Treb/Siegecraft School

Discussion in 'Albion' started by gwendaw, Nov 9, 2003.

  1. gwendaw

    gwendaw Guest

    Beno Every Monday at 19.00gmt (20.00cet) as long as we have the keep.
    This is for everyone who wants to know how - and to give practise.
    So long as u have a siegecraft icon in ur list of abilites, u dont even need to have any points in it, just bring your character and lets get some experience going.
    If u cant get there or dont know the way - meet at forest side of CS 15 mins before - hopefully a train will be coming.


    Shimyrash - LGM Fletcher, GoL lvl 50 Scout, Instructor
    Gwendaw - Friar
    Feck - Theug


    If u are coming - its probably easier to get yur char up there on the weekend - or Early on monday - then just log in at 7.0 pm
  2. acei

    acei Guest

    Good idea, i wish i would have had this, i had to teach myself during BG1 sessions cause no one else knew how to use them.
  3. Rulke-RM

    Rulke-RM Guest

    I'll bring my skald so you can practise on a moving target :p
  4. Galoma

    Galoma Guest

    nice idea :)

    i bring my armsman i think :) need to learn trebs :)
  5. gwendaw

    gwendaw Guest

  6. Arrevar

    Arrevar Guest

    This sounds great. I'll be along tonight - I assume this is just as relevant for a 29 Reaver in BG2?
  7. this should only be until guild houses are in, after that it will be held at the gol guild mansion i think
  8. Belsameth

    Belsameth Guest

    sticky for now :)
  9. :fluffle:


    give more people who can use trebs well tbh atm its not easy to find more than 16 people who actually have a clue

    so

    /military for gwen for trying to sort this
  10. bob007

    bob007 Guest

    This links a bit old, But some of the info is still valid. http://daoc.djswifty.com/siege_weapon_FAQ.php

    Recomend anyone going to think about being a siegecrafter in the field, Cap siegecraft by making ammo. It costs about 15g + getting main trade above 200ish. Grey engines craft in half time. I don't even notice bar move anymore.
  11. Draylor

    Draylor Guest

    Before last night when was the last time a plan called for > 16 trebs to be used at the same time? :p
  12. the raid before called for it but could only get 4 /5 people
  13. MesS°

    MesS° Guest

    So HB was the only once with trebs?
    We had 1 siege team, with atleast 4 trebs with em at the RR...
  14. coz had 8 of em and i know of several guilds who brought 1-2
  15. ChillyDawg

    ChillyDawg Guest

    heh, my sorc has capped siege ;)

    should be a laugh anyhow
  16. Eruv

    Eruv Guest

    Indeed, we supplied 1fg of trebs and other members out of our numerous groups we manned, had atleast 1/2 treb buildiers/users.
  17. treaza

    treaza Guest

    Hmm i still need to find out how much damage an balista does and how to use it ect :p could b handy on the walls :)
  18. Eruv

    Eruv Guest

    Maybe for the next few days, we could have regular sessions of siege weapon training?
  19. bob007

    bob007 Guest

    Mids seem to be lending a hand with short notice siege engine training. Yesterday at Renaris was a truly nice sight. 6+ trebs outside, Batering anything that moved inside. It's a good way of getting RP's as well. Just follow the gtMA, And when the mids die the RPs roll in :)
  20. dawn-

    dawn- Guest

    very nice idea grats to teh teacher : ))
  21. Arrevar

    Arrevar Guest

    Thanx for your time organising the training session on Friday Shimy/Gwen. All I need now is a group of mids partying in a keep wondering where they can get some more ice for the drinks ;)

    Some good tips too - your idea of surveying keeps in advance for groundtarget co-ords was really useful.

    Now Phear my Treb!
  22. Shrye

    Shrye Guest

    I wrote this one for guild, an evening I got a littul pissed over the tanks not buying trebs :p Should hopefully be useful for you folks too... formatting is a bit screwed, a picture ought to be edited but I'm a lazy git and there's a few variables I honestly don't know about.

    Also, the damage done is from personal experience, from what I've encountered when using trebs (quite extensively actually, it's a good way of leeching rps when defending, as solo ns ;) )

    If any of you see something which is wrong, please do notify me about it so that I can correct the error(s).

    NB. Guide is very basic, experienced players will probably nod recognizingly to some of it and think I go into too much detailing about how-to, however was written with the intend of everyone being fully capable of whipping out a treb of their own immediately after reading it, without being in doubt about what exactly to do.





    Guide to siege weapons


    Introduction and basic control of siege weapons
    There's basically three different types of siege weapons, each with three different levels of effectiveness (elm, oak and ironwood). All of them has different type of purpose, the ram being for bashing down keep doors, the palontine for single-target and the trebutchet for area-of-effect damage. However, these weapons are unusable if you do not posses the Siege Craft skill (gained by taking Weaponcrafting, Armourcrafting, Tailoring or Fletchering as your trade skill - Alchemy and Spellcrafting does NOT grant you the ability to neither built nor control these weapons).

