Albion tank guide online. Albion. Sectors located on the map


VIII. Building
IX. Mobs and farm
X. Dungey
XI. PvP
XII. Mounts
XIII. Additionally

Vii. Islands

There are two types of islands - personal and guild.

The island has an owner, co-owners, and visitors. On the board at the entrance inside the island itself, you can set the names of the players or the names of the guilds that can visit your island, and perhaps even build and collect rivers on it.

The islands can be upgraded, but the cost of each level grows exponentially. The more lvl of the island, the more buildings you can make on it.

You can build on the island:

  • Sowing field
  • Cattle corral
  • Wolf / Boar / Bear Cage
  • House with storage boxes
  • Crafts
You can put a bed in the house, as well as arrange pieces of furniture for the legendary pack (painting, telescope). These items used to give buffs. It is not known how it will be on release.

You can also prescribe the access level to buildings and chests so that the mimocrocodile from your guild does not lose all your supplies.

In the guild, the rule is usually not to share the islands with all guild members (because the teleport list is clogged with a bunch of extra lines). What you do in the case of playing with friends is up to you.

Here you have 3 islands, plus 6 more islands for your two friends. Distribute these 9 islands so that some of them are completely sown for fields, some for corrals, for some kind of warehouse, for some kind of crafting group grouped by tasks.

When you collect resources, it will be more convenient to go through 4 islands with farms and 4 islands with a cattle corral than to run through 8 islands, where everything is mixed together. Worse than vegetable gardens in the AO - nothing was invented for sadness and despondency. Going into the garden is very dreary, so think in advance how to place and what on each of the islands available to you.

Obviously, iron recycling (if you do not use a guild or city one) is better placed next to the blacksmith, who is crafting iron. But it is quite a convenient option to re-craft resources on one island, and craft a magician / warrior / bow on the second, a warehouse and craft horses / food on the third. Well, in that spirit.

We posted on the guild island on ZBT1:
3 types of crafting guns / gear
3 types of re-crafting
Crafting tools / accessories

And on a separate island already crafting alchemy / food / horses.

The guild has only 1 island (but no one bothers to have an academician), 1 character has only 1 island (but you can have up to 3 characters per 1 acc.).

Unlike a personal island, a guild island has a chest and a guild auction.

I wouldn't bother with a rare craft (horses, for example) and would use a craft in cities. Yes, you will overpay in taxes, but not so much as processing thousands of resources every day at someone else's craft.

VIII. Building

City map:

They are built in specially designated places on the islands or in the city. Press B (eng) and choose a place:

Upgrade through the Repair button, then to the Upgrade tab:

There is nothing difficult in this, the main thing is to find a place.

IX. Mobs and farm

There are 2 types of mobs: animals and humanoids.

Animals are added (for example, t1 frogs), but the basic fauna is represented by t1 rabbit, t2 fox, t3 wolf, t4 boar, t5 wolf, t6 bear, t7 boar and t8 bear. Skin can be harvested from these animals, which can then be processed into leather. T4 + leather is very valuable. You need a knife to collect the hide.

Leather is a rare resource (since it does not grow everywhere and you need to farm mobs first). So the focus on skill leveling with a knife and farming t4 + leather is a profitable event.

Mobs of the humanoid type (skeletons, followers of Morgana, etc.) give silver upon dropping.

A fame falls from all mobs to level up the possession of equipment, but they must be no lower in tier than the equipment itself, in some cases it is possible to swing on t3 wolves with t4 equipment.

In the dungeons, the mobs are of a humanoid type, so there are dungeons for farming silver.

There are dungeons with mobs, but they are owned by the owners of resource terrains with a dungeon. This is where you can easily farm a bunch of T4 boar skins, for example.

There are also mobs in the ordinary world, sometimes in very large numbers, they respawn quite quickly, but silver / skins are given in large quantities only if they have not been beaten for a long time. Here the system with mobs is similar to any resource.

A freshly grown t2 birch will be filled with 3/15 resources, the more it is not harvested, the more resources it contains. After a while, the birch will already be 15/15 and it is more efficient to collect such a birch than to look for a bunch of 3/15 birches on the map. It's the same with mobs. Going from the morning to the dungeon and farming a bunch of silver is easier than running in a crowd around the active farming area.

Previously, the fame also depended on the fullness of the mobs, but now it was fixed to the average value, otherwise only morning nerds could swing normally.

The higher the mob (like any other resource), the longer it takes to respawn and fill up.

