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Old Jan 07, 2007, 09:09 PM // 21:09   #1
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Default Assassination of Guild Lord

Here is an Idea, isntead of fighting why not assassinate the Guild Lord. Note: THIS IS A IDEA. I just want to know what you think.

Req. Guild Hall "Imperial Isle" or a Guild Hall that does not close gates, experianced assassin group and the req. skills.

1 running Assassin A/Mo

Skills.

[card]Mark of Protection[/card] or [card]Shadow Form[/card] [card]Dark Escape[/card] [card]Mend Ailment[/card] [card]Siphon Speed[/card] [card]Death's Charge[/card] 3 other Powerful attack skills

5 or 4 attacking Assassins A/W

[card]Recall[/card] [card]"Charge!"[/card] [card]Death's Charge[/card] 5 power other attacks

2 or 3 monks. with recall.

First at Imperial Isle, when the time starts stay at the gate where the ranger and the two warriors. If the other GvG team gets flag, good and if they come to you, good. Try to convense the other team to come to you.

When they come fight for 5-10 seconds then the runner assassin charges to the the other teams gate. One or Two attackers may go after him but cast Siphon Speed to run faster, if they don't give up. Eventually he would run back to help out the fight, then the runner would keep going to the gate til recall out ranged so the enitre team would teleport next to him.

Then the attacking assassins would use "Charge!" till they reached the Guild Lord. Use Death's Charge to get right next to Guild Lord faster then take him out. If you can't get to Guild Lord then use Death's Charge on one of the rangers on the ledge to get inside the gate.
This is just an Idea
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Old Jan 07, 2007, 09:16 PM // 21:16   #2
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Amulet of Protection
So....No.

Last edited by Yanman.be; Jan 07, 2007 at 09:23 PM // 21:23..
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Old Jan 07, 2007, 09:20 PM // 21:20   #3
JR
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Good teams will just send one person back, who can use the protection of the Archers and Bodyguard to stop you doing anything.

You should really observe a little more GvG before making strat suggestions.
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