Difference between revisions of "Basic Notum Wars Towers"

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=Overview=
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[[Image:SupplyMasterSmugTowerBot.png|thumb|right|400px|Supply Masters are entrusted with ensuring that Rubikans who choose their faction are well supplied with the latest Notum Field defense technology]]
 +
== Overview ==
 
There are various types of towers, all separated by their respective Tower-types, ranging from the Control Tower and Turrets to the Guardians and Special towers. The Special Towers will be presented in a later guide, since these are trade-skill only towers, and will need some construction in order to function. The amount of towers you can place is totally dependant on your level, like so:
 
There are various types of towers, all separated by their respective Tower-types, ranging from the Control Tower and Turrets to the Guardians and Special towers. The Special Towers will be presented in a later guide, since these are trade-skill only towers, and will need some construction in order to function. The amount of towers you can place is totally dependant on your level, like so:
 
{|  
 
{|  
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As well as limits to how many towers you may place, there are also other personal and organizational limits as to how many towers of each type you may place, which means you have to plan ahead a bit if you really want your organization to get as much out of the towers as you want. An organization may not place more than one type of controller at a time, IE - you are not allowed to have two separate QL200 Control Towers. Placing a QL200 and a QL10 Control Tower at separate locations is fine however. Organizations are also restricted to a max amount of five Control Towers (or bases). As for the individual player, you may not place two towers of the same type. For instance, you may not place two Solar Turrets.
 
As well as limits to how many towers you may place, there are also other personal and organizational limits as to how many towers of each type you may place, which means you have to plan ahead a bit if you really want your organization to get as much out of the towers as you want. An organization may not place more than one type of controller at a time, IE - you are not allowed to have two separate QL200 Control Towers. Placing a QL200 and a QL10 Control Tower at separate locations is fine however. Organizations are also restricted to a max amount of five Control Towers (or bases). As for the individual player, you may not place two towers of the same type. For instance, you may not place two Solar Turrets.
With the basic rules spread out, lets start with the first thing you will need in order to put up the rest of your base, the Control Tower. The Control Tower will allow you to build more towers on the patch of land you have claimed as your own. The Control Tower will also allow your guild to have the guild-advantages in our separate guide about those.
+
 +
With the basic rules spread out, lets start with the first thing you will need in order to put up the rest of your base, the Control Tower. The Control Tower will allow you to build more towers on the patch of land you have claimed as your own. The Control Tower will also allow your guild to have the guild-advantages in our separate guide about those.
  
=Control Towers=
+
== Control Towers ==
 
Control Towers will determine the quality level of the guild advantages you will be using, so make sure you try to build as high of a control tower that the landpatch allows. If the area has a range of QL100-200 it is really a shame to build a QL100 tower there, since a lot of potential will just be wasted. To be able to place a control tower, you must be part of the organizations top three ranks and of course possess enough skill to place the tower. A QL200 Control Tower requires 800 Computer literacy and 600 Psychology skill to put up.  
 
Control Towers will determine the quality level of the guild advantages you will be using, so make sure you try to build as high of a control tower that the landpatch allows. If the area has a range of QL100-200 it is really a shame to build a QL100 tower there, since a lot of potential will just be wasted. To be able to place a control tower, you must be part of the organizations top three ranks and of course possess enough skill to place the tower. A QL200 Control Tower requires 800 Computer literacy and 600 Psychology skill to put up.  
  
=Turrets=
+
== Turrets ==
 
Turrets next. Turrets are towers that will do most of the fighting. They give personal buffs, just like any other tower, but are more suitable to fire on intruders. There are a few of these Turrets that you may build - they are as follows...
 
Turrets next. Turrets are towers that will do most of the fighting. They give personal buffs, just like any other tower, but are more suitable to fire on intruders. There are a few of these Turrets that you may build - they are as follows...
 +
 +
The following Guardian Conductors can be bought in [[Tower Shop]]s, and cannot be crafted. They all require Title Level 2 or more and one skill, Computer Literacy, and if a second skill, that is noted.
  
 
{|
 
{|
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|<aoicon>203071</aoicon>
 
|<aoicon>203071</aoicon>
 
|'''Fire Sprouting Turret'''<br>
 
|'''Fire Sprouting Turret'''<br>
This tower gives its owner personal bonuses to Dimach, Riposte, Brawling and Martial Arts, and should be a very nice for Martial Artists and perhaps Enforcers to place inside your base.
+
This tower gives its owner personal bonuses to [[Melee#Dimach|Dimach]], [[Melee#Riposte|Riposte]], [[Melee#Brawling|Brawling]] and [[Melee#Martial Arts|Martial Arts]], and should be a very nice for Martial Artists and perhaps Enforcers to place inside your base.
 
