Thread: Guild war strategies
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09-18-2013, 04:15 PM #16
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Let me throw a bone out here: infiltrating other guild's LINE chat room, helps.. A LOT!
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09-18-2013, 04:20 PM #17
Is it like kingdom age where you have a low lvl member declare and then everyone jumps off for 5mins so it thinks that you have no one on?
*we were unable to determine if this method worked.
Didnt matter we were paired evenly the entire time.Last edited by LadyBadTouch; 09-18-2013 at 04:23 PM.
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09-18-2013, 04:24 PM #18
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nope. I let out too much. I'm gonna disappear before the CIA gets me.
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09-18-2013, 04:24 PM #19
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09-18-2013, 10:32 PM #20
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Add me on LINE.. I'll show you the best strategy...
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09-18-2013, 10:48 PM #21
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Allow High commanders
Allow high commanders but make sure the names are all the same, also if you have someone good enough to fend off most people put them as guild champ.. the stat increase for guild champ and even high commanders can be a huge help. we normally have 5 high commanders and a gm/sent/champ but when guild war starts we fill the high commander positions just for the guild war for stat increase.. once your able to have enough highcommanders its hard for guilds to target one single Hc.. an its worth the stat increase..
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09-18-2013, 10:51 PM #22
Noob question: what are the stat increases for the ranks?
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09-18-2013, 11:30 PM #23
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09-19-2013, 01:26 AM #24
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I don't see the point of everyone having the same name. The list doesn't appear to be randomized, so all you have to do is say something like "4th commander down" and everyone knew who you were talking about. Besides only the lower level players tend to attack Hcs and below, unless against a very strong guild. The 100+ players tend target sentinel, gm and gc anyway.
As for our strategy, we simply tried to battle 24 hours a day. We have a couple gem spenders (not many tho) who could keep the battle going while others recharged. We are also lucky in that we have members from around the world, which means we had people battling in all time zones.
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09-19-2013, 01:55 AM #25
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09-19-2013, 01:59 AM #26
Busteroaf
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09-19-2013, 06:09 AM #27
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Lot of neat strategies that I hadn't thought of.....thanks this was worth the visit!
The by far number 1 strategy is just to spend money....I think the ceiling to score is around 2000K for a 40 person team. So the winning team paid 4 9000k worth of points. Roughly 10 gems=4 energy = 1500 points 200 gems=20bucks. 20 bucks=20 renewals
20 renewals = 30k points Therefore 1 buck =1500 points 1000 bucks = 1500k 9000/1500=6. Or $6000 spent...
This assumes u win every battle but it is discounting large gem package buying either...
So the winners spent along the lines of around 6000 dollars. All the neat tricks to eek out another couple thousand points a match are easily overridden with about 2 dollars worth of gems as this would generate about 3000 points...
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09-19-2013, 07:45 AM #28
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09-19-2013, 07:54 AM #29
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I think guilds max out at 40....
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09-19-2013, 08:05 AM #30
Those calculations are way off. You omit sentinels (no points) and guardians (50-70 pts per hit - the top guilds were facing ridiculously souped up guardians too). You assume no losses. You assume an average of 375pts per win -- which is way too high. You DID include discounts for bulk gem buying (albeit you got a slightly better break at 800 for $70).
Your ceiling is too low (look at what guilds actually scored). But assuming it is 2M and you have 40 members, that's 50K each - why did you assume 9k each?
Keep it simple. $1 = 900 pts (Average of 250 pts per win, 80% win percentage and partial points for guardians and losses). Average "Free" points/player =12hrs*3days*60min/25min*225pts = 19,440/player 40 players = 777,600 "free points" Subtract that total from total scored and divide result by 900 that's roughly how much they spent.iOS GUILD: THE PALE RIDERS
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