Annoyed with the people who keep complaining how Kurzick side is impossible, and how in 99% battles they lose, i decided to attempt to write this guide. Now, honestly speaking, i play Luxon side most of the time, but not because it's easier. I don't like farming too much, even though i do it here and there. Thus, winning fast (5-10 min) on Luxon side is my source of both fun but also of money. On Kurzick side, you need to wait 20min to get same faction you can get on Luxon side for 5min of gameplay. This needs to be balanced, and hopefully ANet will slightly increase the faction Kurzick side gets for winning. Until that happens, i don't see myself playing Kurzick side more than Luxon, at least until i get enough money.
First of all please understand this guide isnt perfect. It's limited by my knowledge of the matter. It is also limited by the fact that this is pvp arena, with the dynamic aspect it brings. Look at it more as a scetch which i hope others will perfect more and more.
Seconds of all, im not trying to prove here that sides are balanced. They are not. When two groups of average pvers face each other, Luxon side will win. But this guide isnt for pvers anyway. It's for those who always strive to improve their pvp skills. It's not for those who keep whinning how Luxon side is easier, and how all's hopeless. I don't like whinning. I prefer being constructive instead and contribute to a problem if anyhow possible.
Third, if there's a leecher in your team, just rage-quit. Yes yes, you can win with leecher, but it's not worth the risk, and it's not worth giving the guy full faction. Im saddened with ANets indifference towards leechers, and how Gaile even says to us not to bother reporting em because nothing will happen (which is true because i tried). I myself won't bother much with Kurzick side until Anet does something with leechers. It's better to exploit it; play as Luxon and win in 5min every time because Kurzicks had 1-2+ leechers. Oh joy :) However, if you're one of those masochistic people, then read further :P
Fourth - if there are people who don't know how to play the map, give them a kind advice. If there are still people who repeatedly keep messing up because they are too stuborn - ragequit. Yes that's right, it's a team game. No team, no win. Not even on Luxon side can you afford to have problematic kids, and trust me you can afford it even less on Kurzick side. Remember that this is a military. If someone has authority problem, he shouldnt pvp. He can use henchies and do pve missions, but if you have authority problem dont pvp. It's not for you. Im not saying that you should suck up insults, but if your ego is too sensitive to take well-meant constructive criticism, dont play pvp. Dunnot under any circumstances type lines such as "dont tell me how to play this game". A great player will always like hints, because they improve his knowledge and skill. That's how you learn to play this game. When you see someone saying "dont tell me how to play this game", you're dealing with a noob who will always stay noob. Dont waste time bothering with him, just ragequit.
Mission objective: protect Architect for 20min.
Keep this in mind all the time. Your goal is NOT to kill as many Luxon players as possible. If you want to have fun with that, this is not the arena for you. Try Random Arena.
1) Fortifying - Bond Monks
2) Stalling - Ritual Lords with defensive spirits, Stance Tanks and alike
3) Disruption - Rangers and Mesmers with turtle interrupts
4) Haste - speed boosts on warriors, rangers etc
Before you enter the mission, you need to have a build made for a specific goal. DUNNOT bring a random build. Every skill down to the last needs to have exact purpose on this map. When you enter the Fort, you need to know exactly what you're going to do, from the very beginning. Are you amber runner? Are you protecting inside the fort? There are way too many warriors who join in, and then idle inside the Fort. The excuses such as "sorry lag.." are irrelevant. If you have such a lag that it makes the map properly unplayable, why join and spoil the mission for others?
Last but not the least - team coordination. If you're covering 1 gate, let your team know so they can cover the other gate. Are both gates covered? Let everyone know they should focus on running amber. Is there EoE around, but you're caster and can't kill it as fast with a wand? Call the target, several times if needed. Draw a circle around it on minimap. Sometimes it's difficult to find the spirit in the chaos of the battle. Make it easier for your team.
Running Amber and controlling mines
Without running amber, winning is nearly impossible (unless ur lucky to have 2 bond monks and no luxon with enchant removal).
As soon as the battle starts, go through one of the portals (with few others hopefully), get the mine, and run amber back to the Gatekeeper. Rinse repeat. That's the basic :) Now for the fun parts. Use mines to stall. If your build can solo mine guardians, keep reconquering them. Just pls dont bother with this if you're a ranger with longbow who _can_ solo mines, but it takes him 5 min to do so. There are enough of builds who can kill mine guardians very fast, so allow them to do it. It's not needed to have both mines, you only need one to run amber. However, as said earlier, if you run a specific fun build to smack NPCs at the mine, that's ok.
Use run boosts. If you're warrior or assassin, or even a ranger, it's not a problem to take run skill.
If you're lucky to have noob Luxons, this is one of the easiest ways to win as Kurzick. Your intention is to draw as many luxons (or even luxon warriors) to you, and then let them chase you. Remember, you dont need to kill them. Each minute they spend chasing you, is minute they are not conquering the fort. It doesnt matter if you die, but how much time you steal. Just make sure that you do more benefit than drawback. It doesnt pay off much to keep 1 luxon busy. It's a waste. Keeping 2+ is good.
