In terms of pvp, one of the most important (and exhilarating) aspects of cyrodil warfare is the classic keep defense. With many new players joining pvp since the release of IC I figured it's good time to spread a little knowledge..
There are many different strategies that can be used to effectively defend a keep at different stages, from the initial enemy setup outside the walls to the up close and personal battle on the flag. This post only deals with one key stage (and possibly the most critical for success), the inner breach defense.
Whether the enemy forces are much larger or more experienced than the defending force, the following info provides the best strategy I've found for stopping a breach rush in its tracks and delivering a decisive victory. Before I get in to the detail though there are three key things needed to make it work
communication, coordination and cooperation.
Why the breach? Because it's a natural choke point. You know with certainty that every enemy player who wants to take the flags must pass through one small opening in the wall - this provides the best opportunity to concentrate firepower, debuffs, snares and roots in a single small area, aka the kill box.
What's required?
- Caltrops - these act as a snare slowing enemies as they come through (at least 1 on the breach)
- Oils - these deliver some serious burns that tick over time (at least 2-3 required either facing outside or the inside the breach)
- Meatbag - just 1 meatbag will debuff the enemies healing by 30%! (at least 1 aimed at the breach)
- Fire Ballistas - similar to oils these will deliver nice damage up front and over time (at least 2 required)
- Player Ultimates - the big guns, Nova, Standard, Meteor, whatever you've got drop it like it's hot
- Player Immobilizes - the show stoppers, Talons, Encase, Bombard - anything that will stop groups of enemies in there tracks even for a moment will keep them in the kill box for longer, meaning more of the massive damage above is going to be on target.
What else?
Organised enemy groups will likely be running retreating maneuvers which gives them immunity to immobilizes and snares while simultaneously purging to remove any other effects like burning from oils and healing debuffs. A problem? Yes. Impossible to overcome? No.
- Player Stuns/Disorients - the nail in the coffin, Streak, Atronach, Shards, Soul Tether, Dragon Leap, Volcanic Rune. All of these will either stun, disorient or knock back multiple enemies at once. If the enemy is on the ground they aren't blocking, purging, healing or moving. They are doing one thing only - taking serious damage and most likely getting wiped.
As long as defenders are communicating which each other in chat (e.g. setup defenses, breach is down, here they come, etc), working together to setup the proper defenses, and hitting the breach rush at the right time then defending a keep can be a easy (and really fun!)
Here's what it looks like!
https://www.youtube.com/watch?v=sNUvFaewq74
Skylärk // v16 Stamina DK
(AvA 23)Elizabeth Skylark // v16 Magicka Sorc
(AvA 29)Tauriel Skylark // v16 Stamina NB
(AvA 12)Alexander Skylark // v2 Magicka Templar
Terra Australis XI // v2 Magicka DK
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