This would be pretty silly. What would be the use for tanks, especially the ones that are on the defender's side of the walls that are obviously there to hold off invasions, if they are only good for doing some damage to doors? There is nothing in either their description or the site that suggests they are supposed to only be used for doors.
Making them a major threat like they are now (coupled with being made from paper) adds a strategic importance to holding the tanks for a team. Otherwise, most players would just ignore them since seriously, why the heck would you even care about tanks if they can only damage doors and other tanks?
EDIT: Okay, I figured it out. Apparently, using the [ list ] forum code causes weird things to happen to posts for some reason.
Would it be possible to get this forum tag fixed so we can post bulleted lists and indented text for guides?
This is the dreamkeeper set. It used to be readily available as a template from the PvP vendors, but nowadays can only be found as a template from the "dreamkeeper" crafted set "duskpelt", which is rather hard to get these days (mostly the mats, since not very many people run FoKHM and BTHM anymore): http://teracodex.com/item/13869
I've attempted to submit a quasi-guide to Corsair's Stronghold, but no matter what I do it's showing up as a block of text with format tags like [ B ] and [ COLOR ] treated as text.
If you quote or edit the post, you can see that there are newline characters in it, and it formats nicely in the quote tags. I just do not understand why it's showing up as a block of text despite all of this.
I intended this to be more or less my observations after playing Corsair's Stronghold quite a few times on different classes. A lot of this guide is written as suggestions on improving mistakes that newer players often make in this PvP map, as well as a few strategies that I personally witnessed that can add to the repertoire of tactics for other people. This will be focused exclusively on Corsair's Stronghold; most of the stuff that I write here will not apply to fraywind, skyring, or OWPVP at all. Above all, this "guide" of sorts, if you can even call it that, is simply my observation - please feel free to comment on anything you disagree with or additional items you may want to add.
***** General Stuffs and Things - the tl;dr Version *****
Before I start with my specific observations about attacking and defending, I would like to note that Corsair's Stronghold is very different from the other modes of PvP that are available in TERA. In general, most other forms of PvP are about, well, killing your opponents before they kill you; even Fraywind Canyon, with its modified king-of-the-hill style mechanic, still boils down to killing the opposition in order to make them back down and secure a pyre for your team. The strategy of all of these PvP modes is ultimately teamwork mostly with the goal of defeating the opposing players, and while there are some strategy to Fraywind in troop distributions, it's mostly a very direct form of PvP with teams clashing directly.
Corsair's Stronghold is VERY different. Equalization aside, the map is absolutely not about killing as many of your opponents as possible. Rather, strategy is at the forefront of the entire map - attacking weak points, baiting opponents into making a mistake, and such tactics are much more important than simply killing a bunch of opposing players. Imagine the following two players on the same team in Corsair, both separated from a main squad that is attempting to secure the central resurrection point (we'll call these pyres). The central pyre still belongs to the defending team; player 1 is running around the inside of the map and killing anyone that he comes across. Player 2 runs into an organized party of five heading for the center pyre defense, and routes them in the middle to distract them from their main objective. In this case, player 1 is killing people, while player 2 is headed into a suicide run.
Player 2, however, has contributed more to his team; taking the center pyre is not usually something that happens immediately, and the defenders that P1 has killed will likely spawn back at the central pyre and bolster the defense team that is already there. For all of his kill count, he actually contributed negatively to the main objective by killing players that are wandering about in the center area. Player 2, meanwhile, will probably eventually die, but that team of 5 is not contributing to the central pyre's defense while they're obsessively chasing him around. Thus, there are less potential defenders for the main squad to hold off for the moment being, and he has helped the team in a major fashion.
