It looks like you're new here. If you want to get involved, click one of these buttons!
What are keeps for? What is the benefits for a guild to hold one?
What costs are there involved?
And last, when is a guild ready to try to take and hold a keep?
There can be only one
Comments
Keeps are important T2 and above objective poitns worth alot renown and possible control over the entire realm at that Tier. They're also the only place that you can go to quickly for Renown Training & Gear at T2 and above.
For a guild to hold one is rather special for that guild. THey get additional RP bonus's, their banner gives the entire area some sort of buff depending on the banner. The costs are rather high I can't quite remember what it is since im at T2 and your guild has to be of a certain level to claim a keep. I think your guild has to be atleast lvl 15 or 20 somewhere around there. Just go into the Guild settings (hit G) and look at "Rewards' scroll down the list till you find it.
Its costly but the guild taxing system builds up funds fast.
any good links to pages that describes keeps and how things work around that?
Banthis, pretty much got it.
Last night, my guild took some keeps for the first time. If there are defenders in the keep good luck in getting it unless you outnumber them very badly. There are about 10-15 champions and a hero just to take a keep, plus all the defenders. Even when there were no defenders we could not take the keep by straight charging the lord, btw we had 18. We had to run on the balcony, and pull the mobs. Really kinda cheesey(plus the players can knock you off the balcony). I don't know if we were doing it very wrong, or what. I think keep fighting needs to be looked at, or no one will ever do keep sieges. Kinda like it is right now.
Anyone have a different experience?
People constantly keep fight on our server...You can't just zerg rush up the stairs to the hero..you have to get past the door, the defending npc's, players, and any good group of players wn't even let you upstairs to where the Hero is. If you were knocking them out of the keep they shouldn't of been able to stop you. My guild usually goes without about 24 people when we go after keeps and sometimes other guilds join us so we're 48 strong we did get pushed out when a zerg of like 60 order came at us and our healers started goign down.
If you take the keep lord while the defending players are still there you still get the keep but you have to push them out to keep it.
It doesn't need to be looked at...you just simply need to figure out a better stragedy they are not supposed to be EASY to take when players are defending it.
People will do keep seiges..otherwise you can't reach end game btw.
So mostly the reason to hold a keep is the glory to hold it? And that your banner gives bonus to anyone in the area?
The tank that is born to tank!
out of my head, a guild need to be at least level 14. Cost to keep the keep for 24 hours is 150 gold.
Benefits? More exp gain for the guild I heard, I have no clue other than that and the one listed by someone earlier.
Having a keep will give you:
Increased Guild XP
+100 renown every 5minutes while in the keep
Your standard tactics are zone wide and always up
+1% Guild XP every hour or so
Your standard is shown on the keep and it looks cool when you mouse over the keep and see your guild name
20g an hour to hold a keep from what i heard.. Our guild is rank 20.
The more of the zone you control the more it helps out the Later tiers with locking zones for your realm. and once you locked the higher tier zones you can then push into the enemies City and contest that.. once you have the city sieged your realm then needs to do PQ's and other quests while in the city within the timeframe to actually capture the city to kill the king and reap all glory that he holds in his loot chests.
Keeps are Destruction bait. You walk up to one (any of them, since Destruction always owns ALL of them on my server), shoot a mob, step back and wait for Destruction to come in and defend it. Then you kill them as they arrive. Then kill them again when they come back thinking they'll be ready the next time. And again when they bring friends.
Worked great last night. 20+ kills, 0 deaths. Destruction get over-confident due to their numbers. I like that.
- LC
Thanks guys, that cleared it up for me. Was very confused about its benefits!
Thanks again!
There can be only one
good info here i must say
The buffs are evident from a keep, but are they truly worth it atm is the question. End game is all about renown and one has to wonder about the slow grind to 80 renown. When you think about it you have to say ouch...that is a bit of effort and I like effort. At the same time was it all that amazing? Mythic is working hard to make the game satisfying for us. We have to see what they can do to make it great.
I could be wrong but I thought I read that Keeps cost 6 gold an hour...
Won't matter much because as soon as you take a Keep the other side will take it back hours later...
Not sure about the grind to 80 tho. DAoC had the exact same system. You level your toon to 50 (40 in WAR) and then you do RVR - not for the renown, but because it's fun. The renown where just the icing on the cake and gave you some sense of accomplishment on the way. Wouldn't call it a grind tbh.
now you made me miss daoc. wonder if that origins will come ever?
well, back to the point, wish the keeps would be more important for a guild, yes yes, i know they give some benefits and so on. but for my guild we having hard to motivate us to take one due to the heavy costs that are involved. we are a very small guild and takes time for us to save up.
tried to take a keep last night, was so close, but they jumped us with twice the force when we had reached the keep lord.
There can be only one
Our guild is fairly small and we've held several keeps. We tend to only hold them for as long as we're going to be in that area fighting a couple of hours at max unless there's a major fight going on. They really don't mean for them to stay in the same hands for long periods of time... hence the high cost. Once most everyone in your guild is T3 or above if you have your guild taxes at around 15% you can keep 100 + gold in the guild bank easily. Its like stupid easy to make money in WAR its just a matter of effort of doing quests, pvp, and scenarios.
Larger guilds can hold keeps / fortresses for longer but I suspect only a foolish guild would ever hold oen long enough to allow their guild funds to dry out
Apparently they do jack for zone control. Pretty stupid really.
Unless there's a UI bug, your lying, or the server your on is bugged its not possible to control a Tier without taking the keeps. Now if your side owns the keeps but never does any of the scenarios for Realm, or any of the pve activities for that Realm it is possible for the otherside to lock it down on you. Keeps are the over whelming factor of Realm control but if your not going to do any of the other activities in that realm you never lock the Tier of that realm down.
I've seen it happen plenty where order was incontrol of both areas for T3 Greenskins / Dwarven realms but you never see order doing any of the PvE ... so they could never lock down the Realm for the bonus. Realms Tiers rarely get locked down thanks to Scenario grinders who never do anything else.
So tiers rarely get locked down due to scenarios and other contributing factors control being based on PvE. So how are keeps all that meaningful?
http://herald.warhammeronline.com/warherald/NewsArticle.war?id=206
gestalt11, posted on 10/22/08 4:38:10 PM
'Apparently they do jack for zone control. Pretty stupid really.'
That is completely and absolutely wrong!
Tell me how much they contribute then. You don't know do you?
The battfield objectives in WAR are currently a joke.
I don't know how much they do contribute, but they still contribute, and they contribute a hell of a lot more than 'jack'.