Friday, January 23, 2009

Nation War – Rules of Engagement

How do you do the Nation War? Are you the PK type? Builder type? Backdoor type? Or, are you the one working for your Nation’s victory or the one working for thy self gain?

How do you do the Nation War?

Here are some rules in engaging in the nation war. Rules some Procyons fail to understand. They are always working as if the other players doesn't exist in the game.

1. Refer to figure 1, specifically the encircled one. Do you know what these figures mean? The one on top is the points you can use in building force towers and capturing legacy cores/creating guardians on the map. Different force towers use different points. You cannot build or capture or create legacy guardians if you lack points. You can build a lot of force towers provided you have available points to spend. The one next below the points is the Nation Points. A lot of speculations exist that building Force towers will decrease the Nation’s points. No, it is not! It is the points above the Nation point’s that are spent on force towers. The one at the bottom is the enemy’s points.

points

2. Secure first your Nation’s points before securing yours. The war lasts for about an hour (that is if not called game). Please read “How to Win the Nation War” post for what bases needed to capture to win your nation. In half an hour or less, you can capture the needed bases as specified. No! Do not think of your personal points first. You can earn it in the next half hour once you have your Nation points secured. Always check your Nation’s points. You can earn it by occupying legacy cores [different bases have different equivalent points- small (s7, s6, s5, n1, n12, n11), medium (alpha, omega, e4, w8, w9, e3, e2, w10), large (center)], destroying force towers, capturing enemies ensign, recapture of the different base.

3. Push. This mean you have to PK. Well, you are partly wrong and partly right. You are right because it is supposed to be a push. You will have to kill them to lessen their forces so you can move on, right? You are wrong because as long as they hold the base you are trying to capture, there is a resurrection tower there and a warp. They can always respawn and return to fight and they can call in for back-up. Think! To push them is to capture the base directly. How? Destroy the guardian. This will automatically destroy the force towers in that base (resu, warp). The enemy’s only way is to move back to their next base down. Isn’t that a push?

4. PK or Player Kill. This adds to your personal points. Although it also adds to your Nation’s points, it is not enough compare to when you capture legacy cores, destroying towers or the enemy’s ensign. You cannot notice it because the enemies are also doing PK. Almost always, what decides the game is the number of bases your nation captured by the end of the game.

Points and WExp (from cabalwiki)

You receive WExp (War Experience) if you collect 30 or more points in Mission War. Press the V key and click the Details tab to see your current points.

Points are scored in 4 ways:

  • Attacking enemies
  • Healing allies
  • Receiving damage
  • Building towers

5. Debuffing Skill. If you’re a debuffing class and haven’t secure yourself your debuffs skills, better get them now. I mean now and not later. This will be helpful during the war. Bladers like my character have their only debuffing skills, Field of Fear. Don’t worry, it is a field skill- everyone around will be affected. Force Bladers- if field of fear is not enough, cast in your field of enervation and execration. These will help a lot. If you’re a warrior, you can also cast in your panic cry. Archers debuff skills are not field affected but their cooltime are faster compare to the 180seconds of FOF, FOEx, FOEn and Panic Cry. Have all these skills placed on your skill tab for faster casting and attack. And it can also be incorporated into your combo. Always use these skills if they are available. Why did you buy that skill if you always keep them idle on other tabs? When attacking guardians, always debuff it. Same buff does not stack like FOF with another FOF. Wait until FOF finished before you cast your FOF.

6. BM when capturing a guardian especially the Center. You should have by now felt the damage of the legacy guardians. As we always said, always BM when trying to capture any medium or large bases on the map (legacy guardians of small bases are not hard to destroy. 4-5 players can handle one alone) for additional defense, attack and critical damage. Remember, legacy guardian attacks are field. Especially the one at the Center. If you're at the center. the legacy guardian is not the only one attacking you; some enemies may also be attacking you. This is the case when both nations are trying to capture the Center. They will try to wipe you out so they can capture it. You can also cast your Aura while in BM mode for more additional defense, attack and critical damage.

7. ODD Circle. You probably know by now what this little thing does. Of course. You resurrect on the spot where you die. This is very helpful at the start of the game when you are trying to capture the Center and you die. And the nearest available resurrection tower is in your main base. Did I say nearest? By the time you return at the Center, it is already captured by the enemy.

