Time Attack and Dungeon Siege

Awesome info. about Time Attack and Siege, the sources (links) are at the end. Enjoy!
There are two parts to the Dungeon Siege system:
* The Raid Time Attack   
   * The Dungeon Siege
Both portions MUST be completed before your guild can own the Dungeon.
By winning both of these parts your guild will claim ownership of the Dungeon and will gain all benefits associated with ownership.
The Raid:
The first part of the Dungeon Siege. This event is only available Monday ~ Thursday. At 12:01am PST on Friday the Raid Time Attack will be closed and the guild with the fastest time will be declared the winner of the Raid Time Attack.
To apply for The Raid guildmasters should seek out the Dungeon Stones outside of the entrance to the Dungeon they wish to compete for. Guild Masters must be of the appropriate level. To determine the appropriate level take the Dungeon Level (listed on the Dungeon Stone) and subtract 20. So if the Dungeon Level is 70 the guild master must be Lvl 50 to apply.
Once there click on the Dungeon Stone to open the Raid Time Attack window. Click on the Apply button to sign up for the Time Attack. Remember that the Raid must be completed between Monday and Thursday.
To start The Raid Time Attack the guild master must create the siege party. To do so the guild master should type: /screate TEAMNAME. They can then invite additional Party leaders using the /sinvite_gp GUILDMEMBER. Then each Party leader forms each party in the siege just like any other party. (/pinvite PLAYERNAME).
Once the Siege Team is formed the Guild Master enters the dungeon. This will create a private isntance of the dungeon for the Guild. The timer starts as soon as the Guild Master enters the dungeon. Once all members of the siege team are inside the dungeon it is purely a matter of killing the 2 bosses inside the dungeon. Players must kill both bosses for the Raid Time Attack to end.
The guild with the fastest time will move on to The Siege event. There will only be 1 winner per dungeon.
Remember these important points:
* Guild Masters MUST be present during the Raid Time Attack.   
   * Guild Masters need to be at least as high as the Dungeon Level - 20 Levels    
     (If Dungeon Level = 70; Guild Masters level must be at least 50 or higher).   
   * Only members of the applied guild may participate in the Raid.   
   * Use /screate NAME to create a Siege Team.   
   * Use /sinvite_gp NAME to invite a member of your guild as a Siege Team Party Leader.   
   * Each party leader uses /pinvite to invite members to their party.    
   * The maximum number of players for the Raid is:   
         o 8 characters for Moonlight (1 party of 8).   
         o 16 characters for Lost Mines (2 parties of 8).   
         o 24 characters for Crystal valley (3 parties of 8).  
         o 32 characters for palmir plateau (4 parties of 8). 
   * The timer starts as soon as the Guild Master enters the dungeon.   
   * The timer ends as soon as both bosses are killed.   
   * Bosses will drop items during the Raid Time Attack.   
   * If a character dies they can revive at the start point for the Raid.   
   * Users do not need to pay taxes during the Raid Time Attack.   
   * There can only be 1 winner.   
   * A guild may only sign up for 1 Dungeon per week.   
   * A guild may apply for a Raid Time Attack 1 time a day.   
   * Members of a Siege Team may talk to the entire team by putting ' (apostrophe) in front of their messages.   
   * Players will NOT lose lak, experience, drop items, or gain immorality points during the Dungeon Siege.

The Siege:
This is the second part of the Dungeon Siege system. Please be advised this part is purely Player vs Player!
The objective of this event is simple: control the Dungeon Stone. Under normal circumstances where a Dungeon is owned by a guild there will be 2 teams. One team will be defending (the owners of the dungeon) while the other team is attacking (the team that won the Raid Time Attack).
Please note that the owners of the dungeon do NOT need to complete the Raid Time Attack each week.
The commands for the Dungeon Siege are very similar. Once the event is announced in yellow text players from each guild should head to the dungeon. Teams for the Dungeon Siege can be created immediately after the Raid Time Attack is won or before entering the dungeon. If the teams are already created the Guild Master does not need to be present during the Siege.
If the teams are not already created Guild Masters need to use the /screate NAME command to create the name of their team. They can then invite members of their guild to be party leaders by using the /sinvite_gp NAME command. Guild Masters can also invite members of other guilds by using the /sinvite_hp NAME command.
Please note that only the teams involved (the attacking guild and defending guild) can take control of a dungeon.
