| Name | Beginners' Guide to Guild versus Guild Battles: Part 4 |
| Category | PVP |
Section 1: The Build, the Skills, the Team, and the Plan – How things work.
Section 2: Killing the Guild Lord Wins the Game – Priority number one.
Section 3: Roles, What They Mean, and How to Play Them – Know your role!
Section 4: Common Mistakes and How to Avoid Them – Admit it we all make them.
Section 5: A Well Balanced Guild vs Guild Team build – Good skills, good tactics.
1. Shock Axe Warrior / Elementalist
2. Magehunter Warrior / Ritualist
3. Distracting Shot Ranger / Monk
4. Power Block Mesmer / Ritualist
5. Fast Cast Water Mesmer / Elementalist
6. Word of Healing Monk / Elementalist
7. Restore Condition Monk / Elementalist
8. Caretaker’s Charge Flag Runner Ritualist / Assassin
Section 5: A Well Balanced Guild vs Guild Team build – Good skills, good tactics
This is a great Guild vs Guild team capable of adapting to many situations and outplaying gimmicky opponents. Here is what the team consists of.
- Shock Axe Warrior / Elementalist
- Magehunter Warrior / Ritualist
- Distracting Shot Ranger / Monk
- Power Block Mesmer / Ritualist
- Fast Cast Water Mesmer / Elementalist
- Word of Healing Monk / Elementalist
- Restore Condition Monk / Elementalist
- Caretaker’s Charge Flag Runner Ritualist / Assassin
Below I will list the build for each of these classes comprising of what you need to set your attributes at and skills you should bring to the table, and if applicable skills that you might consider alternating.
1. Shock Axe Warrior / Elementalist
Attributes:
Axe Mastery – 12 + 1 + 1
Strength – 12 + 1
Air Magic – 3
Skills:
- Eviscerate (Elite) – If Eviscerate hits, you strike for + 1 ... 25 ... 31 damage and inflict a Deep Wound, lowering your target's maximum Health by 20% for 5 ... 17 ... 20 seconds. Adrenaline Cost: 8
- Body Blow – If this attack hits, target foe takes + 10 ... 34 ... 40 damage. If target foe has Cracked Armor, that foe suffers from a Deep Wound for 5 ... 13 ... 15 seconds. Adrenaline Cost: 7
- Disrupting Chop – If it hits, this attack interrupts the target's current action. If that action was a skill, that skill is disabled for an additional 20 seconds. Adrenaline Cost: 6
- Bull’s Strike – If this attack hits a moving foe, you strike for + 5 ... 25 ... 30 damage, and your target is knocked down. Cast Time: Instant, Recharge Time: 10 Seconds, Energy Cost: 5
- Shock – Target touched foe is knocked down and struck for 10...50...60 lightning damage. This skill has 25% armor penetration and causes Exhaustion. Cast Time: 3/4 Second, Recharge Time: 10 Seconds, Energy Cost: 5
- Frenzy – For 8 seconds, you attack 33% faster but take double damage. Cast Time: Instant, Recharge Time: 4 Seconds, Energy Cost: 5
- Rush – For 8 ... 18 ... 20 seconds, you move 25% faster. Adrenaline Cost: 4
- Resurrection Signet – Resurrect target party member. That party member is returned to life with 100% Health and 25% Energy. This Signet only recharges when you gain a morale boost. Cast Time: 3 Seconds, Recharge Time: Only recharges after morale bonus, Energy Cost: 0 (signet)
2. Magehunter Warrior / Ritualist
Attributes:
Hammer Mastery – 12 + 1 + 1
Strength – 12 + 2
Restoration Magic – 3
Skills:
- Magehunter’s Smash (Elite) – If this attack hits, target foe is knocked down. If your target is under the effects of an Enchantment, this attack cannot be blocked. Adrenaline Cost: 8
- Crushing Blow – If this attack hits, you strike for + 1 ... 16 ... 20 damage. If you hit a knocked-down foe you inflict a Deep Wound, lowering your target's maximum Health by 20% for 5 ... 17 ... 20 seconds. Cast Time: Instant, Recharge Time: 10 Seconds, Energy Cost: 5
- Hammer Bash – Lose all adrenaline. If Hammer Bash hits, your target is knocked down. Adrenaline Cost: 6
- Bull’s Strike – If this attack hits a moving foe, you strike for + 5 ... 25 ... 30 damage, and your target is knocked down. Cast Time: Instant, Recharge Time: 10 Seconds, Energy Cost: 5
