HOW AP IS GENERATED

Historically, AP has come primarily from killing opponents. Each individual is worth a certain amount of AP. That amount usually ranges from 1,500 to 1,800 though it can vary from almost nothing up to 2250 based on a few factors:

  • The level of the person who died (lower level = less AP)
  • How long since the person died (shorter = less AP with full AP value returning after 5 minutes of no deaths)
  • The alliance rank of the person being killed (0.5% per alliance rank, thus 25% more AP for killing an AR50 Grand Overlord than an AR1 Volunteer)
  • The campaign buffs that you have (small % for home keeps, and more for each enemy keep owned)
  • The personal buff that you have (20% for killing a delve boss)
  • See this spreadsheet for more details.

TICKS

As of the Summerset patch (v4.0.5), defence ticks at keeps and resources work slightly differently. To get on the credit list for a defence tick, you must do one of the following:

  • Do damage to an opposing player who dies (resulting in AP)
  • Repair a wall or door
  • Resurrect a dead player who is within the keep area
  • Heal a player who has taken damage in a fight, where that player kills an opponent and earns AP

Defence ticks have also received a multiplier based on the level of the keep or resource. You can see the keep or resource level by opening the map and clicking on it.

When players (both sides) die in range of a keep, resource, outpost, or behind a scroll gate, the total amount of AP that they gave up with their deaths gets added to the “tick pool”. If a keep/resource/outpost is taken there is an offence tick (O-Tick). If there has been no death within a certain amount of time (one minute) then there is a defence tick (D-Tick). When a tick happens, the total tick pool gets multiplied based on the keep or resource level (if it’s a keep or resource), and is then divided up between all of the players within range (who are members of the alliance that owns the keep/resource/outpost) and who have done something to get on the credit list.

Most ticks range from a few hundred to a few thousand, though prolonged fights can generate ticks in the tens of thousands. The largest tick I’ve ever seen was for 596k during the 2018 Mid Year Mayhem (double AP) event. Prior to that, it was for 118k AP at Bleakers. Long long ago before base AP was doubled and before there were 20% delve buffs or 100% AP buffs, there was a 70k tick called “The Tickening”. It took place at Sej in late 2014 after a fight that lasted well over 8 hours. Opponents would send people in to die every minute while they regrouped just to ensure that there would be no D-tick.

Capturing a resource nets you 1,500 AP, and capturing a keep is 6,000 AP. If players have been killed during the capture, then that amount is added to the tick as described earlier. A simple manner to make consistent AP is to group up and take resources continuously. Every hour, the players renew their 20% AP buff in a delve, then proceed to take all three resources of a keep, run to the next keep to take all three resources, and continue on. They sometimes stop to kill players if it’s convenient, though the amount of AP is usually better if they just keep going to the next resource. This can net up to 60k AP per hour if there are no kills made – a reasonable amount for low levels of effort. While competent groups can easily make more than that, during lower population times some groups just keep taking resources.

SOLO VS GROUP

When you’re solo, if you’re the only person to damage an opponent (and nobody has healed you while you took damage from said opponent), you get all the AP. If you are part of a group, then for every member of the group (even if they didn’t participate in the killing or healing), as long as they are in range, the AP will be split with the members of the group See the AP Calculations sheet (second page) within this spreadsheet for more details. There is a balance to be found for making AP, and I’ve always preferred groups of 6 to 8 – as beyond that the AP is too diluted. Larger groups can be fun, and sometimes when fighting other large groups or faction stacks it is necessary, but if AP is your primary focus you should probably cap your group at 8.

In order to get AP from a kill you (or your group) has to do damage to the person who died. Simply tagging them (such as with caltrops) isn’t usually enough, as the amount of AP you get scales with the percentage of damage that you do to the target. In most engagements, people will be healed while they fight, so a person with 20k health may in fact need 50k damage to be killed (as the person has received 30k healing over the course of the fight). Damage to shields is also included in this, so if you want a significant portion of the AP gains you have to do enough damage.

Healing other players used to give a lot of AP, though that has been significantly reduced. Simply casting heals on people won’t net you very much AP (comparatively). There are still methods to gain AP from other peoples’ work related to buffs, debuffs, and synergies. Every patch is slightly different, so you should test using each skill available to you and see if that nets you increased AP from opponent deaths.