Aside of running, the other types of fighting outside include pure stalling. Stance tanks will take a while to go down in most cases. Again, doesnt matter if you die, but how long you survive. Remember all those infamous WMo's from Random Arena? Well, they actually have a purpose here :)
Touch rangers are good for this.
To kill Orange and Purple Commanders or not to kill? I'm not sure if i know the answer. I'd say it depends on the situation. If your team has enough anti-turtle skills, this isnt needed. If you have some fun solo build which can kill NPCs fast, you can do this along with conquering mines. If nothing else, killing Commanders will make more chaos on Luxon side. Watch out for invasion forces. If there are a lot of Luxons in the fort, and both turtles alive, it's better to suicide, spawn inside, and kill invaders who breached in. There is really no point in soloing people outside while Gunther is getting creamed.
The biggest mistake that you can do is helping others to kill Commanders, or non-primary mine points. Look, let me make this clear. If i use solo build which can take out these points alone, the last thing i need is you to waste time coming all the way down here, and "help" me kill them. Even after i repeat it 10x, some people still dont get it. By "helping" me, you're actually hurting the whole team. So, next time you see someone soloing these points, move along. If he cant kill them, or cant kill fast enough, that's his problem.
Always be aware of the movement of the enemy. You need to be at the right place at the right time. Too many Luxons on purple gate? It really doesnt make much sense to try and conquer purple mine. Switch over.
Avoid turtles. While you're outside you are very vulnerable to turtle fire. They have good range and do a lot of dmg.
Monk should bond 1 NPC on the outer gate. If lucky and no one on Luxon side can counter enchants, the gate is probably safe for the duration of whole battle.
Protection Ritualist is 2nd most important class. While it cant fully protect the gate from getting breached, as bond monk can, Rt can greatly stall the invasion. You camp just a bit away from the wall edge, and spam spirits. Ritual Lord + Boon of Creation + Shelter + Union + Displacement + Signet of Creation (signet is awesome). This is the core. You can try with Recuperation, and you can also bring Symbiosis. If lucky to have prot monk, this helps greatly in endgame.
Interrupt ranger and mesmers can stall turtle progress, and do other effects.
EoE is your biggest enemy. Almost always it is placed on the outer side of the wall, left or right of the Green Gate. Always, always make EoE priority. Dont go on killing that turtle or enemy players if EoE is up. Get EoE. I cannot stress how important this is. Yes, i have myself lost games because of EoE, but only once because we were unlucky and it triggered too fast. All other times i've lost it because no one knew what EoE is, where is it, or simply bothered to kill it. Spirit Walk on assassin can work wonders, if you can afford that skill. If not, just babysit the ranger (or anyone else) who has EoE. Having interrupt of any kind is great. Mesmer, if any points in domination line, should have Unnatural Signet. It's worth it. Yes, it does kill fast enough no matter what some will say.
Just ignore the fairytales of how EoE is unfair and overpowered. Instead, kill it. And kill it on time. Sure, if you leave it there for 30+ sec you will most likely lose the battle. But then it's your fault anyhow. The same thing is with turtles.. yea sure they are powerful, but instead of whinning and being helpless, counter it. A turtle is NPC, it has AI. Exploit it.
At times of crises, Symbiosis + prot spells works wonders. Unfortunately, it requires 2 players; a prot monk, and someone with the spirit. But it can work great. Still, i would not rely on this, and it's always best to plan on not having Luxons get this far.
Monk. Any monk is great. Bonder monk is the best, because it only has one weakness but most of the time it's totally worth it.
Ritualist. Should have RLord and defensive spirits. The second choice is Khanei one who can solo mines, luxon warriors and others outside. Still, i'd rather have RLord one. Rt with offensive spirits isnt good. Yes, i have played it. It's too vulnerable to turtle fire. If you want to play this kind of Rt, they are awesome on Luxon side.
Warrior. Put run skill(s) and keep getting that amber. Or make stance tank and stall em outside. More time they waste killing u, closer to victory you are. Put one interrupt such as distracting blow.
Assassin. AoD works great, but im not expert in assassin so maybe someone else could give more input. Aspenwood is great for assassins who know how to play. Lots of solo people whom you can jump and smack before they know what hit them. Pick those who do the most dmg. If you can take out minion master, do it. Take out fire ele. Take out monk. Dont bother soloing people just for the sake of soloing. Always think how you can contribute the most. It's not good to kill someone who just spawned, since when you kill him he'll spawn at the same place few sec later.
Ranger. Interrupts for turtle. Run skills for amber (or both of course). Touch rangers are great. I see a lot of rangers standing on the outer wall, shooting with longbow. I guess it works, but take the right skills.
Necromancer. Spiteful spirit ownz Luxon warriors. Especially when they are grouped around your gate NPCs. I would advise against MM if you're Kurzick. Turtles can smash minions. I think AoE degen such as Suffering works nicely too.
Elementalist. I honestly have no idea :) But considering the battles can be quite crowded, i'd go with AoE spells.
Mesmer. Degens, turtle interrupts.. all work. Perhaps even Crippling Anguish for turtles, but i have no experience with mesmer in Aspenwood so need more input here.