Starting from T3, mobs are aggressive. Therefore, the first rule of AO:

Never run away from mobs deep into the map. Run back to the road. Even the T3 Nubian wolves will easily bite you, you will lose some of the rees (about 30%), the durability of things, and something can crack at all.

T6 bears know how to stun, so even on horseback it is sometimes difficult to escape.

If you farm in a pvp location, then do not overload your inventory and move away from the entrance to the location or zone where you are farming. If you leave behind you a bunch of corpses from mobs - the chance that enemies will come running to your corner to look for easy money is very high.

X. Dungey

Dungeons, as I said, are of two types - with animals for farming skins and with mobs for farming silver. In AO, the dungeons are very mediocre in terms of tricks.

Standard dungeons are designed for an infinite number of people and are not instances. This is the same open world with a pvp mode inherited from the location. On green locations, you cannot kill an enemy who has entered the dungeon with you, on the rest you can (on semi-pvp, you can simply knock him out so many times that he will quickly become naked).

But there are also instances. These are portals inside dungeons. After killing certain bosses, a portal opens with more difficult mobs and bosses, where only 5 people can enter.

There are half-instances - fire portals in locations (not in dungeons), which are opened after killing a demon (the slang name for such dungeons is "demon haunt"). This portal may enter 2 packs, or may not. Inside there are rather weak mobs and a boss that respawns 10 minutes after entering (or 15, I don't remember). In principle, an analogue of deradikon in Aion, only with a full wipe after death, if no one has a cutting stick.

The rules of behavior in dungeons are simple - do not aggro the unnecessary, if you aggro, run away. Some mobs will chase you for a very long time, but everyone has a range of agra.

Of the complex bosses, only bosses are in portals (not in demon yards), you have to tinker there, even if you are well dressed. For me, these are interesting bosses with the need to play five of them according to certain tactics selected for the boss.

Dungeons need tanks with aggro, heal and dd. Tanks without agra (stunner warrior, with a hammer, for example) are useless, since mobs are very easy to heal and damage. In large dungeons, it is better to have a spare tank with aggro.

If there are a lot of mobs, then one shoots at the mobs and runs away, the tank catches one of those running after him.

If the mobs are running after you, you broke away and they began to return - they will first reach the place where they live (you cannot aggro them on the way back). But if while they are running after you someone touches them or heals them, the mobs will spill over to him.

Nubian dungeons can easily farm a fire mage, you just need to take armor for HP regen and a cap for mana regen. With the appearance of a meteor (branch t4.2 and higher), it generally swings faster than anyone else, but the fire mage is useless on gvg and in pvp there is not much sense from it (a meteor is clearly very difficult to cast), but in pvE in my opinion personal experience- a very self-contained build. And I played as a tank, a warrior, a fire mage, a frost mage and I plan to be an archer on ZBT2.

Dungey is the very place to build the hills. It is unrealistic for them to swing solo for a long time, so try, playing with a heal, to get into the party for dungeons.

Large dungeons are difficult even for 10-20 people, because one mistake and heals or a tank fall - clothes break and you are left in the middle of the dungeon without heals and a tank. You can't go forward - there are unkilled mobs, you can't go back - there are mobs that have already respawned while you walked along the dungeon. The option, of course, to run back at least with something and get out of the dungeon is non-zero, but in serious dungeons it is very difficult.

It seems like they promise to introduce a station for mobile fixing of things. This will remove the hardcore (I personally am against these stations), but will allow you not to give up the dungeon halfway if the tank's aggro cannon breaks (not in trash, but just turns red).

I play in the English interface, although there is Russian. But not everything is translated and with the Russian interface it is difficult in places, although the search at the auction is easier.

Customize the interface for yourself. You can choose the tablet and PC version of the button layout, you can remove unnecessary from the screen or the size of the interface. Graphics are also customizable.

Chests and auctions - each place has its own.

Each cluster is located on its own server, servers can be in different parts of the world, so the ping depends on your position.

Any 10+ people on the map (except for the black location) that are nearby (within about one or two screens) are displayed on the map as red dots, even if they are not in the party.

Don't trust anyone you don't know. There are thousands of cases when you farm in a pvp location for an hour in the company of other mob players, and then they step aside, turn on the PC and loot you.