OTHER SOURCES OF AP

People who take fall damage can be healed for a little bit of AP even while not in combat and that AP is not usually shared with the group. The amount of AP earned is minimal (well under 100 per player healed) and there is a cool down whereby healing that player won’t generate AP for a certain amount of time, so I have not done any testing to confirm these numbers (believing it to not be worth the time).

You can also make AP by turning in quests that are given at your starting gate, though other than the kill enemies quests they tend to be more opportunistic – rather than something you should strive to do. Sometimes you have to make a decision of timing for turning in quests. If you leave a location, then you’re not earning AP at the location while in transit. The quest turn-in can wait until a fight is over and you’re ready to go somewhere else.

Repairing walls and doors also makes you AP, though the amount that you spend on repair kits will be more than what you get by using them. If you intend to make AP by repairing, try to get the delve AP buff and if possible the (major/minor) mending buffs as they apply extra “healing” to repairs as well, saving you on the cost of repair kits. The extra AP from repairing a wall while you have a buff is proportional to the extra repair amount that you do.

DELVES

You can increase your AP gains by 20% for one hour by killing a boss in a delve. Note that it may take a few minutes to get to a delve, clear the trash (or just run past it), and kill the boss – then get back to your group or fight location. You should never leave a good fight or a potential tick to get the buff, as the amount of AP you’ll lose out on may very well be more than 20% of what you’ll make in the next hour. Note that entering a delve removes you from the credit list for a tick! Always save your AP buff renewals for times when your group is on break, or you know there will be a lull in fighting for a few minutes. If you want to save a minute or two – and if you’re hard core AP farming then every minute counts, you can allow the delve NPCs to kill you then respawn at the wayshrine. This is usually a faster way to get out of a delve if you intend to go somewhere where transit is up.

PLAY STYLE

Now that you understand how AP works, it is very important to understand that there are very different play styles. Playing for AP farming is very different from playing for map control, winning fights, taking keeps/resources/outposts/villages, or any other play style. When you play for AP, the most important thing is how much AP you will make. If you can make 10k more AP per hour by repeatedly bombing, dying, and running back than you can by waiting and ganking or cycling resources at different keeps (but never dying), then you choose the first method. Every player has to figure this out for themselves – what is the best method for making AP based on their skills, build, and preferred style of play – or what is within their capabilities.

When looking at the map and deciding where you want to make AP, you need to consider the following:

    • Where your opponents will be.
    • Where will they be coming from (running back after being killed).
    • How long it will take them to be worth good AP again.
    • Who else will be there (other factions and your own faction).
    • The likelihood of how long you’ll live.
    • How many kills you’ll get.
    • What percentage of AP you’ll get for those kills if shared with other people.
    • What the terrain will be like.
    • Will you be able to get offence or defence ticks rather than just kills.

When you see popular streamers going for emperor, they don’t often understand AP farming and just try to play their 1 v X (I call it 1 v Potato as they don’t fight skilled players, they only look for easy kills) style as usual. That style will make good AP most of the time, though a true AP farmer is easily capable of making much more.

HISTORY & FOND MEMORIES

Two of the easiest ways I used to make AP (that tended to drive other people crazy as they couldn’t figure it out) were:

  1. Run two people, one a tank (I know I’ve said that there are no tanks in PvP) and the other a magicka nightblade with a fire staff or another knock back (such as Javelin). The tank would lure people to the edge of cliffs (you can find a LOT of them in Cyrodiil), and the nightblade would knock them off with a flame reach. The important thing to note there is that the two players would not be grouped, and the tank would not do any damage to the opponents, so the NB would get all of the AP. This works just as well with other classes, though takes better timing and positioning as a nightblade is able to stealth easily while multiple opponents charge at the tank (who would stand there and block at the edge of the cliff). The best such AP farming moment I ever had was 28 different players who all ran sporadically in to a particular location just north of Bleakers, most of whom died by being knocked off a narrow ledge with a meteor, and the rest with flame reach. That was about 50k AP in 2 minutes. Today, with the way ticks work, this style is no longer (as) effective.
  2. As a magicka NB who could stealth everywhere, find your way to wherever the two opposing factions are fighting. Once you’re there, throw out as much AoE damage as you can without actually getting into the fighting. Caltrops used to work well, though don’t do enough damage to get you the AP that you want these days. Inevitable Detonation was the go-to skill. As an AD player, casting it on an EP player would damage all EP players and all DC players in the area with enough to get a nice amount of AP regardless of who won the fights. Surviving can be challenging, so keep in mind movement speed as you’ll want to get away from the zergs as soon as they start to take more notice of you. This technique was what once got me the title “Grand God of AP Whores“.

