#6 🏆 | #30 |
---|
| 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 Distracting Blow5½10 Melee AttackSwipe your weapon at the target, dealing no damage but disrupting the target's current action (and the actions of foes adjacent to your target). 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 Plague Touch5¾ SkillTransfer 1…3…3 negative condition[s] and [its/their] remaining duration[s] from yourself to target touched foe.Curses 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. | | Devastating Hammer7 Elite Hammer AttackIf Devastating Hammer hits, your target is knocked down and suffers from Weakness for 5…17…20 seconds.Hammer Mastery Crushing Blow510 Hammer AttackIf 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.Hammer Mastery Fierce Blow6 Hammer AttackIf Fierce Blow hits, you strike for +5…17…20 damage. If target foe was suffering from Weakness, that foe also suffers from a Deep Wound for 1…7…8 second[s].Hammer Mastery Way of the Fox5¼45 Enchantment Spell For 10…30…35 seconds, your next 1…5…6 attack[s] cannot be blocked.Shadow Arts Death's Charge5¼30 SpellShadow Step to target foe. If that foe has more Health than you, you are healed for 65…173…200.Shadow Arts 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. |
| Devastating Hammer7 Elite Hammer AttackIf Devastating Hammer hits, your target is knocked down and suffers from Weakness for 5…17…20 seconds.Hammer Mastery Crushing Blow510 Hammer AttackIf 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.Hammer Mastery Hammer Bash6 Hammer AttackLose all adrenaline. If Hammer Bash hits, your target is knocked down.Hammer Mastery Counter Blow4 Hammer AttackIf this attack hits an attacking foe, that foe is knocked down.Hammer 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 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. | | 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 Plague Touch5¾ SkillTransfer 1…3…3 negative condition[s] and [its/their] remaining duration[s] from yourself to target touched foe.Curses Healing Signet24 SignetYou gain 82…154…172 Health. You have -40 armor while using this skill.Tactics Shield Bash520 SkillFor 5…10…11 seconds, while wielding a shield, the next attack skill used against you is blocked. If it was a melee skill, your attacker is knocked down and that skill is disabled for an additional 15 seconds.Strength 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. |
| Crippling Shot104 Elite Bow AttackIf Crippling Shot hits, your target becomes Crippled for 1…9…11 second[s]. This attack cannot be blocked.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 Storm Chaser1020 StanceFor 8…18…20 seconds, you move 25% faster, and you gain 1…4…5 Energy whenever you take elemental damage.Wilderness Survival Troll Unguent5310 SkillFor 13 seconds, you gain +3…9…10 Health regeneration.Wilderness Survival Distortion58 Stance For 1…4…5 second[s], you have a 75% chance to block attacks. Whenever you block an attack this way, you lose 2 Energy or Distortion ends.Illusion Magic 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. | | Oath Shot1025 Elite Bow AttackIf Oath Shot hits, all of your skills except Oath Shot are recharged. If it misses, all of your skills are disabled for 10 seconds. (50% miss chance with Expertise 7 or less.)Expertise Debilitating Shot1010 Bow AttackIf Debilitating Shot hits, your target loses 1…8…10 Energy.Marksmanship Barbed Trap15220 TrapWhen Barbed Trap is triggered, all nearby foes are struck for 7…20…23 piercing damage, become Crippled, and begin Bleeding for 3…21…25 seconds. Barbed Trap ends after 90 seconds. While activating this skill, you are easily interrupted.Wilderness Survival Flame Trap10220 TrapWhen Flame Trap is triggered, every second (for 3 seconds total), all nearby foes are struck for 5…17…20 fire damage and set on fire for 1…3…3 seconds. Flame Trap ends after 90 seconds. While activating this skill, you are easily interrupted.Wilderness Survival Dust Trap25230 TrapWhen Dust Trap is triggered, every second (for 5 seconds total), all nearby foes are Blinded for 3…7…8 seconds and take 10…22…25 damage. While activating this skill, you are easily interrupted. Dust Trap ends after 90 seconds.Wilderness Survival Whirling Defense1060 StanceFor 8…18…20 seconds, you have 75% chance to block attacks. Whenever you block a projectile in this way, adjacent foes take 5…10…11 damage.Expertise Shields Up!1030 ShoutFor 5…10…11 seconds, you and all party members within earshot gain +60 armor against incoming projectile attacks.Tactics 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. |
