Aug 19, 2007, 01:48 PM // 13:48
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#1
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Pre-Searing Cadet
Join Date: May 2007
Guild: Parliament of Shadows [PoS]
Profession: R/
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Guild Hall question from a gvg beginner
Our guild is prepearing to start gvg's again. We are a pve guild but want to participate in both sides of the game. As beginners to the gvg scene I would like some advice. Which guild hall is the best for a starting guild to use and why? We currently have the Frozen Isle.
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Aug 19, 2007, 01:55 PM // 13:55
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#2
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Jungle Guide
Join Date: Oct 2006
Location: Under a bridge
Guild: Team Quitter [QQ]
Profession: Mo/
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Burning is probably the easiest, as you will very rarely need to split on it. If you're just getting into GvG, definately don't use Frozen, as you'll be forced to split constantly.
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Aug 19, 2007, 05:41 PM // 17:41
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#3
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Jungle Guide
Join Date: Feb 2006
Location: London
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Frozen is going to be a steep learning curve if you aren't familiar with tactics. Different maps are going to encourage different styles of play, or more open or less open tactics. Frozen is really open tactically, there are loads of opportunities for teams to split and cause general mayhem all over the map putting pressure on different locations (the flag runner, the stand, the base etc). Maps like Fire and Jade for example limit teams tactical options to some extent forcing 8v8 fights at the flagstand much of the time which limits the number of tactical issues you have to worry about. Get on Obs mode and see how good teams use different maps to get an idea of this, but I would start with something that limits tactical complications.
If you are just getting into GvG for the first time take it slow and familiarize yourself with getting the down the basics of a match and a flagstand encounter. Complicating things too much at the start is only going to lead to confusion.
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Aug 19, 2007, 05:56 PM // 17:56
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#4
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Krytan Explorer
Join Date: May 2006
Guild: Final Uprising [fupr]
Profession: Mo/
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As has been said, frozen is going to be very difficult to get. However, you will see the most benefit overall from using it, however you will probably see more losses along the way.
Something like warriors/hunters/wizards is quite good as you aren't too limiited, however most teams will 8v8 you at the start, but you don't get it easy by them not being able to split very well as you would on burning.
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Aug 19, 2007, 07:02 PM // 19:02
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#5
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Krytan Explorer
Join Date: Jan 2006
Location: USA
Profession: Mo/Me
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Before we give you advice on guild hall, I'd like to know what kind of build you're planning to run and what kind of tactics your strat caller likes to use. If you're like most beginner GvG guilds (and I'm guessing you are), then you'll probably end up either running something random or copying a build off obs. Either way, most of the time, you'll be unfamiliar with different halls enough to consistently split on them, so I'd suggest burning isle. Plus, you have like AI monsters, it'll remind you of PvE!
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Aug 19, 2007, 07:47 PM // 19:47
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#6
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Pre-Searing Cadet
Join Date: May 2007
Guild: Parliament of Shadows [PoS]
Profession: R/
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Quote:
Originally Posted by samcobra
Before we give you advice on guild hall, I'd like to know what kind of build you're planning to run and what kind of tactics your strat caller likes to use. If you're like most beginner GvG guilds (and I'm guessing you are), then you'll probably end up either running something random or copying a build off obs.
