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| Eviscerate8 Elite Axe AttackIf 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.Axe Mastery Executioner's Strike8 Axe AttackIf this attack hits, you strike for +10…34…40 damage.Axe Mastery Bull's Strike510 Melee AttackIf this attack hits a moving foe, you strike for +5…25…30 damage, and your target is knocked down.Strength Shock5¾1010 SkillTarget touched foe is knocked down and struck for 10…50…60 lightning damage. This skill has 25% armor penetration.Air Magic Healing Signet24 SignetYou gain 82…154…172 Health. You have -40 armor while using this skill.Tactics Frenzy54 StanceFor 8 seconds, you attack 33% faster but take double damage. Sprint515 StanceFor 8…13…14 seconds, you move 25% faster.Strength Resurrection Signet3 SignetResurrect 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. | | Eviscerate8 Elite Axe AttackIf 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.Axe Mastery Executioner's Strike8 Axe AttackIf this attack hits, you strike for +10…34…40 damage.Axe Mastery Bull's Strike510 Melee AttackIf this attack hits a moving foe, you strike for +5…25…30 damage, and your target is knocked down.Strength Shock5¾1010 SkillTarget touched foe is knocked down and struck for 10…50…60 lightning damage. This skill has 25% armor penetration.Air Magic Healing Signet24 SignetYou gain 82…154…172 Health. You have -40 armor while using this skill.Tactics Frenzy54 StanceFor 8 seconds, you attack 33% faster but take double damage. Rush4 StanceFor 8…18…20 seconds, you move 25% faster.Strength Resurrection Signet3 SignetResurrect 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. |
| Avatar of Melandru (PvP)5220 Elite FormFor 10…74…90 seconds, you have +100 Health, +30 elemental armor, and your attacks deal earth damage. Whenever you lose a Dervish enchantment you lose 2 conditions. This skill is disabled for 45 seconds.Mysticism Wearying Strike6 Scythe AttackYou remove 1 Dervish enchantment. If an enchantment was removed, you inflict a Deep Wound for 3…9…10 seconds. You suffer from Weakness for 10 seconds if an enchantment is not removed.Scythe Mastery Eremite's Attack56 Scythe AttackIf it hits, this attack deals +1…8…10 damage and removes a Dervish enchantment. If an enchantment is removed, you do an additional +1…8…10 damage and strike all adjacent foes.Scythe Mastery Wild Blow58 Melee AttackLose all adrenaline. If it hits, this attack will result in a critical hit and any stance being used by your target ends. This attack cannot be blocked. Imbue Health10¼10 SpellTarget other ally is healed for 5…41…50% of your current Health (maximum 300 Health).Mysticism Heart of Fury (PvP)64 Stance For 2…8…10 seconds, you attack 25% faster.Mysticism Pious Haste512 StanceYou remove 1 Dervish enchantment and for 1…6…7 second[s] you move 25% faster. If an enchantment was removed you move 50% faster instead.Mysticism Resurrection Signet3 SignetResurrect 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. | | Avatar of Melandru (PvP)5220 Elite FormFor 10…74…90 seconds, you have +100 Health, +30 elemental armor, and your attacks deal earth damage. Whenever you lose a Dervish enchantment you lose 2 conditions. This skill is disabled for 45 seconds.Mysticism Wearying Strike6 Scythe AttackYou remove 1 Dervish enchantment. If an enchantment was removed, you inflict a Deep Wound for 3…9…10 seconds. You suffer from Weakness for 10 seconds if an enchantment is not removed.Scythe Mastery Eremite's Attack56 Scythe AttackIf it hits, this attack deals +1…8…10 damage and removes a Dervish enchantment. If an enchantment is removed, you do an additional +1…8…10 damage and strike all adjacent foes.Scythe Mastery Bull's Strike510 Melee AttackIf this attack hits a moving foe, you strike for +5…25…30 damage, and your target is knocked down.Strength Imbue Health10¼10 SpellTarget other ally is healed for 5…41…50% of your current Health (maximum 300 Health).Mysticism Heart of Fury (PvP)64 Stance For 2…8…10 seconds, you attack 25% faster.Mysticism Pious Haste512 StanceYou remove 1 Dervish enchantment and for 1…6…7 second[s] you move 25% faster. If an enchantment was removed you move 50% faster instead.Mysticism Resurrection Signet3 SignetResurrect 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. |