- Flail – For 5 ... 13 ... 15 seconds, you attack 33% faster but move 33% slower. Adrenaline Cost: 4
- Rush – 8 ... 18 ... 20 seconds, you move 25% faster. Adrenaline Cost: 4
- Enraging Charge – For 5 … 13 ... 15 seconds, you move 25% faster. Enraging Charge ends when you successfully strike a target, at which point you gain 0 ... 3 ... 4 strikes of adrenaline. Cast Time: Instant, Recharge Time: 20 Seconds, Energy Cost: 5
- Death Pact Signet - Resurrect target party member with your current Health and 15 ... 83 ... 100% Energy. The next time that ally dies within 120 seconds, so do you. Cast Time: 3 Seconds, Recharge Time: 12 Seconds, Energy Cost: None (signet)
3. Distracting Shot Ranger / Monk
Attributes:
Expertise – 12 + 1 + 1
Marksmanship – 9 + 1
Wilderness Survival – 9 + 1
Protection Prayers – 3
Skills:
- Optional Skill – See list below*
- Distraction Shot – If Distracting Shot hits, it interrupts target foe's action but deals only 1 ... 13 ... 16 damage. If the interrupted action was a skill, that skill is disabled for an additional 20 seconds. Cast Time: ½ Second, Recharge Time: 10 Seconds, Energy Cost: 5
- Savage Shot – If Savage Shot hits, your target's action is interrupted. If that action was a spell, you strike for + 13 ... 25 ... 28 damage. Cast Time: ½ Second, Recharge Time: 5 Seconds, Energy Cost: 10
- Apply Poison – For 24 seconds, foes struck by your physical attacks become Poisoned for 3 ... 13 ... 15 seconds. Cast Time: 2 Seconds, Recharge Time: 12 Seconds, Energy Cost: 15
- Natural Stride – For 1 ... 7 ... 8 seconds, you run 33% faster and have a 50% chance to block incoming attacks. Natural Stride ends if you become Hexed or Enchanted. Cast Time: Instant (stance), Recharge Time: 12 Seconds, Energy Cost: 15
- Mending Touch – Touched ally loses two Conditions and is healed for 15 ... 51... 60 Health for each Condition removed in this way. Cast Time: 3/4 Second, Recharge Time: 6 Seconds, Energy Cost: 5
- Troll Unguent – For 10 seconds, you gain + 3 ... 9 ... 10 Health regeneration. Cast Time: 1 Second, Recharge Time: 30 Seconds, Energy Cost: 5
- Resurrection Signet – Resurrect target party member. That party member is returned to life with 100% Health and 25% Energy. This Signet only recharges when you gain a morale boost. Cast Time: 3 Seconds, Recharge Time: Only recharges after morale bonus, Energy Cost: 0 (signet)
*Optional Skills
- Incendiary Arrows (Elite) – Shoot arrows at target foe and up to 2 foes near your target. Those foes are set on fire for 1 ... 3 ... 3 seconds. Cast Time: Instant, Recharge Time: 3 Seconds, Energy Cost: 5
- Magebane Shot (Elite) – If this attack hits, it interrupts target foe's action. If that action was a Spell, it is disabled for an additional 10 seconds. This attack cannot be blocked. Cast Time: ½ Second, Recharge Time: 5 Seconds, Energy Cost: 5
- Crippling Shot (Elite) – If Crippling Shot hits, your target becomes Crippled for 1 ... 7 ... 8 seconds. This attack cannot be blocked. Cast Time: Instant, Recharge Time: 1 Second, Energy Cost: 10
- Burning Arrow (Elite) – If this attack hits, you strike for + 10 ... 26 ... 30 damage and cause Burning for 1 ... 4 ... 5 seconds. Instant, Recharge Time: 5 Seconds, Energy Cost: 10
- Melandru’s Shot (Elite) – If Melandru's Shot hits, you deal + 10 ... 22 ... 25 damage. If it hits a foe that is moving or knocked down, that foe begins bleeding for 5 ... 21 ... 25 seconds and is crippled for 3 ... 13 ... 15 seconds. Cast Time: 1 Second, Recharge Time: 10 Seconds, Energy Cost: 5
4. Power Block Mesmer / Ritualist
Attributes:
Domination Magic – 12 + 1 + 1
Inspiration Magic – 10 + 1
Fast Casting – 8 + 1
Restoration Magic – 2
Skills:
- Power Block (Elite) – If target foe is casting a spell or chant, that skill is interrupted. The interrupted skill and all skills of the same attribute are disabled for 3 ... 13 ... 15 seconds for that foe. Cast Time: 1/4 Second, Recharge Time: 20 Seconds, Energy Cost: 15
