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How To Repair Trina Axe

Introduction

This guide aims to aid new players or players who haven't ever participated in a node war. It also contains some information and tips for leadership roles in the guild.

Guilds can ain and fight other guilds in large scale PVP battles, over Nodes and Regions to control them and volition earn silverish for controlling a node. These are known as "Node Wars" or "Seige Wars/Conquest". Node wars are held from Sunday to Friday between 18:00 UTC – 20:00 UTC for EU and 01:00 – 03:00 UTC for NA. Conquest wars are held on a Saturday at the aforementioned times.

To brainstorm to compete for a certain node, a social club must build a fort inside the node territory. But i fort can exist placed per day. The design for the tower at a Guild Manager NPC. Forts must be rebuilt for each Node War and must be 100% completed . You lot can find more than information about edifice farther into the guide. This is done by the leadership of the guild and you exercise not need to worry well-nigh the building of the tower if you are a regular gild fellow member.

At that place are besides different tiers of node wars. Each node is designated a different tier between one to 4. More information on the tiers and a tier listing can be found further into the guide.

The winning order of a Node War is the terminal to accept their fort still continuing. The winning guild will automatically receive a large amount of silver depending on the tier of the node and volition automatically participate in the same node war next week. If more than one fort is still standing when the time runs out, this is counted as a draw. The node will and then be liberated and the silvery reward volition exist carried over to the next week to give a higher advantage. These are known as "rich" nodes.

To participate in a Node War/Seige, each member must modify their "Participation" to Yes in the guild fellow member listing window.

Later participating, you can collect your advantage by clicking "Collect Advantage" at the lesser of the club window. You will receive

Shining Medal of Accolade x1 – x5 depending on if yous win the state of war or not. These can be exchanged for various rewards. The top 5% of players (players with the nigh kills) will also be given boosted medal rewards, and the histrion in 1st place recieves a temporary buff. Guilds likewise do "Consentive" payouts which reward all society members with a lump sum of silver in the mail. You tin can detect more information about this in our Guilds guide.


Roles and Responsibilies


Leadership Roles


  • Social club Leader
    • Your guild leader is the merely person in the club who can use the teleport skill (command to gather). This skill can exist used during the node war to teleport all guild members to their location. It tin be useful for some tactics, such as using command to gather on an enemy fort when they have moved out of their base, and so using axes to do as much impairment as possible to their fort. It can also be used in defensively to bring all members back to your fort if you lot are under attack.
  • Shotcaller
    • This person is the vox that primary attack will hear during the node war. Their office is to tell you when to engage/disengage, apply specific abilities (PA rotations), place traps, tell players when to "bomb" etc.
    • It is extremely important to mind to all the commands a shotcaller gives. Even if you lot don't concur, you should commit to their judgement. If y'all take whatever feedback and then await until later the node war is over. Shotcallers are under extreme stress and are constantly processing information during a nodewar.
  • Diplomat
    • This person is in charge of all the politics that come up with a nodewar. Their role is to type to other guild diplomats for most of the war. They should be trying to make deals such as not-aggression pacts with other guilds, and be getting data as to what other guilds are doing during the nodewar.
    • I highly recommend designating a full time diplomat and putting their family proper name clearly marked in your guild information so that other social club diplomats can contact them easier. Other diplomats volition often attempt to contact the guild leader or other names listed in your guild information. If they can't get in contact with anyone, you tin can miss out on key information and deals that may accept highly impacted your position in the nodewar.
  • Other leadership/officers
    • Your role may exist in other fields such as leading the other squads (defense/flex/flop/cannon) or feeding key data to the shotcaller. All officers can utilise the order skills to give buffs to guild members during the node state of war.

Guild Member Roles


  • Main Set on
    • The majority of society members should exist in this category. Your job is to mind to your shotcaller and work together every bit a squad. You should be told exactly where and what to practise. Fifty-fifty if you lot don't agree with certain calls, yous should commit to the shotcallers judgement. If y'all accept any feedback then expect until after the node war is over. Shotcallers are under extreme stress and are constantly processing data during a nodewar.
  • Flop
    • The office of "Bombers" is to engage seperately just before the main attack makes their engage. This is to disrupt, distract and get as many kills equally possible. Bombers are ordinarily loftier AP players and specific classes who have loftier flare-up. They will usually become in and get multiple kills before using V to escape, or dying.
    • Classes which suit this role are: Valkyrie, Berserker, Kunoichi, Tamer, Sorcerer, Witch (most wiz/witch are usually best in main attack for PA only loftier geared wiz/witches can join bomb team and be very effective)
  • Flank/Flex
    • The office of "Flank/Flex" is, as the name suggests, quite flexible. They take various roles and it actually depends on what is going in the moment. Flank/Flex may be sent to take out cannons, help the defense team, crusade havok at an enemy base, or may aid primary attack by flanking the enemy on their engages.
    • Classes which stuggle in principal assail are unremarkably put into flank/flex: Musa, Maehwa, Dark Knight, Sorceress, Lahn
  • Defense
    • Defense team has a very important role during the node war. They must defend the base confronting whatever attacks. Expert communication betwixt the defense leader and the other leading roles is vital. Players will occupy the Flametowers and Hwachas which take been built and utilise these to help defend. They are also in charge of placing traps around the base of operations and upgrading baracades at the get-go of the node war.
    • All defense team members should take the quartermaster role and a society allowance set up.
    • Ane player is also deligated to ride the elephant if your order has i. The elephant is sometimes used for defence, or to assail another guilds base.
    • Sometimes defense can be a quieter part and a good role for players volition lower gearscore or if they struggle with estimator issues during a node war, whilst still being very useful.
  • Cannon
    • Cannon squad is unremarkably a very modest team and may merely be ane person if your order doesn't accept many members. It is likewise optional considering of the employ of elephants and the limited corporeality of annex buildings you can place. However, you shouldn't underestimate the damage that cannons tin do. The aim is to set upward a cannon in a spot which is hard to achieve, so fire cannonballs onto an enemy fort. Cannonballs deal high harm to Flame towers, Hwachas, Recovery Centers and Supply Depots. Cannonballs will also knockdown all enemies in the area that they hit, so they can hands disrupts fort repairs or be very useful correct before your principal assault engages if y'all can coordinate well.
    • Classes which accommodate this function are: Ninja, Kunoichi, Lahn
    • Ninja and Kunoichi are best suited to cannon team because they accept a double jump and tin get into really proficient spots to place cannons. Lahn is also a skilful class for cannon squad due to her "flight" skill which helps her get into spots that other classes will find hard to get to.

