Guild Wars Guide

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Pol
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Guild Wars Guide

Unread postby Pol » 19 Sep 2018, 12:39

Guild Wars are a new mod coming with patch 1.11 and it's main part of this patch, albeit there were other unannounced game fixes.

You assemble army/ies from 20 strongest creatures, put one to defense and then attack with all of them. How many armies will you build is up to you. To attack with your army you need Galleons and you are getting 2 each day. But galleons can be bought or better someone can buy them for you (lower players can help a lot with sending them out). Also armies can be relieved to attack again the same day.

Buying galleon yourself is for 45D
Buying galleons from your guild mates is for 15D, 20D and then 25D for each.
Relieving your army is for 50D, 50D and then for +50D each
Daily you can get 70D (from Ads) + 12D (from Daily Quests) + 40D (max for logged in guild members) + ? (from Quests or Summoning or ..from shop.)

Assembling Army
* Each army is composed from 20 units, no less.
* Bonuses exist for "Same Color", "Same Size", Max Combo Dots and Enchants.
* Max Combo Dots means just 4D.
* Enchants require all 4 enchants to be used. And, as above, even one creature with no enchant or with lower enchant remove the bonus.
* Bonuses start from 25% and up, therefore army composed from 20 Leg will have almost double the bonus in comparison with army having 19 Leg and one Epic. The difference is huge.
* All armies suffer from 24h cooldown, which you can relieve for 50D and then yet again for 50D more an so on (50,50,100,150,200..
* In the end if you have surplus of Galleons you should assemble smaller armies to use them all. Galleons are now properly reseted between GW

Defend
* You can place to defend only one army, choose wisely! To place your army tick the defend and add it into the building. The army cannot be moved out by your after some time, so you will need to ask Officiers or Leader(s). Even they can do it only in the preparation phase before the GW starts.
* Calculated power is the one which you have at the moment when you place your army to defend. You can upgrade army continually, but it will not be reflected for defense, only for your attacks.
* Defending army cannot be rearranged during GW!
* Swarm forts according your powers. Legendary Fort is the second most important here, then Epic, and then Color shrines populate one by one to man them completely, as a last goes Medium and naturally you should have no one left for a Small fort. (Because you have Castle+Leg+Epic+B+W+R+G+BLU+Y+Rare+small, ie 11x4 :D )

Forts
* Castle Fort it's the most important to defend as it generates most Prestige per Hour. Higher level = higher PPH and also higher defense.
* After any Fort upgrade, which can be done only by Officiers and up, follows cooldown. Later these are hours..


Attack
* To attack with army you need a Galleon. By default you are getting two in a day, above that you can buy more yourself, starting from 45D and up by +5D or getting one by your teammates, which cost them only 15D, 20D and then 25D for each.
* Share the galleons as much as you can, you will see how where you need to send them or ask, or someone ask you.
* Spy on your enemy, see when they are weak and attack for max reward. Or don't bother, just pick him and torn them down by manifesting your sheer power. Aka to be Spy or General.
* Go for buildings with highest level but weak defense, to deal most damage and get the most shards
* Or for buildings with higher than lvl 1 being before collapse, for blow bonus.
(Though mind that you will see the real HP only after you attack them, and high level building may have quite a lot of HP left even being in red.)
* Destroyed building lost one level, minimal level is 1.

Tactic
Galleons and Targets should be arranged via chat. Chat window is now integrated within Guild Wars, autorefresh and omits other notifications.

Shop
Visit shop to claim your reward, you may like Color Leg Idols or just Essences, also Sigils, Elementalist' Formulas and practically all resources just for a buck. Yes, yes - Ankhs and Prismatic Orbs too. :D

Log
See for overall Guild's stats. Killing blow is always for destroyed structure. Additional bonus is very pleasant.

Bugs
* HP are not updated during your fight or session, you need to go out and back to see updated values.
Last edited by Pol on 15 Apr 2020, 21:53, edited 13 times in total.
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Re: Guild Wars Guide

Unread postby wimfrits » 19 Sep 2018, 20:22

Great overview Pol!

One thing:
Pol wrote: Color and Size Forts
Legendary Fort is the most important here. You should place there only your Legendary Creatures. This works similarly for all other Forts (ie only Blue into Blue Fort, Medium to Medium Fort etc.. ). Stronger armies generate higher offense bonus.
Are you certain of this? I've only seen army strength boosting building HP and buildings boosting all armies regardless of where they are stationed.
Are you suggesting coconuts migrate?

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Re: Guild Wars Guide

Unread postby Galaad » 24 Sep 2018, 08:42

Wimfrits is right, you need to position your strongest army in defense, whatever the structure.

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Re: Guild Wars Guide

Unread postby Pol » 01 Oct 2018, 19:20

I noticed that it wouldn't be bad, to mention here also game notes:

Update 1.11 - Guild Wars!

