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  • 2 days 17 hours ago : Lug is blue
  • 2 days 17 hours ago : New and improved raid with about +40 Freeps out. Pushing Lug now.
  • 2 days 21 hours ago : Moof Raid started... +30 freeps

Lugazag

This keep is a frequent first target for creeps on a blue map as it's the closest to Gramsfoot.  Because of this, it's also typically where the majority of freep forces are too in this case.  This keep has a single entrance and has a rez circle for the side that controls it.  It is a critical stepping off point to the rest of the map for creeps.  To capture Lug, the flag must be captured in the room after the CG.

Assaulting

  1. Entryway - One patrol wanders around the north and a few NPCs and a Sgt level NPC is at the entrance.  They are easily pulled away around the ruins so they can be taken out without interference from inside the keep.
  2. Corridor - One wandering Sgt level NPC can be pulled and will call on the whole corridor to attack.  Wait for the Sgt to move to the back before pulling the Entryway then pull him outside to kill him and the corridor.  Watch for freep charges with this group as it is somewhat strong.
  3. Main Room - This large room has three groups of NPCs, two of which are linked together.  The best tactic is to drive the freeps from the corridor then have a ranged creep pull any NPC inside.  Drag them all outside of the keep then deal with them.  By this method, NPC hunters will be drawn into the creep raid instead of being safely back with the freep raid.  This is where your rearguard should be placed.
  4. Stairway - It is important to move only one level up at a time.  Aggro the LT on the mid level and kill him either there or downstairs.  Stay together and ready to strike at freeps if they venture down.  If there is a freep champion ball in the mid level or on top of the stairs, a common defensive tactic, throw a banner down at the bottom of the stairs and then rush the ball with everyone and get behind it.  Encircle it to reduce the effectiveness of the freeps and focus tightly to kill them quick.  Defiler fears are also extremely valuable and should be fired everytime they're up
  5. 2nd floor corridor - Either charge all the way up the stairs and take a hard right into the alcove or pull the NPCs down to the mid/bottom level.  Ranged should suppress the freeps while melee deal with the NPCs.
  6. 2nd floor main room - The two doorway NPCs can be drawn back down to the stairs seperate of the LT group.  Deal with the LT group with melee while suppressing the freeps then move into the main room.  Watch for the patrolling LT and other NPCs.  There is a chance that the FM's may be outside of the room if a previous assault had aggroed them.  If so, be very careful on where your raid goes to prevent an early pull.  With reset FM's, a very careful body pull (walking up to it instead of attacking) can pull only one FM.  Kill them while ranged forces the freeps into the CG room.  Use the corner to break line of sight to kill NPCs safely.
  7. The CG will aggro with the FM's in the room and will pursue the creeps even outside of the keep, so be ready for a stiff fight when the pull is made.  The major decision is to fight in the room, with the possible addition of two more Sgts and three hunter NPCs, or to pull it out into either the top or bottom main floor.  Pulling it away gives more manuever room to stay dispersed away from Freep AoE.  In either case, freeps must be dealt with if present and should take priority over NPCs.  Use weaver webs to lock down the more dangerous melee NPCs (FMs or CG) or offtank then with a ranked warleader. 
    • When fighting the CG, watch the CG's target and stay behind it.  It does considerable AoE damage to the forward half.  It also does a 1.5-2k execute so heal up or run off if you are in this range.
    • It is vital to debuff the CG particularily with entangling web, hamstring, sunder armor, and blinding dust.  Watch the debuffs and call for renewals when needed.
    • CJ's are extremely useful if used wisely.  Use them primarily for repowering the raid with yellow combinations.  The Raid Leader should be carefully watching the CG and call for specific members to open up a CJ when their group needs power.  Each CJ used puts up immunity for one minute, so look for when the red shield icon goes away
  8. Flag Capture - Immediately move to the next room and send people to capture the flag while the rest of the creeps defend that person from AoEs.  After capturing the flag, track for any stealthed freeps to prevent a reflip.
  9. Escaping - Sometimes the raid will be unsuccessful, usually with strong freep resistance.  The best escape paths are out the windows on the second floor.  Consider dropping down to the bottom then waiting their momentarily for freeps to jump into massed creeps.

Defending

  1. Entryway defense - If there is oil, the entry corridor is a reasonably strong position to hold.  Melee hold in the back corridor/main room and push when the freeps charge in and take damage from the oil.  Weavers and BA's both are on the ground level keeping pressure up on their opponants with Warleaders in the back corridor healing and putting down Banners of Terror as close to the freeps as possible.  Defilers should be fearing the front freep melee line as much as possible.  Once the freeps have pushed into the corridor and have a viable offensive going, it's time to start backing up
  2. Main room defense - The main effort is going to be distracting the enemy while the freeps are taking out the NPCs.  Harrass the healing if possible and do not count on the NPCs for defense as they are very weak.  Fall back when the freeps are on the last group of NPCs.   At ths point, any creeps outside should seal the entrance, preventing more freeps from reinforcing the keep.  Keep up communication so that the inside and outside group can indicate which way the freep raid is going (they can push back outside enmass and kill those outside)
  3. Stairs - The upper part of the stairs is a reasonable chokepoint against a non-champ heavy raid given the line of sight issues that the freeps will have with healing and ranged targetting.  Defilers should be fearing anything that runs to the top with AoEs attacking anything at the top of the stairs.  Warleaders should be back a bit and safe from attacks while healing the melee.  Creeps should not go down the stairs as there will likely be many freeps down there with all of their healers.
  4. 2nd floor main room - If pushed back into this area, it is simply a delay zone.  Creeps outside can advance into the first floor and begin a two-sided harrasement of the freeps, splitting their forces.  Swift assassination attacks should be done against anything left behind or overextended. 
  5. Tyrant's Room - In general, wait for the Tyrant to be pulled before calling the full attack.  This Tyrant will reset when pulled out of the room so reign in everyone if he is reset.  When the freeps charge the room they will either kite the CG or focus on it.  If they kite/offtank the CG they will be focussed on the creep raid.  Kill the kiter/tanker as fast as possible to unleash the Tyrant onto the freeps.  Press the freeps strongly as you'll have all the NPCs in the room on them and this is your best opportunity to kill them.  Do not let them reset the CG.  Hinder the Tyrant's target when it starts running out of the room then lock it down with a pounce-CJ and kill it ASAP.  If they focus on the Tyrant instead, kill their minstrels or DPS as fast as possible to slow them down.  Ensure the Guardian on the Tyrant is sundered and wounded.  If the Tyrant is killed, quickly weigh the status of the creep raid vs the freep raid.  Continue the battle to the flag room if possible and AoE on the flag to prevent a flag flip while continuing to drill down their critical members.