TESTING METHODS

In order to understand a lot of the ways AP works, a person has to spend many hours testing every skill. Over time and different patches, AP gains have changed based on damage, healing, synergies, buff application, debuff removal, and debuff application. The results of the below have changed over time, and I will not share past and current test results – though this has always been a very important series of tests at each major patch that relates to the creation of new strategies on how I’ve made a lot of AP when solo/duo. Here are a few tests that you could perform to see how each skill that you have available impact AP gains. In the past (when I really cared about AP farming) I maintained spreadsheets for each skill in every tree available to any character on which I’ve wanted to make AP:

  • Do damage to a target that someone else of your alliance kills. What percentage of the the damage needed to kill them did you do, and what percentage of the AP did you get? If shields were applied to the target, does the total damage to kill them include shield damage?
  • Do damage to a target that someone of another alliance kills (If you’re AD, damage an EP player that a DC player then kills). What percentage of the the damage needed to kill them did you do, and what percentage of the AP from their death did you get? If shields were applied to the target, does the total damage to kill them include shield damage?
  • Cast or use a skill that enables a synergy that someone else of your alliance uses before they kill a target. Does using the synergy equate to a percentage of the the damage needed to kill the target, or of healing on the friendly player, and what percentage of the AP did you get? Does the synergy damage count towards your or the other player’s contribution?
  • Apply a debuff to a target that someone else of your alliance kills. Does the debuff equate to a percentage of the the damage needed to kill them, and how much of the total AP from their death did you get?
  • Apply a debuff to a target that someone of another alliance kills (If you’re AD, apply a debuff to an EP player that a DC player then kills). Does the debuff equate to a percentage of the the damage needed to kill them, and what percentage of the total AP from their death did you get?
  • Heal someone else of your alliance who then kills a target. What percentage of the damage that they took did you heal or what percentage of their total health did you heal (two separate tests) and how much of the total AP did you get? If you shielded instead of healed, how does that affect the numbers?
  • Apply a buff to someone else of your alliance who then kills a target. Does the buff equate to a percentage of the healing done, and what percentage of their AP did you get?
  • Remove a debuff from someone else of your alliance who then kills a target. Does the debuff removal equate to a percentage of the healing done, and what percentage of their AP did you get?

For each of the above, you should also consider (and test) for the beneficial activities (healing, shielding, synergies, buffing, or removing a debuff from a non-grouped same-faction player), how long after you apply them will the link from you to the other player last. It may be solely for the kill in question, it may be for a period of time (perhaps until they exit combat), or it may be for a particular range (from one end of the bridge to the other).

There are some skills, abilities, synergies, buffs, and debuff removals that can apply to people who are not in your group, and when they are performed, you gain a percentage of the credit for the player on whom you cast, or you may be treated (for the purposes of AP gains) as an equal member of that player’s group (even if that player is part of a full 24 player group). If that latter, then a new series of tests need to be performed per the paragraph above related to how long will the link from you to the other group last. Another very important consideration for situations where multiple conditions apply, and you gain links to multiple groups who both participate in a kill – in that case, it may be possible that you can double-dip in the AP gains and be considered as a full member of multiple groups gaining AP for both netting you more AP than you would normally get for your own contribution. This situation is most likely a bug, and you should report it if you find one that is working.

One last consideration (that I’m sharing) is related to guards. Are there skills or abilities that you can use that affect guards at a keep or a resource? If you use the right ones, and guards do damage to opposing players, might that damage be considered as coming from you for the purposes of AP calculations? Since I’m bringing this up, it’s obvious that this does work. I’ll leave it to you to figure out how to make it work!

TIPS & TRICKS

There are a few relatively simple things that people don’t often realize, so in this section I’m going to list a few of them. None of these are game breaking or particularly amazing, though if you combine them all, think logically (and slightly out of the box), and consider many of the things I’ve written about earlier, then you’ll come up with a lot more that can help you earn more AP.