Once the team is created and all parties have a party leader the party leaders use the /pinvite NAME command to invite players to their party.
Once the final announcement that the Dungeon Siege is starting is made both parties may enter the dungeon. Once inside they will notice that the dungeon is completely devoid of monsters other than the guardians of each control point.
As mentioned earlier the objective is to control the Dungeon Core. To do so they must reach the core, kill the guardians, and left click on the Core. There will be a cast time where the player who clicked on the core can be attacked and killed so protect your teamates well.
There are also strategic control points in between each Core. these points, if captured, allow players to respawn at a control point instead of at the entrance to the Dungeon. To take control of a control point users must kill the guardians around the control point and then left click on the control point. Again users will be vulnerable during the cast time to take over the control point. Once taken over guardians for that team will be spawned to protect the control point.
How to Win:
If you are the attacking team (the guild that owns the Dungeon before the Dungeon Siege) you must destroy the attacking teams Dungeon Stone. Once destroyed the Siege will be lifted and the defending team will win regardless of how much time is left.
If you are the defending team you must hold the Dungeon Core. Once you gain control of the Dungeon Core both teams will reset and their roles will be shifted. It will now be the attacking team's turn to protect the Dungeon Core. All players will be reset to the appropriate entrance and the Dungeon Stone for the attacking team will be reset. Whoever owns the Core at the end will be the winners.
Key Concepts 
• Rappelz can become very laggy in sieges. Lag is responsible for the defeat more often than you’d  think. Therefore, to reduce lag is to increase probability of success 
• Ambush is the appearance of being small while actually being big. This leads enemies to  underestimate you, and make a mistake in distributing forces. 
• Intelligence of the enemy’s location, strengths, and defence tactic will let you know which  direction to attack in, with how many people. Gathering intelligence can be tricky though. 
• Positioning is important in any team effort. The ability to maximize fluidity has to be balanced with minimizing internal conflict. 
• Morale is what keeps your troops fighting. Some sieges are long, others are short, some seem  hopeless, others not even worth a challenge. No matter what, high morale is a prerequisite to even attending a siege 
Minimizing Lag 
Alright, so you’ve turned down all settings, shut off all other programs, made sure nobody else is on  your network, you are ready to siege, right? No. There are some details in siege that are often ignored  or overlooked. 
Lesson one – let the enemy come to you. By moving, you are forcing the game to show more  information, to process more information, which on many systems will lag you, and people around you. 
Let the enemy come to you. 
Lesson two – small teams are more efficient than large clusters. A small team is capable of moving  around with less lag because there are less things on the screen for them. As a result, they are capable  of attacking enemy side-lines effectively, and cut off reinforcements with certain ambush strategies. 
Lesson three – use AoEs together. Sometimes lags are inevitable, but they are made worse when somebody is using AoE (Area of Effect) attacks. As a group, if you must use AoEs, use them at the same  time! This will offer your group quick recovery from lag, as well as panic enemies (more on psychological warfare later) 
Lesson four – Turn off the numbers. While it may be fun to see how much damage you’re dealing to an  enemy, this will severely lag you when you cast an AoE, or someone mass heals, or someone uses a  mass DoT. 
Lesson five – Loot pets should be put away. They are extra graphics to render and don’t make much sense in siege. Actually, by keeping your pet out and on auto loot puts you at a disadvantage (someone  could drop a whole bunch of arrows in a room, so that your loot pet will be busy moving around, causing  lag for you). 
Lesson six – avoid being in the center of a room (unless it’s a large room where the boss typically is). The center of the room requires your computer to generate more graphics, and at the same time makes you  an easier target.  Ambush  Frequently, ambushes are not used even when they could and should be.  
Lesson four – Use controller rooms for ambush.  Other than the island dungeons, where controller  guards are responsible for killing off entire parties, the regular dungeon controller guards really aren’t that strong compared to people in the siege. So why bother protecting a controller room if that  controller room isn’t vital? It can be used for ambush. You hide a party in a side room of the controller (if the map allows), wait for the enemy to capture the controller with little conflict (have one or two  people protecting it). Once they capture the controller and main forces start moving, attack the  controller guardians and the people guarding the controller from the side. This should be a quick victory because typically the controller guards are spawn buffer/healers. The enemy’s advanced forces now  face a sandwich of your troops (your defending line, and the party that took the controller).  