- Diversion – For 6 seconds, the next time target foe uses a skill, that skill takes an additional 10...47...56 seconds to recharge. Cast Time: 3 Seconds, Recharge Time: 12 Seconds, Energy Cost: 10
- Cry of Frustration – If target foe is using a skill, that foe and all foes in the area are interrupted and suffer 10 ... 37 ... 44 damage. Cast Time: 1/4 Second, Recharge Time: 15 Seconds, Energy Cost: 10
- Shame – For 6 seconds, the next time target foe casts a Spell that targets an ally, the Spell fails and you steal up to 5...12...14 Energy from that foe. Cast Time: 2 Seconds, Recharge Time:30 Seconds, Energy Cost: 10
- Shatter Enchantment – Remove an Enchantment from target foe. If an Enchantment is removed, that foe takes 14...83...100 damage. Cast Time: 1 Second, Recharge Time: 25 Seconds, Energy Cost: 15
- Inspired Enchantment – Remove an Enchantment from target foe and gain 3...13...15 Energy. For 20 seconds, Inspired Enchantment is replaced with the Enchantment removed from target foe. Cast Time: 1 Second, Recharge Time: 0 Seconds, Energy Cost: 10
- Power Drain – If target foe is casting a Spell or Chant, that Skill is interrupted and you gain 1...25...31 Energy. Cast Time: 1/4 Second, Recharge Time: 20 Seconds, Energy Cost: 5
- Flesh of My Flesh – Lose half your Health. Resurrect target party member with your current Health and 5...17...20% Energy. Cast Time: 4 Seconds, Recharge Time: 0 Seconds, Energy Cost: 5
5. Fast Cast Water Mesmer / Elementalist
Attributes:
Water Magic – 12
Fast Casting – 10 + 1 + 1
Fire Magic – 8
Skills:
- Icy Shackles (Elite) – For 1 ... 8 ... 10 seconds, target foe's movement speed is reduced by 66%. While under the effects of an Enchantment, that foe's movement is reduced by 90%. Cast Time: 1 Second, Recharge Time: 12 Seconds, Energy Cost: 5
- Freezing Gust – If target foe is under the effect of a Water Magic Hex, that foe is struck for 20 ... 68 ... 80 cold damage. Otherwise, that foe moves 66% slower for 1 ... 5 ... 6 seconds. Cast Time: 1 Second, Recharge Time: 5 Seconds, Energy Cost: 10
- Blurred Vision – For 4 ... 9 ... 10 seconds, target foe and adjacent foes are Hexed with Blurred Vision. While Hexed, those foes have a 50% chance to miss with attacks. Cast Time: 1 Second, Recharge Time: 12 Seconds, Energy Cost: 10
- Glowing Ice – Target foe is struck for 5 ... 41 ... 50 cold damage. If that foe is under the effects of a water Hex, you gain 2 ... 8 ... 9 Energy. Cast Time: 1 Second, Recharge Time: 8 Seconds, Energy Cost: 5
- Steam – If target foe is on fire, Steam Blinds that foe for 5 ... 9 ... 10 seconds and strikes for 40 ... 88 ... 100 cold damage. Otherwise, that foe is struck for 25 ... 61 ... 70 cold damage. Cast Time: 1 Second, Recharge Time: 8 Seconds, Energy Cost: 5
- Glyph of Immolation – For 15 seconds, your next 1 ... 3 ... 4 Spells that target a foe also cause Burning for 1 ... 3 ... 4 seconds. Cast Time: 1 Second, Recharge Time: 10 Seconds, Energy Cost: 5
- Water Attunement – For 36 ... 55 ... 60 seconds, you are attuned to Water. You gain 1 Energy plus 30% of the base Energy cost of the Skill each time you use Water Magic. Cast Time: 2 Seconds, Recharge Time: 45 Seconds, Energy Cost: 10
- Resurrection Signet – Resurrect target party member. That party member is returned to life with 100% Health and 25% Energy. This Signet only recharges when you gain a morale boost. Cast Time: 3 Seconds, Recharge Time: Only recharges after morale bonus, Energy Cost: 0 (signet)
6. Word of Healing Monk / Mesmer
Attributes:
Healing Prayers – 12 + 1 + 1
Protection Prayers – 10 + 1
Divine Favor – 8 + 1
Domination Magic – 2
Skills:
- Patient Spirit – For 2 seconds, target ally is Enchanted with Patient Spirit. When this Enchantment ends, that ally is healed for 30 ... 102 ... 120 Health. Cast Time: 1/4 Second, Recharge Time: 3 Seconds, Energy Cost: 5
