Notum Wars

Notum Wars was Anarchy Online’s first major content update in 2002.It introduced the land control areas.

The main aspects of Notum Wars are Towers and Organization Advantages, which are based on the land an organization can control on Rubi-Ka. Each notum field has a level range on it, which applies to the towers you're allowed to place there. Ownership of an area is declared with a Control Tower, this is the most important tower in any base. If the Control Tower is lost, then so is the entire notum base. Control Towers can easily be identified since they have a beam of light that is different from each faction. A Clan CT will have a red beam, while an Omni CT will have a blue beam and a Neutral CT a grey beam.

Clan Control Tower

Elite Operation is and has been an active Neutral organization in tower wars. Making a character (twink) for tower wars is not required, although we do encourage our members to make at least one defender. The defender should be in our tower bases level range, used in case our towers are under attack. Our defenders also need buffs from higher level players to successfully defend our towers, so the players who can help in that area are expected to help our defenders. Remember they are defending not only their own, but others towers and organization bonuses which organization members receive for having tower bases.

Land Control areas a subject to a cycling suppression gas system. When a Control Tower is initially placed there will be 18 hours with the suppression gas at 75%.

Immediately following, the gas will switch to 25% for 5 hours (allowing opposing sides to attack).

Finally, the gas will switch to 5% for 1 hour, which will allow anyone who’s not a member of the owning guild to attack.

If any attacker isn't a member of an organization with a base then the Defense Shield will first have to be disabled to allow them to attack. This is done with an Emergency Defense Shield Neutralizer. The org-less attacker will get the so-called Towerflag. This implies that the player will be ‘flagged’ (=attackable by players in any zone other then zones with 100% suppression gas) for 4 hours. While having the Towerflag, players who attack you, will not receive flag, which is different from when attacking someone who has ‘normal flag’ (which u get when attacking Rubi-Ka guards).

There is also a side effect that comes with attacking hostile Notum Bases. At the very second one attacks a base, the suppression gas of all our own bases will immediately switch to 25% for 1 hour and 30 minutes. This countdown starts when the last shot is fired at a hostile tower. So if you ever consider attacking Notum bases, be sure you are not attacking alone. First of all, this will almost always result in you dieing, and secondly, you will leave all our bases open to attack.

Rules of Engagement

Rules of Engagement

  • Always obey the raid leaders in tower wars. Teamwork is step 1 of a successful tower battle.
  • Attacking other towers is not allowed without permission from the President or the PvP Generals. It will leave our own towers open for attacks and may cause diplomatic quarrel between Elite Operations and the attacked org.
  • Members are free to defend any attack on other neutral organizations or sided allies. No permission is needed.
  • Members are not allowed to leave the guild to attack towers on their own accord, the attacked guild will check your player history and conclude that you are a member of Elite Operations and assume that you are attacking in name of Elite Operations. Members that do so cannot be recruited back into Elite Operations.
  • Use an Emergency Defense Shield Neutralizer when you attack a base. This item prevents the defending org to plant any new towers in the area as long as the gas is at 25% and 5%. You can use the Neutralizer on any tower, as long as you are in the level range of the CT. The QL of the Neutralizer needs to be higher than the QL of the CT.


EO Defense

When our own bases are under attack, we need everything that is available to defend. This can be high level characters who can support with buffing defenders, characters in range of the attackers who can APT/AVT (=Anti-Personnel/Vehicle Turret. This only applies to players with the LE expansion) and twinks who can form a team to take down the attackers.

So what do you do when Elite Operations is under attack?

  • First you need to go scout fast in the area, which is attacked. Do that with high-level char which is out of the level range of the attackers, so you can safely observe. Inform the amount, professions and levels of the attackers to EO chat.
  • Second, after you have found out what you will be dealing with, check your alts and see if you have anything in the level range of the attackers. If you have a twink, log it, inform the highest-ranking officer online you are able to defend, and go LFT. If you have the LE expansion set, and no twink in range, log any toon in range, and inform the highest-ranking officer, that you are able to APT/AVT.
  • Third, if you don’t have any alts in range, ask the highest-ranking officer if you can assist the defenders in buffing. Outside buffs can make the difference in a victory and defeat, so if you are able to help in that area, please do so!

Outside Buffs

In Notum Wars, outside buffs make the difference between winning and losing in most cases. If you want to fight a ranged profession and you are a melee profession yourself, GSF is a must! Otherwise you will get kited way too easy. Here is a list of OBs that come in handy when you decide to take on a hostile unit.

Fixer:

  • Heal over time (HOT): Best one is Hack'n'Quack, can be done by +195lvl fixer.
  • Run Speed: Best one is Grid Space Freedom (GSF). Run Speed is always needed when you need to catch or run away, also gives Evade bonuses.
  • NCU, well you probably always need a couple NCUs. Need to be teamed.