War Heroes


If y'all have room in your guild for more members, you tin rent "State of war Heroes" to fight for your gild during Node wars and conquest wars and receive rewards. For example, an Extra large guild that has 66 members tin can hire a maximum of 34 War Heroes. War Heroes are given a dissimilar contract that lasts until 00:00 UTC the same 24-hour interval. The contract is automatically terminated and cannot exist cancelled early on. When you join equally a State of war Hero, a sure per centum of the social club funds are given to you equally a downwardly payment (up to 10 million silver) when you leave the gild. If you win, a victory reward will exist given every bit well (up to 20 1000000 silverish). If the territory is liberated or the guild did not participate in the warfare, the money volition be return to the lodge at 00:00 UTC the same day.

War heroes may bring together main assail, piece of work with flank/flex/bomb, or may work on their own every bit a seperate unit if they are familiar with eachother. It actually depends on the classes of the war heroes and how many there are.


How and Where to build your fort


Node War Tiers


There are 4 tiers of nodes:

  • Tier one
    • Tier ane nodes are split into Easy, Medium and Hard node catagories
    • Each node has an AP and DP limit depending on which catagory they are in, this just means that if yous are over the limit, your AP/DP will be reduced to the limit for that node. These numbers tin can seem daunting at start but it is not your sheet AP/DP. It is actually the total hidden AP and includes your AP bracket bonus AP and any buffs which give AP. This means that if you lot are over the limit you don't always demand more AP buffs. Other stats are not capped though and so you can nonetheless benefit from using those buffs.
      • Easy: AP limit is 210, DP limit is 250
      • Medium: AP limit is 230, DP limit is 270
      • Hard: AP limit is 240, DP limit is 300
    • If yous occupy a tier 1 node, you will non be able to challenge for a node on tier 2-four. If you occupy a tier 2-4 node, y'all will non be able to challenge for a node on tier 1.
  • Tier 2
    • Tier 2 – 4 nodes are non capped in AP/DP making them a big pace upwards from tier 1 nodes.
  • Tier 3
  • Tier 4

Dissimilar nodes as well have different limits to the maximum participants. Yous should continue this in mind when selecting a node and make sure you will have enough members agile on the day yous choose.

The college the tier and information technology's difficulty, the more silver reward tin be earned if yous win the node. The higher the maximum participants is on the ndoe besides effects the silvery reward.

You can find the node war tier and information by hovering over a node.


How to build your fort


Once you've selected which node yous would similar to build your fort on, brand sure y'all are in the correct channel on the day of the node war.
For example, if the node is in serendia, y'all demand to join Serendia 1. Adjacent, find a Guild Manager close to the surface area you are going to build. Yous must build the fort no subsequently than 1 hour before the showtime of the node state of war only tin proceed to build the annex buildings.

You must be an officer or guild primary in order to build the fort and volition need a guild allowance to buy the items required.

If yous are doing a tier i or tier ii node, you volition demand to buy the [Node] Square Fort for 500,000 silver.
If you are doing a tier 3 node, y'all will demand to buy the [Node] Strong Foursquare Fort for 500,000 silver.
If you lot are doing a tier 4 node, y'all will need to buy the [Node] Sturdy Square Fort for 500,000 silverish.

On the particular description you can run across the maximum corporeality of "Annexes" you can build on each one. The higher tier, the more annexes y'all tin can build. More data about Annexes is in the next section.

After ownership the correct fort, go to the node war area to place it and begin edifice. Yous can turn on the Node state of war filter on the map to see the whole node war area you lot tin build in. Do this by opening your globe map (M) then pressing the Node war filter icon in the top right corner. It has 2 swords crossed (refer to screenshot below). You can then click the node y'all volition be fighting on to highlight the whole area.

Now information technology is time to identify the fort! You take a huge area to decide where to build the fort and it's location is very important and can impact the way things plow out for you later on. There are lots of things to consider when you are thinking nigh the location.

  • For starters, you want to look out for any big rocks or mountains/high points nearby, because these can be proficient spots for classes similar wizard and witches to hitting your base of operations without you being able to defend against it very well. Avoid them at all costs!
  • Instead, look for apartment areas without much obstruction around them, ideally at the top of hills/mountains or areas/buildings that may force your opponents into a asphyxiate point to get to yous.
  • Watch out for nearby safe zones since players cannot fight in these areas. This can work for or confronting you then be careful. Enemies are able to group up easily in the safe zone and go in and out of it to avert existence hit.
  • While yous are placing, lookout out for officers from other guilds in the area. They may besides be placing their fort and this can give you an reward in making allies and pacts early on, or y'all may choose to change your location to go a meliorate stategic location to take them out. You can also accept flares with y'all to reveal anyone stood around or trying to place in a ghille adapt.
  • It's also good to annotation that the fort and it's buildings are invisible until the node war begins, just you can nonetheless be scouted by other players. Use a character under level l with a ghille suit if yous have one to avoid being spotted by enemy guilds and so y'all cannot exist attacked while placing and trying to build. Some guilds may attempt to stop you from existence able to place and build by attacking you otherwise.
  • Yous besides cannot place your fort too close to an enemy fort.