To participate in pvp, you need to turn on the PC mode. This is done on the shield icon next to the avatar in the upper left corner of the screen. The process is long, about 60 seconds. To move between locations, you shouldn't attack anyone for about 10-15 seconds. Run away more carefully. If just before the exit you fired a camp at the enemies attacking you, it will be impossible to leave the location for some time.

You cannot enter the city in pvp mode, as this is a green zone. We'll have to turn it off. If you beat enemies in PC mode, you cannot remove PC mode for about 20 minutes. If you need to transfer things to the city chest, you can ask a friend to transfer everything without a PC penalty.

PC mode is also turned off for a minute somewhere.

City Guards will punch those who hit other players in their line of sight in PC mode, but they are easy to run away from. So you shouldn't stand carelessly and trade a face with a green nickname (without a PC) behind the guards - one will take the guards away (you can even kill them), others will pull you in with a hook and disassemble.

A player with a green nickname can beat any player with a red nickname without any penalties. If you turned on the PC, then everyone except allies gets a red nickname on your screen, but they remain green players. A crowd of players without any organization will attack you, if the crowd is large (and in cities the rumor will quickly spread that you are ganking at the entrance), you will be swept away.

Good gank principles:

We move quietly. This means that we do not move by clicking on the ground, accidentally killing rabbits that were hit, but by holding down the mouse button and moving it in the direction of movement. How you kill a rabbit with an auto attack can be heard quite far away - the targets will scatter.

Do not use acceleration from boots unnecessarily. On several screens you can hear the sound of acceleration, plus if you suddenly have to catch up with someone or run away, you will be left without acceleration.

We do not heal. Hill is audible at half the location, this is the most loud noise in Game.
We do not ride horses unless necessary. You can also hear it very well. Although in the last patch the noise level of the riding wolf is very low. The wolf is definitely a gunk mount, but it is very expensive.

If you are 9 or less - move in one group, keeping up and not overtaking the raid leader. If more, separate. The correct separation is to launch a scout forward with a hook and a stun, who will be able to coordinate the movement of the group and the search for enemies.

No overloading the character while ganking. It is optimal to carry with you what is on and everything.

Luting enemies (and now finishing off) - after the RL command. Never start looting opponents in the middle of a fight - your help is still needed in the fight itself. If the party is large and you are not healed, turn off the display of allied nicknames, leave the nicknames of the enemies and your own.

A good gank is a quick gank. The simplest entertainment is to send a green spy to the gates of a large city and shoot when someone on horseback or on foot runs through the pvp location. After a couple of screens from the exit from the city, the gank brigade suddenly crawls out of the bushes, knocks the enemy off the horse and undresses. On average, if there is no desire to get Lyuli from a larger clan, do not stay longer than 5 minutes in one place.

When moving between locations, a bubble is hung on the players, with the help of which the player is invulnerable to damage (but not to control). This bubble has a cooldown, so you won't be able to go back and forth from semi-pvp to a pvp location under the bubble.

If you entered the location, see if the mobs at the entrance have been killed. If yes, the chance to find the target is higher.

The opposite situation - when entering a location with bridges (you will understand when you see), run under the bubble on a horse as far as possible and do not hit the mobs. So the enemy will understand that there is most likely no one at the location, since the mobs are standing.

If a crowd is chasing you, which cannot be defeated, try to immediately mount a horse and run away. The options “I’ll only save my friend” and “I’ll come from the back and half melt” usually leads to your teleportation in shorts to the nearest city.
Don't go ganking because you're afraid to lose.

Always have 3-4 additional sets of gear and spare horses in your home town. Otherwise, while you are crafting / buying new kits, your pack will already be forced to change its location.

To gank, you need at least 1-2 people with hooks, several people with control, healing and AoE damage to your liking. The mechanics of the game are such that a lot depends on the build of your squad, there are no unambiguous imba-compositions (although they do happen if they introduce bugged skills, as in their time the frost staff 4.3 with imba ice rain).

XII. Mounts

There are several types of mounts in the game:

Donkey (given if you invited at least one friend who bought the founder's package):

As you can see, for 10 such friends, you will also get the horse m3.

Horses t3-t8. A horse from the start can be obtained for 10 friends or the legendary founder's package. Details here:

Reinforced horses (higher durability, they will knock you off for longer, are expensive, usually not used).

Bulls t3 + (in fact, oxes are oxen)

Wolf T6 (fastest, but does not add load capacity). With a low (very low) chance of being knocked out of T6 wolves.

T7 boar (slower than a wolf, but fast and with a high resistance to knocking down). Knocked out from wild boars t7.