| Burning Arrow105 Elite Bow AttackIf this attack hits, you strike for +10…26…30 damage and cause Burning for 1…6…7 seconds.Marksmanship Savage Shot10½5 Bow AttackIf Savage Shot hits, your target's action is interrupted. If that action was a spell, you strike for +13…25…28 damage.Marksmanship Distracting Shot5½10 Bow AttackIf 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.Expertise Apply Poison15212 PreparationFor 24 seconds, foes struck by your physical attacks become Poisoned for 3…13…15 seconds.Wilderness Survival Natural Stride512 Stance For 1…7…8 second[s], you run 33% faster and have a 50% chance to block incoming attacks. Natural Stride ends if you become hexed or enchanted.Wilderness Survival Mending Touch5¾6 SpellTouched ally loses two conditions and is healed for 15…51…60 Health for each condition removed in this way.Protection Prayers Troll Unguent5310 SkillFor 13 seconds, you gain +3…9…10 Health regeneration.Wilderness Survival Resurrection Signet3 SignetResurrect 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. | | Expel Hexes518 Elite SpellRemove up to 2 Hexes from target ally. Spear of Lightning56 Spear AttackIf this attack hits, it deals +8…18…20 lightning damage. This attack has 25% armor penetration.Spear Mastery Vicious Attack58 Spear AttackIf this attack hits, you deal +5…17…20 damage. If you land a critical hit with this attack, target foe suffers from a Deep Wound for 5…13…15 seconds.Spear Mastery Anthem of Flame5110 ChantFor 10 seconds, the next attack skill used by each party member within earshot also causes Burning for 1…3…3 second[s].Leadership "Go for the Eyes!" (PvP)44 ShoutFor 10 seconds, the next time each ally within earshot makes an attack, that attack has an additional 30…66…75% chance to critical.Command "Brace Yourself!" (PvP)512 ShoutFor 5…13…15 seconds, the next time target other ally would be knocked down, 1 nearby foe takes 15…63…75 damage instead.Command Aggressive Refrain25220 EchoFor 5…21…25 seconds, you attack 25% faster but have -20 armor. This echo is reapplied every time a chant or shout ends on you.Leadership Signet of Return (PvP)520 SignetResurrect target party member with 5…13…15% Health and 1…3…4% Energy for each party member within earshot.Leadership |
| Mantra of Recovery515 Elite StanceFor 5…20 seconds, spells you cast recharge 33% faster.Fast Casting Diversion10312 Hex SpellFor 6 seconds, the next time target foe uses a skill, that skill takes an additional 10…47…56 seconds to recharge.Domination Magic Shame10230 Hex SpellFor 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.Domination Magic Power Leak10¼20 SpellIf target foe is casting a spell or chant, that skill is interrupted and target foe loses 3…14…17 Energy.Domination Magic Power Drain5¼20 SpellIf target foe is casting a spell or chant, that skill is interrupted and you gain 1…25…31 Energy.Inspiration Magic Drain Enchantment5220 SpellRemove an enchantment from target foe. If an enchantment is removed, you gain 8…15…17 Energy and 40…104…120 Health.Inspiration Magic Shatter Enchantment10120 SpellRemove an enchantment from target foe. If an enchantment is removed, that foe takes 14…83…100 damage.Domination Magic Resurrect1058 SpellResurrect target party member. Target party member is returned to life with 25% Health and zero Energy. | | Hex Eater Vortex10115 Elite SpellRemove a hex from target ally. If a hex is removed in this way, foes near that ally take 30…78…90 damage and lose one enchantment.Domination Magic Energy Burn10220 SpellTarget foe loses 1…8…10 Energy and takes 9 damage for each point of Energy lost.Domination Magic Diversion10312 Hex SpellFor 6 seconds, the next time target foe uses a skill, that skill takes an additional 10…47…56 seconds to recharge.Domination Magic Power Leak10¼20 SpellIf target foe is casting a spell or chant, that skill is interrupted and target foe loses 3…14…17 Energy.Domination Magic Power Drain5¼20 SpellIf target foe is casting a spell or chant, that skill is interrupted and you gain 1…25…31 Energy.Inspiration Magic Drain Enchantment5220 SpellRemove an enchantment from target foe. If an enchantment is removed, you gain 8…15…17 Energy and 40…104…120 Health.Inspiration Magic Shatter Enchantment10120 SpellRemove an enchantment from target foe. If an enchantment is removed, that foe takes 14…83…100 damage.Domination Magic Resurrection Chant10615 SpellResurrect target party member with up to your current Health and 5…29…35% Energy. This spell has half the normal range.Healing Prayers |