After picking your location, right-click the fort in your inventory and information technology will open up the grid. You tin but identify the fort when information technology goes blue so move the fort around a scrap until information technology does, if the fort shows red, information technology ways it cannot exist placed in that particular spot on the grid. Don't worry though if the area effectually is crimson, you can still build your annex buildings around without any trouble.

Y'all will then go a confirmation showing which node you are placing the fort on to compete. Double check it is the correct one! It will then take 15 seconds for you to place the fort. Afterwards placing, it will take 1 hour for the fort to build fully. During this time yous tin pick the fort back up to cancel information technology. You tin can now start to place the annexes around your fort as well. One time the hour is up, you cannot back out of the node state of war.

Placing the fort or whatsoever buildings direct on summit of your graphic symbol will give you a short loading screen. Don't worry, it'southward normal!


Annex Buildings


There are 9 different annex buildings you tin can purchase and identify around your fort.

Icon Annex Edifice Use and details
icon Barricade Barricades are used to place around your base of operations, protecting the addendum buildings inside and forcing players around them because they cannot be jumped over. You can also upgrade them at the beginning of the node war to brand them tankier. Barricades can be destroyed easier using an elephant or horses with charge.
icon Wooden Fence Gate The Wooden Fence Gate is a big gate which can exist opened and airtight by your guild members only. You should leave it closed at all times (unless using it to get your elephant out of base) and identify it so it is protecting the supply depot if possible, since information technology has a large health pool and is quite tanky.
icon Supply Depot The supply depot allows you to admission the gild shop directly during the node war and you tin can buy new annexes here if they are destroyed. This makes the supply depot the most important annex and you should try to continue it as protected as possible when placing. Defense members will also use the supply depot to get ammo for the flame towers and hwachas, as well equally traps. Players in main set on tin can buy traps from the supply depot (which is very important), repair their gear here and retrieve their horse if it dies.
icon Recovery Center The respawn time increases by 1 2d for every minute of the node war duration. It also increases by 1 second each time a social club fellow member dies (up to a max of threescore seconds).
The recovery middle decreases the respawn time. Each one y'all have will decrease the maximum respawn time by half-dozen seconds. This means that at the start of the node war it won't brand any difference, merely later on it can be very impactful when both guilds have a maximum respawn time.
icon Indomitable Flag Mill The flag factory must be "started" at the outset of the node war. Go up to the addendum and use information technology's function to begin the proccess. In one case completed, an officer can collect the flag and place information technology within the node state of war expanse. Members of your guild will and so accept the choice to spawn at the flag when they die. Remember to restart the proccess to create another as soon every bit y'all selection information technology up.
icon Hwacha This annex is ordinarily optional on lower tier nodes.
It is currently more desirable to utilize cannons or an elephant if your guild has i. If not then a hwacha can be used instead.

The Hwacha must be mounted by a actor and fires ranged arrows at enemies to CC them. They likewise deal high impairment to club elephants. The player inside does not get damaged if the hwacha is hit, unless the hwacha is destroyed. It can be useful when defending your base of operations and does proficient damage to players.

The ammo is chosen [Lodge] Arrow for Hwacha, or [Guild] Pointer for Large Hwacha if yous have the upgraded 1, and these tin be bought from the supply depot or lodge managers. The upgraded version is used on T3 or higher nodes and is upgraded at the start of a node war using Steel x100 and Melted Platinum Shard x50.

icon Flame Tower The flame tower must be mounted by a histrion and deals high impairment to players in a brusque range in a 360 degree surface area and will knockback players even if they are in a protected skill blitheness. They too bargain loftier damage to guild elephants.

The player within does non go damaged if the flame belfry is hitting, unless the flame belfry is destroyed. The ammo used for them is [Gild] Oil for Flame Tower, or [Guild] Oil for Enhanced Flame Tower if y'all are using the upgraded version. The upgraded version is used on T3 or higher nodes and is upgraded at the get-go of a node war using Steel x100 and Melted Platinum Shard x50.

icon Cannon Observatory This annex is unremarkably optional depending on if your social club has a cannon team.The cannon observatory allows you to apply cannons. It must be "started" at the showtime of the node war, which costs a small amount of guild funds. It so takes five minutes for the proccess to be completed. You will and so exist able to collect a cannon and place it to start firing. Retrieve to restart the process when you pick it up so that if you need some other it will be complete. You can too take spares with you in case the cannon dies. You can but place a cannon if there is a cannon observatory still standing. If you lot have 3 cannon observatories then yous can place 3 cannons in total at the same time.
icon Elephant Nursery This annex is ordinarily optional depending on if your guild has a Tier 2 elephant. If you don't have an elephant check out our guide for more data.The elephant nursery allows you lot to use an elephant. You tin can only summon the elephant once every x minutes and must expect 10 minutes at the start of the node state of war before you tin can summon information technology. Elephants are used for defence, or to attack another guilds base, since they deal high damage to baricades and players.