  • Your own death and the death of your allies counts for AP towards a tick. If you’re fighting at a keep where you expect a defence tick, it is in your and your allies’ interest to die every five minutes (the time for your AP to be worth max) in order to increase the size of the tick that will happen once the fight is over. Always ensure that you’ll be able to resurrect before dying!
  • Related to the above, if you know that an opponent is going to bomb a flag just before it flips (for your offence tick), let it happen. The deaths of your allies will increase the size of the tick. If you play a healer, it may be counter to your nature to let people die, but AP > life!
  • A resource can only give you an offence tick every five minutes. Keep this number in mind, as small groups who want to farm a resource won’t expect defence ticks and will usually allow it to be flipped back to your faction’s control (so that they can flip it again five minutes later). This gives you a window of control where a defence tick may be possible, whereby you’ll get the AP benefits of their kills.
  • If you’re roaming around looking for small groups who want to take resources, once you engage in a fight, try to pull them back into keep range rather than resource range. Remember that resources don’t multiply defence ticks (as of 2021/06) and keeps can multiply them by up to 3. Resources used to multiply up to 3 and keeps up to 7. Those were good times!
  • If it looks like you probably won’t kill your opponent quickly, and you’re in range of a keep with a multiplier, then it might be in your interest to just let your opponent kill you (netting them 1.5k+) so that you can get the defence tick from your own death of 4.5k+ (note that this is the base number, and it will almost certainly be higher per this spreadsheet.
  • Consider when the end of a fight should be for you, rather than for everyone else. If a group of opponents have all died, you’ve earned AP, and they then all take a camp to resurrect, they are not going to be worth much AP for a few minutes. It is probably in your interest to go find other opponents to kill!
  • If you come across a small group who are in stamina/tank builds who are trying to farm a resource, don’t even bother. Move on to fights where you’ll make more AP. These players specialize in survival, rolling around and running with a lot of cross healing to stay alive until they can coordinate their damage.
  • If you come across an allied zerg chasing after a few players (such as the example above where 20+ players chase them into a tower), don’t waste your time. You’ll make more AP moving on to a fight where your contribution will make a difference rather than getting one skill off on a target before they are zerged down or run away.
  • You can earn ticks for a keep and its resources at the same time as long as you don’t earn AP at another keep or its resources. If you’ve finished a fight and move on, ensure that the kills you make or contribute to are not at anther keep or resource until you get your defence tick from the prior one.
  • Use an addon to be certain of your location. I prefer Wykkyd Toolbar. Here’s an example, and note that the location is listed on the left (ish) side. You can configure the toolbar to show a lot of information!
  • Keep moving, and check your back keeps’ resources. There will often be players coming to flip them, and those make the best AP gains (if you’re solo or in a small group).
  • Keep track of your AP. Set a goal of how much AP per hour you want to make. Use Ghostbane’s AP Meter, and be sure to configure it in your addon settings (I don’t like having my chat area spammed with AP notifications from combat – only ticks). Here’s what the addon looks like: 
This was the first few hours of 2018’s Midyear Mayhem (double AP event).

If anyone would like to discuss AP farming techniques (or anything relevant), I’m happy to do so in Discord.

There two major types of groups, PUGs and guild groups.

PUG stands for Pick Up Group. Sometimes, anyone who is not part of *your* group is called PUGs. It can sometimes be used as a derogatory term by groups who consider themselves elite, though factually, any group that is not pre-organized as part of a guild is a PUG. PUGs are generally open to anyone, though some will require that you join in for voice communications. You never know what you’re going to get with a PUG.

Guild groups can be of any size up to a full 24 person group. These groups are usually restricted to guild members only. Sometimes they will be open to random people in order to find new potential members, though that is the exception and not the rule.

When joining a group you are expected to follow the directions of the leader. If you don’t follow the leader’s directions, you will probably be kicked from the group. You may not like the directions, and you may not believe that the leader’s decisions are the best or most appropriate ones, though you still need to follow them. If you don’t want to follow the leader of the group, then leave the group.

People dropping siege can make or break a fight. Siege needs some space, and has a projectile time (before it hits), so locating your friendly siege well is very important. The person(s) running siege also need to be protected (they can’t just stand out in the open and expect not to be attacked.

