Guild Wars Forums - GW Guru
 
 

Go Back   Guild Wars Forums - GW Guru > The Inner Circle > Sardelac Sanitarium

Notices

Reply
 
Thread Tools Display Modes
Old Jan 25, 2006, 09:13 PM // 21:13   #1
Krytan Explorer
 
Goonter's Avatar
 
Join Date: Apr 2005
Advertisement

Disable Ads
Default New strategies in guild battles

I posted this at the guildhall and didnt get much feed back, but it is sort of long.
I think its a good idea as it creates a little more movement and unpredicatablity to the battle field.

To begin, I took the liberty in recasting the whole npc line up for standard GvG.

Bodyguards will come in four variations.
You can select any two of the four to protect your guild lord.

Water:
Water Attunement
Mind Freeze
Ice Spear
Glyph of lesser Energy
Deep Freeze,
Maelstrom,
Blurred Vision
Rust
This bodyguard will make sure that the enemy is disrupted and snared.


Earth:
Earth Attunement
Armor of Earth
Stoning
Obsidian Flame
Glyph of Energy
Eruption
Ward Against Foes
Ward against Elements
This bodyguard will make sure that the guild lord and other guard is within wards while doing sizable damage to the enemy.

Air:
Air Attunement
Mind Shock
Whirlwind
Lightning Strike
Lighting Touch
Lightning Orb
Enervating Charge
Chain Lighting
This bodyguard will condition the attackers and deal heavy single target damage.

Fire:
Fire Attunement
Mind Burn
Flare
Meteor
Fireball
Fire Storm
Glyph of Lesser Energy
Searing Heat
This bodyguard will do heavy AoE damage and sizable singe target damage.

The two archers accompanying the guild lord carry:
Incendiary Arrows
Mantra of Concentration
Called Shot
Precision Shot
Point Blank Shot
Antidote Signet
Troll Unguent
These archers will stay in close range disrupting attackers.

The archers defending the base at the walls carry:
Read the Wind
Mantra of Concentration
Pin Down
Hunters Shot
Determined Shot
Melandrus Resilience
Troll Unguent
These archers will attempt to defend the walls by snaring those who try to enter.

The archers on the outskirts defending the base carry:
Melandrus Arrows
Tigers Fury
Dual Shot
Penetrating Attack
Savage Shot
Troll Unguent
Dodge
These archers will attack with heavy damage supporting footmen if possable in hit and run tactics.

Footman npcs will group and attack in pairs to increase their threat but also increase their vulnerability, they are:

Hammer:
I will avenge you
I will survive
Battle Rage
Irrestable Blow
Wild Blow
Hammer Bash
Crushing Blow
Counter Blow
These footmen will fight along side sword fighters to take out a single target.

Sword:
Gash
Sever Artery
Watch Yourself
Deadly Riposte
Riposte
Bonettis Defense
Healing Signet
These footmen will fight along side a hammer fighter to take out a single target.

The shrine guard or priest as a Mo/Ri carries:
Signet of Devotion
Heal Area
Succor
Blessed Signet
Weapon of Quickening (only cast on himself)
Union
Pain
Blood Song
The priest will protect the resurrection shrine and buff others protecting it as well.
The priest will respawn along with players at the time of resurrection if he dies.


The guild thief as an R/A will carry:
Iron Palm
Mantis Touch
Barbed Trap
Escape
Storm Chaser
Troll Unguent
Claim Resource
Pickpocket - this is a skill with enables the guild thief to touch a player and cause him to drop whatever he is carrying, the guild thief will attempt to recover a flag or repair kit if it is dropped.
The guild thief will open locked passage ways for his team laying barbed trap in there their path. He also attempts to stop flag and repair kit running if he is in position to do so.
The guild thief will respawn along with players at the time of resurrection if he dies.


Guild Lord has:
Cleave
Cyclone Axe
Warriors Cunning
Distracting Blow
Executioners Strike
Penetrating Blow
Power Attack
Shield Bash
Once the guild lord dies the ressurection shrine is termated. He most live at all cost.