Bear t8 (not used, most likely, just steeper than a wild boar in terms of parameters, but slower than a wolf). Knocked out of t8 bears.

Horses and bulls can be raised on the farm. But first you have to open them in the achievements board, planting all sorts of carrots, etc.

On the farm, horses / bulls grow up to a certain point, then they need to be fed (necessarily) with straw, after which they will still grow and they can be collected. The head of a horse / bull appears in the inventory, then go with it to the horse crafting station and use resources (leather) to create a frankenstein horse.

Crafting horses / bulls:

A horse is almost 2 times faster than running on foot. With each shooting range, the speed of the knight and CC (crowd control) of the horses grows. Also, a steeper horse increases the carrying capacity more. At the initial stage, collecting rees without a horse, and even more so moving between locations, you can be lured like that. Therefore, take it as a fact that you should have a horse as early as possible, and better with a margin.

In the first stage, the bulls have little effect. They are needed only for crafters and transporting large amounts of resources between locations. At the first stage, do not bother with bulls, very soon they will cost a penny, or you can craft them yourself.

Here's a quick comparison of walking versus low-tier mounts:

T3 horse:

T4 horse:

Wolf (t6, fastest mount in the game):

It is very difficult to catch up with the enemy on the mount, because if you are knocked off the mount, then all skills become in cooldown, you can use acceleration from boots and break away from the enemy anyway. If you are chasing someone, then you cannot catch up with a horse on foot, and if you catch up on a horse after him and jump off on the move, your skills will be on cooldown, it is difficult to knock down a horse with basic attacks alone or even in several people. Therefore, if you see a ganking group, try to run away from it on a horse.

It is also very difficult to disassemble the bull, since it will take a long time to beat. But the bull is quick to handle the control.

Do not try to run away from enemies on horseback in the direction of the bears, they have a camp, and the chance that you will be knocked off your horse and disassembled right there under the mobs is very great. Actually, running through a crowd of mobs on a horse is also not worth it, even on a farm / quality.

p.s. The article turned out to be very large and took 3 days, I even had to think it over at work. But one thing I understood - it is very difficult to describe everything in one article. It is difficult to keep the complete structure in mind, to paint in detail, but without turning the manual into a three-volume book. Therefore, let's do this, if you have any questions - ask in the comments, I will answer them whenever possible.

Not all aspects are covered in this guide.

Each player wishes to fulfill a specific role in battle. Whether it's a tank, a healer or a damage dealer, everyone wants to be indispensable in battle. But, undeniably, there are different styles of play that perform better than others (in the context of achieving a certain goal, of course). Today we are going to discuss a good tank build that is suitable for groups with different numbers of participants.

The "battleship" build is designed to destroy opponents and control the pace of the battle. Having an battleship in your group will give you a clear advantage in both small battles and large-scale battles. If you want to make the existence of enemy healers meaningless, demolish your opponent's line of defense and crush his position, then you've come across the right article.

The set of armor and weapons required for this build

  1. Medium iron helmet
  2. Heavy Cloth Chestpiece
  3. Heavy Cloth Boots
  4. Iron staff

It might surprise you that we chose the medium iron helmet. Do not rush to be indignant - this choice is due to a compelling argument, which I will reveal below. For now, let's discuss the abilities we'll be using for the armor and weapons before we head out into the bare field.

Medium Iron Helmet Skill

The Medium Helmet is my personal favorite in Albion Online. It provides skills that are best suited to most builds depending on your PvP preference. The logical choice for this build would be Meditation Is a universal ability that reduces the cooldown of your active abilities by 10 seconds. This means that your skills will be available much faster, which means that you will be able to fulfill your role much more efficiently.

While you will most likely be using meditation (to increase your frequency of using crowd control abilities), I also recommend taking reckless dash... This skill will provide a 72% increase in speed, which will allow you to control the enemy (catch up and slow him down so that your allies finish off the poor fellow).

Passive for Medium Iron Helmet

Since your main task group control is crowd control, the best passive skill would be Authority, which increases the duration of crowd control by 5%.

Abilities for Heavy Cloth Chestpiece

The defining skill for this build will be ... yes, Root Cage, you guessed it! Another crowd control ability will root your enemies around for 4 seconds. Root cage this is one of the best control abilities. Plus, it's often critical to have AOE damage per area.