With that in mind, here are some of the basic items that I want to suggest in the tl;dr version:
Never occupy turrets unless if you know what they are for: I still see a lot of players that enter Corsair's, grab a turret at the first opportunity, and spend a bunch of time reorienting themselves only to shoot at the tanks below. It's understandably human nature: giant cannons are admittedly quite cool, and a lot of players just want to ride one and UNLEASH THE AWESOME FURY. However, if you're not shooting at the airships, you're letting both airships through without resistance; this could either mean up to ten attackers suddenly blitzing through your outer wall, or up to ten attackers ninja-ing the crystal room. So please, if you grab a turret, know how to use it - if not, grab a siege tank instead and unleash your awesome rage there. Don't jump outside the fortress for no reason: I'm not saying you should never jump outside the fortress (because there are several instances where this is a good thing), but to randomly jump out to kill a tank outside when you're defending a ladder is VERY BAD because you need to defend the fortress, and you're not defending anything if you're running around outside. Capping the outside pyres are also pointless during the initial phases - people will respawn there all the time and stop you from laying a hand on it, and you would either end up killed or running around aimlessly. There is a time and place for capping the outer pyres now, but don't just do it for the heck of it. It's okay for them to remain red at first since they are supposed to be for the attackers. Don't leave your post: This is VERY important for outer wall ladder defenders. I've seen multiple cases when a few people drop off the airship into the outer wall, and everyone - the ladder defenders, the siege tank, and all the other bells and whistles, follow them to the center pyre. To demonstrate, here's a map of corsairs with what would happen if you just leave the ladders unguarded:
So, as you can see, an unguarded ladder means that the enemy can come through pretty much endlessly. An airship drop-off on the walls is usually only 5 people and is typically easy to deal with, but the entire team of 20 could eventually make their way up an unguarded ladder and storm the walls. Thus, the ladder defenders should never follow stragglers to the middle; I know it's free kills that you are missing, but chasing those kills could cost the game. On the other hand, a team climbing up a ladder is entirely at the defender's mercy, as you are allowed a LARGE window of attack while the climbers are stuck in animation at the top and unable to defend themselves. Two players + fire from a siege tank can wipe out an entire squadron of players attempting to climb the ladders. Siege tanks suck against doors: If you are in a siege tank, you have better things to aim at than things like gates. You may have noticed that the tanks, while having a very wide AoE, really only does 9-12k damage with a HUGE refire rate; most players can deal much more than this much with their damage alone. A siege cannon is useful for hitting defenders on the other side of the door, sure, but most of the time these can just be healed through by priests and mystics. Otherwise, 70 damage hits every 5 seconds or so is terrible damage, and you're better off aiming at a turret or getting off and using your actual class skills to do more damage to the gate. Don't be afraid to die if it advances your team's position: I almost can't stress this enough; the kill and death count in Corsair's Stronghold means absolutely nothing (the kill count is factored into the credits and EXP you earn, yes, although for the former winning is always better). If you are a DPS sneaking into the crystal room, that crystal should be your only priority and not the players that will invariably respawn in only 10 seconds. If you're a high defense or high survivability class like warrior and a bunch of your teammates are trying to break through a ladder, the best thing you could do is to climb first, eat up the CDs of the more deadly AoEs and CCs from the defenders, and distracting the defenders for long enough to ensure that those teammates climbing after you has a better chance of making it up alive. Consequently, if you are badly outnumbered in the inner court, but you know that most of your team are, say, trying to retake the center pyre, the worst thing you could have done is to lead another 5-man party there that your party would have to deal with. It would be so much better to distract them for a while, die, and decrease the number of pyre defenders for whatever amount of time you managed to stay alive. Don't PVP randomly: This goes hand-in-hand with the above comment; I've seen teams that would break down the outer door and spend 5 minutes engaging in mass PvP with the defending team at one of the remote sections of the inner court. Yes, that warrior zooming by your 5-man party with one-half of his health remaining looks like a free kill to you, but if you're taking more than five seconds to try to chase him down, forget about him and return to that massive zerk of people staring down the inner gate. Whatever nuisance that warrior could inflict on your team is not worth detaching five people just to chase him for however long he manages to survive against you. Be attentive if you're on a siege tank: There are many reasons for the two siege tanks on the outer wall to be there. They are harder to hit than turrets, and has a broader field of vision for the two ladders that players can climb. In addition, the cannon shots have a large radial AoE, which allows you to catch players that are hiding just beneath the top of