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Old Oct 27, 2006, 07:58 PM // 19:58   #1
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Default The Nightfall Halls

please list any environmental effects, npc types/creatures, etc that deal with each of the new guild halls. Trying to decide between corrupted and wurm, but I would like to read up on all of them (for anyone whos played gvg in the new halls)
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Old Oct 28, 2006, 04:50 AM // 04:50   #2
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I wish they would just let you see the environmental effects when you're previewing them.

I've been trying to catch some of the new halls on obs mode to be able to see their effects, but haven't had any luck yet.
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Old Oct 28, 2006, 09:47 AM // 09:47   #3
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Played last night on wurms, nothing to note really, a standard tight, pressure/spike map, difficult to split on. Oh, actually I lie, there is an uber trick on this map. We discovered near the end of our battle that there is a health shrine which if you cap is worth +120 health for the whole team, so not such a good spike map after all unless you have a huge spike. It might have been my imagination but there seemed to be more than usual number of knights. idk, was late

Also played on corrupted, but didnt see anything worth mentioning
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Old Oct 28, 2006, 10:25 AM // 10:25   #4
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That health shrine you are speaking off, is that the altar-like square you will find on the backroad?
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Old Oct 28, 2006, 03:40 PM // 15:40   #5
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Yes. Cap it with flags like everything else afaik (I wasn't running that when we played it)
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Old Oct 28, 2006, 05:31 PM // 17:31   #6
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Im pretty sure that you can cap the shrine the same way you can cap shrines in alliance battles.
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Old Oct 29, 2006, 01:19 PM // 13:19   #7
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Quote:
Originally Posted by Patrograd
Played last night on wurms, nothing to note really, a standard tight, pressure/spike map, difficult to split on. Oh, actually I lie, there is an uber trick on this map. We discovered near the end of our battle that there is a health shrine which if you cap is worth +120 health for the whole team, so not such a good spike map after all unless you have a huge spike. It might have been my imagination but there seemed to be more than usual number of knights. idk, was late

Also played on corrupted, but didnt see anything worth mentioning
Interesting, except for the fact that a spike team doesn't give a damn about it that shrine. The most you can do with that (if it requires a flag to activate as other posts suggest) is stop 1 spike, and even that is just the same as infusing (though slightly easier) in that it's not garunteed.

The teams it will efect are the pressure orriented ones that try to wear you down, as that extra health is a pretty big help to your backline.
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Old Oct 29, 2006, 01:34 PM // 13:34   #8
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You do not need a flag to cap the shrine
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Old Oct 29, 2006, 03:17 PM // 15:17   #9
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Quote:
Originally Posted by stueyman2099
Interesting, except for the fact that a spike team doesn't give a damn about it that shrine. The most you can do with that (if it requires a flag to activate as other posts suggest) is stop 1 spike, and even that is just the same as infusing (though slightly easier) in that it's not garunteed.

The teams it will efect are the pressure orriented ones that try to wear you down, as that extra health is a pretty big help to your backline.
Not really. 120 extra health (I'm assuming that it raises the max health) makes spiking a lot harder. It's 120 more damage that the spike has to be able to put on that target before it gets heals, or its 120 less damage that the monks have to health through the spike.

Especially since you don't need a flag to cap it, it's capped a la alliance battles. You can send one less-vital character to go spend a little bit of time capping it and jst play a little bit more defensively at the stand or w/e until he gets back.
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Old Oct 29, 2006, 03:41 PM // 15:41   #10
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Quote:
Originally Posted by TheOneMephisto
Not really. 120 extra health (I'm assuming that it raises the max health) makes spiking a lot harder. It's 120 more damage that the spike has to be able to put on that target before it gets heals, or its 120 less damage that the monks have to health through the spike.

