Tree of Savior Forum

[Guild War]Cannoneer Rush Tactics?


Back in IMC’s Granado Espada, some guilds employ a rush tactic into stealing colonies(emperium in RO talk) via Canoneers Squads.Given that both GE and ToS canoneer does more damage to structures such as a guild tower.

I have thought that this ancient granado espada tactic might work here. The gist is stealthed characters would observed locations of suspected weak colonies/emperium. upon finding such target, the guild would rush in a squad of Cannoneers and Buffers(CD decrease/CD reset) into the location to burst down the colony/emperium thus capturing the territory.

Though it is still in question how exactly would a guild war meta work in ToS. But I am sure a single canoneer cannot burst down a tower. So maybe a guildwar focused guilds would require their archers to get cannoneers for rank 7 to produce the same effect.

until then its all just theory crafting.

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Isn’t the trick to get your guild leader buffed with Cloaking and Haste, and have him warp your entire guild under the enemy tower?

THE CANON META
20chrs plz

as far as I know the defending guild can warp freely into their towers aswell. if this is the same system as in GE guildwar, the system will notify all guild members that their tower is under attack and thus respond accordingly.

plus i think the towers will have special stat defense that will not make it easy for the attacking guild to easily destory conventionally (non anti structure skills).

well unless wars are tested in test servers we will not know. conventional pvp combat guild warp or guild warp then cannon rush burst tower HP.

I don’t know how useful cannoneer will really be against guild tower.

They have one skill - siege burst, that does x5 damage to buildings, so say that siege burst does 10k damage normally.
10k x 5 = 50k damage to guild tower on a 38 second cooldown.

Frost cloud, ziabas x2, carnivory, backstab, cyclone, etc etc. Can all do more damage than x5 bonus siege burst .
And If you watch the cannoneer videos, the skill animation for siege burst is pretty long too, ( got to load up cannon, aim it like multi shot, then like 2 second delay before it hits the target area)

Now it could be guild tower has hp like a destructible structure or trap in the game. ( All hits, no matter how much damage they deal, only do 1 damage against the structure / building / trap)

But if that was the case, then multi hit attacks would dominate since damage is negligible. And siege burst is not multi hit.

Now it could be guild tower has hp like a destructible structure or trap in the game. ( All hits, no matter how much damage they deal, only do 1 damage against the structure / building / trap)

But if that was the case, then multi hit attacks would dominate since damage is negligible. And siege burst is not multi hit.

i assume this case, since it was similar in IMC’s GE guildwar system.

Cannoneer squads there are supported by Cooldown decrease and cooldown reset buffers. all conventional attack were dealing only 1 damage so multi-hit characters were needed in a typical battle. specialized guilds are those that have canoneers squads specifically made for downing colonies/emperium really fast. there are also siege engines that deal large damage to structures but those are expensive non premium cosumables in GE.

in ToS cannon rush theory case Chronomancers and Dieverbys would be the support to the cannoneer , but i dont see that happening with chronomancer since its circle 3 which they get their CD decrease buff.

I feel like the Icewall-PP combo will be the big thing in that situation. Moreso than Archers doing 15 hit/skill stuff anyway.

That or like, one linker 3 linking the 10 fireballs from a bunch of pyro-psychokino 3, causing the area to become a burning death trap for anyone from the other team to enter.