the ladder as well. Thus, the siege tank is the best tool you have for ladder defense; if you are in the tank, you should be positioned on the far sides and watching out for ladder climbers, helping your defenders shoot them down if they do try to blitz the ladders. For extra credit, watch the GM stream on Corsair's, and take note of how Tonka makes this mistake (taking a siege tank just to get into a shooting battle with a ground tank) that almost costed his team the center pyre less than a minute into the match. This goes double for the inner tank: it's very helpful for guarding ladders and making sure that those pesky warriors do not muscle through your ladder defenders. While eventually you will need it inside to protect the crystal, don't bring it inside when the outer walls aren't even breached. Use Infused Charms: If you ever play a slayers or berserkers in PvP, you will know just how important these charms are. A berserker with an infused charm can guard a ladder easily with cyclone, while a berserker without will eventually run out of MP charging and cancelling his attack (when the ladder climbers are playing peek-a-boo with the defenders). Generally, infused charms are a massive boon to either of those two classes (and oftentimes to sorcs as well) that it would be a huge detriment if your team did not have this charm's effect. Power/Keen and Enduring/Mirror are also very nice, but Infused is the only charm I would say is necessary for some classes to perform well at certain roles. Use bandages: You can use bandages in Corsair's Stronghold. I shouldn't need to tell you why a 15 second regen could be useful even if it must be popped out-of-combat. Always call out enemy positions: Did an airship make it through your turret? Did it drop a bunch of center pyre attackers off the outer wall, or are they blitzing inside? Most leaders can't always keep track of the entire battle at once, and as a result, taking just a second or two to call out enemy movements can be very helpful to your allies. Calling out that an airship dropped in the inside court alerts the team to watch the inner ladders; calling out ladder climbers allows your siege engines to know where to fire. Is one of the ladders unguarded? Call out to your teammates! Sure, not every team knows how to read chat every once in a while, but for those that do, a little bit of information when scan is on cooldown can be vital to improvising a successful offensive strategy. Don't take an arrow to the knee: You don't want to become a skyrim guard, do you?
The guide will break the BG into four sections for both the attacking and the defending team - the opening, the outer wall phase, the inner wall phase, and the crystal room phase. The breakouts are as follows:
Opening/Outer Wall Phase: The opening is a series of moves made by the two sides at the very start of the match. For the defender, this is usually placing the initial defenders, shooting down airships, and dealing with early rushes from the enemy team. For the attacker, this is where you can exercise the most control over your team at most times; you have two airships and ground troops which can combine together to give you either an early chance at the crystal or a quick blitz at the opponent's center pyre. It continues until either an outer gate is shattered or when the center pyre is taken and held by the opposing team. Inner Wall Phase: Inner Wall Phase characterizes play when the inner gate still has yet to be broken, but when the attacking team already has easy access to the courtyard. Crystal Room Phase: This marks a last ditch defense by the defending team; when the inner gates are broken and the attacking team has easy access to the crystal room.
***** Tips, Tricks, and Strategies for the Defending Team *****
The Opening Moves of Corsair's Stronghold - The Outer Wall Defense
The most common distribution that I have seen for corsair's stronghold is 5-8 defenders on the inner wall and crystal room, with the rest of the raid spread out along the outer wall to try to defend it against the initial wave of attackers. This is also when the opponent's airships come into play the most: they are almost always filled with a party of 3-5 people and can seriously mess up your defenses if they land on the outer wall or courtyard. The optimal strategy is to have experienced gunners in each turret and to shoot down the airships before they can even approach the outer wall; since this is usually a primary worry, I will address airships as the foremost topic:
First of all, if you wish to take a turret, you should figure out how to get to the turret as quickly as possible. This means taking sharp turns on the stairways and always knowing which direction to go so that you don't end up missing the airship altogether. Second of all, if you're taking a turret, MAKE SURE THAT YOU ARE SHOOTING THE AIRSHIPS. This is important because even if the tanks below are shooting at you, you can't hope to kill them quickly enough to make them knock it off. In the meantime, you just let an airship through, which is possibly much worse than a single player dying inside a turret.
As you can see, there are two airships and two cannons; on average, each cannon will be responsible for taking down the one airship flying closest to them. For the player in the right turret, it is imperative that you shoot down your own airship first; it should be relatively easy to do as the airship is flying right into you, so you can just aim right at it when it gets close to score free kills. If the player on the right turret is skilled, she can help you with one hit; the rest you are on your own for. Feel free to worry about the other ship ONLY after yours has been destroyed.