Guild Wars

Create Armies of Creatures and attack other guilds’ Strongholds while building and defending your own. Compete for the top spot to earn unique rewards at the end of each event.
  • Basics:
  • Players must be in a Guild to participate in Guild Wars.
  • Click the Guild Wars icon on the Home Screen to enter.
  • Each Guild Wars event will last for 7 days, followed by a 3-day downtime.
  • All Guilds will be automatically entered into the event at the start.
    Armies:
  • Players will construct Armies of 20 Creatures to defend from and attack other guilds.
  • Players can make as many Armies as they want, but only one can be assigned as the Defensive Army.
  • Individual Creature Rating is based on Size, Level, Totems, and Awakening of a Creature
  • Army Rating receives bonuses based on the uniformity of the composition of all the Creatures in the Army. From Size, Color, Combo Dots, and Enchants.
  • The Enchant bonus will apply the lowest form of Enchant across all Creatures in the army. E.g. to get the Silver Enchant bonus, every Creature must be at least Silver Enchanted. If one Creature is Bronze Enchanted, the Army will receive the Bronze Bonus.
  • Note: Kingdom buffs will not affect Army Ratings.
    Strongholds:
  • Each Guild Stronghold has 11 Structures that each have 4 defensive slots.
  • Each Structure will provide a different bonus as it is leveled up.
  • Only Guild Leader, Co-Leader, and Officers can upgrade buildings.
  • An Army can be garrisoned at any time during the event, but it will then be locked for the duration of the event - coordinate with the guild to assign defenders strategically.
  • Structures generate Prestige over time. The higher the level of a Structure, the more Prestige it will generate over time and the more HP it will have.
  • When a Structure is upgraded, there will be a cooldown before it can be upgraded again.
  • When a Structure reaches 0 HP, it will be reduced by one level. However, level 1 structures will remain level 1.
    Attacking:
  • Click on the War button to view potential target guilds to attack. Clicking on a guild name will bring up the enemy guild Stronghold and the Structures to attack.
  • Players will use Galleons to attack other guilds. 2 Galleons will be generated each day, but players have the option to purchase more for themselves or other guild members.
  • Once an army is sent on attack, it will go on cooldown until the next day, but players will have the option to purchase refreshes on an army.
  • An army that has been sent on an attack cannot be edited until the next day, even if refreshed.
  • Attacking other Structures will earn Shards for the guild. These Shards are the materials used for leveling the guild’s Structures.
  • Guilds will be ranked, and rewarded at the end of the event, based on current Prestige.
  • The player who gets the last hit on a Structure to reduce its level will earn a Killing Blow Bonus.
    Rewards:
  • Guilds will be awarded with Vaults based on their performance, which contain many powerful and unique rewards.
  • Each guild will also receive a certain number of War Coins, the exclusive currency earned at the end of each event. They can be used in the special Guild War Shop to buy unique items and packs.
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Re: Guild Wars Guide

Unread postby Panda Tar » 07 Oct 2018, 02:08

This is a small reference chart. You have the priority of placement of troops: 1st, 2nd, 3rd (I used 1º, 2º, 3º by mistake :lol:). You also have a base army strength for some of the buildings: >50K for Castle and Legendary, >15K for Epic, and any sort of armies for the colors. Although, strong armies on color structures will always be welcome. You'll notice the big X on those 2 buildings. Those are the ones we are not going to defend as long as we don't have enough members to get in there. Those 2 buildings are the least of our priorities.

Is that clear enough to understand?

Image

INFO

The Army STR numbers are mainly symbolic. Just keep in mind that it's best leaving the Castle and the Legendary fort for the strongest armies to defend. It's not really necessary that they must be > 50K. Specially because we have not many armies, yet.
Last edited by Panda Tar on 09 Oct 2018, 20:42, edited 2 times in total.
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Re: Guild Wars Guide

Unread postby wimfrits » 07 Oct 2018, 10:05

Clear :)
One addition: it is a good idea to concentrate defending armies.
A shrine with 1 defending army is an easy target and therefore not worth upgrading. A shrine with 4 armies will have better defense and can be invested in
Last edited by wimfrits on 07 Oct 2018, 10:06, edited 1 time in total.
Are you suggesting coconuts migrate?

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Re: Guild Wars Guide

Unread postby Pol » 07 Oct 2018, 21:50

Yeah, we just need people to put them in.
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Re: Guild Wars Guide

Unread postby Panda Tar » 08 Oct 2018, 02:37

I have found Avonu on Dungeon and sent an invite, HOHOHOHO
Last edited by Panda Tar on 08 Oct 2018, 02:37, edited 1 time in total.
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Re: Guild Wars Guide

Unread postby Galaad » 09 Oct 2018, 19:57

He really should join, the war coins gives really awesome stuff from the GW shop.

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Re: Guild Wars Guide

Unread postby Panda Tar » 09 Oct 2018, 20:40

And I was sensitive enough not to lay a single finger on his defenses. :proudirule:
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Re: Guild Wars Guide

Unread postby Galaad » 09 Oct 2018, 21:35

:lolu:

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Re: Guild Wars Guide

Unread postby Troller » 15 Oct 2018, 12:26

A couple of points to the main topic
The galleons for others are capped at 25D so 15D - 20D - 25D - 25D - 25D ...
Now we get the galleons before clikking on the reward.
The first two refreshes are 50D then it starts to increment.

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Re: Guild Wars Guide

Unread postby Pol » 06 Nov 2018, 07:17

Updated :)
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Re: Guild Wars Guide

Unread postby Pol » 23 Feb 2019, 20:03

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Re: Guild Wars Guide

Unread postby Pol » 31 Aug 2019, 20:51

Well, this GW format wasn't good. Though we ranked well.

There are indication, that in next patch some things. Like 44 players or huge numbers of galleons are going to be fixed.
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