|-
 
|-
 
|<aoicon>203055</aoicon>
 
|<aoicon>203055</aoicon>
 
|'''Massive Cannon Turret'''<br>
 
|'''Massive Cannon Turret'''<br>
The Massive Cannon Turrets is a dream come true for any healing profession, since it adds to both Biomet and Mat metam and as such will be a welcome addition for any doctors in the organization.
+
The Massive Cannon Turrets is a dream come true for any healing profession, since it adds to both [[Nano and Aiding#Biological Metamorphosis|Biological Metamorphosis]] and [[Nano and Aiding#Matter Metamamorphosis|Matter Metamamorphosis]] and as such will be a welcome addition for any doctors in the organization. Requires Nanoprogramming
 
|-
 
|-
 
|<aoicon>203047</aoicon>
 
|<aoicon>203047</aoicon>
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|'''Solar Turret'''<br>
 
|'''Solar Turret'''<br>
 
If you like playing it safe, a Solar turret is never wrong. It adds an overall AC-bonus to its owner and is a basic cornerstone in building your base. After all, who would say no to an extra body armor?
 
If you like playing it safe, a Solar turret is never wrong. It adds an overall AC-bonus to its owner and is a basic cornerstone in building your base. After all, who would say no to an extra body armor?
 
 
|}
 
|}
  
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The nicest turrets are trade-skill only and includes the pulse-turrets, the decloaker and the real heavy-duty ones like the Atomic Turrets.
 
The nicest turrets are trade-skill only and includes the pulse-turrets, the decloaker and the real heavy-duty ones like the Atomic Turrets.
  
=Guardian Towers=
+
== Guardian Towers ==
 
And last but not least the Guardian Towers. Guardian Conductor Towers are towers that will not only give personal advantages but also AOE (Area Of Effect) buffs/debuffs when your base is being attacked either by increasing your own defending sides stats or by decreasing the attacking side stats.  
 
And last but not least the Guardian Towers. Guardian Conductor Towers are towers that will not only give personal advantages but also AOE (Area Of Effect) buffs/debuffs when your base is being attacked either by increasing your own defending sides stats or by decreasing the attacking side stats.  
  
Although guardian towers will shoot (a bit) they are highly unreliable as for defensive purposes. You should back up your Conductors with regular turrets in order to get a strong base setup. Like with the Turrets, the really nice Conductors are trade-skill only and includes amongst others towers like the Conductor of Corruption which increases both TimeSpace and Matcreation skills. And, if someone could please come to the Towers Shop in Borealis and stop Twicer from drooling all over that QL250 Guardian Conductor of Focus tower adding to tradeskills, we would appreciate it...
+
Although guardian towers will shoot (a bit) they are highly unreliable as for defensive purposes. You should back up your Conductors with regular turrets in order to get a strong base setup. Like with the Turrets, the really nice Conductors are trade-skill only and includes amongst others towers like the Conductor of Corruption which increases both TimeSpace and Matcreation skills.  
 
 
  
The various non-tradeskill Guardian Conductors bonuses are as follows...
+
The following Guardian Conductors can be bought in [[Tower Shop]]s, and cannot be crafted. They all require Title Level 2 or more and one skill, Computer Literacy, and if a second skill, that is noted.
  
 
{|
 
{|
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|<aoicon>203029</aoicon>
 
|<aoicon>203029</aoicon>
 
|'''Guardian Conductor of Derivation'''<br>
 
|'''Guardian Conductor of Derivation'''<br>
Gives a personal owner buff to Nano Init as well as an AOE effect of -Nano Init to any opponent in the area.
+
Gives a personal owner buff to Nano Init as well as an AOE effect of -Nano Init to any opponent in the area. Requires Nanoprogramming
 
|<aoicon>202979</aoicon>
 
|<aoicon>202979</aoicon>
 
|'''Guardian Conductor of Speed'''<br>
 
|'''Guardian Conductor of Speed'''<br>
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|<aoicon>202947</aoicon>
 
|<aoicon>202947</aoicon>
 
|'''Guardian Conductor of Life'''
 
|'''Guardian Conductor of Life'''
Gives a nice personal buff to Hitpoints for its owner as well as an AOE Heal Delta to any allies in the area.  
+
Gives a nice personal buff to Hitpoints for its owner as well as an AOE Heal Delta to any allies in the area. Requires Psychology
 
|<aoicon>202997</aoicon>
 
|<aoicon>202997</aoicon>
 
|'''Guardian Conductor of Tapping'''<br>
 
|'''Guardian Conductor of Tapping'''<br>
Gives a personal owner buff to Concealment as well as an AOE effect of -HP to any opponent in the area.  
+
Gives a personal owner buff to Concealment as well as an AOE effect of -HP to any opponent in the area. Requires Psychology
 