- Guardian – For 2 ... 6 ... 7 seconds, target ally has a 50% chance to block attacks. Cast Time: 1 Second, Recharge Time: 2 Seconds, Energy Cost: 5
- Word of Healing (Elite) – Heal target ally for 5 ... 105 ... 130 Health. Heal for an additional 15 ... 83 ... 100 Health if that ally is below 50% Health. Cast Time: 3/4 Second, Recharge Time: 3 Seconds, Energy Cost: 5
- Dismiss Condition – Remove one Condition from target ally. If that ally is under the effects of an Enchantment, that ally is healed for 15 ... 63 ... 75 Health. Cast Time: 3/4 Second, Recharge Time: 3 Seconds, Energy Cost: 5
- Protective Spirit – For 5 ... 19 ... 23 seconds, target ally cannot lose more than 10% max Health due to damage from a single attack or Spell. Cast Time: ¼ Second, Recharge Time: 5 Seconds, Energy Cost: 10
- Holy Veil – While you maintain this Enchantment, any Hex cast on target ally takes twice as long to cast. When Holy Veil ends, one Hex is removed from target ally. Cast Time: 1 Second, Recharge Time: 12 Seconds, Energy Cost: 5, Energy Degeneration: -1
- Optional Skill – See list below*
- Hex Breaker – For 15 ... 75 ... 90 seconds, the next time you are the target of a Hex, that Hex fails and the caster takes 10 ... 39 ... 46 damage. Cast Time: Instant, Recharge Time: 15 Seconds, Energy Cost: 5
*Optional Skills:
- Infuse Health – Lose half your current Health. Target other ally is healed for 100 ... 129 ... 136% of the amount you lost. Cast Time: 1/4 Second, Recharge Time: Instant, Energy Cost: 10
- Signet of Rejuvenation – Heal target ally for 15 ... 63 ... 75. If target ally is casting a spell or attacking, that ally is healed for an additional 15 ... 63 ... 75 Health. Cast Time: 1 Second, Recharge Time: 8 Seconds, Energy Cost: 0 (signet)
7. Restore Condition Monk / Mesmer
Attributes:
Protection Prayers – 12 + 1 + 1
Divine Favor – 12 + 1
Domination Magic – 3
Skills:
- Reversal of Fortune – For 8 seconds, the next time target ally would take damage, that ally gains that amount of Health instead, maximum 15 ... 67 ... 80. Cast Time: ¼ Second, Recharge Time: 2 Seconds, Energy Cost: 5
- Guardian – For 2 ... 6 ... 7 seconds, target ally has a 50% chance to block attacks. Cast Time: 1 Second, Recharge Time: 2 Seconds, Energy Cost: 5
- Restore Condition (Elite) – Remove all Conditions (Poison, Disease, Blindness, Dazed, Bleeding, Crippled, Burning, Weakness, Cracked Armor, and Deep Wound) from target other ally. For each Condition removed, that ally is healed for 10 ... 58 ... 70 Health. Cast Time: ¾ Second, Recharge Time: 2 Seconds, Energy Cost: 5
- Shield of Absorption – For 3 ... 6 ... 7 seconds, damage received by target ally is reduced by 5 each time that ally is hit while under the effects of this Enchantment. Cast Time: 1 Second, Recharge Time: 10 Seconds, Energy Cost: 5
- Spirit Bond – For 8 seconds, whenever target ally takes more than 60 damage from the next 10 attacks or Spells, that ally is healed for 40 ... 88 ... 100 Health. Cast Time: 1/4 Second, Recharge Time: 2 Seconds, Energy Cost: 10
- Holy Veil – While you maintain this Enchantment, any Hex cast on target ally takes twice as long to cast. When Holy Veil ends, one Hex is removed from target ally. Cast Time: 1 Second, Recharge Time: 12 Seconds, Energy Cost: 5, Energy Degeneration: -1
- Aura of Stability – For 3 ... 9 ... 10 seconds, target other ally cannot be knocked down. Cast Time: 1/4 Second, Recharge Time: 12 Seconds, Energy Cost: 5
- Hex Breaker – For 15 ... 75 ... 90 seconds, the next time you are the target of a Hex, that Hex fails and the caster takes 10 ... 39 ... 46 damage. Cast Time: Instant, Recharge Time: 15 Seconds, Energy Cost: 5
8. Caretaker’s Charge Flag Runner Ritualist / Assassin
Attributes:
Channeling Magic – 11 + 1
Restoration Magic – 12 + 1 + 1
Shadow Arts – 6
Skills:
- Caretaker’s Charge (Elite) – Target foe is struck for 20...64...75 lightning damage. If you are holding an item, you gain 5 Energy and 5...41...50 Health.