| Energy Surge5215 Elite SpellTarget foe loses 1…8…10 Energy. For each point of Energy lost, that foe and all nearby foes take 9 damage.Domination Magic Energy Burn10220 SpellTarget foe loses 1…8…10 Energy and takes 9 damage for each point of Energy lost.Domination Magic Rotting Flesh1533 SpellTarget fleshy foe becomes Diseased for 10…22…25 seconds, slowly losing Health.Death Magic Cry of Frustration10¼15 SpellIf target foe is using a skill, that foe and all foes in the area are interrupted and suffer 15…63…75 damage.Domination Magic Shatter Enchantment10120 SpellRemove an enchantment from target foe. If an enchantment is removed, that foe takes 14…83…100 damage.Domination 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 Inspired Hex51 SpellRemove a hex from target ally and gain 4…9…10 Energy. For 20 seconds, Inspired Hex is replaced with the hex that was removed.Inspiration Magic 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. | | Energy Surge5215 Elite SpellTarget foe loses 1…8…10 Energy. For each point of Energy lost, that foe and all nearby foes take 9 damage.Domination Magic Energy Burn10220 SpellTarget foe loses 1…8…10 Energy and takes 9 damage for each point of Energy lost.Domination Magic Power Return5¼7 SpellIf target foe is casting a spell or chant, that skill is interrupted and target foe gains 10…5 Energy.Fast Casting Shatter Enchantment10120 SpellRemove an enchantment from target foe. If an enchantment is removed, that foe takes 14…83…100 damage.Domination 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 Distortion58 Stance For 1…4…5 second[s], you have a 75% chance to block attacks. Whenever you block an attack this way, you lose 2 Energy or Distortion ends.Illusion 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 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 |
| Charge!520 Elite ShoutAllies in earshot lose the Crippled condition. For 5…11…13 seconds, these allies move 33% faster.Tactics Sever Artery4 Sword AttackIf this attack hits, the opponent begins Bleeding for 5…21…25 seconds, losing Health over time.Swordsmanship Gash6 Sword AttackIf this attack hits a Bleeding foe, you strike for 5…17…20 more damage and that foe suffers a Deep Wound, lowering that foe's maximum Health by 20% for 5…17…20 seconds.Swordsmanship Final Thrust10 Sword AttackLose all adrenaline. If Final Thrust hits, you deal 1…32…40 more damage. This damage is doubled if your target was below 50% Health.Swordsmanship 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 Plague Touch5¾ SkillTransfer 1…3…3 negative condition[s] and [its/their] remaining duration[s] from yourself to target touched foe.Curses 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. | | Ether Prodigy51510 Elite Enchantment SpellLose all enchantments. For 8…18…20 seconds, you gain +6 Energy regeneration. When Ether Prodigy ends, you lose 2 Health for each point of Energy you have.Energy Storage 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 Blinding Flash10¾8 SpellTarget foe is Blinded for 3…7…8 seconds.Air Magic Deep Freeze25215 Hex SpellYou cause a Deep Freeze at target foe's location. All foes in this area are struck for 10…70…85 cold damage, and for 10 seconds, they move 66% slower.Water Magic Teinai's Prison10115 Hex Spell For 1…5…6 second[s], target foe's legs are encased in ice, causing the foe to move 66% slower. If that foe has Cracked Armor, the chill seeps through causing 5…8…9 Health degeneration.Water 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 Ward of Stability10130 Ward SpellCreate a Ward of Stability at your current location. For 10…22…25 seconds, non-spirit allies cannot be knocked down.Earth Magic Heal Party (PvP)15120 SpellHeal entire party for 30…66…75 Health.Healing Prayers |