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Yeah we have been using builds we have seen on observer mode and got tips from other observers. Our last team build was :-
AoM Dervish - D/W
12+1+1 Mysticism - 12+1 Scythe Mastery
Avatar of Melandru (E)
Wearying Strike
Mystic Sweep
Resurrection Signet
Wild Blow
Rush
Bull's Strike
Heart of Fury
Crippling Slash Warrior- W/Mo
12+1+1 Swordsmanship - 8+1 Strength - Tactics 10+1
Crippling Slash (E)
Gash
Final Thrust
Disrupting Blow
Frenzy
Sprint
Mending touch
Healing Signet
Hammer Warrior- W/Mo
Hammer Mastery 12+1+1 Strength 12+1
Back Breaker
Crushing Blow
Mighty Blow
Bull's Strike
Flail
Enraging Charge
Rush
Resurrection Signet
E/Mo Runner
12+1+1 Water - 8+1 energy Storage 10 Protection Prayers
Freezing Gust
Ice Spikes
Blurred Vision
Water Attunement
Glyph Of Lesser Energy
Mending Touch
Shield Of Regeneration
Armor Of Mist
Domination Mesmer- Me/Mo
12+1+1 Domination - Fast Casting 10+1 - Isnpiration Magic 8+1
Mantra Of Recovery
Energy Burn
Shatter Enchantment
Drain Enchantment
Power Drain
Diversion
Power Leak
Resurrection Chant
Blinding Surge Elementalist - E/Mo
12+1+1 Air Magic - 8 Water Magic - 10+1 Energy Storage
Blinding Surge (E)
Lightning Orb
Draw Conditions
Glyph of Lesser Energy
Convert Hexes
Freezing Gust
Air Attunement
Ressurection Signet
RC Monk- Mo/A
Protection Prayers- 11+1+1 - Divine Favor 10+1 - Heal 10+1
Restore Condition (E)
Reversal of Fortune
Gift Of Health
Shield of Absorbtion
Dismiss Condition
Holy Veil
Spirit Bond
Return
LoD/Infuse - Mo/A
Healing 12+1+1 - Divine Favor 10+1 - Protection 8+1
Signet Of Rejuvenation
Light of Deliverance (E)
Infuse Health
Dismiss Condition
Protective Spirit
Holy Veil
Orison Of Healing
Return
It has been a while since we ran this and will need checked due to balance updates but we will be running similar builds to this.
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Aug 19, 2007, 09:35 PM // 21:35
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#7
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Grindin'
Join Date: Dec 2005
Location: MO
Profession: E/Mo
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druids isle is always the best.
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Aug 20, 2007, 03:13 AM // 03:13
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#8
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The Cheese Stands Alone
Join Date: Dec 2005
Location: A Chair
Guild: Delta Formation [DF]
Profession: R/
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Frozen is the best map in the game. Followed by Druids. If you learn how to play on frozen, you can pretty much play on anything else.
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Aug 20, 2007, 04:29 AM // 04:29
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#9
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über těk-nĭsh'ən
Join Date: Jan 2006
Location: Canada
Profession: R/
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i would say hunters/wizards/warriors isle, since they are very balanced in terms of strategic opportunities.
as for your build... it's obvious that it's a melee-centric build, which tends to require a ton of individual skill and coordination to pull off properly. it's also got no off-monk defense outside of a blinding flash, water snares, and a hammer warrior linebacking. so unless you have a pair of terrific monks, you'll get ripped apart.
you'll want to run something with more off-monk defense. granted, the build you posted will force your guild to learn how to play the game fast, but the learning curve will be very steep.
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Aug 20, 2007, 07:36 AM // 07:36
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#10
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Pre-Searing Cadet
Join Date: May 2007
Guild: Parliament of Shadows [PoS]
Profession: R/
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Thank you all for your feedback
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Aug 21, 2007, 12:03 AM // 00:03
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#11
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Wilds Pathfinder
Join Date: Jul 2005
Guild: Rest En Pieces [RIP]
Profession: Me/W
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I like Isle of Meditation because it is very, very, very pretty to look at. Your opponents will be all "oooh, look at the pretty waterfall. Isn't it so pretty? The color is so pastel and goes well with that teal roofed pavili... HOLY CRAP WHAT THE HELL THEY KILLED OUR BODYGUARD".
Lots of fun.
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Aug 21, 2007, 02:00 AM // 02:00
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#12
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Wilds Pathfinder
Join Date: Dec 2005
Profession: Me/Rt
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Get the Nomad's Hall. For me, that was a nice hall to start out with because it is nice and open. You can see everything, so don't get a large amount of surprises. You just have to know how to handle the sand and the teleporters, and then its all good.
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Aug 21, 2007, 09:01 AM // 09:01
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#13
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Ascalonian Squire
Join Date: Apr 2006
Guild: Ghostly Heroes [GoH]
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I'd actually go for the classic Warrior Isles. Try Nomads as well if your team gets the hang of handling the sand.
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Aug 21, 2007, 12:58 PM // 12:58
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#14
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Academy Page
Join Date: Apr 2007
Guild: lolwhut
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I say aim high, stick with frozen. It was my first GvGing hall and it's a rough journey, but if you can stand Frozen Isle splits you got mostly every other map sorted. It teaches your team to adapt to splitting, which is necessary. So yeah, imo stick with Frozen Isle. And I almost forgot, the map is just awesome so :P
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