    I recommend having a 500+ tradeskill alongside with the same amount of woodworking, to gain the most from possessing these, so that you can repair them and thereby prolong their decay rate (having done no testing on this so far, a guess would be that they take around 5 minutes to decay from 100% to 0% - they can have their hitpoints renewed several times at no additional cost).

    You can either craft these siege weapons yourself or have someone else to do it for you, or buy them at one of the three merchant keeps. With todays abundance of money, there's really not much need to go into the pricing issue, so this'll all revolve at the ironwood siege weapons.

    [​IMG]

    The parts needed for the different types of siege equipment is neatly arranged at the merchants, looking at the above picture, you'll need to buy the three first items for a siege ram, the next four items after those is for the palontine and the next five again (down to the elm wood) is for the trebutchet. You can then also buy basic ammunition for the palontine and trebutchet at the merchant (note: only the trebutchet got different types of ammunition available to it).

    To build a siege weapon, you simply stand at the place where you wish to place the engine itself, and drag the appropiate icon to your quickbar, like you were crafting a mundane item. Note: You'll need crafting tools to create these engines, which can be bought from the tier9-10 merchant should you have forgot to bring them with you (smith's hammer, planning tool and sewing kit).

    [​IMG]

    After you have built your engine, a GUI (graphical user interface) will pop, enabling you to actually manuevre and fire the weapon. However, I recommend that you use macros for this instead, possibly placing them on a seperate quickbar together with the siege craft tradeskill. The macros you'll need is /arm, /load, /aim and /fire - reason behind it is simply because the easy input of hotkeys is understood no matter the amount of lag, whereas if using the mouse instead, you risk getting slowed down (a second might not matter alot during a keep siege, however it all adds up with multiply firings). A /control macro is recommended as well, if the GUI should disappear (you dying or have to move around), you'll have to /control the weapon again when you get in range.

    To build a ram, you would need:
    1 ferrite ram cladding
    1 ferrite ram beak
    2 swing harness
    300 ironwood

    Total cost: 31g 78s 80c
    Wood remaining at decay (which you can pick up): currently unknown


    To build a palontine, you would need:
    1 ferrite gimbal
    2 tanned torsion cables
    1 ferrite ballista trigger
    1 ferrite spring arms
    400 ironwood

    Total cost: 56g 81s
    Wood remaining at decay (which you can pick up): currently unknown


    To build a trebutchet, you would need:
    1 ammo bucket
    1 tanned arm cushion
    1 ferrite winding crank
    1 counterweight
    1 pivot
    600 ironwood

    Total cost: 89g 13s
    Wood remaining at decay: 350 ironwood



    Positioning, ammunition and damage
    When you're positioning a siege weapon, there's a couple of factors you need to bear in mind: If it's a ram, try place is so that it doesn't stick through the door, and thereby is target-able by the defenders from the inside. If it's a palontine, you need to place it somewhere where you won't get LOS issues. The trebutchet however, does not require LOS, it works by the GTAOE princible. Common for both palontine and trebutchet is that either requires a minimum distance from their target (roughly the length from the rear-wall to the front-wall), and also try not to place the weapon near climb spots, as it only makes it so much easier for the enemy stealthers to disable you (for the trebutchet, I recommend placing it somewhere in the keep lord's tower, as that's about the safest place you can find).

    The palontine got one type of ammunition available, ballista bolt, whereas the trebutchet has four different types available to it. These are catapult stone, bullet, grapeshot and ball of ice (seen on pic below).

    [​IMG]

    Whereas the ballista bolt and catapult stone can be purchased from the siege merchant, you have to craft the other types of ammunition yourself.

    The damage done by siege weapons varies from weapon to weapon. I recall it's some 700+ damage a ram does per hit, however I don't really consider the rams damage for being particularly interesting (if anyone has some data on the ram damage contra keep door level, I'll include it for reference purpose).

    Palontine does inbetween 100-150 damage per shot, on a single target.

    Trebutchets damage scales accordingly to the ammunition used;
    Catapult stone: 150-200 damage per shot, medium area of effect
    Bullet: 300-350 damage per shot, low area of effect
    Grapeshot: 100-150, wide area of effect
    Ball of ice: Same damage as catapult stone (accordingly to herald), not worthwhile using as people will have resist buffs modifying the damage even further.

    The amount of ammunition that can be loaded into the trebutchet and palontine at one time is 8 as minimum. Previously, loading more than one piece of ammunition into a siege engine often ended it locking itself down, rendering it unusable. However, I recommend not loading more than 1-2 pieces into it at one time, so that you can easily change the type of ammunition if needed.
  23. Flimgoblin

    Flimgoblin Guest

    are these still happening?
  24. Flimgoblin

    Flimgoblin Guest

    unsticking - post if these are still happening and I'll reapply the glue

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