Yes, the cooldown of the ability is quite long (as much as 30 seconds), but this is where meditation comes in handy, which will very handily reduce the cooldown to 20 seconds. Your abilities will be updated and ready to use before you finish reading this sentence (well, or not).

Passive for Heavy Cloth Chestpiece

As a passive skill, I recommend choosing Sustainability- it will significantly increase the level of protection and resistance to magic damage. This is the source of your "invulnerability". The ability will help you to take out enemy lines for a long period of time, without dying from the damage received.

Abilities for Heavy Cloth Boots

For the boots we take Defensive run, which increases your speed by 100% and resistance to damage and magic for 3 seconds. The effectiveness of the skill is obvious: you break into the enemy's position using a run, and you get a huge bonus to resistance, which makes you almost invulnerable. In this case, the enemy will try to focus the fire on you (it's useless, because you are unlikely to die with such resistance to damage and a competent healer from your team who will heal you).

Passive skill for heavy cloth boots

As with the bib, you need to choose Sustainability for boots - this will add extra resistance to physical and magical damage. I think you understand what I'm getting at - we are creating a tank for which armor and resistance are the defining elements.

Finally, our weapon: the iron staff

In order to open access to the iron staff, you need to gain glory through the archer branch. After you unlock the wanderer's bow, study the expert's staff, which will later allow you to use the iron staff. As you can see, getting the iron staff is pretty simple. Believe me, this is not only a smart investment of your time, but also a fun opportunity to play ping-pong with your opponents.

3 weapon abilities defining the role of tank and crowd control

Concussion Shock: In general, this is an extremely useful skill that can be used in various variations. For example, it deals pure damage to the target by slowing it down. In addition, with a successful stack of the ability 3 times, the target will be stunned, which means it is vulnerable to attacks from your allies.

Stunning Dash: Another key skill in your rotation. After casting, you get a 38% increase in speed, and your next basic attack stuns the enemy. This is an indispensable skill that will allow you to bring down the castes of the enemy and interrupt the abilities of the enemy healer, who will decide to save his allies from imminent death.

Tornado: In all honesty, I'm ready to call this skill the most significant for the entire assembly. You spin and land a flurry of punches for 5 seconds. By knocking back and sweeping enemies in your path, you also interrupt their casting ... It's hard to underestimate the importance of this ability, right? Coupled with meditation, you are able to spam a tornado over and over again, devastating enemy ranks.

Style of play and combinations

The tactics of playing an armadillo are pretty trivial: play aggressively. The combination of resistance granting and crowd control skills will make life difficult for any group that tries to destroy you. If you were given the opportunity to freely attack opponents - use your arsenal to become a living nightmare for enemy healers: distribute stuns to the right and left, interrupting their abilities. If the enemy decides to focus their fire on you, you can easily defend yourself, ignoring most of the damage and forcing them to waste their abilities. Either way, you have a clear advantage

A common combination in Iron Staff builds is Defense Run and Stun Dash. Abilities stack speed apart, allowing you to focus on auto-attacking a single target getting stunned. While the target is stunned, you can use Concussion Strike, which will slow them down after the stun has expired. An irreplaceable element in the rotation is a tornado. While the enemy is stunned, you can run up behind him and use a tornado to quickly throw him towards your allies (who will surely finish off the poor fellow). As you can imagine, this action will not allow enemies to free themselves in time and move freely (unless they have a skill that provides mobility, for example, teleport).

Pros and cons of the Battleship build

Pros: The pros of this build are almost endless. You provide a wide range of useful abilities and actions for a group of any composition. There is hardly a team that does not want to have you in their ranks, because you have everything you need to win in PvP. The build provides high protection, allows crowd control and moderate mobility.

Minuses: The downside of this build is that it is not intended to be played solo. Low damage rate will not allow you to succeed in 1v1 battles and is not optimal for PvE grinding. However, this build is conceived for those who have completely different tasks. It is designed for team fights and is designed to inflict maximum damage on the enemy line of defense. If you like being a tank and breaking through an enemy formation with a group, if you understand that a good tank greatly increases your chances of winning, then this build is worth trying.

To victory!

A strong tank is simply irreplaceable on the battlefield, which means it's time to act and give enemy healers an incomparable pleasure. With a tornado in your arsenal, you will send opponents on a long-distance flight into the city without any equipment faster than they have time to understand what happened.

What are you waiting for? The group is already tired of waiting!

