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Author: neoelasticman
933 Views
3 Comments
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I’m not happy with how short my first chapter of The Art of Guild War was, so I’ll try another approach since the chapters don’t seem to be getting any longer in The Art of War. My new approach will be pretty much the same as with the first one, but I will go into more detail on each piece rather than just “translating” it. The comments will be written in italics. This should, with any luck, make it a more informative work with that added thought. Once again, for your convenience, here I provide the relevant source link for your reference. All said, let’s start on the second chapter of The Art of Guild War.
CHAPTER 2
WAGING WAR
5. It is very easy to charge into battle much too rapidly for your own good. However, it is just as easy to take too much time in your actions. When one must be chosen above the other, rapidity takes precedence over slowness. If you are being attacked and you just sit there deciding on your next course of action, for example, you are much more likely to die than if you are to run away first. Even if you fight back, you will at least contribute to the battle effort before you die. In addition, the most genius plan is useless if by the time you are ready to put it to action it becomes too late to use it.
6. If you are familiar with the negative effects of rapidity and delay, you will more easily be able to avoid them and can therefore battle more rapidly without negative effect. With time on your side, you will be able to achieve your goals more easily in the beginning of battle, which can make it easy to hold that advantage once you get it. If you take even a PvP battle for example, where your only goal is to kill the enemy a lot, an early start can mean the difference between victory and defeat. To put this rapidity to use, a quick-to-use character build can be very effective. If one or two people from the team act basically as skirmishers, this can reduce the effort for the real power in the team and make the killing faster. Alternately, we can take the new alliance battles as an example. If you can take more key positions immediately, you will gain points more rapidly than the opposing team. Before you can hold onto a key point, you need to have it in the first place.
9. Although not directly related to Guild Wars in any way, my source makes a helpful point here. Indirectly applied, one can still “forage on the enemy” in a number of ways, and should. There are a number of “forage” skills available to any given profession, and even more possibilities depending on your second profession. These skills are anything that steals or drains energy, health, or anything of the sort, even including speed. While this is a loose interpretation of forage, this entire chapter is a loose interpretation of what was originally a chapter relating to monetary matters and the like, and must be treated as such.
15. Rewards are what encourage a team to beat the enemy. Guild Wars already provides a number of these, such as being in the top 1000 guilds, or getting fame and new emotes. However, it may be worthwhile to set your own goals which will be rewarding in and of themselves. Once again this is a very loose interpretation, but it is still true. If you set a goal which will give a feeling of satisfaction to reach, then the team will be more inspired to play their best and win.
I hope you like how I managed to turn a chapter on fiscal matters of war into something which is hopefully useful to Guild Wars. Two articles in one day, you might not see chapter 3 for a while.
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