned by a void knight from the walls, and from the tower and the staircase is not as long, so its easier to zerg up. Use the high towers as a protective choke when SA or KG are under attack, and use caer mathos as a teleporter as intended, and farm your way to victory or slaughter massive amounts of enemy players while you both lose.

    It's win win!

    I use this as a general pointer, use the choke points, use the ambush locations, move slowly and try not to be caught solo or outnumbered on open ground. Stillmoor is full of such locations but mathos really is the best of all.

    Other points of note:

    Hillcrest cliff edge
    Edgewood north bridge
    Hillcrest archway
    Crown Hill archway
    Thalin Tor mansion house
    The small fort by Desolate Field


    Use these locations effectively and you will see a vast improvement in your ability to win conquest matches.

    And remember to co-ordinate effectively! Let each other know what you are doing, and wait for those members with slower mounts, you need a strong circular formation, not the snake like formation that we usually see as one person runs off and the rest chase him to total oblivion. Take your time and support one another, use your own common sense and making identical mistakes as others have done, and you yourself have done. Consider your positioning when fighting extractors and which way the camera is facing, is it pointing towards the nearest choke point where the enemy raid will possibly attack you? or are you just facing a house completely unaware of what is happening behind you?

    Consider these things at all time:

    Positioning
    Terrain
    Numbers
    Composition
    Formation


    And have fun!
    Last edited by V1rul3n7; 05-25-2013 at 02:03 AM. Reason: Format
    -=[ Virulent - 65 - P100 | Harlakk - 65 - P100 | Ascaroth - 62 - P95 | Brahman - 65 - P92 ]=-
    -=[ VirulentX - 70 - P100 | Harlakk - 70 - P92 | Ascaroth - 60 - P10 | BrahmanX - 1 - P0 ]=-
    | VIRALIST: 65 |

  2. #2
    Ascendant micshaz's Avatar
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    kindly move this to the PvE section

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    Sword of Telara SWGMOD010's Avatar
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    Allow me to share my guide.

    Wait for timer
    Join
    Stand around for 5 minutes
    Collect reward
    Leave
    ????
    Profit
    Last edited by SWGMOD010; 05-25-2013 at 03:46 AM.

    Also, Stormzill
    STORMSTORMSTORMSTORMSTORMSTORMSTORMSTORMSTORM

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    Plane Walker
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    Its great that players take the time to compile helpful info like this.
    +1

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    Rift Chaser Rahak's Avatar
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    good manners usually helps get people follow you
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    RIFT Guide Writer Orangu's Avatar
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    make a guide for things that matter, like one for the warfronts or how to not target tanks.

    Also look up the definitions of tactic and strategy.
    Last edited by Orangu; 05-25-2013 at 04:53 AM.


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    Ascendant Kronos v's Avatar
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    Quote Originally Posted by Horgrym View Post
    Its great that players take the time to compile helpful info like this.
    +1
    its better when the helpfull info is actualy helpfull.

    following this guide will, at best, result in a slow loss.

    if each of the three factions were to have a leader following this guide, they'd each take their territory, then sit at 33% for hour after hour while farming faction buffs.

    this is a "how to PvE in CQ" guide.
    anyone following this guide will be easilly beaten by a team playing the "how to PvP in CQ" guide (as yet unwritten).

    Quote Originally Posted by Ocho View Post
    Or to put it more simply, it doesn't matter if you're topping the charts if you're killing the wrong people.

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    Rift Chaser Riftologist's Avatar
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    Nightfall- The Raven
    Members of the Nightfall wonder what good can come of an unending war over Extractors. They abhor the thought of infinite conflict on Telaran soil over Extractors, calling Ascended to realize their destiny lies beyond the Extractors: on other worlds, in the planes, in the fabric of the cosmos anywhere but here with the Extractors!

    Dominion- The Ram
    What good is power without rewards and lots of Extractors? Members of the Dominion regard Ascended as the mightiest beings and rightful keepers of Telara. And they really like those Extractors! They see mortal weakness and disagreements as threats to the Extractors, and look to secure the power and Extractors necessary to unite the world under Ascended banners.

    Oathsworn- The Lion
    The Oathsworn believe the Ascended exist to protect Telara, its people, and the Extractors from the forces of chaos and ruin. They celebrate and uphold the legacy of those who have fought and died to vanquish the Blood Storm and they ..... must ... have ... those Extractors! They seek not glory, but find it nonetheless in selfless defense of their Extractors.
    Who is John Galt?

