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Treim

Treim's Battleground/rPVE Speedrun Guide

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Finally got around to reading this, didn't know nature was so bad in rPvE, well you learn something new everyday in this forum. +1 from me again because of updates and stuff.

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Nature start with fountain of rebirth + healing spell and roots can be a good start t1 for a supporting position for bg 10 4er. :)

Edited by SirTegetoff

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Nature start with fountain of rebirth + healing spell and roots can be a good start t1 for a supporting position for bg 10 4er. :)

its good to have that on random maps when you dont really know what happens to have a bit more safety, however in speedruns nature just dont have the offensive power that fire has, thatfor fire > nature in speedruns ;). I agree though that it can help in normal rPVE matches :)

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hmm still it depends, my friend. :)

Also in certain even motm maps it can be a speedrun option as mark of the keeper defends then incoming.

But this would be a discussion on a high level, which noone despite us would really care about it,

If battleforge will be reborn, we can try then that, with one green if you are faster, or just 3 fire....:)

Time will tell then

Edited by SirTegetoff

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hmm still it depends, my friend. :)

Also in certain even motm maps it can be a speedrun option as mark of the keeper defends then incoming.

But this would be a discussion on a high level, which noone despite us would really care about it,

If battleforge will be reborn, we can try then that, with one green if you are faster, or just 3 fire....:)

Time will tell then

you can pretty much defend every income to t1 with a mine and 2 sunstriders. Unless that income pulls the hole base. But thats so rare that its not really relevant.

Edited by Treim

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My point is that a challenge: if battleforge returns, motm map, me with players and one with nature faster than you with your group without nature... probably I will lose...

but month after month that challenge will be "reborn". :)

 

And no, heavy incomming with mine and 2 sunstriders wont do it.

Mark of the keeper is a nice thing for t1 and t4 to stop incommings

 

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My point is that a challenge: if battleforge returns, motm map, me with players and one with nature faster than you with your group without nature... probably I will lose...

but month after month that challenge will be "reborn". :)

 

And no, heavy incomming with mine and 2 sunstriders wont do it.

Mark of the keeper is a nice thing for t1 and t4 to stop incommings

 

strongest income that you can get on outer positions are treefiends,1 squad and 1 lost dancer. i guarantee you that you can do it with 2 sunstriders and a mine.

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strongest income that you can get on outer positions are treefiends,1 squad and 1 lost dancer. i guarantee you that you can do it with 2 sunstriders and a mine.

As I said, I will probably lose it, but maby a map will come, my group will be faster with one nature t1 than youirs. Better the rest to our private conversation.

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I was wondering: is there a limit of how many spawn you can kill before the whole camp starts to attack you? Soometimes I have the impression: like on lvl 9, the t4 is close to the next camp. You kill the spawn multiple times, and after like 3 spawnkills the whole camp attacks?

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That is not a thing at least as far as i know.
Spawns can however pull the whole base if they are attacking you and close enough to the next base. That is pretty common even from t2 to t3.
About 80-90% close bases are not actually in aggro range of your t2 by themselves. Only when the spawn comes and attacks is the base pulled as well. That's when trapping incomes actually becomes an important technique to know. It is overall all about aggro ranges from my experience at least.
If you pull the next base after the 3rd spawn that probably simply means that they are slightly closer to the next base  and that aggroes everything else. Especially artillery range units like Bandit Snipers can become a nightmare in that case.

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So in your first picture. When you manage to attack camp 4, without that the camps 1,2,3 and 5 noticed you. Will 2,3 and 5 then start spawning and move towards your base?

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51 minutes ago, Buddelmuddel said:

So in your first picture. When you manage to attack camp 4, without that the camps 1,2,3 and 5 noticed you. Will 2,3 and 5 then start spawning and move towards your base?

Yes, thats how it works.

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So if I sneek up on them over a mountain, and camp 1 hasn't been activated yet; and for camp 2,3 there is no direct pass to my base, 2,3 will still go for it. Little bastards, no guerilla in this one^^

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