| Blinding Surge10¾6 Elite SpellTarget foe is struck for 5…41…50 lightning damage. That foe and all adjacent foes are Blinded for 3…7…8 seconds. This spell has 25% armor penetration. If this spell strikes an attacking foe, all adjacent foes are also struck and this spell deals 50% more damage.Air Magic Lightning Orb1525 SpellSend out a Lightning Orb that strikes target foe for 10…82…100 lightning damage. This spell has 25% armor penetration.Air Magic Gale101510 SpellKnock down target foe for 2 seconds. (50% failure chance with Air Magic 4 or less.)Air Magic Ward Against Melee15130 Ward SpellYou create a Ward Against Melee at your current location. For 5…17…20 seconds, non-spirit allies in this area have a 50% chance to block melee attacks.Earth Magic Draw Conditions5¼4 SpellAll negative conditions are transferred from target other ally to yourself. For each condition acquired, you gain 6…22…26 Health.Protection Prayers Air Attunement10130 Enchantment SpellFor 36…55…60 seconds, you are attuned to Air. You gain 1 Energy plus 30% of the base Energy cost of the skill whenever you use Air Magic.Air Magic Glyph of Lesser Energy5130 GlyphFor the next 15 seconds, your next 2 spells cost 10…16…18 less Energy to cast.Energy Storage No SkillThis skill is not known. | | Blinding Surge10¾6 Elite SpellTarget foe is struck for 5…41…50 lightning damage. That foe and all adjacent foes are Blinded for 3…7…8 seconds. This spell has 25% armor penetration. If this spell strikes an attacking foe, all adjacent foes are also struck and this spell deals 50% more damage.Air Magic Gale101510 SpellKnock down target foe for 2 seconds. (50% failure chance with Air Magic 4 or less.)Air Magic No SkillThis skill is not known. Draw Conditions5¼4 SpellAll negative conditions are transferred from target other ally to yourself. For each condition acquired, you gain 6…22…26 Health.Protection Prayers Storm Djinn's Haste5¼10 Enchantment SpellFor 10…22…25 seconds, you move 25% faster. Each second that you are moving, you lose 1 Energy.Air Magic Air Attunement10130 Enchantment SpellFor 36…55…60 seconds, you are attuned to Air. You gain 1 Energy plus 30% of the base Energy cost of the skill whenever you use Air Magic.Air Magic Glyph of Lesser Energy5130 GlyphFor the next 15 seconds, your next 2 spells cost 10…16…18 less Energy to cast.Energy Storage Resurrection Signet3 SignetResurrect 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. |
| Shield of Regeneration15¼8 Elite Enchantment SpellFor 5…11…13 seconds, target ally gains +3…9…10 Health regeneration and 40 armor.Protection Prayers No SkillThis skill is not known. Ice Spikes151½10 Hex SpellTarget and adjacent foes are struck for 20…68…80 cold damage and move 66% slower for 2…5…6 seconds.Water Magic Freezing Gust1018 Hex SpellIf 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…4…5 second[s].Water Magic Blurred Vision10112 Hex SpellFor 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.Water Magic Armor of Mist10130 Enchantment SpellFor 8…18…20 seconds, you gain +10…34…40 armor and move 33% faster.Water Magic Glyph of Lesser Energy5130 GlyphFor the next 15 seconds, your next 2 spells cost 10…16…18 less Energy to cast.Energy Storage Aegis (PvP)10¼30 Enchantment SpellFor 1…3…3 seconds, target other party member cannot be the target of hostile spells, and attacks against this party member fail.Protection Prayers | | Shield of Regeneration15¼8 Elite Enchantment SpellFor 5…11…13 seconds, target ally gains +3…9…10 Health regeneration and 40 armor.Protection Prayers Mending Touch5¾6 SpellTouched ally loses two conditions and is healed for 15…51…60 Health for each condition removed in this way.Protection Prayers Ice Spikes151½10 Hex SpellTarget and adjacent foes are struck for 20…68…80 cold damage and move 66% slower for 2…5…6 seconds.Water Magic Freezing Gust1018 Hex SpellIf 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…4…5 second[s].Water Magic Blurred Vision10112 Hex SpellFor 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.Water Magic Armor of Mist10130 Enchantment SpellFor 8…18…20 seconds, you gain +10…34…40 armor and move 33% faster.Water Magic Glyph of Lesser Energy5130 GlyphFor the next 15 seconds, your next 2 spells cost 10…16…18 less Energy to cast.Energy Storage Aegis (PvP)10¼30 Enchantment SpellFor 1…3…3 seconds, target other party member cannot be the target of hostile spells, and attacks against this party member fail.Protection Prayers |