When placing each item yous will go a window which shows how many yous can identify and how many you have already placed. You just have a cetain corporeality of grid space bachelor though so you volition not be able to become the maximum of everything.

You can rotate the annexes by pressing [ and ].

  • I recommend starting by edifice the maximum amount of Flametowers and Hwachas showtime. Identify the Flame Towers apart from each other so that yous take them covering all sides of the fort if possible. Then build the Hwacha so that information technology is protected by a Flame Tower but can hit players in the management you lot remember is most vulnerable. If the addendum buildings are destroyed during the node war you tin can move them to a better location so don't worry besides much virtually getting the perfect position and adapt during the node war if needed.
  • Side by side, place the supply tower. This is an of import one and you want to make sure it is placed where it is protected by the flame towers and close to the fort, making it harder for the enemy to achieve. Don't put it directly next to a flame belfry though and make certain to infinite things out well and then that all your important annexes can't go hit at the same time.
  • The recovery centers are adjacent, endeavor to place these as spread out every bit possible but make sure they are in range of the flame towers so they are protected, or at least in a hard to reach spot.
  • Afterwards, identify the flag factory, cannon observatories and/or elephant nursery if will be using them in the node war. Place these wherever you take room.
  • Finaly, add together baracades and the wooden fence gate to employ the remaining grid spaces. Don't place the gate straight adjacent to any annex because you may get splash damage hitting them. I recommend putting them in forepart of the supply depot to protect it. When edifice the baricades, brand certain you don't exit gaps between and try to identify them so that enemies are forced to enter your base where the flame towers can hands striking them and create a choke signal with them. You tin as well place i baricade facing the hwacha and and then that can exist used to do a melee shot with the hwacha if it needs to defend itself. You will probably use at least 10 – 20 baricades, depending on the node tier.
  • Extra tip: if you are on a T1 or T2 node, you lot can preload the flame towers and hwachas with ammo since they don't need to be upgraded at the start of the node war.


Preparing for a Node State of war


There are multiple things you should be doing earlier a Node state of war to prepare. Different guilds will take different requirements based on the tier of nodes they go for and how strict they are.

Here is a quick checklist you tin can use, more information tin exist found under each section below:

  • Aqueduct – double cheque you are in the correct channel for the node state of war. Node wars take identify in channel 1, depending on the region you are participating in. Y'all should be told in advance which channel to go to
  • Participation – make sure your participation is set to "yeah" in the gild window
  • Potions – you lot volition need as many potions as you lot tin since you could exist fighting for a maximum of two hours
  • Repair your gear – repair your gear at a blacksmith or using your tent (tents disappear 15 mins before nodewar starts on a nodewar channel)
  • Alchemy rock – make sure it is charged and remember to switch information technology on simply before the node war starts
  • Traps – if you lot have the Quartermaster (or higher) role you can buy traps in advance at a gild manager. Buy stun traps only (you may be told to buy elephant traps equally well). I recommend ownership a minimum of three and a maximum of ten to offset with
  • Villa buff – yous will demand a villa invitation to get the Body Enhancement villa buff, more detailed information tin can exist establish below
  • Food buff – if you are using a iv food rotation (not recommended anymore) you will need to offset this an hour and a one-half, before the nodewar. I recommend using an exquisite cron meal
  • Elixirs/Perfume – you will probably be asked to bring certain elixirs and may be required to utilize perfumes. Ask your order what they're requirements are if yous are not sure.
  • Other buffs (crit/furniture/church building/etc.) – some of these buffs may be optional depending on your gild requirements, node war tier and your gearscore
  • Repair materials – you should always take a minimum of 30 polished stone on you in example you need to aid repair the fort
  • Trina Axe – make sure you have your axe in your inventory and fully repaired
  • Horse – don't forget to be on your horse when you take the teleport at the commencement of the nodewar, otherwise it will not teleport with you
  • Party/Platoon invites – you should be invited to a platoon or party beforehand for the group you have been assigned to. This should be told to yous in advance just if you are not told anything presume you are in the main assault and x up in society chat when told to. Yous will probably exist told to join discord or teamspeak 30 minutes in accelerate too where they will brief you lot on any info and probably go through a checklist.
  • Guild allowance – if you are a defense squad member, double bank check your guild allowance and make sure yous have enough prepare by your club principal.


Villa Vitrify


The Villa Vitrify is extremely important and gives a variety of buffs. You will need to purchase a Villa Invite, this costs 10 million silver (10M Gold Bar x1) and the invite lasts for 7 days. If you have the Pearl Store Tent, you tin buy any Villa invite from any villa then buy the Torso Enhancement buff directly from your tent. If y'all don't have the tent, you must become to the correct Villa to go the Body Enhancement villa buff.

There are merely 2 places where you can go the Body Enhancement villa buff

  • Lohan's Villa – Just n of Gahaz.
  • Astosa's Villa – Cardinal south desert (Near Fogans)

The buff costs four.5 million silvery you become a three-60 minutes buff. You can accept the buff anywhere upward to an hour earlier and it volition still last the full duration of the node war. If you become have the Pearl Store Tent, it's important to remember that you tin only utilize the tent upward to 10 minutes before the nodewar if y'all are on a nodewar channel because tents are removed on these channels at this fourth dimension.


Food/Elixir Buffs


The 4 food rotation is no longer recommended bececause cron meals were buffed and it takes i and a half hours to gear up a 4 food rotation.

I recommend using the Exquisite Cron Meal.