Whether your desire as a player is to fulfill the role of tank, healer or damage dealer, there are always certain playstyles that adhere to a niche role better than others. Today, we would like to discuss upon a well-rounded tank build that can bode well in a group of any size.

An Iron-clad tank is designed for disrupting foes and controlling the pace of a battle. Whether large-scale, small-scale, having an Iron-clad on your side is typically advantageous. If you enjoy rendering rival healers useless, harassing enemy backlines and forcing them out of position, all while being as sturdy as a brick wall, then this may be just the build you were in search of.

For starters, let’s establish the armor set and weapon of choice utilized in this build.

1) Medium Plate Helmet

2) Heavy Cloth Chest

3) Heavy Cloth Boots

4) Iron-clad Staff

Choosing medium helmet may come as a surprise, but bear with me as there is good reasoning for the decision. Let’s discuss the skills we will want to forge onto our armor and weapon before heading out into the open world.

Medium Helmet Skill:

Medium Helmet is a personal favorite in Albion, as it offers a multitude of skills that are very useful on most builds, depending on what form of PvP you are involved in. For most intents and purposes, your choice of skill for this build would be Meditation - a versatile skill which reduces all currently active cooldowns by 10 seconds. This essentially means that your skills will be available again faster so you can do your job even more effectively.

Although you will usually want to have meditation for most team fights to increase your availability of crowd control (CC) cooldowns, another option primarily for small-scale ganking would be Defenseless Rush. This skill offers a 72% movement increase that will allow you to catch and hold your opponents in place, while your allies catch up to finish them off.

Medium Helmet Passive:

Since your job is to be the primary crowd control player in your group, the best passive to take would be Authority, which increases all CC duration by 5%, furthering your disruption capabilities.

Heavy Chest Skill:

The primary skill we will want to take for this build would be Root Prison - you guessed it, another CC oriented skill that roots any opponents surrounding you for 4 seconds. Root prison is one of the strongest CC skills in the game, and often times sets up your team to land critical area of ​​effect (AoE) damage on your opponents.

Although the cooldown of root prison is rather extensive (30 seconds), this is one area where meditation comes into play, and effectively reduces the cooldown of root prison by 10 seconds. You’ll have it off cool-down and ready to go before you even realize it.

Heavy Chest Passive:

The passive we will want to take here would be Toughness - increasing your armor and magic resistance by a considerable amount. This is the bread and butter of your survivability, and will allow you to rampage behind enemy lines for extended periods of time while mitigating the damage you receive.

For our heavy boots, the skill we will want to grab is Defensive Sprint - increasing your movement speed by 100%, like most sprints, while also increasing your armor and magic resistances tremendously for 3 seconds. The effectiveness of this skill is self-explanatory; simply rush into enemy lines with defensive sprint, receiving a huge bonus to your resistances that make you nearly un-killable. In the case that your enemy tries to focus-fire you down, it is highly unlikely that you will die with such high resistances and a competent healer on your side.

Heavy Boots Passive:

Similar to your heavy chest passive, you will also want to forge Toughness onto your boots, which will further strengthen your armor and magic resists. I think you understand the point I’m trying to make here: build as tanky as humanly possible.

Finally, we have our choice of weapon: Iron-clad Staff.

In order to unlock your Iron-clad staff, you will first want to begin by unlocking fame through the archery branch in the destiny board. After you master Journeyman's Bow, you’ll want to pick up an Adept’s Quarterstaff which will lead you directly into unlocking your Iron-clad Staff. It’s a very simple process to achieve and is more than worth your time-investment when you realize how much fun it is playing ping-pong with your rivals!

Now, let’s briefly discuss which 3 weapon skills will optimize your role of crowd-control and tanking with Iron-clad staves.

Concussive Blow: Generally speaking, this is an extremely useful ‘Q’ skill that comes with a variety of utilizations. To begin with, it does fairly solid damage to your enemy, while applying a slow to them at the same time. As if a slow wasn’t already handy enough, after landing this skill 3 times in succession on your opponent, they are briefly stunned and vulnerable to any damage your allies throw at them.

Stun Run: Another key skill in your CC rotation, stun run also offers a ton of utility. After casting the skill, you receive a 38% movement speed increase. During this duration, the next auto-attack you land will stun your enemy. This serves as a critical skill for canceling enemy casts, and interfering with the enemy healer's ability to keep their allies alive.

