Jun 13, 2006, 11:24 PM // 23:24
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#1
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Pre-Searing Cadet
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What is the best hall for a newb guild?
My guild currently wants to get into GvG, but I have no idea on what hall to purchase. The guild is extremely inexperienced and hasn't GvGed before, but everyone has to start some where. I would like a hall that is fairly simple to navigate and understand, but am unsure on which one would meet this criteria. I was kind of leaning towards the Warrior Hall, but would like a second, more intelligent, opinion. So, if someone could please enlighten me, I would greatly appreciate it.
IGN: Sir Ton Lee, Matt Leinart, Ash Ketchum
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Jun 13, 2006, 11:37 PM // 23:37
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#2
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Re:tired
Join Date: Nov 2005
Profession: W/
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I would say Warrior's Isle is a good choice, for the reasons described in this thread:
http://www.guildwarsguru.com/forum/s....php?t=3054077
Learning the use of Catapults will be a bit of a trial by fire, but it's something you should get better at sooner rather than later.
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Jun 14, 2006, 01:24 AM // 01:24
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#3
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Desert Nomad
Join Date: Mar 2006
Guild: The Benecia Renovatio [RenO]
Profession: Mo/
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Agreed with Warrior's Isle, it doesn't really heaivly favor one specific tactic over another, like Burning Isle favors spike, and Frozen favors splitting, making it a very good pick.
P.S. JR-, your avatar is ownage.
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Jun 14, 2006, 01:47 AM // 01:47
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#4
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Wilds Pathfinder
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Third vote for Warrior's. It's a simple hall, and would be nice to learn on. I'd stay away from ones like Druid's, as they're a little more complex for a guild who's new to GvG.
Oh, and agreed about JR's avatar. Never seen one made of so much truth and win.
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Jun 14, 2006, 02:12 AM // 02:12
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#5
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Wilds Pathfinder
Join Date: Aug 2005
Location: Los Angeles, California
Guild: Picnic Pioneers
Profession: E/
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I recommend Warriors, hunters, Wizards, and the imperial isle.
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Jun 14, 2006, 03:18 AM // 03:18
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#6
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Desert Nomad
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How is Weeping Stone for a newb guild?
It's so pretty...
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Jun 14, 2006, 03:31 AM // 03:31
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#7
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Desert Nomad
Join Date: Mar 2006
Guild: The Benecia Renovatio [RenO]
Profession: Mo/
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Quote:
Originally Posted by TheGuildWarsPenguin
I recommend Warriors, hunters, Wizards, and the imperial isle.
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Wizards is fine since it was fixed. I wouldn't want to be playing on Hunters as my home, although very simmilar to Wizards and Warriors, the gate system on the defending base is absolutly horrible. Both are linked, so if they ever manage to push you back inside your base, it's pretty much game over, and the attackers base on Hunters does not have this... Basicaly meaning that the home team(lower rated) is at a disadvantage to the attacking team(higher rated), which just makes this hall bad IMHO.
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Jun 14, 2006, 03:47 AM // 03:47
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#8
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Jungle Guide
Join Date: Sep 2005
Profession: Mo/Me
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Quote:
Originally Posted by NatalieD
How is Weeping Stone for a newb guild?
It's so pretty...
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Not very. Control of the central gate lock is the key, which requires you to have people on both sides of the map or be able to get to both sides of the map rapidly, requiring good communication and movement.
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Jun 14, 2006, 04:17 AM // 04:17
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#9
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Chasing Dragons
Join Date: May 2005
Location: Lost in La-La Land
Guild: LFGuild
Profession: Mo/Me
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Quote:
Originally Posted by Zui
P.S. JR-, your avatar is ownage.
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Except he's wrong about mending. You can't run pallyway without mending. And everyone knows that pallyway is way overpowered.
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Jun 14, 2006, 08:30 AM // 08:30
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#10
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Re:tired
Join Date: Nov 2005
Profession: W/
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Quote:
Originally Posted by dansamy
Except he's wrong about mending. You can't run pallyway without mending. And everyone knows that pallyway is way overpowered.
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Hah, I never used mending on my super ownage Hammer Paladin!
WTB more Irresistible Blow spam PST.
[/ot]
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Jun 14, 2006, 02:53 PM // 14:53
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#11
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Academy Page
Join Date: Feb 2006
Location: Canada
Guild: My Lil Pwnies [Nay] is recruiting PM for info
Profession: Mo/
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I agree warriors seems to be the most even for both teams.
That being said, if you want to move up the ladder fast I'd pick a hall that works with your build (Ie: you play spike only - burning) etc...
If you are practicing a balanced build it's warriors all the way tho
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Jun 14, 2006, 06:22 PM // 18:22
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#12
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Jungle Guide
Join Date: Feb 2006
Guild: Striking Distance
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druids. Don't have to worry about the randomness of the catapult or the thief bugging out.