|-
 
|-
 
|<aoicon>202955</aoicon>  
 
|<aoicon>202955</aoicon>  
 
|'''Guardian Conductor of Mind'''<br>
 
|'''Guardian Conductor of Mind'''<br>
Gives a personal buff to Nanopool as well as an AOE Nano delta to any allies in the area.  
+
Gives a personal buff to Nanopool as well as an AOE Nano delta to any allies in the area. Requires Nanoprogramming
 
|<aoicon>203021</aoicon>
 
|<aoicon>203021</aoicon>
 
|'''Guardian Conductor of Transfer'''<br>
 
|'''Guardian Conductor of Transfer'''<br>
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|<aoicon>202971</aoicon>
 
|<aoicon>202971</aoicon>
 
|'''Guardian Conductor of Will'''
 
|'''Guardian Conductor of Will'''
Gives a personal owner buff to Psymod and SenseImp as well as an AOE buff to Nano Resist to any ally in the area.
+
Gives a personal owner buff to [[Nano and Aiding#Psychological Modifications|Psychological Modifications]] and [[Nano and Aiding#Sensory Improvement|Sensory Improvement]] as well as an AOE buff to Nano Resist to any ally in the area.
 
|}  
 
|}  
  
=Conclusion=
+
== SAM Battery ==
As you can see, the non-tradeskill conductors, and indeed the majority of the Turrets are the most common cornerstones of any base. They are easy to balance out with the organization advantages and compliment eachother quite nicely. Nevertheless, if you intend on having a larger and higher QL base, we strongly recommend that you take a look at the various tradeskill-towers as well as these are more specialized and att more surprises to anyone foolish enough to attack your base.
+
SAM Batteries will attack passing Yalmahas, but more importantly, they will attack [[Mechs]], and will do extra damage against them. They require no skills, only the standard requirement of Title Level 2 or more. Their price per QL is different to all other towers; the price curve is weighted heavily towards being expensive at low levels, and cheap at high levels.
 +
 
 +
 
 +
== Conclusion ==
 +
As you can see, the non-tradeskill conductors, and indeed the majority of the Turrets are the most common cornerstones of any base. They are easy to balance out with the organization advantages and compliment each other quite nicely. Nevertheless, if you intend on having a larger and higher QL base, we strongly recommend that you take a look at the various tradeskill-towers as well.
  
  
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'''Kzak''', Atlantean
 
'''Kzak''', Atlantean
  
= Source =
+
== Source ==
 
[http://arcanum.aodevs.com/gameplay_basictowers.html Anarchy Arcanum - Gameplay: Basic Towers]
 
[http://arcanum.aodevs.com/gameplay_basictowers.html Anarchy Arcanum - Gameplay: Basic Towers]
 +
 +
== See Also ==
 +
* [[Advanced Notum Wars Towers]]
 +
* [[Mechs]]
 +
* [[Player Level]]
 +
* [[Organization Advantages]]
 +
* [[PvP Title]]
 +
* [[Service Tower]]
 +
* [[Tower Shop]]
  
 
[[Category:Notum Wars]]
 
[[Category:Notum Wars]]
 
[[de:Notum_Wars]]
 
[[de:Notum_Wars]]

Revision as of 12:10, 24 March 2010

Supply Masters are entrusted with ensuring that Rubikans who choose their faction are well supplied with the latest Notum Field defense technology

Overview

There are various types of towers, all separated by their respective Tower-types, ranging from the Control Tower and Turrets to the Guardians and Special towers. The Special Towers will be presented in a later guide, since these are trade-skill only towers, and will need some construction in order to function. The amount of towers you can place is totally dependant on your level, like so:

Level 15 You may place 1 tower
Level 75 You may place 2 towers
Level 150 You may place 3 towers
Level 200 You may place 4 towers

As well as limits to how many towers you may place, there are also other personal and organizational limits as to how many towers of each type you may place, which means you have to plan ahead a bit if you really want your organization to get as much out of the towers as you want. An organization may not place more than one type of controller at a time, IE - you are not allowed to have two separate QL200 Control Towers. Placing a QL200 and a QL10 Control Tower at separate locations is fine however. Organizations are also restricted to a max amount of five Control Towers (or bases). As for the individual player, you may not place two towers of the same type. For instance, you may not place two Solar Turrets.

With the basic rules spread out, lets start with the first thing you will need in order to put up the rest of your base, the Control Tower. The Control Tower will allow you to build more towers on the patch of land you have claimed as your own. The Control Tower will also allow your guild to have the guild-advantages in our separate guide about those.

Control Towers

Control Towers will determine the quality level of the guild advantages you will be using, so make sure you try to build as high of a control tower that the landpatch allows. If the area has a range of QL100-200 it is really a shame to build a QL100 tower there, since a lot of potential will just be wasted. To be able to place a control tower, you must be part of the organizations top three ranks and of course possess enough skill to place the tower. A QL200 Control Tower requires 800 Computer literacy and 600 Psychology skill to put up.

