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Jarod’s Tips for Intermediate and Beginner RPvE (4 Player diff 5-9)


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[Up to date as of end of 2021, fire rpve is released and none of the other factions have had significant changes afaik. If people like these tips I might consider expanding to intermediate tips, adding pictures, making faction specific tips (looking at you lost souls), and keeping it updated as the game evolves.]

I wanted to write these tips because theres a lot of fairly simple strategies/knowledge that might not be readily apparent to beginner/intermediate players but which can make rpve a lot smoother experience for everyone involved.

Disclaimer: Treim has an in-depth speedrunning rpve guide however it is geared more toward veteran players (and speedrunning) definitely feel free to check it out if that’s more your speed or just for some of the helpful info that it has which can usually be applied to the lower difficulties. My guide will have a lot of useful tips for average and beginner players playing 4 player rpve difficulty 6 to 9 with other random players of similar skill and some of these tips might not necessarily be the best strategy for other types of rpve. These tips also work on rpve 5 though the earlier camps don’t have spawners so some of the tips might not be entirely relevant.

Now on to some of the most important tips:

0.       When you cause damage to the health of a unit in a camp (a camp is an initially static group of enemy units and structures spawned at the beginning of the match), every camp directly connected to that camp will start spawning waves of enemies. Waves move toward whichever closest orb you currently had constructed when they were spawned. Attacking a wave will not cause enemies to start spawning from attached camps however if the wave is close to a non-wave (aka camp) enemy then they can be agroed and if that enemy takes damage to its health from your forces it will cause attached camps to start spawning their waves. Something as innocuous as a bandit shaman running from fairly far to get a heal in on a wave and being hit by a stray arrow or some splash damage can suddenly turn 1 wave spawn into 2 or 3 or even more so be wary of assaulting a wave close to an enemy camp unless you plan to engage the camp or can run far enough that any camp enemies lose interest and turn back before they are damaged.

1.       Always* go for the spawner. *Very few exceptions to this rule exist for new/intermediate players in random groups, most are from bosses like urzach and abaddon, and possibly infestor or hellhound where you need to kill the boss as soon as possible else it can delete your army. There are few strategies where it can be fine to kill the camp starting from elsewhere but those are advanced strategies. For new players just always go for the spawner if there isn’t a boss as mentioned above.

2.       Only 1 spawner is real. All the enemies from a camp only spawn from one of the spawners. The real spawner will always be on the right side if entering from the tower side. In other words most camps can be shaped with 4 corners, 2 corners (1 side) has towers and the other 2 corners (side) has spawners. If you consider the tower side the front then the two spawners will be in the back, when you enter from the front (tower side), the real spawner will always be on the right side.

3.       If in the outside lane assume you will be using T1 to get to T3. (outside lane means players in spot 1 and 4 aka the outside of the map compared to players 2 and 3 which start farther away from the corners) Do not rely on using T2 in the outside lane unless you can guarantee you can trap (trapping is an advanced strategy to prevent further wave spawn) since it is often stacked (stacked means that the camps are close enough together that attempting to clear one will pull enemies from the other). It is much more efficient to clear your t2 but not build the orb/wells and build up a t1 while defending there to then assault t3 with your inside lane rather than spending all your power failing to defend at your t2. As you increase your game knowledge and ability you will be able to decide for yourself if it safe to build t2 (or just use a trapping strategy) but if youre ever in doubt just stick with t1.  

4.       If you are in an inside lane do not assault your t2 before the outside lane assaults their t2. This is important because due to #0 when you assault your t2 then your shared t3 will spawn a wave of enemies that will attack the outside lane. If they aren’t ready then this could be very bad for them. This isn’t a hard rule as it rarely causes failure outside of lost souls but it is an appreciated courtesy. Remember this is a team mode, things will go smoother in general if you work together. If one person rushes which causes another person to fail then this will likely be a setback overall.

5.       You can see the location of camps and paths through the fog of war. If you pan the camera over the areas covered by the fog of war you can still see the shape of the terrain, you will notice the clearings which likely contain camps as well as the narrower parts which are the paths. Use this to your advantage to avoid pulling stacked camps and also to plan out your assault. For example if you see your t2/t3/t4 is stacked with another camp then build up at the previous tier so you don’t get rolled.

6.       It is generally best practice to kill edge camps/corner camps first. These have no or 1 path connected to them (generally when people mention paths it is paths from the target camp to enemy camps beyond that camp so although dead end camps technically have 1 path, for the purposes of wave spawning they have no path since they are a dead end) so if you eliminate them then the total number of waves currently being spawned stays the same or decreases. This also helps prevent missing stuff as well as rogue waves getting behind your force and potentially assaulting one of your orbs.

Disagree with any of my tips or have some of your own? Post them in the comments and maybe I’ll even add them to the list.  

Edited by JarodDempsey
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-1. Focus Fire

Basic: Especially on low tiers and low suplly, focus your damage on one enemy entity after another (declare an attack on one entity, after it dies, declare the next attack on the next target and so on). 

Advanced: Use supporting and supporting CC units (a.e. Frostmage/Dryad/Shaman) in a different controll group and depending on the unit let them attack on their own at random or focus CC key targets. 

Expert: Change focus fire target while lethal projectiles are still in the air to maximise damage output and move individual units which get targeted by the enemy further back to break their focus fire. As soon as their targeting changes, attack with it again. 

Bonus tipps:

- Don't micro manage small melee units. Unless you know what you're doing, you're most likely just shooting yourself in the foot. Use the atrack ground command instead and concentrate your micro on your ranged damage dealers.

- Communicate with your team. Either with pings or chat.

- Git Gud. 

Edited by Mynoduesp
Metagross31 and JarodDempsey like this
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Per Kapo and Sylar i redid my #0 tip to better explain the technical aspects of camp engagement propagating wave spawns. This was great info as the incidence where pulled camp enemies not getting damaged in my experience as someone who was unaware of the damage to health requirement was so low that i was well unaware of it lol so by adding it in there perhaps other players may sieze the opportunity to avoid some accidental wave spawns. Mynoduesp has some solid tips as well tho most are more advanced for the basic section and I decided not to include focus fire because although the focus fire itself is fairly beginner, if the player doesnt have the enemy unit knowledge to choose the priority targets then it can overall be a detriment so im saving it for intermediate tips. Regarding ThomasMann's mauler suggestion 🙃 well ill just leave that there for players to make their own decisions lol.

Edited by JarodDempsey
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