Siege

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.