Item How to arts and crafts Effect
icon Exquisite Cron Meal Processing Window (L) > Simple Cooking

Serendia Meal x3
Special Arehaza Meal x1
Kamasylvia Meal x3
Ancient Cron Spice x1
All AP +8
All Accuracy +15
Assail/Casting Speed +2
Movement Speed +2
Disquisitional Hit +2
All Evasion +15
Max HP +150
Max Stamina +200
Back Attack Impairment +5%
Critical Striking Damage +5%
All Resistance +iv%
Ignores All Resistance +4%

Duration: 120 min
Cooldown: xxx min

If the exquisite cron meal is unavailabe for any reason, you tin use the four food rotation in this gild:
Knight's Combat Rations, Kamaslyvia Meal, King of Jungle Hamburg, Valencia Repast
You will need to pop the beginning nutrient 1 hour and xxx minutes beforehand so popular each meal every 30 minutes and so get back to the showtime once you've popped the Valencia Meal to keep up the buffs for the full duration of the nodewar.

For your Elixirs it really depends on your guilds requirements. They will probably accept a list of what they expect from you or you should ask if you are non sure. In that location are a lot of elixirs to choose from but here are the main ones that are used:

Particular How to craft Event
icon Giant's Draught Processing Window (50) > Uncomplicated Abracadabra

Elixir of Fury x3
Elixir of Daze x3
Elixir of Perforation x3
Tears of the Falling Moon x1

All AP +10
Max HP +150
All Special Attacks +10% Harm
Movement Speed +3
Critical Hit +3
Max Stamina +200

Duration: xv min
Cooldown: 10 sec

icon Perfume of Courage
(sometimes optional)

DOES Non STACK WITH
KHALK'S ELIXIR
OR SPIRIT PERFUME ELIXIR
(SHARED COOLDOWN)

Requires Skilled i+ in Alchemy

Blueish Whale Oil x1
Trace of Violence x3
Bloody Tree Knot x6
Purified Water x4
Articulate Liquid Reagent x2

All AP +twenty
MAX HP +200
Attack Speed +five
Casting Speed +v
Movement Speed +v
Duration: 20 min.
Cooldown: twenty min
icon Spirit Perfume Elixir
(sometimes optional)

DOES Non STACK WITH
PERFUME OF COURAGE
OR KHALK'Due south ELIXIR
(SHARED COOLDOWN)

Requires Skilled 1+ in Alchemy

Loopy Tree Sap x10
Fruit of Nature x1
Violet Bloom x2
Powder of Darkness x10
Expressionless Tree Essence x1

MAX HP +300
Critical Striking Rate +v
MP/WP/SP +3 per every expert hitting


Duration:
xx min.
Cooldown: 20 min.
icon Khalk'southward Elixir
(sometimes optional)

DOES NOT STACK WITH
PERFUME OF Courage
OR SPIRIT PERFUME ELIXIR
(SHARED COOLDOWN)

Requires Skilled 1+ in Abracadabra

Avoiding Khalk'due south Peel x1
White Cedar Sap x10
Trace of Chaos x5
Purified Water x4
Oil of Corruption x2

All Resistance +10%
Damage Reduction +15
Max HP +100
Movement Speed +5%


Duration:
20 min
Cooldown: 20 min

Other Buffs


These are other buffs you tin collect and you should get them correct before the node war starts (5 minutes before).

  • Church Buff
    • 2-hour duration
    • Obtained from priests in some towns/cities: locations
    • Gives a random buff depending on which category y'all choose. Choice the AP and Accuracy one unless you lot the node is AP capped.
    • Ever worth taking because it's very cheap (5 x 1g bars = 500k)
  • Carolin's Crit Vitrify
    • 30-minute elapsing
    • Obtained from Carolin in Heidel (in the building near the skill teacher) just you lot need at least 50 Amity with her.
    • Gives Critical Damage +10% buff
    • Always worth getting and only costs 25 energy
  • Alusin'due south HP Buff
    • You can only take this OR the Crit buff from Carolin. The Crit Buff is unremarkably much more desired.
    • 30-infinitesimal duration
    • Obtained from Alustin in Velia but you need at to the lowest degree 151 amity with him to unlock.
    • Gives 100 HP buff
    • Costs 5 free energy
  • Furniture Buffs
    • Piece of furniture buffs last i hour unless then are consequence furutinute (which lasts ii hours).
    • Aboriginal Slate Ornament is piece of cake to obtain. Information technology gives an All Evasion +sixteen vitrify. The better version is the Muskn's Bloddy Steel Helmet but it can exist harder to obtain.
    • Ancient Kamel Statue is likewise really nice and gives an AP +ix effect. The better version is the Imp Helm's Knife but it can be harder to obtain.
    • Aboriginal Artifact Pot gives a DP +8 result which tin be useful if you lot are already at the AP cap.
    • You tin can simply have one furniture buff running. The durability of the furniture is used when you obtain the buff.
  • Alchemy Stone
    • Use a Destruction Alchemy stone and if you are over the AP cap, use a Protection stone instead. If you don't have either of these, you can use the Destruction Spirit Stone. You should be aiming for at least a sturdy alchemy stone for node wars.

Materials/Items


  • Polished Stone
    • You should bring at to the lowest degree Polished stone x30 for fort repairs. Do non underestimate how important this material is and don't leave it to the defense team only. Information technology isn't always used only tin salvage your guilds fort when it is. If only half of the guild brings Polished rock then your fort repairs volition non exist as effective and can make the difference between winning or losing a node state of war.
    • To obtain Polished Rock, mine rough stone with a pickaxe and then proccess [L] > Grinding into Polished Stone.
  • Barrier upgrades
    • This i is commonly left to the defense team merely it is ever nice to take spare just in case.
    • You should bring Atomic number 26 Ingots x30 and Melted Copper Shards x15 but it is worth having more if you can.
  • Flares
    • Bring flares with you, these can be used to reveal elephant traps and then y'all can destory them. They can likewise reveal Ninja and Kunoichi players around your base of operations, who may be scouting for enemy cannoneers or feeding information dorsum to their guild leadership.