- Optional Skill – See list below*
- Channeled Strike – Target foe is struck for 5 ... 77 ... 95 lightning damage. That foe is struck for an additional 5 ... 29 ... 35 lightning damage if you are holding an item. Cast Time: 2 Seconds, Recharge Time: 4 Seconds, Energy Cost: 10
- Weapon of Warding – For 5 ... 9 ... 10 seconds, target ally has a Weapon of Warding that grants target ally +2 ... 4 ... 4 Health regeneration and a 50% chance to block. Cast Time: 1 Second, Recharge Time: 5 Seconds, Energy Cost: 10
- Wielder’s Boon – Heal target ally for 15 ... 51 ... 60 points. If that ally is under the effects of a "Weapon Spell," Wielder's Boon heals for an additional 15 ... 63 ... 75 Health. Cast Time: 1/4 Second, Recharge Time: 4 Seconds, Energy Cost: 5
- Protective was Kaolai – Hold Kaolai's ashes for up to 15 ... 51 ... 60 seconds. While you hold his ashes, you gain 24 armor. When you drop his ashes, all party members are healed for 10 ... 70 ... 85 Health. Cast Time: 1 Second, Recharge Time: 15 Seconds, Energy Cost: 10
- Recuperation – Create a level 1 ... 8 ... 10 Spirit. Non-Spirit allies within its range gain +1 ... 3 ... 3 Health regeneration. This Spirit dies after 15 ... 39 ... 45 seconds. Cast Time: 3 Seconds, Recharge Time: 45 Seconds, Energy Cost: 25
- Dash – For 3 seconds, you run 50% faster. Cast Time: Instant, Recharge Time: 8 Seconds, Energy Cost: 5
*Optional Skills:
- Soothing Memories – Target ally is healed for 10 ... 82 ... 100 Health. If you are holding an item, you gain 3 Energy. Cast Time: 3/4 Second, Recharge Time: 4 Seconds, Energy Cost: 5
- Ancestor’s Rage – For 1 second, nothing happens. When this skill ends, all foes adjacent to target ally are struck for 5 ... 89 ... 110 lightning damage. Cast Time: 1/4 Second, Recharge Time: 8 Seconds, Energy Cost: 5
- Weapon of Shadow – For 4 ... 9 ... 10 seconds, target ally has a Weapon of Shadow. Whenever that ally is struck by an attack, that ally's attacker becomes Blinded for 5 seconds. Cast Time: 1 Second, Recharge Time: 20 Seconds, Energy Cost: 10
*Alternate Elite Skills to consider:
- Hidden Caltrops (Elite) – For 10 seconds, target foe moves 50% slower. When this hex ends that foe is Crippled for 3 ... 13 ... 15 seconds. Cast Time: 1 Second, Recharge Time: 12 Seconds, Energy Cost: 5
- Weapon of Remedy (Elite) – For 8 seconds, the next time target ally takes damage from a foe, that ally steals up to 15 ... 63 ... 75 Health from that foe and loses 1 Condition. Cast Time: ¼ Second, Recharge Time: 3 Seconds, Energy Cost: 5
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