Things said there are not absolute and are therefore subject for individual digressions. If there are other things that can be helpful, please don't hesitate to post your comments here. Thank You!!

Tuesday, January 20, 2009

How to win the Nation War!!

There are many speculations on how to win the Nation War. Some are effective others are quite chappy. The effective ones are the things I'm going to say here.


map
This is the war map or most commonly known as Terra Gloriosa


1st : the Omega-Alpha Sandwich combo


proc alpha-omega

Procyon Nation


cap alpha-omega

Capella Nation


Why took Alpha (for Procyon)? Or, why took Omega (for Capella)? It is farther away from the other bases. Not to mention they are near the smaller bases of the opposing nation (Omega near S5 and E4 while Alpha near N11 and W10). The potential is very high here. Alpha and Omega will play a vital position whoever nation captured it. The two bases will ensure that no one from the opposing nation will backdoor to your base; especially Alpha for Procyon and Omega for Capella. If Capella captured Alpha, for example, it would be easier for Capella to get to the Procyon’s main base and destroy the sage ensign since there are no bases connecting Alpha to Procyon’s main base to at least suppress them and much of the war are centered at the Center and not along the road to Alpha. Same as well if Procyon captured Omega.


How will you do this? Alpha and Omega are not that difficult to capture. Two (2) full parties are enough to capture a Front. Make sure, if your party is going to capture the Far Fronts(the one nearer to the enemies smaller bases), you have to stick with your party. Sometimes, people don’t follow simple directions. The one that is harder to capture is the Omega for Capella and Alpha for Procyon. Since this is nearer the smaller bases of the opposing nation, you will expect enemies there. Warriors and Shielders are best to capture Fronts. High defense, big life. It is good that one party is full of Warriors/Shielders. Shielders can use Shadow shield for added defense. Debuffer type is also a must in Front capture, Bladers for Field of Fear, Archers for their short cooltime debuffs. If there are enemies in the Fronts, Force Bladers can use their Field of Execration or Mana Freeze to stop the enemies from attacking while your comrades capture the Fronts. Don’t forget, always BM here for added stats and faster capture.


Specify whose party is going to the Alpha Front and who is going to the Omega Front. That’s 4 parties in total or 28 players. The Center is always the one needing forces. If you have nothing to do, better head to the center and help your allies in defending your base.


If ever your nation captured both Fronts, the important things you need to build are Resurrection tower (this will save time for you. If in case the resu was in your main base you will have to travel back. By the time you return, the Front was already captured by the enemy) and Warp tower (travel made easy—in case you cannot handle the surge of the opposing nation, you can call on for back-up). You can put other things on the available panels like attack or heal.


Remember, if you capture the far Fronts (the one on the backdoor side), you have to defend it if not push towards the smaller base. For Alpha: towards N11, W10, N12 and N1. For Omega: towards S5, E4, S6 and S7. Don’t let them get the fronts or you will lose everything you fought for.


I did not include anything about points here as I do not know how much points each base gives to the nation’s points. But, in this strategy, for Procyon: S7, S6, S5, E4, W8, Omega and Alpha are enough for them to win. Same as well for Capella: N1, N12, N11, W10, E2, Alpha and Omega. How about W9 or E3? What are their uses? Well, almost always, if the opposing nation captured the Center, they will try to push it to W9 or E3 (note: they are now behind by some points). We should at least hold them at this level because it is very risky if we will hold them at W8 or E2 level. As I said, the bases from the main base towards W8 or E2 including Omega and Alpha is enough to lead the nation. If they capture W8 or E2, then we’re done. I mean literally. We lose.



2nd: The Center-Front or the Snake strategy (because of the snake like formation)


proc omega-center

Procyon Nation


cap center-alpha

Capella Nation

This will give your nation far more lead points than the Alpha-Omega Combo. Usually, they think once you capture the Center you will win the war. Not quite. You see, even if you capture the Center, the combined points of Alpha-Omega is far greater than the Center. To counter the Alpha-Omega boost point strat, you can capture Center-Front (Center-Omega for Procyon or Center-Alpha for Capella).


