Tier 4 Scenario: Serpent's Passage


Serpent's Passage is a battle on the coast of an island heading towards the Isle of the Dead. Two ships have been run ashore and are now forced to salvage parts from the Ancient Shipwreck!


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We continue our Scenario Guides with a look at the Tier 4 Scenario: Serpent's Passage. This Scenario has become one of the favorites in Tier 4. It's simple, easy to understand, and bone-crushingly brutal! If you like a straightforward fight to the death, then this Scenario is for you! Just make sure that your blades are sharp!


Basic Strategy

Serpent's Passage is a deceptively simple Scenario. Run to the bottom of the map, grab the salvage, and return it to your cart, which is located next to your spawn point (a ship). However, there's a little bit more to it.

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Return Point

The plot of this Scenario is that both Order and Destruction have been shipwrecked on this island, and both ships are in need of repairs. To complete the repairs, salvage must be taken from the numerous wrecks littering the island. Each side must take the salvage, when it spawns, and return to it their starting area and place it in a cart. Now, while there are several wrecks on the island, the salvage spawns only at one point. Looking at the map, you will see that Order and Destruction start at the top (northernmost) part of the island. At the south end of the island lies the spawn point. This spawn point is the same distance from each side's starting point. Once you grab the salvage, you run like a Dwarf fleeing a barber shop, and head towards your starting area and click on the glowing cart sitting there. This gives your side a number of points, and the first to 500 points wins, with a 15 minute time limit. You get additional points for killing your opponents.

Sounds easy, eh? Well, it is, except for a few wrinkles. At the beginning of the scenario, the salvage does not spawn immediately. Therefore, if the other side manages to get there first, you're not screwed. Another wrinkle is that the salvage does not harm you. You can hold the salvage for as long as you want with no damage to you, except maybe enemy blades or spells! Third, if the person carrying the salvage is dropped, the salvage drops with them and stays there. It does not fade away like the bauble in Tor Anroc. Once you place the salvage in your cart, it will respawn in about 10 seconds.

Communication is key in this scenario. If you get the salvage, your side must work together to safely escort the carrier back to the cart. If your opponents get the salvage, you must do everything you can to drop them and retrieve the salvage. This Scenario is a constant shift from offense to defense and back again.

Tip: It's always handy (and smart!) to keep somebody close to the salvage spawn point when the salvage is close to being placed in the cart. That way, you can grab it first and make a run for your cart.


Class Roles

Tanks: Your primary role is to keep the enemy at bay and protect the squishier (healers and wizards) members of your side. Remember to throw a guard on a healer, or if there's more than enough Tanks to do so, then put one on another Tank. This will allow you and your fellow Tanks to take unholy amounts of damage and help to make sure that the healers are able to keep you healed up. In addition, you share a role with everybody else in this scenario: GET THE SALVAGE! If you have the chance to get the salvage, then do so. It's preferable that you do so as that you can withstand the most punishment, thus allowing your side a greater chance to successfully take the salvage to your cart. Use knockback to disrupt the enemy formations, and especially if they're hounding your salvage carrier.

Tip: Since the salvage does no damage to the carrier, you can hold it for as long as you want before clicking on the cart. I would suggest only doing this at the very end of the scenario if you're barely ahead in points, or if you're allowing your side to regroup at the spawn point. Otherwise, it's pretty cheap and you should be forced to go a Black Orc symphony. Trust me, two hours of hearing rocks banging together with occasional grunts is not a good way to spend the evening!

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Fighting in The Passage

Melee DPS: Your primary role is to kill the enemy healers and Ranged DPS. Disrupt their ability to heal their companions and you make the fight that much easier for your companions. Targeting their casters is vitally important as that it takes a few seconds to grab the salvage. If their wizards manage to throw some DOTS (damage over time) on your companions, it becomes extremely difficult to get the salvage. Focus their attention away from your side going for the salvage by tickling their kidneys with your blade! If you have a stealth ability, use it! Keep an eye out for the salvage. If you're in a position to grab it, then do so.

Ranged DPS: Like the Melee DPS, your job is to take out enemy healers and Ranged DPS. However, you also have two additional duties. The first is to keep an eye out for enemies close to the salvage. If you have a DOT (damage over time) ability, use it on everything you can. If the bad guys are taking damage, they can't pick up the salvage. The second is to drop the enemy salvage carrier. Use any roots or snares you have to slow him down so your side can get him.  Since you'll be standing back, there won't be too many chances for you to take the salvage. However, if your side manages to push the enemy back and the opportunity presents itself, then take it. Use knockbacks to disrupt the enemy and keep them from working together.

Healer: Your job is simple: keep as many people up for as long as you can. Concentrate on the Tanks so they can hold the line, but keep an eye on any Melee DPS going for an enemy healer or wizard. In addition, throw an occasional DOT on an enemy that's getting too close to the salvage. However, make sure you concentrate on your healing. The fighting should be almost non-stop in this Scenario, and your healing abilities will be tested. Rez players whenever you can so they won't have to run all the way back to the fight. You should not worry about getting the salvage at all. However, if your group really sucks and nobody is going for the salvage, then do so. Just make sure that you yell at them for being idiots and not getting it in the first place. What are they? Idiot snotlings?


Summary

The key to success in Serpent's Passage is to stay together and communicate effectively. Push the enemy away from the salvage, then grab it and run. The group that works together to get the salvage, or stopping the enemy salvage carrier, will win the Scenario. If everybody runs off in different directions, or attack in small groups, then your chances will be as slim as getting mercy from a Witch Elf!


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Last Updated: Mar 13, 2016

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