One at Greystone Keep BO one at Kinschel BO.
Meaning if you go there you get killed after 5 seconds if standing there.
I will concentrate here on the Ruins of Greystone Tower.
The Explanation was that using the Tower is an Exploit by safely working on the opposition without fear of retaliation.
I want to list here several arguments why the Tower is not an Exploit but part of the RvR Enviroment like a hill or a rock.
1) No Bug abuse or Glitch:
To get on the Tower you aren't glitching through Terrain or use the wonky RoR Collision to get there, so it looks like magic. It is simply Mount up and jump.
2) Free Access:
Any Player with a mount can reach the Position from PvE. Like on the screenshot you need to make the first jump mounted and then continue on the roof. Making the jump under combat situation is difficult but not unlikely. More of that in the Point Counterplay. Also you could jump directly on the right spot on the green arrow.
Spoiler:
If standing on the Tower you are ~170ft away from the Flag. You can't take the BO when you are on top. You could send down some Players but they are toast once a wb arives. So while being in the tower you can't keep the BO and still be out of range.
4) No Enemies no Fun:
Not sure how to put it. When you sit on the Tower there could be nothing happening for 20 minutes or 1 hour if no one wants to go there. This is one of the things with spot gameplay. Be it solo or group gameplay. You have your spot and think someone should come, but you can't be sure.
5) The Opposition doesn't need the tower to get the BO:
If standing behind the walls or simply below the tower or on the east side on the dead angels on the tower one Opposition player can take the BO without players on the Top interfering.
6) Counterplay Knockbacks:
There are several ways to counter a rdps group that is sitting on a position. From an Order perspective the following tactics work against it:
M1 Shaman Aoe Knockback on Range.
rSH AoE Knockback on Range
Dark Elf Balista. I think Ork one too, but I am not sure.
Jump on the position with a player with a Knockback:
Black Guard, Black Orc, Chosen
Jump on the position with a player with AoE Knockback:
DoK, Zealot
We have played for several years now on the position and tried to use some countermeasures vs destro players jumping over the gap. Trying to get behind the wall and try to dismount them before the jump. Although that is usually only a matter of time till more and more players make the jump and begin to knock players of the tower. One by one or in groups. In all the time we never fought off a bigger sized destro warband. There is only one way how this will end. Especially as once a Tank is on the Tower he can be group healed through the wall by his healers and will not get down.
7) Counterplay Warband:
Shooting opposition is nice and fun. But it usually only works on non tanks as these don't have enough time to get out of the range. Healers and Dps are the primary targets. This changes though when they are guarded and healed in a warband. Only by surprise you can get there some kills. If the warband is capable of single target healing we wont do damage. So a simple counter is to stay in a warband where players do their job.
8) Counterplay RDPS:
Destro has some mighty fine rdps. The Magus capable of putting ST on the same range and Aoe on top of the Tower. If he is not alone facing a 12 men and be in a 2/2/2 group or warband we are usually done for. A closer rSH or Sorc can also shoot up on us. On the Tower we can move back a little to get out of sight but if the destro force is bigger and guarded/healed we can't simply take on them.
9) Counterplay Line of sight:
To make the jump on Top and if you want to load your abilities simply hide behind the Tree on Top.
10) Counterplay 6men stuff:
Send in the Tank on the BO and heal him on max range with your healers.
11) Counterplay Read Chat and don't go there.
Ambush groups are usually called out in T4 chat and soonish we got an opposition WB on our heads. If you are a player of the other side simply reading chat and avoid a firezone.
Summary:
I try here to show that while sit on the Tower you aren't a demigod in RvR and blocking the progress of RvR or blocking a zone. On the tower you can try of course to disrupt supply lines and stop ressource carriers. But you can't lock of one BO. If the opposition has a second one Ressources will flow. If the opposition moves in with a 6 men that locks to the sky or a wb they can pick up ressources or clean the towergroup out.