Lesson five – Using portals as ambushes. A tricky part of siege in Palmir Plateau dungeon is the portals.  Frequently there are rooms with multiple portals. Controlling a portal room is very important because  portal camping is a powerful technique. Remember ambush is an illusion; you want to lead your  enemies with something small into something large and hidden. 
- Camps are hard to break, but if it’s a room with 3 portals, could be possible. First I set up my large forces on the entry-point, to prevent enemies from advancing without running into my ambush. Then I send a small force in – 3 or 4 people at most. Their speed is more important than anything else. They just have to go in, then 2 of them run to the opposite side of the room, drawing attention, the other two goes into the portals that would lead to the ambush. Typically, the portal that leads to the ambush is not the one they just came in from. The point of this is to lead their camp away from their original distribution. Once they are in the room, the ambush has to enter the enemy’s ambush, by going into the enemy’s camp, and NOT ATTACK. Instead, use only crowd control skills on nearby people, and then spread out around the walls of the room. Staying close to the wall and away from the cluster accomplishes two things: less lag for you, gets you to set up two or three parties in the room to attack any enemy who comes after you. Yes, they will attack you if you are in the room, and their exits are blocked. 
- Setting up a camp and leading enemies into the camp can be difficult. What I do is have people who can do crowd control: stun, fear, petrify, seal, etc. nearby the gates, everyone else who have range attacks further out, and then the melee attackers are going to be the pullers. When enemies come into the gate, the first thing is to use up stuns, and then snares, petrifies, and lastly seals. This order is important, because remember we are trying to get the enemy into a crowd to maximize lag for them and minimize lag for us. Once they are in a crowd, it is easy to kill off most of them within a minute, thereby slowing down the enemy attacks. Use ambushes with care though, while powerful tools, they are slow to deploy, and difficult to manoeuvre. Always be aware of your surroundings, before running through a dungeon, take a good look, do a few practice runs, to see at what point are you expected to meet your enemy if both are taking the same route to get to the other side. After the point of contact, if you enter an important portal room or controller with ease, take time to test your surroundings for ambush. It’s not uncommon to ambush the ambusher. 
Frequently in siege I see people going solo, parties scattered all over the place, people not listening to orders and just going out to be “the hero”.  You can have many heroes, but none of them are invincible, and so one-by-one they can be taken out without a fight. In this section I explain the importance of good communication between players, and tactics on finding out information about the enemy. Each party needs orders from central command – somebody who gives the orders for formations, attacks, ambushes, etc. However, a party is not useful if they are separated. Rappelz has the unfortunate bug of showing the HP bar of everyone in your party, as well as everyone in your guild that’s in the siege. This leads to a lot of confusion. My suggestion is for everyone to pay attention to the little green dots. Your party should be clustered! Run as a group, if in a group of 8 and 2 is disconnected, go on. Otherwise, wait for having at least a good number of people before pressing on. It is also up to the strategist to take into account these mishaps. Anyways, the importance of staying with your party is so that central command knows where you are on the map, and able to coordinate two or more parties at the same time effectively.  While it is important to know where your own troops are, it is also important to know what the enemy’s strengths and weaknesses are, where the enemy has set up ambushes and camps, and what their distribution of forces are. A few tactics I use: 
1) Arrive early – be at the dungeon waiting ahead of time, so you can do a head count of all enemies showing up, as they show up.  
2) Scouts – Send scouts: fully buffed sin/SH to run ahead of everyone else to test which direction the enemy is attacking from. This is also useful for advanced attacks to slow the enemy momentum, giving you time to set up defences. 
3) The dead spy – somebody who has tears of gaia on runs into enemy camp and dies in the middle. This gives you an inside look at distribution of forces. When the enemy moves ahead, they will leave at least one or two people behind to keep an eye on the dead spy (because he can jump up with tears of gaia), this wastes enemy forces, although it does mean you have one less person to help with defence. 