Hurricane: Easily considered the most important skill in this build, we have Hurricane. Spinning in a frenzy for 5 seconds, knocking back any enemy in your path, canceling their casts and throwing them out of position ... It is hard to deny the value of this skill. Paired with Meditation, you are nearly capable of casting this skill back-to-back with little delay, which would easily leave any group of enemies devastated.

Playstyle & Combos

The playstyle of a CC / Tank build such as this one is very straight forward: play aggressively. With the amount of defensive utility you have to offer, conjoined with the heavy crowd-control that Iron-clad staves offer, this is a build that will be a challenge for any group to take down. If you are left alone to attack your enemies freely, you have the utility to essentially make healing for the enemy a living nightmare by continuously stunning and knocking back their healers. If the enemy decides to focus-fire you, you have the defensive utility and damage mitigation to soak their damage, basically making them waste cooldowns. In either scenario, you have a distinct advantage.

A very common combo used in most Iron-clad builds starts off by using defensive sprint and stun run. The speed increases stack between these two skills, so this easily allows you to follow up with an auto attack on the focus target, in order to secure a solid stun. While the enemy is stunned, you can freely land a concussive blow which will keep them slowed even after your stun has finished. The most important part of this rotation is the finisher: hurricane. While the enemy is stunned, you can then run behind them, cast hurricane, and repeatedly knock them back towards your allies to secure the kill. This is essential, as it forces them out of position and is nearly impossible to recover from unless they have mobility such as blink to escape.

Pros: The pros of our build are limitless. You offer a wide variety of utility to any team composition and you’d be hard-pressed to find a group that wouldn’t be interested in what you have to offer in terms of PvP. The build offers high defenses, considerable crowd control and even moderate mobility. You have complete control over the pace of the fight and are the determining factor towards which enemies are focused down.

Cons: A con of this build is that it doesn’t fare well in solo-play. Offering very little in terms of damage, it doesn’t excel at 1v1 nor is it optimal for solo-grinding for PvE fame, however, that isn’t really your job when playing this build. It’s entirely devised for team fights and ensuring that your enemy is disrupted as much as possible. If you are passionate about tanking for your group and would enjoy playing a well-rounded tank that has a tangible influence on the outcome of a team-fight, then this build is certainly worth checking out.

Battle awaits.

A sturdy tank is always needed on the battlefield, so it’s time to head out and give those enemy healers an experience they’ll never forget. With hurricane at your disposal, you’ll send your enemies flying back into town without any gear before they even realize what hit them.

Well, what are you waiting for? Your guild awaits their newly-found tank in Albion.

Composure

VI – IX levels.

Command center.

Factory. Air defense.

Field airfield.


Iron will

The game scheme is designed for airplanes VII-X levels.

Sectors located on the map:

Stronghold. Least difficult and protected areas.

Airbase.

Command center. Guarded by defenders: 3 light aircraft. Every 110 seconds, summons a strike squad of five bombers to attack enemy territory (excluding neutral territories). The strike link flies out from the edge of the map in the direction of the target, after which it is bombarded, causing significant damage. The amount of damage depends on the number of bombers that have reached the target. Having captured one territory, the command center switches to attack another. Bombers can be intercepted and destroyed by enemy planes. Gains 3 points of influence every 5 seconds. Installed 6 light + 4 high-altitude air defense guns.

Factory.


Final argument

The game scheme is designed for airplanes VII-X levels.

Sectors located on the map:

Stronghold.

Military base. Guarded by defenders: 2 heavy aircraft. Every 20 seconds, inflicts a missile strike on an adjacent neutral or enemy-controlled territory until it is captured. After that, a new territory is selected as the target of missile strikes. Gains 3 points of influence every 5 seconds. Installed 4 light + 6 high-altitude air defense guns.

Airbase. Guarded by defenders: 4 light / 2 heavy aircraft. Allows you to change the class and model of the aircraft on the tactical screen, choosing from ready-for-battle and suitable vehicles in the Hangar. It is the point of re-entering the battle (you can select this territory to appear above it after the destruction of the aircraft). Gains 3 points of influence every 5 seconds. Allows you to restore durability and critical damage to the aircraft. Reduces the waiting time for re-entering combat by 10 seconds for all pilots on the team that controls this sector. Installed 6 light air defense guns.


Gordian knot

The game scheme is designed for airplanes VII - X levels.

Sectors located on the map:

Stronghold. Guarded by defenders: 2 light / 2 heavy aircraft. When captured, they bring 3 points of influence every 5 seconds. Installed 2 light + 2 high-altitude air defense guns.