Trina Axe


The Trina Axe is used to deal high amounts of harm to a node war fort. You tin can obtain one by completing a series of quests from Dalian in Trent. You lot will need to be level 50 and will need a diverseness of materials. I suggest taking these with you to relieve some time.

  • Fir Timber x10
  • Melted Fe Shards x10
  • Lightweight Plume x10
  • Melted Lead Shard x10
  • Powder of Flame x10
  • Rough Stone x10
  • Cedar Timber x10
  • Melted Atomic number 26 Shards x10
  • Black Stone Powder x10

The quest concatenation will also give you the Matchlock and Bullet (for the matchlock). These items are not really considered to be very useful and I wouldn't carp enhancing them.

Once you take unlocked the cognition of the Trina Axe you can craft it yourself using the following materials then proccessing (L) > Manufacture.

  • Steel x5
  • Cedar Timber x1
  • Pure Atomic number 26 Crystal x1
  • Black Stone Powder x10

Raise the axe as if it is a normal blueish grade weapon and craft additional axes to repair the max durability. Ideally you want to enhance it to at least TRI.

Y'all tin quick bandy to the Trina Axe by putting it on your hotbar and rolling to the side as your switch. Only switch to the axe when you are told to by your shotcaller because the axe volition leave yous immobile and unable to PVP.

Utilize LMB x2 and so RMB x1 and echo to deal the most amount of impairment possible. Y'all can cancel a hit by rolling to the side with SHIFT + A/D. RMB is likewise a reliabe front guard if you don't spam it.


During the Node War


Start of the Node War


First of all, double cheque you accept everything yous need and you lot are in the correct aqueduct with participation gear up to yes!

One time the node war begins, in the height right of your screen, there will be a new icon that looks similar a shield and will flash bluish and green. Click this to exist teleported to your fort. If you are in the desert or in magoria bounding main (where your map is hidden) then you will Non become the teleport. So if you lot are grinding in Aakman beforehand for instance, y'all volition demand to movement to Sand Grain Bazaar or Valencia to get the teleport. Make sure yous are on your horse likewise then that it gets teleported with you lot.

Now that you are at your fort, y'all may get instructions to commencement scouting for enemy forts. Before you leave, get to the supply depot and choice up 3-five stun traps and place three of them exterior your base. Practise not place them inside or directly next to any annex buildings because this can prevent the defence force team from beingness able to rebuild annexes in the same spot.

At present that you've placed iii traps, get and have a expect around the node war area on your horse and if you do find a fort, let your guild members know. Yous can try to charge the fort with your equus caballus to reveal it's location on the map for all order members, simply y'all must directly hit the fort and y'all will probably exist attacked by the enemies defense team.

If you are role of the defense team for your gild, do not go out and scout. You will be staying in base for the duration of the node state of war unless told otherwise.

Start the processes on the annex buildings past going up to them and interacting with them: Cannon Observatory, Flag Factory and Elephant Nursery.

Start upgrading the barricades likewise. If your flame towers and hwachas don't have ammo in them however, fill those up so they are fix for incoming attacks from players trying to watch you. Communicate with your other defence members in a platoon so that you can be more efficient and too call out if there are whatever white dots (enemy players) effectually you. Place stun traps and elephant traps outside the base and and so brand sure all the hwachas and flame towers have a player in them. The rest of the defence force team will be around the base on foot fix to kill enemies. Prioritize whatsoever classes with grabs to be on foot, then others should be in the hwacha/flametowers.


Primary Attack


Mind to your shotcaller and follow pings as closely as possible. Attempt to keep in a blob as much as y'all can when you move and don't stand withal in ane point to regroup for besides long because you lot will probably be spotted and engaged on by enemy bombers. Listen out for PA (Protected Area) calls and stay effectually wizards/witches to go the buff when you go in. Depending on the amount of wizards/witches you have in your guild, you lot may accept PA 1 and PA two calls to extend the duration of the buff. Avoid 1v1s or skirmishes during the fight or when regrouping. Do not chase classes such as Musa and Maehwa even if they are low HP! If you lot are nearly to dice, make utilize of your [V] skill to endeavour and escape considering every death adds actress time to respawns for the whole guild.

If yous do dice during the node war, respawn at your fort unless told otherwise. Place traps before you lot leave then take your horse and regroup as quickly as possible. Practise non 1v1 or skirmish on the road when on your way to the regroup betoken! Doing this makes regrouping accept much longer than needed and yous tin can miss out on valuable time yous could be attacking the fort and doing some real impairment.

At some point you may be told to agree respawns if you are defending and take quite bad respawn timers. If asked, put your respawn time in guild conversation so the shotcaller has as much data as possible and know when almost people can respawn to go the best defense possible and help you rebuild.

If you are a magician or witch, you should also be telling the shotcaller when your PA is ready to be used again.

If you need to repair, use the supply depot to practise then. You can also get your horse from here if it dies. If the supply depot has been destroyed, get to the closest boondocks to repair. Yous can too go to town if yous demand more potions (these should non be bought from the supply depot because it costs a lot of the guild funds). You do non need to let anyone know yous are going to boondocks to repair or get potions, but go as quickly as possible so regroup.


Strategies


It is difficult to requite detailed information on the strategies you should use during the node war since it really depends on the situation and y'all should use your instincts when deciding what to exercise.