4) Insider – somebody you know inside the opponent’s guild/alliance. They can provide valuable information like if a party has no healer, who is in what party, etc. Formations Before you start thinking of Roman columns and Greek Phalanxes, I will tell you right now, I do not use either, as neither is effective in a game where people run through each other easily. Many already use some variation of formations: tanks in front, mage and healers in back. A simple one, works effectively, but ultimately this formation is no different from a human-wave tactic (Superior numbers and power decides the outcome). I like to be a little smarter than that, I know very little in ways of combat in real life, but I’ve learned a couple of things from a lot of sieges in Rappelz.  My design for formations is based on achieving several goals: Setting up ambush, making it difficult for enemy to run past, and to reduce movement on my side (to reduce lag). My favourite formation (defending controller 7 in PP) – Wall hugging and Line: In the vanguard, one or two parties hugging the both walls of the hallway. In the back, a cluster formation (wedge, line, you pick,  as long as it covers a large area). This will a) reduce the effect of meteor shower b) allow them to use  ranged attacks in slowing down enemies, but give them a chance to run through. This is an important concept – always give enemies the illusion of being able to charge in instead of fight. Roughly 1 minute after the first person has run through the vanguard, the vanguard becomes a line formation, 3 or 4 ranks  deep to encourage fighting. Meanwhile, the charging enemies were wounded by the line are now facing  another formation and are forced to fight it, because running through would be pretty much impossible. My estimation for the efficiency of this formation is that with equal levels, the defenders need only half as many people as attackers to successfully defend con7. My favourite attacking formation – double line cluster: In the vanguard we have the weakest of the team – someone of low level, as a scout/meatshield. The reason for this is so that the enemy’s defense will use their strongest attacks on the weakest, giving the attackers a slight upper hand. The reason for double line cluster is because most of the travelling is done in hallways for all dungeons, but a double line cluster can easily surround a room, which as mentioned earlier, is less laggy, and gives an upper hand in confusing enemy defences. This formation is better known as the pincer formation in real life.  Keep thinking up your own formations! There are many to use for special situations, just remember that wave after wave of brute force attacks are very ineffective. 
Some guidelines for making formations: 
- Keep in mind that people aren’t always able to stay in formation 
- Create ways for enemies to come to you 
- Give the enemies illusion of weaknesses in your design 
- Barricades don’t exist in Rappelz, but you can slow down their ability to click, and use snare/stun/petrify skills to stop enemies 
- Every formation does have its weakness 
Morale / Psychological warfare 
Fidelity is always a problem for doing siege. A person who isn’t having fun in a siege will probably not attend the siege. A guild forever losing sieges will also have low morale, and not be too interested in next siege. A terrible defeat can also lower morale, and cut people’s interest in siege. A long siege that is looking more and more hopeless with each moment is especially a kick to morale. If the leader, or someone thought was invincible dies, boom, there goes morale.  Morale is so important, because it makes people want to follow orders, it gives them the energy to forget about lag and do their part in siege. Creating positive morale is pretty simple: lots of encouragements, lots of hurrahs, lots of laughing, keeping spirits high, and looking united. How do you lower enemy’s morale? This bit is tricky. 
Tactic 1 – panic them. People hate getting hit, getting chipped, getting their pet killed, or seeing a bunch of red letters floating across their screen. It panics them. A lot of guilds I know say they only bring r5+ people to sieges, or r4+ people... personally, I think that is silly, even an r1 can use an r7 luna chip on an r7, causing that r7 a moment of panic.  
Tactic 2 – Ambush them a lot. By leading an enemy into an ambush over and over again, they will hesitate an attack, or if they do attack, do so with very little morale. Speaking of morale and ambushes, it is an even bigger kick to their morale if you let them achieve a milestone easily, then quickly destroy their recent victory (If you are on the defensive side, let them get into the last controller room, or the final room, then quickly destroy them and retake it easily).  
Tactic 3 – Talk calmly with the fallen enemies, joke with them, have some laughs. Even if you are losing,tell them to step up the challenge a little bit. This unnerves them. 
Tactic 4 – Battlecry something absurd: like BOOOOOOOOOOOBS!!!! (MythicalHeroes battlecry), it makes them wonder.  
