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Corpse summoning in RvR

Posted: Tue Dec 24, 2002 10:52 am
by Lalia
This is from another US board...
I found out that if you hold a keep (relic keep, maybe?), your realm (or the guild that holds the keep) can put in a corpse summoner. Very nice when you get zerged, you can just /transfercorpse <Keep Name, case sensitive>, and it pops you back inside the keep.
Anyone know what patch this is in?

Posted: Tue Dec 24, 2002 1:18 pm
by Bleri McThrust
The next one :)

Posted: Tue Dec 24, 2002 1:53 pm
by Aule Valar
shockingly good when your defending that keep, die, release, attack, die, release, attack repeat
will make it very hard to take claimed keeps if the guild really wants to keep it
also does this mean you can suicide, anywhere in the realm, then release to your keep?

Posted: Tue Dec 24, 2002 1:57 pm
by Vorcyn
You get transported back dead, so someone still needs to be there to res you :wink:

Posted: Thu Dec 26, 2002 10:03 pm
by Fingoniel
It's in 1.55, they appear in level 10 keeps (takes an hour to get there) but only if that keep is in an enemy realm with one of your relics (i.e. it'd appear if we took a hibernian keep and they had merlins staff, but not if we took a midgard keep and they had none of our relics)

they allow you to go there dead... but if you have a force defending the 'corpse keep' (or keeps... could have two rallying points) your relic force just transports back, resses up (with reduced ress sickness time from the good resses) and is ready to attack again... makes relic raiding a bit more fun :) less 'one big push and thats it' and more 'can we control their frontier long enough to wear down the doors'

they don't appear in the merchant keeps... so you need to control two keeps, one to supply rams constantly, one to retreive to :)

then you can launch an attrition attack on the enemy relics (which will have level 75 guards if they upgrade their keeps... eep! :))

sounds fun anyway ;)