  9. #9
    Plane Walker
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    Quote Originally Posted by Kronos v View Post
    its better when the helpfull info is actualy helpfull.

    following this guide will, at best, result in a slow loss.

    if each of the three factions were to have a leader following this guide, they'd each take their territory, then sit at 33% for hour after hour while farming faction buffs.

    this is a "how to PvE in CQ" guide.
    anyone following this guide will be easilly beaten by a team playing the "how to PvP in CQ" guide (as yet unwritten).
    He wrote about more than tactics, plenty useful info for anyone new to cq.
    I have no real opinion about the tactics he suggested, cq is a turd imo and i cba with it, but i still applaud the time and effort.
    Its easy to say he writes trash, but could you do better? Do you have the guts to put your master tactics to paper for all to critique? If you can, do. I will +1 you also.

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    Shadowlander TwinTowersOfPisa's Avatar
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    This doesn't really help me.

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    Ascendant Kronos v's Avatar
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    Quote Originally Posted by Horgrym View Post
    He wrote about more than tactics, plenty useful info for anyone new to cq.
    I have no real opinion about the tactics he suggested, cq is a turd imo and i cba with it, but i still applaud the time and effort.
    Its easy to say he writes trash, but could you do better? Do you have the guts to put your master tactics to paper for all to critique? If you can, do. I will +1 you also.
    did the germans discuss their tactics with the rest of europe before invading them?

    the OP over emphasizes defensive play while disgarding offensive play.
    in the time he'd take to beat down one extractor, wait for it to cap and then fully buff before moving on, a more aggressive team would cap three extractors and then come and wipe him.

    buffing extractors really only becomes important when the kill count is low or a team is about to hit 66%.
    until then speed and aggressiveness trumps timid and defensive play.

    he also assigns each faction "their zone" of extractors.
    while this does have some merit, the simple fact is no faction can hope to just hold their zone and win.
    you not only need to control your zone but you need to be threatening both other factions zones.
    the OPs overall strategy will result in more losses and ties than wins, and will only win when both other factions are significantly inferior both in strength and leadership.

    Quote Originally Posted by Ocho View Post
    Or to put it more simply, it doesn't matter if you're topping the charts if you're killing the wrong people.

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    Ascendant Soul sky's Avatar
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    Valery@Zaviel - Mage | Valzz - Cleric | Soulsky - Rogue | Introvert - Warrior
    Everything you need to know for Mage: www.valvalval.net

  13. #13
    Shadowlander SWGMod002's Avatar
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    Conquest needs NPC's

  14. #14
    Ascendant Kronos v's Avatar
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    Quote Originally Posted by V1rul3n7 View Post
    the whole purpose of extractors and territory control is to provide access to sourcestone which spawns around each extractor under a factions control.

    The purpose of these smaller sourcestone fragments is to be collected and mined in order for the faction to craft powerful raidbuffs which can provide a huge advantage.
    you can farm as much sourcestone as you like without controlling any of the extractors they are near.
    most of them are well outside the extractors turret range.

    if you want to farm sourcestone for mostly meaningless buffs, the best place is nearest your own factions base.

    alternatively, farming in hostile territory is actualy safer.
    if you farm in friendly territory, there are two hostile factions that could come zerging over the top of you on their way to your extractors.
    if you farm in hostile territory, there is only one hostile faction that might show up. the other has no reason to zerg around territory they already own.

    the real purpose of extractors and territory control is twofold:
    1. to win
    2. to stop another team from winning.
    Last edited by Kronos v; 05-25-2013 at 11:08 AM.

    Quote Originally Posted by Ocho View Post
    Or to put it more simply, it doesn't matter if you're topping the charts if you're killing the wrong people.

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    Shadowlander TwinTowersOfPisa's Avatar
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    Quote Originally Posted by Kronos v View Post
    you can farm as much sourcestone as you like without controlling any of the extractors they are near.
    most of them are well outside the extractors turret range.

    if you want to farm sourcestone for mostly meaningless buffs, the best place is nearest your own factions base.

    alternatively, farming in hostile territory is actualy safer.
    if you farm in friendly territory, there are two hostile factions that could come zerging over the top of you on their way to your extractors.
    if you farm in hostile territory, there is only one hostile faction that might show up. the other has no reason to zerg around territory they already own.

    the real purpose of extractors and territory control is twofold:
    1. to win
    2. to stop another team from winning.
    What the hell are you on?

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