A soldier in the battlefield has some motivation to fight: protecting his country, serving his general, earning money, and in the case of games: because you want to kill people. However, being a game,  there are many real-life distractions: food, sex, and other media, that can take away the motivation to feel lag, get killed, and waste chips. Protect your own troops from these distractions by always giving them something to do – an important mission such as capturing a controller, defending a choke point, or reinforcing an advancing team. Demoralize your enemies by talking about these distractions in front of them. Remind them that they’re hungry, or sleepy, or that their partner is waiting in bed, or that there’s a great movie out right now. A little unconventional, but this method of psychological attack can disarmmany people – especially those who are getting a lot of lag. Fighters, and holy warriors have a skill called provoke, which draws a mob’s attention to attacking the tank.  Now while the skill does not work on people, real provoking does. A general who is insecure, or facing tremendous stress, are more likely to respond to provocation, and make a mistake. Provoking the people at the front of a choke point barricade can get them to come out and face challenge away from the group. Provoking the healer will cause the healer to strike instead of heal; provoking the mightiestwarrior of the enemy will cause him to hunt you down, which in turn you can lead him away from his group. 
A very powerful technique quite frequently overlooked is the tactic of waiting. Waiting makes the enemies restless, you know when to launch the attack, they don’t know when you will attack, keeping them constantly on guard. Waiting can destroy a perfectly built formation. Building Troops Can’t go into a siege without people to fight... so, how do you build an army? In this section we look atthe process of training people to fight as a unit, gathering people to fight as a unit, creating alliances to increase shared manpower, and getting mercenaries. With increasing amount of soloers – people with high level pets generally, there has been general decrease in party cohesion. As we all should know by now, poor party cohesion is quite hellish. I have some tips for creating party cohesion: 
1) Get the party to DP together more. Encourage people who will be in a siege party together 
to be together for as much as possible. 
2) At the beginning of siege, give each party simple tasks – running to a spot together, buffing 
each other, and killing controller guards together – then reward them with encouragement and compliments 
3) Similar guild icons – make an alliance icon of some sort, and make every guild in the alliance 
use that icon. This creates a powerful feeling of unity. This would also help everyone pool together manpower, instead of having different parties each consisting only of their guild members. 
Start gathering people for a siege from the moment you know somebody is going to be a siege. Gathering people, making sure they will make it on time, and getting confirmation notices take time. Many people may not want to come (time conflicts, family matters, upcoming exam, work, etc) so it will be up to the leader to motivate them to come. People are driven by a few simple things: Basic Needs (food, water, shelter, social interaction), Sexual needs, and feeling of importance. Since this is a game, the previous two cannot be offered, but people play games to feel important. Let the person you want to come know how important they are to the siege effort. Let them know how fun and meaningful it will be. Don’t forget to reward them by letting them know how happy you are that they do decide to come. If your guild is small, you may not be able to win sieges on your own. Even larger guilds, with over 150 people, may have merely 20 capable of going to a siege when they are called for. This is where forming an alliance is useful. Creating an alliance means going to the guild leader of the other guild and convincing him or her that you have a common goal, and by forming an alliance, can reach it. Typicallythis goal is to kick stronger opponents out of their dungeon.  When building a trustworthy army to siege, you may come across problems regarding motivation. Usually, people are willing to siege – they want to have the exhilarating experience, however there are time zone differences, real life distractions, and there’s the problem of getting people to work together. I’ve noticed something that happens repeatedly in siege: people are excited for siege, they come in, and they want to be the hero. They run out, not following orders, not staying coordinated. They quickly get lagged out and die, or get disconnected, or are unable to do anything for such a long time that they get frustrated and start to resent siege. Sound familiar? What happened is that there was high motivation to siege, but low motivation to siege as a group. Each person wants to be the hero so they can brag to their friends about how many people they killed in the siege; however, what most people fail to see is that siege is a group effort. So, how do you get people to perform as a group? Unfortunately, I don’t have the answer. I’ve tried countless things: motivational speeches, warning about being separated from group, and tried to have some organizational structure. Looking at real life industry, there are monetary motivation techniques that I haven’t really tested in game to know if it works well or not: 
1) Piece-wise pay: most prominent for factory jobs – workers get paid a certain amount for each item they produce/process. Unfortunately I can’t see any use for piece-wise payment in siege; however that doesn’t mean there isn’t any use. Perhaps you can think of a way to use this strategy effectively. 
2) Profit sharing: many guild leaders use this, sharing the tax money earned with their guild members who attended the siege. Personally, I split tax money evenly among the alliance guilds, and have each guild leader do what they want with their share. 
