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100 v 100 Gate types and bonuses

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  • 100 v 100 Gate types and bonuses

    These are the beta stats for the towers, once the beta ends they should be upgradeable

    Keep: Cannot be attacked until all other towers have been destroyed; +15% defense, redirects 25 damage back on attackers
    Church: Clerics +15 splash heal; +25% targeted heal
    Arcane: Mages +15 splash damage; +25% fireball
    Sewer 1: Rogues +10% evasion
    Sewer 2: Rogues +10% evasion
    Barricade 1: 15 physical resist bonus, 25% whirlwind resistance.
    Barricade 2: 15 physical resist bonus, 25% whirlwind resistance.
    Assault Tower 1: +15% damage +25 physical pierce
    Assault Tower 2: +15% damage +25 physical pierce
    Assault Tower 3: +15% damage +25 physical pierce
    Null Tower: Resists 50% damage, attack, and defense runes
    Elemental Tower 1: 10 extra elemental offense.
    Elemental Tower 2: 10 extra elemental offense.
    Castle Wall: Allows up to 20 players to switch gates
    Gate 1: +90 to base health
    Gate 2: +90 to base health
    Gate 3: +90 to base health
    Gate 4: +90 to base health
    Last edited by King Hrothbeort; 02-06-2015, 01:43 AM. Reason: Got all the towers now
    * Stealth Moderator *

  • #2
    On the 100v100 formation page, below Battle timer info.
    Green button with text UPGRADE.

    Certainly visible to normal guild members too. That's where you'll also eventually (after beta is over) upgrade structures.
    WARNING: THE POST ABOVE MAY OR MAY NOT CONTAIN SARCASM AND/OR IRONY!

    Elandal [FIN] ΛĢ 8218DD

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    • #3
      Got it, thanks
      * Stealth Moderator *

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      • #4
        Don't forget that these are currently with full level 10 upgrades for the beta test, but when the official season starts they will be reset to level 1 and the stats will be much lower.
        "Brainslam! When do I get to blow something up?" - Crypto 137

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        • #5
          Null Towers seem like the most OP, decreasing all opponents' Attack , Defense and Damage Runes during their attack on that gate sounds awesome. The Arcane Tower OTOH is laughably bad, especially considering that they are actually the most expensive to build.

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          • #6
            Thinking that "keep" as it is will create some strategies counterproductive to the game -- 25 plus bought account uber character being one
            Last edited by Fierce Rabbit; 02-06-2015, 01:42 AM.

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            • #7
              Originally posted by AdventurerGR View Post
              Null Towers seem like the most OP, decreasing all opponents' Attack , Defense and Damage Runes during their attack on that gate sounds awesome. The Arcane Tower OTOH is laughably bad, especially considering that they are actually the most expensive to build.
              We haven't tried all of them yet, but we like many of the fortification options in my guild. It's led to many discussions about gate layouts and attack strategies. We've fought guilds already with null tower and while it requires more tokens to zero that gate, it's still very doable. Personally, I'm excited about this new fortification feature and think it will lead to some interesting choices as guilds adapt to them.

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              • #8
                How did you guys set a null tower 1 and 2 to 2 gates?
                everytime I tried setting null tower 2 to the west gate, the null tower 1 that I set for another gate gets swap with the building set to the west gate instead.
                Originally posted by AdventurerGR
                BATW is always like that and I wonder why people still take his posts seriously... just put him on the Ignore List, so you can save yourself the headache and keep the threads he derails to a minimum.

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                • #9
                  What to you think about the powers of these towers? Are they well balanced?
                  * Stealth Moderator *

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                  • #10
                    Originally posted by King Hrothbeort View Post
                    What to you think about the powers of these towers? Are they well balanced?
                    Per my previous post I think keep is overpowered and subject to abuses / temptations of cheating

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                    • #11
                      What would be more realistic would be that "the keep" can be attack since all actives r stun.

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                      • #12
                        It's looking like I'm seeing Keep as the most desirable then two Nulls, then either Castle Wall, Assault, Church, Sewer or Arcane. I'm not seeing any guilds using Barricade, Elemental, or Gate
                        Last edited by King Hrothbeort; 02-07-2015, 03:52 PM.
                        * Stealth Moderator *

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                        • #13
                          Lets try to keep this on topic. This thread is about the different types of towers available in 100 v 100. What do we think about them? advantages, disadvantages of the different types of towers, are they well balanced? etc.
                          Last edited by King Hrothbeort; 02-07-2015, 10:33 PM.
                          * Stealth Moderator *

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                          • #14
                            Originally posted by King Hrothbeort View Post
                            Lets try to keep this on topic. This thread is about the different types of towers available in 100 v 100. What do we think about them? advantages, disadvantages of the different types of towers, are they well balanced? etc.
                            i guess we would need more info on the levels.....we are only seeing what happens at level 10....personal i like the wall and the gate....again at level 10..or am i wrong and the other levels abilities are somewhere and i didnt see them
                            Sorry, you're not allowed to see inside the book. It's against the rules.

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                            • #15
                              At this point we can only see the abilities at level 10, so that's what we're discussing. Once the beta ends and we see what the other levels do we can discuss those as well.
                              * Stealth Moderator *

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