  • Make sure to have a diplomat for your club so you can make alliances and go information from guilds y'all temporarily ally with or have non aggression pacts with.
  • Always make sure to use stun traps, either effectually your base, or you lot can use them in an area before you fight if you can become them to engage onto you.
  • If y'all accept a bomb squad, transport these in first to distract and accept out as many enemies as possible before sending in the main attack force.
  • At the outset, death timers will be very low and yous will non be able to make any touch on on a fort. Try to get some adept fights early on to make the enemies decease timers higher. Y'all will somewhen be able to get-go making a button onto their fort.
  • Ship Maehwas and Musas to pop traps before the rest of the guild goes in. They can use their superarmor dash to disable the traps without getting stunned. You can also use horses to practice this but it is easy to knock players off their horse with flame traps placed in a row.
  • Horses and elephants can be used to accuse baracades to deal damage to them if y'all are having problem getting into a base of operations. Look out for any loftier ground and weaknesses in the enemy base that you can use to get inside easier, or bargain ranged impairment from afar safely.
  • Knock the rider off the enemy elephant and so get the elephant down to low HP. Do not kill the elephant and instead leave it so that your enemies cannot revive it or become dorsum to it.
  • Cannons bargain high damage to flame towers and hwachas and can destroy them in just a few hits, which allows your members you become within the base of operations easier and take out the recovery centers and supply depot.
  • Focus the recovery middle and supply depot as before long as flame towers and hwachas are destroyed.
  • One time death timers start getting quite long, you tin use Trina axes to deal high impairment to the fort. Charging the fort with horses as well does a decent amount of harm but will only work until the fort is at 50% HP.
  • Send in your flank squad or flop squad to stop the enemies from repairing their fort or rebuilding. You can also use cannon fire to disrupt and take out any annexes they are trying to rebuild.
  • Use a flag to get a spawn point closer to the base so y'all tin keep pressure level on them. Make sure to merely select the flag respawn choice if y'all are told to considering it may be placed for flank/flex team on a different enemy fort further away. Yous can just place 1 flag at a time and cannot change the locatioin one time information technology is placed. If information technology is destroyed then you can collect another from the flag mill.
  • The social club main can utilize the guild teleport skill (command to gather) to teleport all members to their location. This can be a risky play but is sometimes used to base race or catch your enemy out.
  • When you lot spawn at your base, you have lingering invulnerablity for 8 seconds. You do not take lingering invulnerability if you spawn at your guilds flag.


    Defense


    All of the defence team need to exist quartermaster or higher rank and have an assart set past the guild primary.

    Defense force team volition stay in base for the elapsing of the node state of war unless they are told otherwise. Brand sure to keep someone in the flametower and hwacha at all times and watch out for any white dots appearing on the mini map. If yous see a big cluster starting to group up or you get attacked to the point you lot cannot defend by yourselves, then immediately let your leaders know so they can transport the flank/flex squad to assistance yous, or in some cases the entire gild may come back to help defend. Go on replacing stun and elephant traps by placing them outside the base of operations.

    One member will be the rider for the guild elephant and this may be used to assist defend, or to assault an enemy base. As before long as the elephant is fix, tell your leaders and they will tell yous what they would similar you to do with it. Y'all tin can use certain skills while on the elephant to stomp and deal damage to surrounding structures or players.

    If any structures are destroyed while defending, then y'all can buy them at the supply depot and place them again. They have a few minutes to rebuild and if they are hit they will be destroyed because they are significatly weaker whilst existence built, so stay loftier warning. If your supply depot is destroyed, you must transport someone to town to get and pick one upward from the guild managing director. Information technology's advised to keep a few spare just in case this happens.

    You should also be watching out for any cannon fire hit your base of operations. If you lot are hit by a cannon brawl, allow your leaders know and tell them which direction the fire came from, then they can send flank/flex to deal with them. If flank/flex is too busy at the time so y'all may have to send some of your defense force members instead.

    If the fort is attacked and loses some HP, you can repair it using Polished Stone (so brand sure to go on some of this on you lot!) Information technology takes around 15 seconds to exercise one repair, which restores 1% of the fort's HP. If you lot are stunned during this fourth dimension then it will not work and yous have to start casting it again.


    Cannon


    This section volition get over some of the basics of Cannoneering. I used to exist on the cannon team in my guild and so I have a lot of experience! If you are interested in being in or starting a cannon squad for your society then I recommend using the exercise cannon to get an idea of how it works.

    If your club placed a Cannon Observatory, you can use cannons to deal damage to the enemy base. Cannon squad is usually a small squad and may even only exist ane person, but they must be trained to know how to shoot the cannon correctly to be every bit precise every bit possible. It's also important that the cannoneer is well geared and adept in 1v1s. Classes that suit this part well are Kunoichi, Ninja, Lahn and Tamer because they all excell in 1v1s and too take skills which help them get into spots other classes tin can't reach. Cannoneers are too required to bring their own cannonballs which they must either purchase or craft earlier the node war starts. You tin can easily use over 200 cannonballs in a node state of war so have some spare in your storage and use maids to collect them if needed, since they counterbalance a lot.

    The cannon squad will brainstorm by making certain the Cannon Observatory has been started. This volition take 5 minutes then you should stay around base and place stun traps and assist defend during this time. Once the cannon is ready, choice it up and get confirmation from your leaders every bit to which base of operations to first firing on (if any). Picket for a good location to set up the cannon. Ideally you desire to be high upward and in a difficult to reach spot which is between 60m and 300m of the enemy fort. You tin cheque the distance past pinging the fort and so checking the number which appears most your anxiety, this is the distance.