3) Merit-based pay: in real life, this would be paying employees based on how many positive behaviours they have applied in the workplace. In siege, this could be compared to paying people based on how many missions they take on and succeed. Again, you can think of other ways to apply these motivational techniques 
4) Skill-based pay: a form of payment that has a base pay, and then additional pay for each skill learned and applied in the workplace. In siege, this can be something like level-based pay, higher levels get paid more. In general, I am somewhat opposed to monetary rewards. My reasoning is that in a siege, there can be many, often 50+ people attending, yet each week on average a dungeon makes roughly 50mil. So that means each person on average is going to get about 1million rupees. That is something like two hours of DPing, or half an hour of farming moonlight dungeon with a high level pet. Also, by the time people arehigh level enough to siege effectively, 1million rupees is not a substantial amount. Personally, I favour intrinsic rewards, which are rewards that make people feel good, but cannot be bought, and have to be earned (sincere compliment, sense of camaraderie, feeling of importance, bragging rights, etc.). 
Sticky Situations 
There’s no doubt you will sometimes be under sticky situations, I have this section here as a first hand advice on how to minimize or make best use of the problematic state. You’re getting spawn killed in the core/lobby – I must say this one is the absolute worst. It means you are pretty much incapable of combat because as soon as you respawn, you will be killed again. However, depending on the classes you have around you, and number of attackers, you can have a decent chance of getting back up. Everybody should understand by now that the key to winning anything is teamwork and timing. You’ll want to all get up at exactly the same time, so have a sort of counter.. 3... 2... 1. As soon as you’re all up, the priest, the druid, the battle huna must all use their AOE heals.
Priest : Mass heal, touch of  goddess, then miracle. Druid: spirit of restoration. Battle Huna: Rain of Spirits. This combo should give everyone around you roughly 4 – 5k of  hp.
CMs and warlocks have to cast their meteor shower and fear traps around the perimeter of the spawn area to keep attackers away while everyone is rebuffed. Yes, a lot of things can go wrong in this move, and you probably won’t get it right the first time either, but it’s always worth a shot. You’re getting spawn killed at a controller room – If there’s no chance of rescue, then just relog. The thing is you’ve already lost the controller room, but if the enemy doesn’t take the controller room (so that you’ll spawn there later), then you want to relog to get back to where you started off. While this could be a pain in the ass for PP, for all other dungeons it’s relatively easy to find your way back to the action. 
Server goes boomUnfortunately there’s nothing you can do during the siege, however this complication can be reduced earlier on through smart planning. When a server goes down, only the parties that were created by members of the alliance lead guild will remain in the siege. So, that means all other parties are destroyed and people are out. A simple way to defend against this is to make sure that every party is led by someone in the guild of the lead. However, if this option does not apply, then you’ll need some pretty good communication off game, and remember who’s in your party, etc. What I normally do is stay in touch with everyone via msn if I suspect server instability (msn causes lag on my laptop). You’re lost in PP – What can I say, get a map... It’s easy to get lost in PP because of all the crazy portals, so don’t blame yourself. Best thing you can do is try to figure out where you are and how to get to your party as quickly as you can. If you’re absolutely lost and have no clue how to get to your party, then relog and help defend your core/stone. 
Real Life events – Understandably, people may have to leave during the siege. The truth is, you can’t really do anything about it, except make sure they know to partition the time ahead of schedule and have backup plans for when people leave. Making sure that people know about a siege 2 days ahead of time is crucial to making sure you have a good turn-out. 
Classes in Siege 
Here I have just some of my thoughts on different classes in a siege. These are all my opinion and what I’ve seen work, they are not solid facts, and depending on who you talk to, they may have very different views. Keep in mind this is only my opinion, what I’ve seen. 
Classification of jobs in Siege: 
Crowd Control: Druid, Archer, Warlock, CM, Battle Kahuna, Bishop 
Damage Dealers: Soldier, Warlock, CM, Champ, BS, Evoker, Archer, SH, SB, Assassin, Knight, Battle Kahuna  
AoEs: CM, Warlock, Druid, Soldier, Battle Kahuna, Archer, SH 
Healers: Priest, Bishop, SB, Druid, Battle Kahuna 
Scouts: Assassin, SH, Evoker* 
1) Archer – One of the least utilized classes in siege, Archers are powerful choke-point guardians. Their superior skill attacks and ensnaring abilities make them great for slowing down any melee attackers. In addition, Archers can detect invisible assassins; preventing people from sneaking past choke points. 