The left turret is much harder. For one, the airship appears a bit later than the airship to the right, and it takes a pretty wide arc making it considerably more difficult for the turret to take aim. In the above image, I circled the approximate areas where you can expect to hit the airship; as you can see, you only get four shots at it before it reaches the inner wall, and only one shot of it immediately afterwards. The first shot is a hail Mary shot - you need to make a wide arc with your cannon to even have a chance of hitting the ship, and chances are your eyes won't be able to gauge the shot when the airship is still this far away. Thus, to prevent any potential damage from the airship, you MUST make the second shot.
You can never aim directly at the airship in the right cannon. Instead, move your cannon quite a bit ahead of the airship and turn up so that you will be shooting in an approximately 40 degree arc. Fire here; the projectile should arc and descend on the airship as it flies into the trajectory. I've drawn a crude diagram below:
You will need to aim well ahead of the airship for the first and second shots because the projectile needs to travel a long distance before hitting the airship. For the third shot, arc it a little but not too much so that you're firing just a bit ahead of the airship's balloow, and do not aim too far ahead - the airship is much closer to you now and it will take much less time for the bullet to travel to the airship now. For the fourth shot, the airship should be almost on top of you; aiming directly for its front edge will get you the hit. If this doesn't kill the airship and the enemy does not drop off on the outer walls, aim a bit ahead for the fifth shot.
Because the left airship is the more difficult of the two to shoot down, it may be wise for the siege tank on the left to assist in shooting down the airship when it comes close enough. Although a siege tank does less damage than a turret, two turret shots + a tank shot will bring down an airship all the same, and it's much easier when you don't have to land shot #2.
Note that because of where the airships start, the right airship will oftentimes show up before the left one appears. I usually find that I have enough time to take one shot at the right airship before the left one is within firing range; if this is the case for your match, do it! If the right turret finishes his airship quicker, he can help you with yours when it gets within range as well.
If you miss an airship, you should always announce where it dropped off its passengers so that the rest of your team can respond. Even in raid chat, it takes no time to type something like "airship drop outer".
Also, there may be pesky tanks firing at your turrets. Ignore them for now - the siege tank on the two walls can deal with these. Turrets are for airships.
Outer Ladders and Center Pyre
The suggested configuration is to station two defenders to each ladder; this makes sense, as two defenders (+siege tank, if needed) is usually all it takes to take down the invaders while they are still in their climbing animation. Also, because of how long the defenders will be stuck in animation on the top of the ladder, you have time to unleash your most devastating combos! Make sure to use this chance to deal as much damage as possible to the would-be attackers using your strongest attack!
- For warriors, you can open with the CS + Traverse + Blade Draw combo. You might notice that blade draw hits a lot more reliably against people on the ladders due to lack of desync, and this carries over to a lot of your other sometimes errant hitbox skills; among them rising fury (for knockdowns) and even scythe. Your purpose is to deal damage while keeping them on the ladders for as long as possible; make sure to save rising fury or reaping slash for the knockdown just as the opponents are about to finish their up-the-ladder animation to knock them down. If they use retaliate to get back up, that's a free staggering counter for you.
- For lancers, attack with normal abilities (combos into spring attack) while the enemy is climbing the ladder. Once the enemy is just finishing his climbing animation, stun him so that your fellow ladder guard can get free hits. Keep up the stuns and knockdowns until dead.
- For slayers, immediately kick and heart thrust -> overhand. After that, keep up the pressure and use knockdown strike to keep them disabled if necessary. Your best feature as a ladder guard is the ability to backstab and root them in case if they break free, so make sure to do that.
- For berserkers, I want to mention one thing - if you do not have an infused charm up, do NOT guard ladders. An enemy can pretend to climb, get you to waste all of your MP on cancelling charges, and then actually climb while you are struggling with MP. If you DO have an infused charm, though, start charging cyclone when the invaders start their climb up. If they troll and move back down, cancel the charge. If they do not, you have now hit the target with a full charge cyclone + vampiric strike. That's probably 1/2 of their HP down the drain. If you are the only defender, hit mocking shout, then staggering strike into flatten to try to finish them off.
- For sorcerers, you actually have enough time to fireblast during the ladder climbing animation! If you have burst of celerity ready to go as well, you can add a bunch of other spells to the mix as well; put hailstorm on the ladder as they are entering the animation lock and quickly celerity -> lightning trap cancel -> overcharge -> fireblast. Mop up whatever's left with your other spells.