WHEN SIEGING TO TAKE KEEPS:

  • When running siege, you should get on the siege to fire when it’s ready, then immediately get off of it and maintain awareness of your surroundings. If counter siege is aimed at you, get out of the circle it’s going to hit, then go back in and fire your siege. If you’re running multiple siege (as you usually should be), then between firing renew any defensive buffs that you have!
  • Stone trebs do 4,000 damage to walls. Stone ballista do 2000 damage to walls. You can shoot a ballista twice for every shot of a treb. Both will do the same amount of damage over time to a wall or door, though if you have twice the wait for reload, a normal player can run more trebs than ballista. One player can easily run three siege if they’re well placed.
  • When besieging a keep or outpost, don’t just hop onto any open siege you see. Most experienced players will set up two or three siege and rotate between them. We feel very useless when running three siege and random people hop on two of them. We know that we can run more, we’re just not able to! If you don’t have any siege, then buy some! Don’t steal siege unless you see the siege owner run away / move off to do something else.
  • When sieging a door with a ram, drop ballistas right in front of the door and surrounding it so that the people on the ram can fire the ballistas. One of the people on the ram should be running purge or cleanse, or spam healing in the event that oils are poured on the ram. Position yourself with your back to the door in the corner, as some oils being poured won’t hit you in that spot. Be wary of negates being dropped on rams, as you won’t be able to cast (purge or heal) and you’ll need to get out of the negate in order to stay alive (under oils). Keeping a HoT (such as rapid regen, mutagen, vigor or others) on you can proc your Earthgore if you get low on health and this will also remove ground effects (such as the negate).
  • Siege shield can save your ram (or any siege for that matter) a lot of damage. It is especially useful on rams as there will often be oil poured down onto them.
  • When starting to place siege against the outer wall of a keep, place trebs down first so that they can hit the inner (if you are going to try to take both down at once). When placing siege down after the first one, try to place them in a triangular form at minimum distance from each other. If your siege line is too spread out, you make it easier for gankers to take out the people on the edges.
  • If your siege is on the edge or back of the line – or near a set of stairs that someone can come up to it, get a caltrops on it. That will prevent sneaky nightblades from burning them. If you have caltrops and the person on that siege doesn’t, then cast yours to help them out.
  • Meatbags apply a healing debuff on opponents, while oil catapults slow them and sap stamina. Both are very useful when hitting a choke (such as a breach in the wall), though you won’t usually need more than one or two.
  • Make sure that you know the timing for each type of siege at different ranges. You can go to a safe keep and siege to your heart’s content in order to test and get a feel for distance and timing.
  • Siege repair kits cost less than buying new siege. If you have a siege low on hit points, repair it in between firing. You can also take it down, and when you’re in a safe place put it down again, repair it up, and pack it up.
  • Some positioning with a trebuchet on the outer second floor can hit the inner ground floor of a keep. If you find these areas, you can use a (cold) fire trebuchet to help take out the inner guards in advance, and/or help your allies kill any opponents in the area of the front flag.
  • Placing anti-player siege (such as cold fire ballistas) on the third floor above the front door, and on the third floor of the corners of keeps can make or break a keep take. Use that siege to hit the opposing players on top of the inner keep who are pouring oils down on your allies. Use that siege to coordinate a hit if there’s a large (ball) group running around inside killing your allies.
  • If you can get upstairs above one of the posterns, you can often place an oil that will drop down and hit the defenders of the back flag. One oil pour can make the difference!

WHEN SIEGING TO DEFEND KEEPS:

  • Use oils. Use as many oils as you can. Place them as close together as you can, and use them as much as you can. When defending the outer, put them above where opponents will be coming in. When there’s an opposing ram in use, put them above the ram and if you have a sorcerer available, a negate on top of the ram can prefent opponent healing while they are taking damage from (and dying to) your oils. When defending the inner, place them above the breach, on the corner at the top of the stairs (above transit and scroll platforms), half way up the stairs (above the front flag), and on both sides above the posterns facing inwards so that opposing players who want to come from the back flag and go up stairs have to walk through them. If a postern wall is opened, one oil facing outwards (above the stairs) and a few more facing inwards is usually the best configuration.
  • Put up as much counter siege as possible, and coordinate hitting the same targets. If you see someone else’s siege hitting something (a valid target), wait for their siege to reload and fire at the same time as they do so that your likelihood of killing the target (more damage at the same time) is higher!
  • When the front door to the inner is opening, place siege on the back flag facing the front. You can get at least three on the back flag, and a few more between the back and front flags. You can even get two more ballistas on the top above the postern doors that are capable of firing down to the front flag. The more siege hitting the same area, the less likely opponents are going to live through walking in that area.
  • If you can maintain a killing area on the flags, even if you don’t push out on the opponents there, that gives the rest of your faction time to send support and help you defend the keep.
  • The decision whether to repair the outer breach if the opposing group is already inside is sometimes a challenging one. On one hand, that prevents other opponents (or those who have died and taken a camp) from getting in, though on the other hand if it looks like you’re going to lose the keep very quickly, leaving it open will allow your own reinforcements to get in if they show up too late. If it looks like you’re going to lose the keep, setting up a stone ballista outside to hit the breach as soon as it is taken can give you an extra few seconds where your opponents can’t repair, such that your reinforcements might be able to get inside and start the fight to take back the keep.

WHEN SIEGING AS PART OF A FIGHT AGAINST PLAYERS:

  • If there is nobody running a defile build, then a meat bag can help reduce opponent healing. Reducing opponent healing is often critical to taking out a large group.
  • Oil catapults will snare and take stamina away from players, meaning they can’t block, roll dodge, break free, or sprint as much as they could otherwise. An oil catapult hitting an opposing group make it much more challenging for them to win.
  • Cold stone trebuchets will hit most players for more than 10k damage, which is about half of their health. If you can get a solid hit on an opposing group, the damage from the stone trebuchet can account for the equivalent of a few players’ damage. If you can hit at the same time as your opponents are being bombed, then it will often ensure that your side wins the fight.
  • More siege hitting more often is best, as good groups will tend to move a lot. If all of the randoms/pugs/individuals drop a fire ballista when there’s an opposing group fighting nearby, the opposing group’s chances of winning drops significantly.

Picking up a scroll and running it can be a lot of fun, though there are a few important considerations you should make before picking it up and while running it:

  • How much opposition you are likely to face. If you will need to be able to take a good few hits running through opponents, then a player in light armor with no shields is not the best option. If you need to outrun opponents, a player in all heavy armor with low stamina regen is also not a great choice. The scroll carrier should have a good balance of run speed and survivability.
  • If you are part of an organized group with voice communications (TS or other). Being able to make and hear calls about the scroll carrier being in danger, or where opponents are coming from is very important. If you pick up the scroll and are not in a group, ask in zone to be invited to one. Most will be happy to bring you in to ensure the safe travels of the scroll.
  • The path you need to take. If you will be running through choke points, gates, or areas in which opponents can plan to bomb you, ensure that you have people riding ahead to watch and let you know if it’s safe. Don’t get too far ahead of the group if you’re fast, and don’t fall behind.
  • Scroll quests. Have you turned in your current one? If not, don’t pick up another scroll as you’ll not be able to turn in your quest before capping the one being picked up. Scroll carriers will usually announce that they are capping and give people a minute to ensure that they have the right quest.
  • Resource management. Some classes with certain builds can move at full speed all the time such as high magicka regen NBs with concealed weapon and dark cloak, or very high stamina regen sprint cost reduction builds. If you are not one of these, you may be tempted to burn all of your stamina running, though make sure you have enough to block or roll if need be. Other people should provide you with the Rapid Maneuvers buff so that you can use your stamina more efficiently.

I’ve been intending to write up a choose your own adventure style decision tree on choosing where to go dependent upon your goals, though haven’t yet put enough time into it.

Where you go will depend on your primary and secondary goals, such as:

  • Make the most points
  • Defend keeps from opposing faction
  • Take keeps from opposing faction
  • Increase your faction’s campaign points
  • Take campaign points away from opposing faction
  • Crown your faction’s emperor
  • Dethrone an opposing faction’s emperor
  • Steal an opposing faction’s scroll
  • Have good / balanced fights with opposing groups

Remember that not everyone has the same goals, and this is a video game meant for having fun. While some people want to always play for the campaign, others want to make points, and others are just looking for good fights regardless of what else happens on the map.