2) Assassin – When used well, a powerful force for ambush and causing chaos within enemy’s ranks. Assassins also have enough stuns to keep a caster from doing anything and often able to kill someone within their combo. Their ability to stay hidden indefinitely also makes them excellent for resurrecting dead party members. 
3) Battle Kahuna – A well rounded attacker, can pull off extremely deadly combo when the need arises to kill an enemy mage. Their healing and AoE abilities make them very useful in large battles (their AoE Heal/Damage heals every person and pet in the alliance within range). Battle kahuna using Recklessness  of Earth makes them quite capable of breaking portal camps and running through blockades. 
4) Battle Summoner – A multi-capable class in siege, able to use range attacks with fire arrow and other  magic spells until the enemy is within melee range. Their auras are very useful in siege, it’s always a  good idea to have a battle summoner in a party of mostly pet classes. 
5)  Bishop – Powerful DD, decent disabler, it’s very difficult to kill a bishop in siege, as they are often heavily protected and fully buffed, and capable of healing themselves more than most hits can hurt them for. Being extremely powerful with attack spells, bishops make great DD against soldiers and knights 
6) Champion – Straight out berserker DD. Essence of invincibility makes them a primary forward attacker, also has many ranged/bow skills at their disposal for badly hurting an enemy before finishing them off with a combo. Ideal for targeting opponent casters such as druids, cm, warlock, bishop 
7)      Chaos Magician – Meteor Shower, Dark Spiral, Fireblast, all powerful spells on the arena, and in siege. Chaos Magicians also have at their disposal a variety of area stuns, slows, and fears. A must-have for advancing parties to break enemy defences. 
8) Druid – often overlooked in siege for their lack of DDing abilities, however druids have an extraordinary number of ways to disable an opponent: Mass petrify, mass ensnare, move speed debuff, petrification, yak-transformation, seal, and mass silence. In addition, they also have a wide-area heal that works similar to the battle kahuna’s. Druid AoE abilities are less powerful admittedly, but they are strong in offering indirect damage (Buffing allies with reflection skills, using support of gust on a powerful DDer) 
9) Evoker – Similar to champ, they have the ability to be very powerful DDs, furthermore though, they are capable of transforming into their pet. With this comes the advantage of being less targeted, and thus excellent in vanguard. After all, how many of us are going to try to click on the scurrying little evo 1 sala? Whether solo or in a group, Evokers are deadly when using their combos, Evokers are well suited versus other melee attackers. In addition, evokers are fairly well suited versus magical attacks, being a pet class they have higher m def than warriors. 
*In above, evokers were listed under scouts. While they are capable of scouting due to their speed and less targeting, and natural difficulty to kill, they are better suited to fight with a group. 
10) Knight – if anyone is going to get the award for taking hits, it will have to be the knight. Knights are blessed with extra HP, their handy shield, an array of debuff spams, and seemingly endless HP. Knights are good for pretty much all occasions, however they are most useful in breaking camps by being a distraction. Knights also work well in the vanguard 
11) Shadow Hunter – a true squishy-defender, meaning they defend squishies. Shadow Hunters have a number of knock-back skills that keeps the nasty assassin away from healers. Shadow Hunters also have a variety of skills aimed to killing opponents slowly but surely. Did I mention shadow hunters have the best accuracy? Yep, a level 115 shadow hunter has a greater chance at hitting a level 150 than a level 130 knight. The speed at which a shadow hunter moves also makes them excellent scouts. It’s too bad there isn’t too many shadow hunters in the game. Shadow Hunters are excellent for mid- guard or hindguard in static formations. 
12)   Soldier – knights get the award for taking hits, soldiers get the award for dealing hits. Soldiers can dish out enough damage to bring a fully buffed assassin from full to half within the first spam wave. Imagine that kind of damage on a squishy! In addition, soldiers command the ability to catch up to enemies with little effort, and demolishing them within seconds. In a siege, I like having soldiers go after pet classes.Soldiers are a must in offensives. 
13)   Soul Breeder – a healer, a DD, and a class whose BP never ever runs out of mana. Soul Breeders, likeBattle Summoners, can use ranged as well as melee combat. However I think the strength of a soul breeder lies in his or her pets. SBs are great for cluster formation and cluster defence. Because of the extraordinary amount of HP their pets have, SBs are also one of the few classes that can survive a Dark Spiral combo relatively unscathed. In siege, SBs are better off using Energy Beat for damage than melee
14)   Warlock – the underdog of sieges, Warlock skills are often overlooked because their corpse skills do not work in siege. Warlocks still have at their disposal their traps, their mass nightmare, mass stun, and their ability to dish out more damage with spams over a longer period of time. Warlocks are excellent against all classes. Typically in a siege, I would put warlock in an ambushing party, or defence party.  