- For archers, set your traps and rain of arrows as the invaders climb, and hit them with a fully charged penetrating shot.
- Healers can contribute with their damage as well, helping out with shocking implosion and crowd control spells.[/list]
Ladder defenders should not allow themselves to be easily lured away from their posts, ESPECIALLY the leftmost ladder. It is possible (and likely) that the left airship will drop its passengers on the outer wall just outside of the leftmost ladder. In this case, if the attackers move straight towards the center pyre, the ladder defenders should NOT follow them. The people stationed at the center - as well as the turrets - should be the ones to take care of this threat. If the attackers attempt to peel the ladder defenders, they should fight defensively, and 1-2 people (along with the siege tank) should leave pyre defense to help defend this ladder. *I recommend that a healer accompany the left ladder defenders at the start in the case that they are attacked by an airship drop.* Regardless, left ladder is one of the favorites of more organized teams. Because of the airship drop point close to it and the difficulty of destroying the south airship, it is the easiest ladder to assault and ensure that their team has a big, open, and bleeding hole with which to bring their entier team to either the center pyre or the inner courtyard. Place a lot of your focus on defending this ladder to make sure you don't get overwhelmed early in the game.
Here's the graphic showing the airship paths again (taken directly from the EME guide). As you can see, the right airship lands close to the pyre, while the left airship intersects the outer wall right next to the outer ladders. Thus, if not reinforced, a party of five could drop right on the left ladder and take out its defenders (or walk inwards and lure the defenders into abandoning their post).
Once again, here's the graphic showing what will happen if you leave the left ladder undefended:
What about the right ladder? The right airship drop is nowhere near the ladder (in fact, it's very close to the center pyre where a ton of your defenders should be located), so the only way for that ladder to be assaulted is either for a player to break the ladder defense or for the attackers in the right airship to abandon the center pyre and run a long distance towards the ladder. This is very obvious to the defending team and thoroughly unlikely to succeed, so most teams will leave the left ladder alone. Thus, unless if the right ladder defenders miss attackers, they should be able to defend without much distraction.
Inner Ladders and Wall
First things first, do not bring the inner wall siege tank inside yet. It is very useful for sniffing out ladder climbers in case if an airship drops its passengers into the inner courtyard. I've seen teams that bring the siege tank into the crystal room as their first action, which makes it much easier for a tank to break the defense.
Most teams leave about 5-8 people to defend the inner wall. Usually, five people is the minimum - two people per ladder, and one to mount the tank in the middle. The reason why a inner guard is needed is, once again, because of airships; sometimes, someone who doesn't know how to use turrets decides to mount one anyway, or an experienced shot may be having a bad day. If this happens, the opponents have a clear line towards your crystal, and your inner guard is there to stop them.
The inner siege tank can destroy airships that have been weakened by the outer turrets. If your turret player derped and left the airship at full health, there really isn't much that you can do. Regardless, your priority is to destroy the right airship first if at all possible; if the airship is at full health, the right turret really derped and you can't do much about that. Most likely, though, a badly damaged airship flying into the inner courtyard will have all of its passengers dismount well before it reaches the inner walls, which puts them at the mercy of the ladder defense team.
For the ladder defense, the priority really is to just defend the ladders unless if the enemy reaches the crystal room, at which point they need to stop the attackers. If a ninja squad does manage to enter the crystal room, it's okay to draw a few defenders from the outer wall to help protect the crystal. Make sure that the ladder defense teams do not leave their posts! If they do, the enemy will take advantage of the confusion and trickle in through the undefended ladder (and the definitely undefended inner ladder), causing an even bigger ninja strike team to assault the crystal room.
Other than that, there really isn't much to the inner walls. Just watch for airship drops, smash ladder climbers, and protect the crystal.
It took about a day before people started realizing that despite the low damage they are doing to the gates, destroying the outer gate is a VERY GOOD tactic for the attacking team. It's not preferred when time is at a premium, of course, but when the attacker has 9+ minutes to spare and can get 15 or more of their teammates to the same task, the gate takes at worst 2 minutes to crack. Cracking a gate, of course, offers a permanent bleeding hole through the outer wall; the center pyre is now extremely difficult to defend due to enemy players climbing the ramps on the other side, and the inner gate will be under lots of heavy fire. It's quite bad for the defending team.