    In one case yous are set upwardly in a skillful spot place a few cannonballs into the cannon.
    Y'all cannot become the cannonballs back in one case you have placed them in, so but exercise groups of 5 to brand sure you don't waste lots of cannonballs if the cannon is destroyed or no longer needed.

    Use the following guidelines to aim your cannon correctly based on the distance to the enemy fort.

    • Angle – This is the angle you aim your cannon at. Hold shift and then tap [Due south] the amount of times indicated to get the right angle. The highest angle is half-dozen and the lowest is 0.
    • Power – This is the power of the shot. When you agree [LMB] to burn the cannon, the bar will become up to a maximum of 100 power. There are really merely 10 cannon ability levels though. 0 – nine is the beginning level, x – xix is the 2d level, etc. This means that if yous fire anywhere between 10 and 19, y'all will be firing with the 2nd level. Y'all should ever aim to fire at 5, 15, 25, 35, 45, 55, etc. so that you are in the middle of the level and if you lot are slightly off past holding information technology also long/brusk, so information technology won't thing.
    Distance Angle/Power to utilise Distance Angle/Power to use
    60m Angle 0
    Power five
    190m Angle 2
    Power 55
    Angle 3
    Power 25
    Angle 4
    Ability 25
    Angle five
    Power 25
    Angle 6
    Power 65
    70m Bending 0
    Power fifteen
    Angle 0
    Power 25
    Bending 0
    Power 35
    200m Angle 3
    Power 35
    Angle 4
    Power 35
    Angle 5
    Power 35
    Angle 5
    Power 45
    Angle six
    Power 75
    80m Angle 0
    Power 45
    Angle 0
    Power 55
    210m Angle ii
    Power 65
    Angle 4
    Power 45
    Angle 5
    Power 55
    Angle 6
    Ability 85
    90m Bending 0
    Power 65
    Angle i
    Power v
    Angle 1
    Power 15
    220m Bending 3
    Ability 45
    Angle four
    Power 55
    Angle five
    Power 65
    Bending 6
    Power 95
    100m Bending 0

    Power 75

    Bending 0
    Power 85
    Bending 1
    Power 25
    230m Angle 2
    Power 75
    Angle 3
    Power 55
    Angle 4
    Ability 65
    Angle 5
    Power 75
    110m Angle 1
    Power 35
    Bending 1
    Power 45
    240m Angle 2
    Power 85
    Angle 5
    Power 85
    120m Angle 0
    Power 95
    Angle one
    Power 55
    250m Angle three
    Power 65
    Bending 5
    Power 85
    130m Bending ane
    Ability 35
    260m Bending 5
    Power 95
    140m Angle ane
    Power 75
    Angle 2
    Power 5
    Angle two
    Power 15
    270m Angle 4
    Power 85
    150m Angle one
    Power 85
    Angle 6
    Power 5
    280m Angle 3
    Ability 75
    Angle 4
    Power 95
    160m Angle 2
    Power 25
    Bending 3
    Power five
    Bending 6
    Power fifteen
    Angle 6
    Power 25
    290m Angle 2
    Power 95
    170m Angle 1
    Ability 95
    Angle ii
    Power 35
    Angle 4
    Ability 5
    Bending 6
    Power 35
    300m Angle 3
    Ability 85
    180m Bending 2
    Power 45
    Angle 3
    Ability fifteen
    Angle 4
    Power 15
    Angle 5
    Power 15
    Bending 6
    Power 45
    Bending vi
    Power 55
    360m Bending 3
    Power 95

    Use your pings to ping the enemy base of operations then directly the cannon so it is lined up with the waypoint and fire. During the node war in that location volition probably be a lot of pings on the map from your leaders and the shot caller. Y'all can remove these waypoints by opening your map and then using Ctrl and LMB to click on the pings and remove them. You tin go a player to sentinel the area for you lot, this requires a ninja, kunoichi, musa or maehwa since they can dash or go into stealth to scout for you. Scouts tin RMB their minimap to go precise pings for you to aim at.

    Cannonballs have a big AOE when they hit something so y'all can get away with beingness a little off. Double check with guild members or your lookout to make sure your cannons are hit because they may hit a nearby tree and you may have to adjust your angles or position a lilliputian. You should be prioritizing killing the flame towers and hwacha equally a cannoneer, merely can also use cannonballs to disrupt repairs on a fort, or destroy building which are beingness rebuild since they have depression HP. Y'all can likewise coordinate missive hits with a primary attack engage to stun enemies on impact. NEVER use the flame cannonballs when your guild is engaging! I personally wouldn't use these at all. The flames can cause a lot of lag for your guildies when they go in and are more annoying than anything.

    If your base is under attack you tin can besides employ cannonballs and fire at your base of operations to stun enemies and try to disrupt. If the cannon observatory is destroyed so your cannon will be destroyed as well though and y'all should go back to base and help defend.

    If y'all are scouted and your cannon is destroyed, option upwards another back at your base and move location. I recommend taking spare cannons with you if y'all can but they do counterbalance a lot.

    You may also want to invest in jump gear to accomplish better spots and looking into any jump skill cancels that your class has. Kunoichi, Ninja and Tamer all have skills which allow them to double jump and too jump even higher with skill cancels. Giving your grapheme the maximum pinnacle in graphic symbol creation is also rumored to aid with jump summit.

    Bank check these out before you go!

    Source: https://www.blackdesertfoundry.com/node-war-guide/

    Posted by: stoltejoyagoint.blogspot.com

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