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Old Oct 20, 2006, 07:30 PM // 19:30   #1
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Default Guild Wars Insider: Hero Battles Unveiled

Sure a number of other people just this email, but if not here ya go:

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Learn your way around our newest arena before you even get there!

Nightfall introduces the ultimate one-on-one challenge: Hero Battles. This new PvP gameplay allows two players - and their Heroes - to compete against one another. Although this might sound like traditional Arena PvP, its strategy and gameplay has some unique differences. Instead of four players, each Hero Battle team includes one player and three customized NPC Heroes. Depending on your style of play, you can take total control of these Heroes or focus on your character while letting your Heroes make their own decisions. Either way, the skills and attributes you choose form your strategy for your team. Before you charge into your first Hero Battle, we've got some basic strategy pointers that could give you the edge in combat.


Like other PvP conflicts, Hero Battles require some strategy before the game begins. Besides settling on your own profession, you design an entire team, customizing every aspect from equipment to skill builds for your Heroic teammates. You may want to pattern your characters on popular PvP builds (as seen in Observer Mode), or you might try to find builds best suited to your particular play style.

To win a Hero Battle, you must outscore your opponent. Points come in two ways: [1] holding the center control point and [2] killing members of the enemy team. In addition to the center control point, each Hero Battle map has additional control points that confer bonuses such as additional Health or control of an NPC ally. Control points are captured much like the points you can capture in Alliance Battles.

The first key to success in a Hero Battle is to avoid charging blindly into combat. If you only focus on killing your opponent, you may allow him to capture all of the points on the map. This will put you at a big disadvantage in later fights. Remember that you can use waypoint flags to send Heroes to capture points. If you are losing a straight-up fight, don't be afraid to change your tactics. The bonuses conferred by the various control points may allow you to turn the tide of battle.

When you are fighting a tough opponent, don't assume your Heroes will do everything optimally on their own. Call a target if you want your Heroes to focus fire. Use waypoint flags to adjust the positioning of your Heroes if need be. Heroes have their own priorities when deciding which skills to use, but you can override the AI by using the Hero Control panel. You can click individual skills on a Hero's Skill Bar, temporarily taking over that Hero. You can also switch your Heroes' combat mode on the fly: A Hero in Fight mode will engage opponents normally; a Hero set to Guard will stay back and only fight enemies who come nearby; and a Hero set to Avoid Combat will try to run from attackers.


A regular resurrection cycle provides for constant combat action. Be careful fighting too close to your opponent's resurrection shrine. In the area directly around the shrine, your opponents are given bonuses that make them much harder to kill. Remember, if your opponent attempts to hide in that area, you can capture the center control point and score free points. You can also take the opportunity to capture the other control points on the map, which will make it much more difficult for your opponent to stage a comeback.

Most of the maps have an NPC control point. This point is especially valuable because the NPC not only fights but helps you capture control points faster. Having the NPC will give you a great advantage in trying to hold the center control point. Always remember to keep an eye on the NPC control point, however. If your opponent takes control of that point, you immediately lose the NPC.

Hero Battles are sure to add a new and interesting dimension to competitive Guild Wars play. Be sure to check the Guild Wars website for more tips and Hero Battle strategies!
And if this was already posted before... oops.
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Old Oct 20, 2006, 07:33 PM // 19:33   #2
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Racthoh you bugger You beated me to posting it... well no need for me to post it now... btw flamingo storm!
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Old Oct 20, 2006, 07:35 PM // 19:35   #3
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I read this like 5 mins ago. Just Announced! Hero battles! I thought that had been known for awhile. At any rate, the odd characters in there was funny.
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Old Oct 20, 2006, 07:46 PM // 19:46   #4
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yay cant wait to not try this at all !
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Old Oct 20, 2006, 08:59 PM // 20:59   #5
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I think it's an interesting concept, but I probably won't participate a whole lot in this type of contest. Something about 1 vs 1 (or in this case, 1+3 computers vs 1+3 computers) does almost nothing for me.

Good for testing some Team Arena builds, but otherwise, not as fun as Team Arena.
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Old Oct 20, 2006, 09:03 PM // 21:03   #6
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Absolutely no mention of what the reward is for winning hence to call it "Hero Battles Unveiled" is a highly inappropriate title.

Take the veil off of what the rewards are, please.
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Old Oct 20, 2006, 09:31 PM // 21:31   #7
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The reward is the "Pwner" series of PvP titles: Pwner, Fierce Pwner, Mighty Pwner, Deadly Pwner, ..., Balthazar's Pwner.

(not really)
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Old Oct 20, 2006, 09:51 PM // 21:51   #8
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I'm glad that it's more than just deathmatch... capturing points adds a whole other dimension of strategy.

I already took the time to design a build today based upon using 4 characters with assassin secondaries that can hop around the map really quickly and just capture points.

Anyways, the creativity just seems endless. I'm looking forward to trying these!
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Old Oct 20, 2006, 11:28 PM // 23:28   #9
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Quote:
Originally Posted by Tozen
I'm glad that it's more than just deathmatch... capturing points adds a whole other dimension of strategy.

I already took the time to design a build today based upon using 4 characters with assassin secondaries that can hop around the map really quickly and just capture points.