For the defending team, the first thing that you must do is to determine if the other team is actually focusing on the gates. It's very possible that a straggler or two is attacking the gate of their own volition, and if you move to try to stop them, you will only compromise your own defense for the attacks that the enemy is actually focusing on. If 5-8 people is attacking the gate, it's in your best interest to ignore it. It will take 4+ minutes for them to break it, during which time you are pretty much free from attacks.
If they have more than 12 people on the gate, however, they are probably serious about using it as an offensive tactic. At this point, you should have some of your center pyre defenders jump down and harass the door breakers. Useful tactics include stealing the siege tanks, using CC spells at the priests, threatening to cap their rez point, and using AoE control abilities on the people damaging the gate. These harrasers will likely die, but the purpose here is to delay the gate breakers from breaking through in sub-2 minutes. Make sure that the ladder defenders stay put, however! If everyone from the outer wall decides to jump the gate breakers, the attacking team might just switch their strategy to storming the now-unguarded wall for a easy center pyre.
Other than that, you can put sorcs on the other side of the doors and have them use AoE skills to force them to heal through tons of damage to break the door. Other than that, you really can't do that much about a team that seriously tries to break the outer gate other than slowing them down a little.
Remember that airships do not enter cooldown until they are actually destroyed. A not-often used, but very frightening feint that an attacker might employ against good turret shots is to disembark from the low-HP airship before it even reaches the inner wall, causing the airship to halt mid-way and immediately return to its starting position. Then, they wait until five people have respawned in the home base before taking the airship again, hoping that the cannoneer is not paying attention this time.
The feint is easy to counter. If you heavily damaged but did not destroy an airship and it didn't even reach the inner walls before quickly returning to attacker base, chances are the attacker is gambling on this feint. In this case, check your minimap for when the airship appears again and shoot it down immediately when it does. Teams that exercise this strategy will also likely use a lot of cover fire; if this happens and your turret is at low HP, let them destroy the turret, respawn at center, repair the turret with other people, and get back on when it's at full health so that you can destroy the airship without worrying about the tanks below.
Sometimes, the other team will make an attempt to ninja the crystal with a small airship team. Since not all turret operators are good shots, there's a chance that one of them will make it into the crystal room. If this happens, make sure that you do not panic and recall the entire team to the crystal room; if you do this, the opposing team will capture the center pyre and make your situation as grim as possible. Instead, people defending ladders should remain at the ladders. Unless if it's a life-to-death crisis, 4-6 ladder defenders are NOT going to make all the difference between destroying the invading team and letting them destroy the crystal.
Instead, recall some of the people sitting at the center pyre. Not all of them, of course - siege cannons should remain mounted and ready to defend the pyre, and 1-2 people should remain at center to take out additional airship drops. Concentrate on taking the priest and mystic out first to prevent additional healing to the crystal attackers or, alternatively, sleeping them in place. Of the DPS classes, berserkers are the easiest to kill and should be concentrated first, followed by sorcerers and archers, then lancers and slayers. Lancers may seem annoying with their defense and survival skills, but they are not made to easily handle large zergs. If you hit a lancer in the back, it's not going to be blocked - and lancers are stationary while they block and thus easy to flank if you have him surrounded.
Good warriors are some of the most annoying players you can find ninjaing a crystal room, and in the case of a ninja, is usually killed last. Even with five skilled defenders, a warrior acting solo can often take out 500 of a crystal's health in one blitz of the crystal room before dying. If you pug and most of your team is not as experienced in PvP, there will oftentimes be warriors that just seem to never die, and when a warrior is eating through hundreds of HP off your anchorstone, it's human nature to panic and get everyone to respawn in the crystal room to deal with the threat. If this happens, you already lost control of the match - I've had a game where after taking about 3k off the anchorstone mostly solo, I had fourteen defenders in the room trying to stop me. Granted a lot of the dodging lock-ons was luck, but with most of their team not defending the outer wall like they are supposed to, the center pyre fell like a breeze, and the defending team simply could not recover after that incident.
Instead, the best way to take out a good warrior is to spam lock-ons. There's a limit to how much a warrior can dodge skills that autoaim at them, and eventually your root or silence will land, giving the lancers a chance to actually get close and stun the warrior. A good team can take down a solo warrior before he could do too much damage, but even if most of your defenders is running around randomly chasing the warrior, enough flame barrages and lock-on status effects will bring him down.