There is a smiting priest to support the guild lord called the Lord's Advocate:
Blessed Aura
Watchfull Spirit
Strength of Honor
Balthazars Spirit
Judge's Insight
Shield of Judgment
Symbol of Wrath
Blessed Signet
The lord's advocate will buff and protect the guild lord as his number one priority. He is frail, but as long as he lives the guild lord will be much more powerful.

The lords advocate by himself poses no threat and can only survive with the support of your teams defenders. He does make the guild lord a greater force to be reckoned with if he is allowed to stay alive. With the guild lord mostly attacking those that attack him simply means, do not approch the guild lord without first handling his advocate.


Ok, on to the next part…


Win Conditions
The match is won when:
1.) The guild lord is dead while all other players on that team are dead at the same time.
2.) The other team surrenders after the guild lord has died.

The guild lord can not be resurrected so ganking him enables a team to complete one step in a two step process of winning.
1. Kill guild lord.
2. Finish off the team.
This means that the game could potential come down to both guild lords dead while the guilds battle out for victory.


Flag Capturing
After a morale flag is captured a victory or death (VoD) flag is created at the capturing teams base.
Once a VoD flag is captured a morale flag is created at the capturing teams base.

In order to successfully begin in VoD your team must hold the stand for three minutes once captured with a VoD flag.
A second option would be to hold the stand for an additional two minutes for another morale boost. This option is important for the following reasons:


Victory Or Death
If you capture a VoD flag all resurrections at shrines are reduced to resurrecting every four minutes.
The team that engages VoD will have their guild lord, bodyguards and inside archers move to an offensive line just behind the flag stand. (Respectfully spread out) All the other npcs will keep their positions. The guild lord will act fairly impervious to catapult damage if he is hit by one.
This will allow the offensive team with a strong push at the flag stand, but it will also expose their guild lord and other npcs.
They will have to kill of the opposing team one by one then rush their guild lord, or stay and defend their guild lord until another morale boost by either team is made.
The npcs will only attack just behind the line of the flag stand and will not attack anyone that is beyond it to allow the defending team a chance to recover a morale boost.

The other team will have their guild lord, bodyguards and inside archers move a defensive line at their resurrection site. The rest of the npcs will move to the walls and guard the gates.
This will allow the defending team to recuperate while resurrecting if they are picked off by the offensive team.

In order to move the npcs back into their original positions a morale boost must be given from either team.
At the time of ending VoD with a morale boost the defensive team’s leader can option to keep the npcs in position at the shrine or move the npcs back into their original positions.

The offensive team has the option to keep the morale stand and win by morale. Or they can call for victory or death and win by force. Ganking by the offensive team will take place by ganking other npcs besides the guild lord before VoD as they pose a threat during VoD.

The defending team as better access to gank the guild lord during VoD. They can choose to spend their energy on a desperate win, or they can try to defend their shrine long enough to recover and get a morale boost.


Stand Off
In the event that neither team can successful gain a morale advantage or that both teams stay with in the same range of morale for over 30 minutes either team can call for a stand off.

A stand off will be an option that becomes available to both team leaders at the end of 30 minutes when neither team has a morale advantage.

If a team selects to stand off - all of their npcs, except the priest, will rush the flag stand. At this position the npcs will try to control the flag stand and kill of any members of the opposing team in the area.
Also they will give the opposing team 33% more morale penaltiy when killing them.
The downside is it exposes the guild lord and other npcs.

The other team can also stand off or they get the second option to stand down.


Stand Down
If the other team stands off all their nps, except their priest, will rush the flag stand and allow them to give their opposing team 33% morale penalites when killing them as well.

If a team stands down - the guildlord, bodygaurds and inside archers will move to the ressurection shrine with the priest. All other npcs will resume their post.

What a team would have to determain in calling a stand off would be if there npcs could support a clash at the flag stand.
If both teams have equal amount of npc support then they should both stand off to keep control of the flag stand if possable.

If one team has significantly fewer npcs they should pull back to the support of their guild priest, sacrificing morale bonuses, and try to kill of the opposing team at thier base and then finishing off the guildlord at the flag stand.

Both teams can stand off. Only one team can stand down. Either team can decide to do neither.


Protect the Flanks
This is the default possession of your outside npcs. They basically stand in the way of the back doors to your guild base. If for some reason they have moved from this possession you can repossession them with this option.