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Jun 14, 2006, 09:07 PM // 21:07
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#13
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Just Plain Fluffy
Join Date: Dec 2004
Location: Berkeley, CA
Guild: Idiot Savants
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Run Warriors or Wizards if you must run that sort of map. Wizards is comparable to Warriors now but has its own qwirks, I'm favoring it to Warriors but it's not clear cut. Hunter's is awful though. It might have some advantages from the path in front of the base (potentially useful for proactively defending against a split), but I've never seen those used, while I have seen that path used against the defending team quite a bit.
In any case I really don't like any of these maps. The attacking team's base is much better due to the catapult (you can sneak out of the gate much more reliably through catapult fire, and the catapult itself lands in an irrelevant area far too often), and considering how important the catapult is in tight GvG games (which often come down to who gets lucky with the 'pult) I don't want to give that advantage to a higher rated team.
For a new guild, play on Burning or Imperial Isle. The tricks on those maps are almost entirely with the flag, there's not going to be any sort of movement craziness for you to deal with.
Peace,
-CxE
__________________
Don't argue with idiots. They bring you to their level and beat you with experience.
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Jun 14, 2006, 09:37 PM // 21:37
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#14
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Lion's Arch Merchant
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I agree with ensign, if you are just trying to learn the basics of how to play guild wars in GvG, use an isle with as many factors "controlled" as possible. With something like burning you dont have to worry so much about splits and you can jsut get yer playing down first before you open the whole can of worms that is splitting and movement over an open map
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Jun 14, 2006, 09:40 PM // 21:40
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#15
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I'm back?
Join Date: Sep 2005
Location: Here.
Guild: Delta Formation [DF]
Profession: W/E
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Quote:
Originally Posted by Greedy Gus
druids. Don't have to worry about the randomness of the catapult or the thief bugging out.
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Druids is an excellent map for a new guild if that guild is willing to play a few really frustrating matches. If you play first on Druids you're going to learn a lot about movement and team coordination, but you'll also have some very painful games where you were 'winning' the flagstand battle but lose to a gank or well-coordinated split.
I sort of see Burning as GvG with training wheels. No splits or movement to worry about, enclosed spaces, plus the map gives excellent protection to the flagrunner so you don't have to worry much about defending him. Games on burning are pretty much completely decided by the flagstand battle. Once one team gets pushed back there is very little they can do. If that's what your guild wants then go for it - you won't learn as much about how to play 'real' GvG, but you'll learn the basic tactics of 8v8 and beat some teams who could otherwise destroy you with movement.
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Jun 15, 2006, 01:17 AM // 01:17
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#16
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Wilds Pathfinder
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Quote:
Originally Posted by Wasteland Squidget
I sort of see Burning as GvG with training wheels. No splits or movement to worry about, enclosed spaces, plus the map gives excellent protection to the flagrunner so you don't have to worry much about defending him. Games on burning are pretty much completely decided by the flagstand battle. Once one team gets pushed back there is very little they can do. If that's what your guild wants then go for it - you won't learn as much about how to play 'real' GvG, but you'll learn the basic tactics of 8v8 and beat some teams who could otherwise destroy you with movement.
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This is exactly why I vote Warrior's. Sure, on a closed map where the main battle revolves around the flagstand, you'll learn the most basic aspects. But what you won't learn, is the tactics needed to deal with spikes, splits, etc. You won't be prepared for battles on larger, more tricky maps. You won't learn how important the thief and catapults can be. Learning early is better imo, even though you'll likely take a few losses during the process.
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Jun 15, 2006, 09:49 PM // 21:49
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#17
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Lion's Arch Merchant
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its better to ease into things, training wheels is a good example, you dont throw a kid on a bike and just tell em to go for it, you work your way up to that.
Besides, you wont be playing only on your guild hall, they will still see and play on other halls.
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Jun 15, 2006, 10:05 PM // 22:05
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#18
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Desert Nomad
Join Date: Jan 2006
Location: Canada, Qc
Guild: [Holy]
Profession: Me/Mo
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Question for everyone: What do you think about that Frozen Hall ( Shiverpeaks theme) for a new Guild Starter?
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Jun 15, 2006, 11:53 PM // 23:53
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#19
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Jungle Guide
Join Date: Feb 2006
Guild: Striking Distance
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I learned GvG on frozen isle, and it wasn't all that bad. Your team definitely will be thrown into a sink or swim situation in regard to splitting in many matches. However, most of my time spent was learning the flag runner position, which was really great for learning 1v1 runner intracacies, as our main team pushed to fight 7v7 on the opposite side of the map.
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Jun 16, 2006, 05:04 AM // 05:04
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#20
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(屮ಠ益ಠ)屮
Join Date: Aug 2005
Location: Hong Kong
Guild: Guildless
Profession: Mo/
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I learned GvG on Frozen Isle, too. I was also the Flagrunner...
Although on the first few matches, both teams somehow ended up fightning ON the ice...with four gales on each side...
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