The Inner Wall Phase - Defending the Inner Gates
There are two ways for a team to breach the outer wall; they can either break an outer gate, or they could seize the center pyre and give themselves a respawn point right before the inner gate.
Outer Gate Breach
Intuition would tell us that if the outer gate is breached, then there is no more point to defending the outer wall. This is only true to an extent - yes, there would be no more reason to defend the outer ladders, but the wall still offers a ton of resources that you should at least make an attempt to hold on to. Those resources, of course, being the seige weapons (turrets and tanks).
During the inner wall phase, the inner wall ladders will still be guarded by people; unlike outer wall ladders, most of the defending team will now be inside the crystal room or the courtyard and in visual range, which makes it really difficult to try to draw the ladder guards away from their posts. Therefore, to open the crystal room to an all-sides assault, the attacking team will often make attempts to break the inner gate as well, securing an easy access into the crystal room. The people attacking the inner gate? They are probably all concentrated around the same area, which makes them prime targets for the siege tanks and turrets (turrets can't see most of the courtyard, but they can definitely hit the areas before the inner gate with perfect precision). Priests or not, it is very difficult to DPS through FOUR siege weapons hitting them at once added to the defenders that are now roaming around the courtyard. If the attackers bring siege weapons into the courtyard without taking the outer wall first, they've already signed their death warrant - destroy the siege weapons that your opponents are using and cover fire for your allies trying to repair or operate a siege tank. Make sure your team commandeers all of them; if you have all the heavy weapons and support fire from above, the other team is not breaking anything for a while.
A team may also send a large chunk of their resources to seize the center pyre and the siege weapons on the outer wall. This is a smart move, of course, and you should resist as much as you possibly can. Use the cannons to deal wide AoE damage to the attackers; take as many of them out as you possibly can and hold the fort for as long as possible. Make sure you eject out of cannons when they reach low health - you want to give the beat-down siege weapons to your opponents, not allow them to easily repair the weapon to full HP. If the other team is persistent, the center pyre will eventually fall, but if they are devoting most of their sources to taking the center pyre, then every minute you resist this is a minute that the opponents cannot use to break the inner gate or damage the crystal.
Even if they sieze the outer wall, it is important to make it difficult for them to utilize the siege weapons against your own defenders. As you spawn within the crystal room, organize isolated raids on the siege equipment and make sure that the attacking team needs to commit as many resources as possible towards hold the pyre. If most of their force is free to attack the inner gate, it wouldn't be long before it's broken. If they have to set aside defenders to hold off your strike team of three people and aim their siege cannons at YOU instead of the courtyard. Alternatively, get a lot of people and retake the center pyre while the other team is focused on the gate, then nuke them out.
Oftentimes, if a team also has the center pyre, the guard for the pyre outside the broken outer gate will be very lax. It may be a good setup strategy to have one (1) person go and ninja cap both of the respawn points on the outside. That way, if you rush center and take it back from the attackers, they need to waste a bunch of time to get back within position to attack the front gate again. Also, make sure to send one person to cap the resurrection pyre on the opposite side of the broken door. Most opponents will just leave this abandoned, and this will come in handy later on if you need to desparately shut out the other team after an inner gate breach. One person is not much of a sacrifice for such an investment.
Center Pyre Breach
The resolution for a center pyre breach is simple: gather a ton of people in the crystal room and rush out at once to take back the center pyre. The biggest problem is that people in random PUGs have a tendency to head out by themselves the moment they respawn, so it's up to the leader to organize the strike. Make sure that your inner ladders are still well-defended, then rush out, destroy the siege weapons on the wall, and forcefully reclaim the pyre with multiple people. Don't focus on PvP and killing people here - kill or disable enough of them to ensure that you can cap, and cap the pire with multiple people. If you wait too long, they'll just respawn at the pyre and colossally waste your time. Also, make sure to leave a few people behind to guard the left and right ladders so that the attacking team doesn't immediately use those to jump the wall again.
There's really no other strategy to it; there are likely still people on the outside tanks on this kind of breach, so it's not worth it to try to ninja the outside pyres.