Anyways, the creativity just seems endless. I'm looking forward to trying these!
whoa, i think you just found some big exploitation there. i know its too early to tell but if the game comes down to */A then gg hvh - and i dont even have Factions.
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Old Oct 20, 2006, 11:45 PM // 23:45   #10
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Hm. I expected straigh-up deathmatch, just like Team Arenas.

This sounds... interesting... sounds pretty complicated on paper (or, rather, screen) and should favour hardcore RTS players with a ridiculously high "actions per minute" count :P

Personally, I'm still looking forward to bringing heroes into HA more than this.
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Old Oct 21, 2006, 12:05 AM // 00:05   #11
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Ha, I was about to post a link to it here: http://www.nzgamer.com/hub-pc-features-320

Pretty sad, that means I checked my fave gaming sites before checking my email this morning...
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Old Oct 21, 2006, 12:30 AM // 00:30   #12
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I thought hero battles might be a fun little diversion, but this is so much more than I was expecting. I can't wait to try this out! Great job Anet.
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Old Oct 21, 2006, 12:32 AM // 00:32   #13
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Its like a Mini RTS game
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Old Oct 21, 2006, 12:43 AM // 00:43   #14
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sounds so much fun. back to my old RTS roots.
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Old Oct 21, 2006, 12:53 AM // 00:53   #15
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This development completely changes my near unbeatable build. I have to choose a different one now! (On the bright side, I can now use my Necromancer! )

From what I can tell, the best builds for this will be the ones in which all characters can function sufficiently on their own, as capturing points is very important. Also, the builds have to be simple. The AI can't handle Phantom Pain/Shatter Delusions or constant target-switching.

However, the standard weaknesses of Team Arenas still apply: Hexes and Degneration.

The build I'm considering:

Me (Necromancer): Curses w/Reaper's Mark. Reaper's Mark + Faintheartedness + Parasitic Bond + Malaise (which is even more fun since Heroes can't weapon swap easily!). That's 9 Degen, all with ridicolous durations and short cooldowns. Throw in Soul Barbs for even more fun.

Norgu (Mesmer): Domination/Illusion w/ Mantra of Recovery. Give him Backfire and Diversion on a quick cooldown, a few Energy management spells on a quicker cooldown, and you've got one happy Mesmer and one unhappy Monk.

Magrid (Ranger): Ranger Spiker w/ Punishing Shot. Pure damage and interrupts, can't complain with that.

Talkhora (Monk): Prot Monk w/ Divert Hexes. Divert Hexes is necessary, in order to counter, gasp, a Hex build!

I call a target (Monk usually), let Norgu and Magrid do their thing, while I go and Hex everyone else.

Any opinions about the builds?
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Old Oct 21, 2006, 02:28 AM // 02:28   #16
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wow screw that, alliance battles were a flop because of 1. the randomness, and 2. the stupid control points.

Get it through your thick skull Anet people just wanna fight. They don't want to spend most of the fight running around sitting there while you capture a little pad. Why would you revert back to the crappy capturing scenario that was an absolute failure in factions alliance battles.

I was looking forward to hero battles and now it is completely ruined for me... and zinger, I hope your necro is named zinger just so when I steamroll you I can send you a tell. Tips? Scrap the necro, degen = pressure, and pressure in 4v4, just doesn't work... Make the mesmer interupt or scrap him.. if you make the mesmer interupt then the ranger has to go and get a better damage dealer... I don't know what kind of build I expect hero to run but since they can't do complex builds it is prolly best if the player is the monk since its far and away the most important part of the team.

Last edited by TadaceAce; Oct 21, 2006 at 02:37 AM // 02:37..
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Old Oct 21, 2006, 02:30 AM // 02:30   #17
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mmm this sounds pretty challenging. expect epic-level microing.
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Old Oct 21, 2006, 02:40 AM // 02:40   #18
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Quote:
Originally Posted by Nevin
Its like a Mini RTS game
Was going say the same thing. This move i believe will appeal more toward the Korean crowd who have gotten bored with GW and went back to L2 or starcraft. We all know how Korean's love micro management and RTS style games.

It looks promising but i am unsure of the learning curve involved in this even with OBM, in any case i will be farming then PvPing lol.
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Old Oct 21, 2006, 02:41 AM // 02:41   #19
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Quote:
Originally Posted by TadaceAce
I was looking forward to hero battles and now it is completely ruined for me... and zinger, I hope your necro is named zinger just so when I steamroll you I can send you a tell. Tips? Scrap the necro, degen = pressure, and pressure in 4v4, just doesn't work... Make the mesmer interupt or scrap him.. if you make the mesmer interupt then the ranger has to go and get a better damage dealer... I don't know what kind of build I expect hero to run but since they can't do complex builds it is prolly best if the player is the monk since its far and away the most important part of the team.
Thing is, you have to do pressure. Heroes can only follow the called target, otherwise they will be disorganized. I don't see any other way.
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Old Oct 21, 2006, 07:45 AM // 07:45   #20
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i’d be interested in seeing how big the arena is too. that may become an important factor in build design too.

it definitely is not what i had imagined but it’s something to think about. that micromanagement is going to seriousl stress me out, lol
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