How will you do this? As I said, 2 parties are enough to capture a Front. This strategy is harder to apply because people tend not to listen and instead doing their own way. In this strategy, Center is the priority. Whoever captures it (note: Omega is already under Procyon while Alpha is under Capella) will have leading points. The best way is to capture the Center at the earliest possible time. Four (4) full parties are enough to capture the Center of course everyone are under BM. To do this, ignore the smaller bases (smaller bases includes: S7, S6, S5, N1, N12, N11) and head directly to the medium bases (medium bases includes: E4, W8, W9, E3, E2, and W10). Or you can ignore the smaller and medium bases and head directly to the Center and capture it. Let the Front parties capture the rest of the bases after capturing the Front. If you’re a debuffer type, use your field debuffs (field of fear, field of execration, field of enervation, panic cry, etc.) just to hold back the enemies while you capture the Center. It is faster if everyone’s target is the Guardian and not solely pvp.


Specify whose party is going to the Front and who is going to the Center. This way, we are organized and the allocation of forces is balance.


14 are expected at the front. If 69 of you entered the war, 55 are expected at the Center. 55 are more than enough to capture the Center. This is not hard enough if everyone follows. Once the Center is captured, please push the enemies away from the Center or better yet push towards their medium bases. Remember, PVP will only add points to yourself and not to your nation. Capturing Legacy Guardians are the ones adding to your nation’s points. You only need 30pts to earn the WExp. You can earn points later once you secure your nation’s points. So, if your nation still lack points help others capture enemy bases. As I said, it’s not hard to follow simple directions. And stick with your party… Party buffs are always helpful.


Things said here are not absolute and are therfore subject for individulal disgression. If there are other things that can be helpful, please don't hesitate to post your comments here. Thank You!!

Thursday, January 15, 2009

Proud AON

We are for truth, justice, honor, duty and loyalty.

I have officially joined AON last 10th of January.

This one goes to all Procyons and Capellas. Even if we have different views, we should not be battling each other out. Procyon's and Capella's should help in making Nevareth a place where other players can make friends with other players. A place we can enjoy moving our characters around.

As a member of AON, I will instill fair gaming to all players. I'll show what real online gaming is and the experience and the benefits we can get by playing fair. "Help others in need" is my motto in game.

Wednesday, January 14, 2009

CABAL NATION WAR GUIDE FOR THE NEWBIES

The images posted here are taken in Tempesta Rossa-Procyon's lobby. But it is still the same in Capella's Spada Brillante.

Let start with the basic:

Before you can enter the war, make sure it is already time for war. Nation War schedule is available at THE CABAL WEBSITE. Make sure the time has already elapsed because only then the War channels will be available. Once the war channels are available, you must enter the channel that corresponds to your level and make sure you have 1M alz in your character’s inventory if not then you cannot enter the lobby. If you're ingame, a small dialogue box will pop out on the lower right of the screen, asking you if you want to joint the war or not. Always have a million alz in your inventory to avoid inconvenience. If you completed these requirements then you will find yourself inside the lobby in no time.

Once inside the lobby, you will see on the upper right side of your screen a number of things. The number of allies in the lobby, below it is the number of opponents in their lobby and the bottom tells if you are “able to enter” or still in the “waiting list”.

Photobucket

waiting list

The digit beside the “waiting list” means you still have to wait that much of opponents to enter their lobby. This is why you have to be early in the lobby to be not in the waiting list.

You will see that your character is wearing your nation’s uniform and you’re life has increased considerably. If you happen to enter the lobby with your adept sets or luck sets, better get change. Locate the port storage somewhere in the lobby.

Nation war is not a place for you to use your adept sets or luck sets (alz drops). It is a place where you put on your best suits, best weapons (high-crit, msa, ssa, etc.). If you’re class 4 and above, get yourself the best bracelet, earrings, rings and amulets you can afford. With this, you can survive the war. But, put in mind, your opponent is also wearing their best.

People will be sending party invites to those without a party now you have entered the lobby. You have to have a party in the war. You can create your party as well. If the war has already started and you haven’t joined any party, the system will automatically secure you a party.

After doing the things above, secure yourself hp and mana pots in case you lack them. Do not fill your inventory with too much hp normal pots as it isn't going to be good enough later on in the war. You can buy “Vital Gears” instead but you can only use this when you are not being hit by enemies and/or guardians. After the new patch entitled "Reloaded", force towers are now considered as non-combat action. Which means, you can now use vital gears when heing hit by enemy force towers.

