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Nihil's Guide to GvG

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Nihil Zarathustra Profile

Author: Nihil Zarathustra
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Hello all my loyal readers and welcome to another exciting episode (guide) of Nihil's builds (or flops) and strategies (things that make you say "DUH"). Today we will be focussing on GvG. This guide is geared to those of you who have never done it or just have questions about strategy. Keep in mind as you read this guide that there is no ONE strategy to GvG and never let anyone tell you otherwise. Nor is there one build for GvG that is allpowerful or correct. So with an open mind which i hope has more questions then answers let us venture into the world of GvG.


First i would like you all to know that i will be using my own personal guild hall (Warriors) for illustrations but there are many different guild halls out there and it is important to take the time to study each and every one especially your own.

Before i go into advanced strategies i will start off with some basic explinations of GvG and job types for GvG. If you already know all this read down to the dotted line which seperates the basic stuff with the advanced stuff.

Now then let me begin with some jobs and job descriptions.

Guild Lord (all halls)
The Guild Lord is your leader and your primary target. If the guild lord dies you lose. Conversely if you kill the enemy guild lord you Win. See section about Winning conditions later. The Guild Lord is a W/R class with very little self heals if any.

Bodyguards (All Halls)
There are 2 of these and they are E/Mo. They cast Fire spells on you and heal the guild lord as needed. They are fairly weak but the guild lord can't be taken down until they are killed so keep an eye on them as well.

Guild Thief (Some halls)
In some halls there will be a guild thief who is used to open the gates into the enemy stronghold. Although she can be killed she never recieves DP and is revived on her own.

Archers & Footman (All Halls)
Archers and Footman are the first line of defense for the guild lord and your guild base. They are fairly weak and easy to take down but you get 20 faction for each one you kill. The Archers are pure rangers and footmen are pure warriors.

Those are the NPC jobs. Now for the primary player jobs.

Flag Runner
This is a character that has any running build and is used to run the flag which is located at the start of the match to the flag stand. See more about flag control later on.

Healer
Pretty self explanitory. These players keep the team alive as best they can.

Anti-Healer
Also self explanitory. They are geared to taking down the enemy healers as best they can.

Rest of the Team
Just as important as the above jobs but although there are only a few builds that will be able to do the above jobs successfully the rest of the team can play whatever builds they like.

Now you know what you will encounter in a typical GvG match it's time to look at a match from start to finish. This will use illustrations to help my point across.

This is your spawn point. You will spawn around your GuildLord.

Your opponents will also spawn at their guild lord and you will most likely all proceed to the flag stand depicted here:

There you will hold the first showdown and then proceed to the enemy base to kill their guild lord or the archers and bodyguards around him. It sounds simple but there is alot going on behind the scenes.

Now to explain the environment and winning conditions and stuff like that

Flag Stand (all halls)
This is probably the most important object. It exists in every guild battle and if your flag is in that stand you gain a morale boost every 2 minutes. If theirs in the flag stand for 2 minutes they gain a morale boost. Most of the fighting you will be doing is around the flag stand and to defend the flag stand.

Environmental Hazards (all halls)
Every hall has some kind of environmental hazard. The fire hall has lava, the desert hall has quicksand. my hall has catapults. Watch out for these so that you are not caught in them.

Winning conditions time

Guild Lord
Killing the guild lord is the usual way to win. To kill the guild lord you must enter the opposing team's base, kill the bodyguards, then kill the guild lord himself

DP
The second way to win is to get every player on the opponent's team to have 60DP. in a GvG match once you hit 60DP you are "DP'd Out" meaning that although the team ressurects every 2 minutes you will no longer ressurect with them if you have 60DP. You can still be resurrected by another player. If every member on the team has 60DP you automatically win or lose.

Victory or Death
After 30 minutes have passed, if there is no winner all the NPCs (hench excluded) charge each other in a fight to the death. Although this is not a victory condition it will usually result in the death of the guild lord.

Now those are the basics of GvG. Do everything you do in PvP and you'll be fine.


Now for the moment some of you have been waiting for. The advanced strategy line...and here...it...IS!
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What you are about to read are some advanced strategies that i have developed. Keep in mind that some of these might be at odds with the way your guild runs a GvG so don't flame me if you don't like them. They are just ideas and not the only way to do things.

Team but not a Whole
This strategy involves making a team that functions as individual parts. For example mesmers will take down monks while rangers take down eles. Not an actual strategy but just a brief explination of the idea. Now this idea runs counter to the belief that the entire team should focus on the target but dont get angry yet wait until i explain some more.

Part A. Monk takedown.
Take 2 monks, 1 boon-prot, 1 healer. Here is an interesting experiment for you to try in an unrated GvG, have your whole team focus on one of the monks while they both heal that monk and see how long it takes you to kill that one monk while they are both running around. You'll notice that it's not a quick thing. Now try this: have your whole team focus on the monk EXCEPT for the mesmer who is going to focus on the OTHER monk. You'll notice that the takedown time will decrease substantially. As you can see if you try the experiment, it's sometimes better to actually attack 2 targets and make the monk's job easier than attack just 1. In fact as a healer monk i'll tell you now that if the entire enemy team is focussing on one monk, i can easily heal that monk with 2 spells. Word of Healing and dwayna's kiss.

Another idea for monk takedown is to keep 1 or both monks interrupted. Once the monks go down the casters will go down as well. Dont waste your time trying to take down the enemy mesmer as long as those monks are at full power.

B. Split teams
Normally it's good to work as a team but sometimes it's better to split up into 2. If 4 people can hold out long enough then the other 4 can attack the enemie's base directly taking out some of the archers, maybe a bodyguard or 2 or even the guild lord himself.

Body Block the Res point
If you body block the enemy res point just as they are about to res you will be able to catch them off guard and you will be able to AoE the entire team to death seconds after they res. It's a risky maneuver but it's usually worth it.

That's all for advanced strategies for now and i'll be adding more in as comments to this guide a bit later since i want to see how you work out these first. Just check back in a day and you'll see a few more each time.

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User Comments
  rosso5792 on 03/10/06 07:06

good guide but the only thing i hate in GvG is

Body Block the Res point
If you body block the enemy res point just as they are about to res you will be able to catch them off guard and you will be able to AoE the entire team to death seconds after they res. It's a risky maneuver but it's usually worth it.


this can be annoying and doesnt really show any skill.

but apart from that i think ya got a good guide :)

  Nihil Zarathustra on 03/14/06 13:08

You're right it is a bit cheap but if you are a rank 5000 guild going against a rank 300 guild and you have them in that position you can't really sacrifice the opportunity.

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