Protect the Front
This will call your outside npcs near the front gates of your guild hall.

Protect the Lord
This will call your outside npcs move in towards the guild lord. You can only call this option if the opposing team gets a VoD or if you call a stand down.

Protect the Flag
This will call your outside npcs to move towards the flag stand. You can only call this option if the opposing team gets a VoD or if you call a stand down.


Surrender
If your guild lord dies you get the option to surrender. All it does is end the game faster to keep from enduring a long a grueling defeat.



I tried to balance it like a chess match so that if one takes the opportunity to do something they create an opening for another.
For example, a team that isnt controlling the flag stand and is instead taking out formidable npcs would be able to gank a guildlord during VoD or a stand off even though they do not have the morale advantage.

I figure with Ritualist controling areas while Assasins stealtly gank anything left on its own would put these new classes to interesting use.

Im thinking this will bring enough shifting in combat to allow the offensive team control the game, while allowing the defensive team the ability to make a comeback if executed right.

Any thoughts?

Last edited by Goonter; Jan 25, 2006 at 09:28 PM // 21:28..
Goonter is offline   Reply With Quote
Old Jan 30, 2006, 07:07 PM // 19:07   #2
Krytan Explorer
 
Goonter's Avatar
 
Join Date: Apr 2005
Default

dang on...no one replies.

Maybe thread is too long.

Well,...it still feels like a good idea to me.
Any feed back whether or not its cool with the general public?
Goonter is offline   Reply With Quote
Old Jan 31, 2006, 02:14 AM // 02:14   #3
Forge Runner
 
Kool Pajamas's Avatar
 
Join Date: Aug 2005
Location: Maryland
Guild: Mage Elites [MAGE]
Default

I like it. More variety is always better. Although I did kinda skip the last 25% of the post. lol.
Kool Pajamas is offline   Reply With Quote
Old Jan 31, 2006, 04:51 AM // 04:51   #4
Krytan Explorer
 
Goonter's Avatar
 
Join Date: Apr 2005
Default

im just glad somebody read some of it
Goonter is offline   Reply With Quote
Old Apr 22, 2006, 11:50 PM // 23:50   #5
Furnace Stoker
 
actionjack's Avatar
 
Join Date: Oct 2005
Location: Kali
Profession: W/E
Default

This came up in another discussion...
so giving Goonter a quick bump...

there are some good ideas here...
Guild battle NPC should not be, and don't have to be too powerful... but would like to see more "Customization" to them...
such as in choosing a more offensive backup team, or a more defensive one... etc...
actionjack is offline   Reply With Quote
Old Apr 23, 2006, 06:26 PM // 18:26   #6
Desert Nomad
 
BahamutKaiser's Avatar
 
Join Date: May 2005
Location: Heightened state of mind.
Profession: P/W
Default

Variety and customization would be interesting for GvG, it would be rather nice if it could be altered.

or
http://www.guildwarsguru.com/forum/s....php?t=3014498
BahamutKaiser is offline   Reply With Quote
Reply

Share This Forum!  
 
 
           

Thread Tools
Display Modes

Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is Off

Forum Jump

Similar Threads
Thread Thread Starter Forum Replies Last Post
Guild Battles moose87 Gladiator's Arena 3 Sep 26, 2005 02:04 PM // 14:04
Guild battles forgotten ranger Questions & Answers 2 Aug 01, 2005 09:00 AM // 09:00
Guild Battles Dragothel Questions & Answers 1 May 30, 2005 04:59 AM // 04:59
Shin-RA Questions & Answers 3 May 03, 2005 03:07 AM // 03:07
best guild battles jbkilla The Riverside Inn 12 Mar 31, 2005 04:24 PM // 16:24


All times are GMT. The time now is 08:20 PM // 20:20.


Powered by: vBulletin
Copyright ©2000 - 2016, Jelsoft Enterprises Ltd.
jQuery(document).ready(checkAds()); function checkAds(){if (document.getElementById('adsense')!=undefined){document.write("_gaq.push(['_trackEvent', 'Adblock', 'Unblocked', 'false',,true]);");}else{document.write("