| Shield of Deflection10¼10 Elite Enchantment SpellFor 3…9…10 seconds, target ally has a 75% chance to block attacks and gains 15…27…30 armor.Protection Prayers Reversal of Fortune5¼2 Enchantment SpellFor 8 seconds, the next time target ally would take damage or life steal, that ally gains that amount of Health instead, maximum 15…67…80.Protection Prayers Signet of Devotion25 SignetHeal target ally for 14…83…100 Health.Divine Favor Spirit Bond (PvP)10¼5 Enchantment SpellFor 8 seconds, whenever target ally takes more than 50 damage from the next 10 attacks or spells, that ally is healed for 30…78…90 Health.Protection Prayers Dismiss Condition5¾3 SpellRemove one condition from target ally. If that ally is under the effects of an enchantment, that ally is healed for 15…63…75 Health.Protection Prayers Divine Spirit10¼60 Enchantment SpellFor 1…11…14 second[s], Monk Spells cost you 5 less Energy to cast. (Minimum cost: 1 Energy.)Divine Favor Deny Hexes5112 SpellRemove one hex from target ally and one additional hex for each recharging Divine Favor skill you have.Divine Favor Glyph of Lesser Energy5130 GlyphFor the next 15 seconds, your next 2 spells cost 10…16…18 less Energy to cast.Energy Storage | | Shield of Deflection10¼10 Elite Enchantment SpellFor 3…9…10 seconds, target ally has a 75% chance to block attacks and gains 15…27…30 armor.Protection Prayers Reversal of Fortune5¼2 Enchantment SpellFor 8 seconds, the next time target ally would take damage or life steal, that ally gains that amount of Health instead, maximum 15…67…80.Protection Prayers Signet of Devotion25 SignetHeal target ally for 14…83…100 Health.Divine Favor Spirit Bond (PvP)10¼5 Enchantment SpellFor 8 seconds, whenever target ally takes more than 50 damage from the next 10 attacks or spells, that ally is healed for 30…78…90 Health.Protection Prayers Dismiss Condition5¾3 SpellRemove one condition from target ally. If that ally is under the effects of an enchantment, that ally is healed for 15…63…75 Health.Protection Prayers Deny Hexes5112 SpellRemove one hex from target ally and one additional hex for each recharging Divine Favor skill you have.Divine Favor Glyph of Lesser Energy5130 GlyphFor the next 15 seconds, your next 2 spells cost 10…16…18 less Energy to cast.Energy Storage Aegis (PvP)10¼30 Enchantment SpellFor 1…3…3 seconds, target other party member cannot be the target of hostile spells, and attacks against this party member fail.Protection Prayers |
| Light of Deliverance (PvP)5110 Elite SpellAll party members are healed for 5…57…70 Health. All your Smiting Prayers are disabled for 20 seconds.Healing Prayers Reversal of Fortune5¼2 Enchantment SpellFor 8 seconds, the next time target ally would take damage or life steal, that ally gains that amount of Health instead, maximum 15…67…80.Protection Prayers Dwayna's Kiss513 SpellHeal target other ally for 15…51…60 Health and an additional 10…30…35 Health for each enchantment or hex on that ally.Healing Prayers Infuse Health10¼ SpellLose half your current Health. Target other ally is healed for 100…129…136% of the amount you lost.Healing Prayers Protective Spirit10¼5 Enchantment SpellFor 5…19…23 seconds, target ally cannot lose more than 10% max Health due to damage from a single attack or spell.Protection Prayers Dismiss Condition5¾3 SpellRemove one condition from target ally. If that ally is under the effects of an enchantment, that ally is healed for 15…63…75 Health.Protection Prayers Holy Veil-15112 Enchantment SpellWhile 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. Return5¼15 SpellAll adjacent foes are Crippled for 3…7…8 seconds. Shadow Step to target other ally's location.Shadow Arts | | Light of Deliverance (PvP)5110 Elite SpellAll party