Field airfield. Guarded by defenders: 6 light aircraft. It is the point of re-entering the battle (you can choose this territory to appear in the battle after the destruction of the aircraft). Gains 3 points of influence every 5 seconds. Installed 2 light air defense guns.

Factory. There are no defensive aircraft. Gains 3 points of influence every 5 seconds. Gains 80 influence points every 120 seconds. If the territory was captured by another team during the countdown, the countdown starts over. Installed 6 high-altitude guns

Command center.


Equilibrium

The game scheme is designed for airplanes VIII - X levels.

Sectors located on the map:

Stronghold. Guarded by defenders: 2 light / 2 heavy aircraft. When captured, they bring 3 points of influence every 5 seconds. Installed 2 light + 2 high-altitude air defense guns.

Factory. There are no defensive aircraft. Gains 3 points of influence every 5 seconds. Gains 80 influence points every 120 seconds. If the territory was captured by another team during the countdown, the countdown starts over. Installed 6 high-altitude guns

Command center. Guarded by defenders: 3 light aircraft. Every 110 seconds, summons a strike squad of five bombers to attack enemy territory (excluding neutral territories). The strike link flies out from the edge of the map in the direction of the target, after which it is bombarded, causing significant damage. The amount of damage depends on the number of bombers that have reached the target. Having captured one territory, the command center switches to attack another. Gains 3 points of influence every 5 seconds. Installed 6 light + 4 high-altitude air defense guns.


Sphere of influence

The game scheme is designed for airplanes VII - X levels.

Sectors located on the map:

Stronghold. Guarded by defenders: 2 light / 2 heavy aircraft. When captured, they bring 3 points of influence every 5 seconds. Installed 2 light + 2 high-altitude air defense guns.

Airbase. Guarded by defenders: 4 light / 2 heavy aircraft. Allows you to change the class and model of the aircraft on the tactical screen, choosing from ready-for-battle and suitable vehicles in the Hangar. It is the point of re-entering the battle (you can select this territory to appear above it after the destruction of the aircraft). Gains 3 points of influence every 5 seconds. Allows you to restore durability and critical damage to the aircraft. Reduces the waiting time for re-entering combat by 10 seconds for all pilots on the team that controls this sector. Installed 6 light air defense guns.


Wings of War

The game scheme is designed for airplanes VI - IX levels.

Sectors located on the map:

Stronghold. Guarded by defenders: 2 light / 2 heavy aircraft. When captured, they bring 3 points of influence every 5 seconds. Installed 2 light + 2 high-altitude air defense guns.

Field airfield. Guarded by defenders: 6 light aircraft. It is the point of re-entering the battle (you can choose this territory to appear in the battle after the destruction of the aircraft). Gains 3 points of influence every 5 seconds. Installed 2 light air defense guns.

Command center. Guarded by defenders: 3 light aircraft. Every 110 seconds, summons a strike squad of five bombers to attack enemy territory (excluding neutral territories). The strike link flies out from the edge of the map in the direction of the target, after which it is bombarded, causing significant damage. The amount of damage depends on the number of bombers that have reached the target. Having captured one territory, the command center switches to attack another. Gains 3 points of influence every 5 seconds. Installed 6 light + 4 high-altitude air defense guns.

Factory. There are no defensive aircraft. Gains 3 points of influence every 5 seconds. Gains 80 influence points every 120 seconds. If the territory was captured by another team during the countdown, the countdown starts over. Installed 6 high-altitude guns

Invasion game schemes

Attack on the coast

The game scheme is designed for airplanes VI-X levels.

Sectors located on the map:

Stronghold.

Airbase.

Strong point.

Game Schemes for War of Attrition

Gordian knot

The game scheme is designed for airplanes V - VIII levels.

Sectors located on the map:

Stronghold. Guarded by defenders: 2 light / 2 heavy aircraft. Installed 2 light + 2 high-altitude air defense guns.

Airbase. Guarded by defenders: 4 light / 2 heavy aircraft. Installed 6 light air defense guns.

Command center. Guarded by defenders: 3 light aircraft. Installed 6 light + 4 high-altitude air defense guns.

Strong point. No defensive aircraft, 4 high-altitude and 6 light air defense guns installed

Game schemes for the "Escort" mode

Thunderclaps

The game scheme is designed for airplanes IX - X levels.

Sectors located on the map:

Strong point. No defensive aircraft, 4 high-altitude and 6 light air defense guns installed