Defending the Inner Gate
On the other side, there are people attacking the inner gate now, and you definitely need to do something about it. I've seen teams with 10+ players inside the door, either waiting for it to crack open or throwing their scant AoEs in an attempt to hit the people outside. I should mention that this does nothing to ameliorate the situation; if no one is trying to peel the attackers from the outside, they can simply heal through the AoE damage and respawn at the pyre if they do happen to die.
The best way to defend is to have a few people openly attacking players (and especially healers!) in the actual courtyard. Remember when I said that deaths do not really matter in Corsair's STronghold? Yeah, you're taking on most of the opponent team here, and if you do this, you're likely to die quite a bit without much kills to show for it. However, their DPS is now trying to attack YOU and not the center gate. That equals less damage done to the center gate, which means it will take longer to crack in return (plus, if you're harrassing priests, you decrease healing and increase the chance that the AoEs from sorcs inside will actually kill someone). A player will respawn after 10 seconds and can be healed; any damage done to the gate remains there and makes it that much easier for the other team to break through. If it will take them more than 10 seconds more to pierce the gate, you can respawn and be ready to defend against a breach. Clearly, the gate is more important than a single player's life.
Of course, strike teams should still be attempting to take the center pyre and the siege weapons. Once your team has full control over the outer wall, any attempt to break the gate is done; heavy fire from four siege weapons alongside stun-happy courtyard defenders can and will make short work of anyone concentrated around the gate area.
The Crystal Room Phase - Desparation Mode
There is not much for me to say about crystal room defense. Once things reached this level, there is no more point to hold back or defend the inner ladders like you did when the gates were still unbroken. Instead, coordinate AoEs to waste any attackers that come from either the inner gate or the two stairwells. The siege weapon from the inner wall should already be inside - make sure your team has possession of it at all times, and use it to AoE attackers pushing through the gate. Sent a few melee outside to destroy siege tanks employed by the enemy, AoE cover fire on crystals, etc.
How much time is left? If it's one minute or less, it's desparation mode for both teams - focus your entire team on crystal defense. If there is more than a minute left, there's a good chance that the never-ending stream of attackers from the center pyre and/or the broken outer gate will eventually shatter your final defense. Do you think your defense would suffer immensely if it was missing about 4-5 people? If not, it's best that you plug that leaking hole of a center/outer gate pyre so that if anyone on the other team dies, they now have to actually jump through hoops to get back into the offense.
At this stretch, it's typically the case that the outer wall is mostly abandoned. Maybe one or two people that just died and spawned there, or maybe a few siege cannons still remaining. After all, the attacker is focusing all of its energy on destroying the crystal now. If this is the case, then it presents an opportunity: your strike team can easily overwhelm whatever defense they have there and quickly cap the pyre to prevent any more resurrections to that point. Also, send one person to cap the pyres on the outside, starting with the one next to the broken outer gate (if any). If you can shut down all three pyres, then the people that you kill are pretty much dead forever (forced to spawn on the other side of the map) and you'll actually have a chance at thinning out the attackers.
There is nowhere in your post that outright says that.
His point is that -that- is exactly what would be happening if healing were nerfed in the extent that said DPS would like them to be.
It would no longer be a game about strategy or immobilizing / burning the healer, it would be a game of "Everybody kill the healer 1st" which they would be able to EASILY do, and the the rest would be DPS on DPS fighting out till their healers come back and repeat process of being burned down easily.
I guess I might not be on the same page as you here, but are we still talking about the 10% healing nerf, or about potential future nerfs suggested by these "DPS"?
If your point in the original post is that healers shouldn't be nerfed to the point that they only heal 50% of a person's HP, then I am inclined to agree with you. However, perhaps it's because I don't browse the forums nearly enough, but I don't see these arguments from "DPS" that are asking for further healing nerfs. Merely a few that are supporting the "10%" that is already existing.
Regardless, I never disagreed with your point per se (I'm fairly neutral on most PvP matters). I just felt that you didn't really present an argument as much as a emotional rhetoric in your thread. Now that you defended your argument, I have no problems with it.
all classes have a lot of changes and all dps classes have their damages increased but sorcerers have only the most useless skill upgraded and no boost in any defense skill so the squishy sorcerer only become more squishy now.
Classes that has no change: Lancers, Berserkers, Slayers
Classes that were nerfed in PvP: Warriors