Especially since you don't need a flag to cap it, it's capped a la alliance battles. You can send one less-vital character to go spend a little bit of time capping it and jst play a little bit more defensively at the stand or w/e until he gets back.
yes, it raises the max health, for as long as you hold the shrine

Given that the standard max health seems to be creeping towards 600+, an extra 120 means you would need a mega totally undisrupted spike to kill through it

Pressure/degen teams dont care about max health so much, as they kill when monks are out of energy, regardless of total health

IMO this is a really nice pressure map
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Old Oct 29, 2006, 06:24 PM // 18:24   #11
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Flooded Isle is a very nice map that allows splitting. No enviro effects that I know of, however the backway is amazing. Grab a thief, kill an archer, a knight, and a bodyguard, and you're set. Makes solo ganking a bit harder, as there are 2 ways to access the guild lord, so can't clean out all the npcs in one run.
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Old Oct 29, 2006, 06:27 PM // 18:27   #12
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I think wurm is also a good split/skirmish map. You'll need strong skirmish characters if you want to really hold the shrine, and from that point why don't they just move forward with the theif? The back enterance is pretty close to the front, so you'll be a threat to thier runner constantly. Sure it's big, but so is the Frozen Isle. I think ninja monks would be great on this map because of that ledge thing at the stand, you can keep warriors running around it.
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Old Oct 29, 2006, 08:35 PM // 20:35   #13
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Ah, I misread what the shrine does, I thought it healed 120 hp, not granted an extra 120 max
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Old Oct 30, 2006, 08:44 PM // 20:44   #14
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Ya we played on Wurm too and i liked it a lot.

The shrine is a pretty huge advantage and gives you a significant help when you're winning since that +120 max health allows you to pressure more and overextend slightly more (700+ health warrior can take a bit of damage before going down!). If you're making a comeback it's pretty nice too since it can basically negate close to 2 shots of DP, so getting a wipe at your base, capping shrine and pushing the other team can allow you to even the odds even if you were losing bad.

I think it's a nice addition to a GvG map.
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Old Oct 30, 2006, 09:34 PM // 21:34   #15
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I'm a big fan of the Isle of Wurms, to the point where its become our guildhall. Decent splittability, no catapult randomness, and the health shrine is a great blow to opposing spike teams. It's my favorite map to play on thus far.
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Old Nov 03, 2006, 10:09 PM // 22:09   #16
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So, does anybody have any info on the other halls? Isle of Solitude looks promising to my guild, but the big bridge in the middle, is there a way to complete it or is it just for show?

The Uncharted Isle (formerly named Flooded Isle), anything special about it. I don't notice anything that makes it unique in the way of layout or effects.

Currupted Isle, how exactly do you get to the flag? Is there anything special about this map?
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Old Nov 03, 2006, 10:31 PM // 22:31   #17
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We played on flooded isle against Ace the other day. Some pretty big features I noticed:

The area outside the gates is extremely wide open, which makes it great for dealing with AoE without bunching up too much. The flagstand is a long distance away, so it's possible to play flag control simply by having a lot of snares and a guild thief - send some snare template (like a YAAhoo) to kill their runner as he leaves the main battle to head towards the flagstand. Keep sending more as they send support. Eventually they'll have to send monks and you have a chance to split up and break their team, or put some guys in their base.

The NPCs also move out to this flagstand, which makes them much less relevant between 20 and 25 minutes. A team can just rush straight through the main path to the base and avoid the NPCs entirely, only going near them if they want to cap the stand.

I also noticed that Flooded, like most of the new guildhalls, has a really massive number of NPCs. Not as many as Corrupted, but quite a lot.
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Old Nov 03, 2006, 11:10 PM // 23:10   #18
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My Guild uses Isle of wurms (on my reccomendation) , we generally run pressure builds, and more recently Split heavy builds.

the extra 120 health is a massive boon vs spikes (which we never run) , us monks with 10% moral have well over 800 health, spike that!

at VoD the shrine is importent though, the heathbonus applies to NPC's, your archers having 15% more heath is mahousive for obvious reasons
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Old Nov 04, 2006, 09:20 AM // 09:20   #19
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So the health shrine is affected by morale as well? As in; if you have 10% morale you get 132 health from that shrine?
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Old Nov 04, 2006, 10:15 AM // 10:15   #20
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no the extra 120 health is standing lose from morale boost. It´s the same as sup runes and all.
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