Pets in Siege 
This section is on its own because the pet people use is typically what they would use in a DP, and  therefore difficult to manage. People severely underestimate the power of pets in siege. A player-pet fit pretty much tells you what that person’s job should be. Therefore it is difficult to specifically say what pet a player should have in siege. However, I have divided pets into a few groups, and from the groups it follows what suits what job.
Physical DD: Cerebrus, Koala, Hawkman, Harpy, Salamander, Orc, Yeti, Skeleton, Pantera, Tortus, Poultry, Genie, Wolf, Octopus 
Magic DD: White Dragon, Red Pixie, Angel, Salamander, Naga 
Healer: Blue Pixie, Angel, Octopus* 
Debuffer: Siren, Naga 
Accuracy Buffer: Siren, Cerebrus 
Defense Buffer: White Dragon, Angel, Hawkman, Yeti, Orc, Tortus
Remember these important points:
* The Siege team can be created as soon as the Raid Time Attack is won.   
   * If the team was created prior to the Siege announcement the guild leader does not need to participate.   
   * Guild Masters may invite players from other guilds as Party Leaders or members of the siege parties.   
   * Use /screate NAME to create a Siege Team.   
   * Use /sinvite_gp NAME to invite a member of your guild as a Siege Team Party Leader.   
   * Use /sinvite_hp NAME to invite a member of another guild or a guildle s player as a Siege Team Party Leader.   
   * Each party leader uses /pinvite to invite members to their party.   
   * The maximum number of players for the Siege is:   
         o 16 characters for Moonlight (2 parties of 8).   
         o 32 characters for Lost Mines (4 parties of 8).   
         o 48 characters for Crystal valley (6 parties of 8).   
         o 64 characters for Palmir Plateau (8 parties of 8). 
   * If a character dies they can revive at the start point for the Siege or at one of the control points.   
   * Teams can take over control points by killing the guardians at each control point and then left clicking on the control point.   
   * There can only be 1 winner.   
   * The Attacking Team must gain and keep control of the Dungeon Core.   
   * Once control of the Dungeon Core is shifted the teams swap sides and all players are reset to their appopriate  starting points (the attacking teams Dungeon Stone is also reset to full power).   
   * If the Defending Team destroys the Dungeon Stone at any time the Siege is lifted and the Attacking Team loses.   
   * Members of a Siege Team may talk to the entire team by putting ' (apostrophe) in front of their messages.   
   * Players will NOT lose lak, experience, drop items, or gain immorality points during the Dungeon Siege.

The Schedule (all times are in Pacific):
Ruins of Arid Moonlight 1: 1pm ~ 3pm Saturday
Ruins of Arid Moonlight 2: 1pm ~ 3pm Sunday
Lost Mines 1: 2pm ~ 4pm Saturday
Lost Mines 2: 2pm ~ 4pm Sunday
Crystal Valley 1: 3pm ~ 5pm Saturday
Crystal Valley 2: 3pm ~ 5pm Sunday
Palmir Remains 1: 4pm ~ 6pm Saturday
Palmir Remains 2: 4pm ~ 6pm Sunday
The Sanctuary: 12pm ~ 2pm Sunday
The Rewards: Controlling a dungeon entitles you to certain rewards. You will be able to set the tax rate of the dungeon (maximum of 10% and minimum of 1%). This will reward you with 10% of all lak and rupee drops within the dungeon.
All rewards can be gathered from the Dungeon Master. They can only be claimed by the Guild Master. The Guild Master may only claim as much as he/she can hold at any given time.

Here you can find a great guide to win Siege:
Here you can download a PDF version of this guide:

Additional Rules:
* Please remember that guilds may only control 1 dungeon at any given time.   
   * Guilds may not participate in The Raid Time Attack if they control a dungeon.   
   * Guilds that do not control a dungeon may only apply for 1 Dungeon per week.   
   * All events are run automatically. There is no GM intervention.

This isnt writen by me, I copy and Paste from
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