members are healed for 5…57…70 Health. All your Smiting Prayers are disabled for 20 seconds.Healing Prayers Reversal of Fortune5¼2 Enchantment SpellFor 8 seconds, the next time target ally would take damage or life steal, that ally gains that amount of Health instead, maximum 15…67…80.Protection Prayers Signet of Rejuvenation18 SignetHeal 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.Healing Prayers Dwayna's Kiss513 SpellHeal target other ally for 15…51…60 Health and an additional 10…30…35 Health for each enchantment or hex on that ally.Healing Prayers Infuse Health10¼ SpellLose half your current Health. Target other ally is healed for 100…129…136% of the amount you lost.Healing Prayers Protective Spirit10¼5 Enchantment SpellFor 5…19…23 seconds, target ally cannot lose more than 10% max Health due to damage from a single attack or spell.Protection Prayers Holy Veil-15112 Enchantment SpellWhile 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. Hex Breaker515 StanceFor 5…65…80 seconds, the next time you are the target of a hex, that hex fails and the caster takes 10…39…46 damage.Domination Magic |
Additional Information |
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Background
Peace and Harmony [PnH] has a lot of history in competitive Guild Wars. A European guild that has been together for almost two years now, PnH won the Winterfest 2006 tournament, securing the guild trim for their cape. Furthermore, the guild has finished in the top 20 at least five different times.
Virtual Dragons [vD] formed after the final ladder reset, in preparation for the Celestial Tournament. With a final record after this championship of 501 wins and 79 losses, a better than 5:1 Win/Loss ratio, vD has been in the top 5 (usually rank 1) for months.
The Final Match
Virtual Dragons and Peace And Harmony ran extremely similar builds. The Monks on each team had Light of Deliverance and Shield of Deflection. Both teams had a flag stand Blinding Surge Elementalist and Shield of Regeneration Water Elementalist runner. Shock Axe Warriors carrying Eviscerate and Avatar of Melandru Dervishes led the frontlines. A Domination Mesmer occupied each midline; PnH chose Hex Eater Vortex to counter Hexes, while vD opted for the standard Mantra of Recovery. The only substantial difference in the build was that Peace And Harmony had a Paragon where Virtual Dragons had a Ranger. vD's Ranger used Burning Arrow for added Condition pressure and interrupts. PnH chose the Paragon as a safe bet, because it can easily run Expel Hexes without sacrificing damage-per-second.
vD seems to have a slight advantage over PnH at first glance. PnH chose to dedicate two elite skill slots to Hex removal; Expel Hexes and Hex Eater Vortex. This strategy was used to hopefully counter everything vD could throw at them, since vD frequently uses Hexes. It would have worked perfectly, but there's only so much guessing a team can do and hope they are right. vD chose to use all of their elite skill slots in as offensive a way as possible. They knew that PnH was not prone to run Hexes, so they didn't worry about using extra skill slots, especially elite, for Hex removal. This proved to be a great move on their part.
The Match Begins
As the match starts, both teams make a critical decision, as all teams must at the beginning of a GvG battle. Virtual Dragons choose to take all eight players to the flag stand, with the flag runner holding the flag. Peace and Harmony's Water flag runner stays at the base waiting for the second flag. Both teams make a calculation here. On one hand, vD chooses to take all players and out-pressure the other team at the stand and score the first kill. On the other hand, PnH decides to keep a runner back, possibly gaining a head start on flags and making it easier to control the flag stand for a morale boost. Unfortunately for PnH, vD's tactic proved more lucrative. At the stand, vD begins an immediate assault and scores the first kill at 1:20 with a spike on an unprotected LoD/Infuse Monk. PnH quickly resurrects the Monk and the fight resumes. Despite this quick resurrection, vD kills the same Monk for the second time at 2:10. Now PnH's LoD has 30% Death Penalty at just 2:30 into the match. Not a good start.