Meta-Physicist:

  • Composite Teachings, +25 to all nano skills at min 25 level.
  • Composite Masteries, +50 to all nano skills at min 40 level.
  • Composite Infuses, +90 to all nano skills at min 90 level.
  • Mochams, +140 to nano skills.

Soldier:

  • Riot Control: Burst +110
  • RRFE: +30% Reflect
  • Offensive Steamroller: +130 to all inits, +30 Fling Shot
  • Full Automatic Targeting: +40 Attack Rating.

Agent:

  • Take the Shot, +110 Aimed Shot and +4% crit chance
  • Unexpected Attack, +130 Rifle

Enforcer:

  • BEHE: Essence of Behemoth, +1k HP
  • Coruscating Screening: +500 HP and +60 Dmg-Shield
  • Failing Impregnability: +745 Absorb shield

Doctor:

  • Superior Omni-Med Enhancement: +920 HP and a small HoT, healing for 111-169 every 32 seconds. Need to be teamed.
  • Improved Nano Repulsor: +142 Nano Resist
  • Improved Instinctive Control: +85 Nano init, + 85 Max Nano, +40 Nano Resist

Engineer:

  • Reactive Harmonic Cocoon: +24% Reflect, only get this if no soldiers are available.
  • Extreme Prejudice: +120 pistol/grenade skill
  • Special Blockers: High level engineers have team special blockers buff, best one blocks 3 special attacks (=Aimed Shot, Full Auto, Sneak Attack, Burst etc). Need to be teamed.

Nano-Technician:

  • Personal Notum harvester: +235 nano points every 15 seconds
  • Izgimmer’s Obfuscated Recompiler: -28% nano cost
  • Notum Overload: +104% nano range
  • Fleeting Immunity: +725 absorb shield

Adventurer:

  • Calia’s Form: Wolf: +390 Run speed
  • Knowledge of the Inferno: +100 Nano resist. Only for level 150+
  • Boon of the Wanderer: +13% Root/Snare resistance

Pick your OBs carefully each fight… Depending on your opponent, you will need different OBs. Your NCU is limited, so you will have to make choices. When facing a NT for example, you should not think about a lot HP or Reflect Shields. You will need firepower and NR instead.

Construct a tower

Towers serve as a defense of the CT. With every tower more on the field, the CT gets a higher and higher damage shield. There are several different towers that you can buy or create and then place on a tower field which your organization controls. They are divided into two different kinds: Guardian Conductors and Turrets.

Guardian Conductors

Placing these towers will give you modifiers (which will boost your abilities or skills) associated with each tower type. Aside from giving nice modifiers, Guardian Conductors also gives the CT more HP and a better Heal Delta (regeneration rate). While a lot of Conductors can be bought from the Tower Shops, others have to be assembled by players.

Turrets

These towers provide less in the way of personal modifiers, but more in the way of base defense. Especially QL 100+ Turrets are hard to take down, because they have a lot of HP and do fairly good damage.

The tower you want to plant has to have a QL that is in the range of the tower field. For example, when we own a tower field that has a range of QL 50-75, your tower has to be QL 50-75.

Aside from the QL, you have to have the skills that are required to build the tower, and there must be space for it on the field.

Each field can only contain a fixed number of towers, and for each one this number is different. If there is no space on a field then you can't place a tower. Also players are only permitted to own a small number of towers determined by your title level.

Level 1 - 15:No Towers
Level 15 - 75:1 Tower
Level 75 - 150:2 Towers
Level 150 - 180:3 Towers
Level 200+:4 Towers

An example of what a tower field looks like, when it’s planted with turrets and conductors.

turrets and conductors

Organization Advantages

When Elite Operations is in possession of a tower field, or multiple tower fields, we are able to load up so-called Organization Contracts. These contracts will affect every member of the organization and the bonus given will scale according to each members individual level.

You can see the current status of the contracts your organization has by typing /org contract when playing AO.

The more tower fields we own, the more and higher QL contracts we can load up! Higher QL contracts will give higher bonuses to each member. The math to calculate how much we can benefit from the contracts is like this:

1. QL of CT’s combined x 2 = Amount of QLs of contracts we can have
2. Each CT supports 3 contracts.

For example: EO owns a QL 50 CT. This means we can load up, up to 3 contracts with a combined maximum QL of 100.

Or: EO owns a QL 30 CT, a QL 65 CT and a QL 85 CT. This means we can load up, up to 9 contracts, with a combined maximum QL of (30+65+85) x 2 = 360.

The maximal QL of each contract is QL 250.

To give you an example of how important tower advantages could be: if you build a QL 200 MC/TS buffing tower, and our organization has a QL 100 contract running, which buffs MC/TS as well, the result will become a grand total of +42 MC/TS.