Photobucket

Photobucket

Basic pots will be available all throughout the war. Healer class like FA and WIZ can bring a little of these vital gears for support to their healing abilities.

SP’s is a must in the war. If you lack sp, better start dancing. If you have a wizard in your party, ask him/her to buff you with “Raise Spirit”. You will see your sp bar increase rapidly. If the buff has ended and you still lack SP’s, you can always dance. After the implementation of the new patch, Reloaded, the cooltime for raise spirit has been change. this cooltime now applies to the individual players who received the skill. the cooltime is 5minutes. This means, after the duration of the raise spirit buff, you will have to wait 5 more minutes to receive the buff again. Regardless if you reconnect or died.

If you’re SP bars are full and have nothing to do, you can chat with the people in the lobby for strategies or gaining buddies or you can invite people to a PVP. There are PVP grounds around the lobby for the purpose.

10 minutes is allotted to prepare your self: filling your sp, planning strategies, buying pots and changing equipments.

Pressing “M” will give you the war ground map.

map

Pressing ”V” will give you the list of the people inside the lobby.

Photobucket

Click “Details” and you will see that there is a column “score” in it alongside with the player name. Before the war, the list is level-order from the highest to the lowest level and each start with 0 point. Locate your character in the list and you will see 0(zero) beside it. The one above is a capture after the war.

You can gain score later in the war by dealing damage to opponents and disposing guardians and force towers. To gain more points (personal), the rule here is to deal damage to your enemies. Do not be afraid to hit them. You’ve got allies beside you who are also fighting the enemies. If you die, you can always resurrect and continue fighting. Dealing enemy guardians is the best way to increase your score unlike pk.

You can also gain points by building Force Towers. After the new patch implementation, party leaders and party members can now build force towers. Only those players who doesn't have a party cannot build force towers by points.

You can always check your points by pressing "V" during the war. A minimum of 30points will give you WExp (War Experience) even if your nation loses. The winning nation will receive 80 WExp while the loser will get only 40 WExp. Additional percentage of WExp will be given to Premium users and as well to BB+ users.

Start buffing yourself a minute before the war starts. Buffing in the war will only delay not only you but also your nation's time. Remember to stick to the plan your nation organized.

You can gain points by dealing damage to your opponents. Do not be afraid to die since there are no penalties here and you can always resurrect.

In the war, there are what we call "Legacy Weapons". They are dropped by legacy guardians. This legacy weapons changes according to the user's class. You can distinguished a character using a legacy weapon to the ones who are not using. And bearing legacy weapon will increase your "heat" in the opposing nation. They will try to kill you and get your legacy weapon. When a character with a legacy weapon die, the legacy weapon will be dropped and any player near it can pick it. Party members nearby can pick the legacy weapon you have dropped upon death. There is somewhat a priority to party members rather than non-party members and enemies.

Photobucket

Photobucket

All throughout the war, you might be wondering why your vital gears aren't working as in the case below.

Photobucket

This is because you are taking damage from someone. After the new patch entitled "Reloaded", force towers are now considered as non-combat action. Which means, you can now use vital gears when heing hit by enemy force towers. Find a safe place away from the fight and after a short second you will notice you can now use the vital gear like the one below:

Photobucket

After the war, a window will appear. Here, you can see your “Nation reward” and your “Personal Reward”.

Photobucket

Photobucket

Click Personal Reward and you can see details like used eqipment, total equipment, wining bonus, etc. You can also see your ranking in the war and your ranking rewards plus the Wexp you have gained and your final reward. You can als receive axp. Your total points after the war will be multiplied by a million. This means if you get 80 points, you will get 8,000,000 axp, equivalent to 80% of the axp full bar. Getting 100 points will give you 1 AP (ability points, 10,000,000 axp=1AP) more than a hundred points like 125 will give you 12,500,000 axp... equivalent to 1AP and 25% of the axp bar.

From the war grounds, you will return back to your nation’s lobby. Here you can sell back unused vital gears and towers. Press “L” and click on “Mission Battle Reward” to get your reward. Just click receive and you’re done with the nation war. You can stay in the lobby for 30mins. When the time elapsed, you will be prompt to select another channel.


Free Blogspot Templates by Isnaini Dot Com and Cars Picture. Powered by Blogger