Finally PnH captures the flag stand, and the flag race begins at 2:17. This relieves pressure from PnH because it forces the Water Elementalist from vD to leave and grab another flag. At this point, PnH moves ahead in the flag race because the runner has camped in base to fend off a possible gank and wait for the next flag. Now, vD makes a crucial push past the flag stand and forces PnH to the bottom of the hill. vD has Ward Against Melee, which causes horrible problems for PnH's melee characters because they have no AoE to force the vD team out of the ward. In the long run, this extra defense helps vD maintain their position past the flag stand.
Despite the sudden Monk deaths, PnH regroups and executes vD's Mesmer with a powerful spike. This much-needed kill seems to bolster the team's confidence as they continue an aggressive counterattack. A couple of minutes later, PnH feels pressure from the Conditions of vD's Ranger and the two melees. Just as it seems PnH might wipe at the stand, they score another brilliant kill on vD's Mesmer, buying some breathing room at 6:00. The fight rages on at the stand, but vD slowly creeps up and gains ground for even better flag positioning, pulling ahead on flag capping.
Ten minutes into the match, after some small corrections and better pre-protting, PnH is able to keep themselves alive much better. They seem to have adapted to vD's spikes and pressure extremely well. vD sees an opportunity, and sends the Ranger and Warrior to take out NPCs. PnH quickly responds with the Blinding Surge Elementalist and Water Runner, and vD's spilt returns to the flag stand, thwarted. As the fight continues at the stand, PnH's LoD Monk dies again, having not been protected. PnH retaliates less than one minute later, taking down vD's Mesmer a third time with an excellently-timed Shatter Enchantment and Dervish spike. Both teams now have one teammate near 45% DP, a scary place because one more kill on either player could determine the match's outcome.
The Match Ends
The real turning point happens just before 16:00 when vD makes a crucial kill on the LoD Infuser, forcing it to resurrect at the base. PnH must fall back, and the Blinding Surge Elementalist dies on the retreat. Seconds later, PnH's Prot Monk gets his Dismiss Condition Diversioned. PnH really starts feeling the pressure because they have only Draw Conditions (and Mending Touch on the flag runner) for Condition removal. 50 seconds later, a PnH Monk gets his Reversal of Fortune Diversioned. Almost immediately after, PnH's flagger is killed and vD returns the flag for a certain Morale Boost. At 17:50, vD receives a Morale Boost and pushes with the momentum, scoring a fifth kill on PnH's LoD Monk.
vD's Mesmer makes another key Diversion at 18:50, this time on Shield of Deflection. PnH is now without SoD until around 19:50. This forces PnH to give up ground and play defensively, which they do until Victory or Death. vD gets another Morale Boost at 19:50, and is ready to go with full Resurrection Signets and almost no Death Penalty except on the Mesmer. Each team has all NPCs, so it could be anyone's game and no one has given up hope yet. vD is playing much more aggressively, and storms in to kill NPCs as they approach the flag stand area at 20:45. Just as quickly as they charge in, vD's Warrior and LoD Monk are spiked. vD manages to resurrect the Monk, but is left without the Warrior because he is way past PnH's backline.
PnH has opportunity to wreak havoc on the temporarily outnumbered vD, but cannot capitalize on vD's mistake, mostly because vD has NPCs in superior positioning, with height and spread out. vD's Dervish pushes in at 21:30 and takes out every single NPC except the Bodyguard. At 22:00 vD's Warrior resurrects and returns to the flag stand. Now vD is back in full force with all of their NPCs, against PnH with only a Bodyguard left. PnH's support can't stand the pressure and the Bodyguard dies from Health degeneration. At 23:45, vD pushes strongly and destroys the Infuser again. PnH, without any NPCs or Resurrection Signets, retreats. vD's Water Elementalist snares some characters, spreading them out, and seven PnH players die after 24:00. vD storms into PnH's base full throttle and kills the Guild Lord at 25:05.
Note: Note: This match report from 2008 is written by Nicolas Carpenter a freelance Guild Wars reporter.
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