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Old Apr 04, 2006, 03:36 PM // 15:36   #1
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Default Question about guild halls

Our guild currently has the Isle of The Dead. I have yet to see a top team that uses this hall, and a few of the others go unused as well, is there a particular reason why? I think we did fairly well for our first season (296) but I am wondering if a switch in guild halls would be a good move.
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Old Apr 04, 2006, 03:45 PM // 15:45   #2
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A lot of teams dont use the open maps as its hard to keep structure in the battle lines. Thats one of the reasons atleast, there is probably a few more.
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Old Apr 04, 2006, 03:53 PM // 15:53   #3
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people will buy halls that complement their style of play. i think using a rarer hall might give you the advantage, since most guild will have relatively less experience with a rare hall.
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Old Apr 04, 2006, 03:59 PM // 15:59   #4
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this may help you out:

Quote:
"Wizards':
- npcs come out around the back during VoD. this means you could null the threat of a catapult and gank them as the npcs start making their way around back.

Ice:
- this map is especially suited for highly aggressive builds; Uni is one example. the primary strategy on this map is to charge straight through the center into the opponent's base; most teams will be caught off guard (as they make their way to the flag stand). the aggressive builds will attain their advantage here, as they keep the fight away from the flag stand, and press enormous amounts of pressure on the opponent to defend their territory.

- solo flag runner fights play more of a significant role in this map, especially in the above strategy. like all battles, winning the flag requires a solid individual build, and player skill

Druids:
- the vine seed is especially suited for griefing the opponent's runner. the strategy is to plant the vine seed, and take out the two archers guarding the bridge in between the time that you capture the flag. in consequent runs, you may cross the bridge relatively easily/fast from the time you cap the flag, and attempt to grief the runner. the short distance & easy safety from the flag stand to the opponent's flag spawn makes griefing here, ideal.

Lava Map:
- there is a cheap trick involved in traversing the lava pool to the flag stand without being crippled. the trick is to have a monk use restore conditions on you, a split second before you touch the edge of the lava. this would instantaneously remove the cripple/burning as soon as you incur the conditions, giving you a full 3 seconds to reach the flag stand uncrippled. if coordinated repeatedly, this will give you a significant advantage against the opponent's flag runner.

- while this map is often touted as the "anti-gank" map, this map is actually very easy to gank if a team is not cautious. eliminating the flame sentinels is not too great of an ordeal against a good team; the structure of the Guild Lord base is also ideal for eliminating both bodyguards & Guild Lord without incurring too much travel time in the base (or damage from the archers). what makes this strategy especially deadly is that it is difficult to counter without precision field tactics; you will often be faced with retreating all the way back via the long route (by which time may be too late), or chase after them through the lava (which may place you in a significant disadvantage). it is extremely easy to split up your team and create mass confusion (as it is difficult to assess their positioning, due to the expanded nature of the map).

Isle of the Dead:
- this map is king for positional players. again, Uni exmplified the power of positional play, and exploited this map for that purpose.

- by positioning, i speak of maintaining distinct lines within the field (back, middle, front). the actual positional play occurs as an anticipation to the movements of the enemy. one example is this: by shifting the backline (monks) further back, the enemy frontline is forced to push forward; if this results in overextension, then all lines would converge on the overextensions for elimination.

- as pointed out, positional play is a constant shift of lines. this is excellent in a feature such as tar, where the entire team cannot traverse as easily with the aid of speed buffs; thus better positional play gains an even greater advantage.

- the large boulder in the middle of the tar is another aspect that guarantees safety to the backline. it may be used to play a game of "cat and mouse". again, although one would question why a team would fight at the boulder (away from the flag stand), the answer is positional play.

- lastly, the narrow corridors at the entrance forward into each base is the most important feature of everything that i mention -- due to the narrow features of the hallways, snares such as Ward Against Foes play a prominent role in exploiting positional play. one should be able to figure out how this works by now..."

Credit:iQ
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Old Apr 04, 2006, 04:09 PM // 16:09   #5
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that does help, but its not all the maps.

also to the OP your guild hall wasnt the reason for your rank(wether you thought it was good or bad), your play is.

In any event does anyone plan on mapping hte new guild halls as soon as factions comes out??
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Old Apr 04, 2006, 06:49 PM // 18:49   #6
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Thanks for the posts, clarifies a lot of things.

@coldplay: Would it be possible to get the rest of that article if there is more to it?

@ icemonkey: I wasnt under the impression that the hall was a major impact, just wanted to know if we were at a slight disadvantage because of something that is easily changed, such as a glich or flaw with the map. I'm just the type of player that looks for every advantage and disadvantage, no matter how small it may be.
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Old Apr 05, 2006, 05:30 AM // 05:30   #7
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There's slight advantages and disadvantages to all of them depending on what type of build your guild is using. Like having the Ice guild hall when your guilds primary builds are spikes, a slight disadvantage since the Ice hall is every split builds dream.

With my guild anyways if we're running alot of spikes we'll take a hall with the guild thief. If we're running more of a split build we'll take one of the more open maps such as Druids, etc..
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