Turrets

Turrets next. Turrets are towers that will do most of the fighting. They give personal buffs, just like any other tower, but are more suitable to fire on intruders. There are a few of these Turrets that you may build - they are as follows...

The following Guardian Conductors can be bought in Tower Shops, and cannot be crafted. They all require Title Level 2 or more and one skill, Computer Literacy, and if a second skill, that is noted.

ID NOT FOUND Fire Sprouting Turret

This tower gives its owner personal bonuses to Dimach, Riposte, Brawling and Martial Arts, and should be a very nice for Martial Artists and perhaps Enforcers to place inside your base.

ID NOT FOUND Massive Cannon Turret

The Massive Cannon Turrets is a dream come true for any healing profession, since it adds to both Biological Metamorphosis and Matter Metamamorphosis and as such will be a welcome addition for any doctors in the organization. Requires Nanoprogramming

ID NOT FOUND Simple Missile Turret

This turret adds some to melee AC. Other than that it feels a lot like this tower is only a filler unless you have any better ideas on what to place.

ID NOT FOUND Solar Turret

If you like playing it safe, a Solar turret is never wrong. It adds an overall AC-bonus to its owner and is a basic cornerstone in building your base. After all, who would say no to an extra body armor?


Turrets are the prime defense for your base. You will really want to get these unless you are certain that your base is in such an area that getting there is too much of a hassle for any attackers to bother with it. Important to note is that you may only place a single turret of each type, which means that you are not allowed to place two Massive Cannon Turrets, like mentioned earlier.


The nicest turrets are trade-skill only and includes the pulse-turrets, the decloaker and the real heavy-duty ones like the Atomic Turrets.

Guardian Towers

And last but not least the Guardian Towers. Guardian Conductor Towers are towers that will not only give personal advantages but also AOE (Area Of Effect) buffs/debuffs when your base is being attacked either by increasing your own defending sides stats or by decreasing the attacking side stats.

Although guardian towers will shoot (a bit) they are highly unreliable as for defensive purposes. You should back up your Conductors with regular turrets in order to get a strong base setup. Like with the Turrets, the really nice Conductors are trade-skill only and includes amongst others towers like the Conductor of Corruption which increases both TimeSpace and Matcreation skills.

The following Guardian Conductors can be bought in Tower Shops, and cannot be crafted. They all require Title Level 2 or more and one skill, Computer Literacy, and if a second skill, that is noted.

ID NOT FOUND Guardian Conductor of Derivation

Gives a personal owner buff to Nano Init as well as an AOE effect of -Nano Init to any opponent in the area. Requires Nanoprogramming

ID NOT FOUND Guardian Conductor of Speed

Gives a buff to Physical and Melee Init as well as an smaller AOE effect to Physical and Melee Init to any ally in the area.

ID NOT FOUND Guardian Conductor of Life

Gives a nice personal buff to Hitpoints for its owner as well as an AOE Heal Delta to any allies in the area. Requires Psychology

ID NOT FOUND Guardian Conductor of Tapping

Gives a personal owner buff to Concealment as well as an AOE effect of -HP to any opponent in the area. Requires Psychology

ID NOT FOUND Guardian Conductor of Mind

Gives a personal buff to Nanopool as well as an AOE Nano delta to any allies in the area. Requires Nanoprogramming

ID NOT FOUND Guardian Conductor of Transfer

Gives an owner buff to all defensive checks (Add All Def) as well as an AOE debuff to All Def to any opponent in the area.

ID NOT FOUND Guardian Conductor of Ransacking

Gives a small wrangle-effect to ranged weaponskills and also an AOE debuff the same skills to any opponent in the area.

ID NOT FOUND Guardian Conductor of Will

Gives a personal owner buff to Psychological Modifications and Sensory Improvement as well as an AOE buff to Nano Resist to any ally in the area.

SAM Battery

SAM Batteries will attack passing Yalmahas, but more importantly, they will attack Mechs, and will do extra damage against them. They require no skills, only the standard requirement of Title Level 2 or more. Their price per QL is different to all other towers; the price curve is weighted heavily towards being expensive at low levels, and cheap at high levels.


Conclusion

As you can see, the non-tradeskill conductors, and indeed the majority of the Turrets are the most common cornerstones of any base. They are easy to balance out with the organization advantages and compliment each other quite nicely. Nevertheless, if you intend on having a larger and higher QL base, we strongly recommend that you take a look at the various tradeskill-towers as well.


Last updated 15. December 2002

Contributors Kzak, Atlantean

Source

Anarchy Arcanum - Gameplay: Basic Towers

See Also