| Ether Prodigy51510 Elite Enchantment SpellLose all enchantments. For 8…18…20 seconds, you gain +6 Energy regeneration. When Ether Prodigy ends, you lose 2 Health for each point of Energy you have.Energy Storage Blinding Flash10¾8 SpellTarget foe is Blinded for 3…7…8 seconds.Air Magic 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 Deep Freeze25215 Hex SpellYou cause a Deep Freeze at target foe's location. All foes in this area are struck for 10…70…85 cold damage, and for 10 seconds, they move 66% slower.Water Magic Windborne Speed10¾5 Enchantment SpellFor 5…11…13 seconds, target ally moves 33% faster.Air Magic Heal Other10¾3 SpellHeal target other ally for 35…151…180 Health.Healing Prayers Heal Party (PvP)15120 SpellHeal entire party for 30…66…75 Health.Healing Prayers Extinguish15112 SpellRemove one condition from each party member. Party members relieved of Burning are healed for 10…82…100 Health.Protection Prayers | | Air of Enchantment5¼8 Elite Enchantment SpellFor 4…9…10 seconds, enchantments cast on target other ally cost 5 less Energy (minimum 1 Energy).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 Guardian514 Enchantment SpellFor 2…6…7 seconds, target ally has a 50% chance to block attacks.Protection Prayers Zealot's Fire10¼30 Enchantment SpellFor 60 seconds, whenever you use a skill that targets an ally, all foes adjacent to that target are struck for 5…29…35 fire damage and you lose 1 Energy.Smiting Prayers Balthazar's Aura25225 Enchantment SpellFor 8 seconds, foes adjacent to target ally take 10…22…25 holy damage each second.Smiting Prayers 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 Channeling5115 Enchantment SpellFor 8…46…56 seconds, whenever you cast a spell, you gain 1 Energy for each foe in the area.Inspiration Magic 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. |
| Energy Drain5130 Elite SpellTarget foe loses 2…8…9 Energy. You gain 3 Energy for each point of Energy lost.Inspiration Magic 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 Gift of Health5¾5 SpellAll of your other Healing Prayers skills are disabled for 10…6…5 seconds. Target other ally is healed for 15…123…150 Health.Healing Prayers Mend Condition5¾2 SpellRemove one condition (Poison, Disease, Blindness, Dazed, Bleeding, Crippled, Burning, Weakness, Cracked Armor, or Deep Wound) from target other ally. If a condition is removed, that ally is healed for 5…57…70 Health.Protection Prayers 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 Healing Touch5¾5 SpellHeal target touched ally for 16…51…60 Health. Health gain from Divine Favor is doubled for this spell.Healing Prayers Signet of Devotion25 SignetHeal target ally for 14…83…100 Health.Divine Favor Inspired Hex51 SpellRemove a hex from target ally and gain 4…9…10 Energy. For 20 seconds, Inspired Hex is replaced with the hex that was removed.Inspiration Magic | | Energy Drain5130 Elite SpellTarget foe loses 2…8…9 Energy. You gain 3 Energy for each point of Energy lost.Inspiration Magic 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 Guardian514 Enchantment SpellFor 2…6…7 seconds, target ally has a 50% chance to block attacks.Protection Prayers Mend Condition5¾2 SpellRemove one condition (Poison, Disease, Blindness, Dazed, Bleeding, Crippled, Burning, Weakness, Cracked Armor, or Deep Wound) from target other ally. If a condition is removed, that ally is healed for 5…57…70 Health.Protection Prayers 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 Signet of Devotion25 SignetHeal target ally for 14…83…100 Health.Divine Favor Inspired Hex51 SpellRemove a hex from target ally and gain 4…9…10 Energy. For 20 seconds, Inspired Hex is replaced with the hex that was removed.Inspiration Magic Divine Boon-15¼10 Enchantment SpellWhile you maintain this enchantment, whenever you cast a Protection Prayer or Divine Favor spell that targets an ally, that ally is healed for 15…51…60 Health, and you lose 1 Energy.Divine Favor |
| Blessed Light10¾3 Elite SpellHeal target ally for 10…114…140 Health and remove one condition and one hex.Divine Favor 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 Gift of Health5¾5 SpellAll of your other Healing Prayers skills are disabled for 10…6…5 seconds. Target other ally is healed for 15…123…150 Health.Healing Prayers Mend Condition5¾2 SpellRemove one condition (Poison, Disease, Blindness, Dazed, Bleeding, Crippled, Burning, Weakness, Cracked Armor, or Deep Wound) from target other ally. If a condition is removed, that ally is healed for 5…57…70 Health.Protection Prayers Infuse Health10¼ SpellLose half your current Health. Target other ally is healed for 100…129…136% of the amount you lost.Healing Prayers Healing Touch5¾5 SpellHeal target touched ally for 16…51…60 Health. Health gain from Divine Favor is doubled for this spell.Healing Prayers Signet of Devotion25 SignetHeal target ally for 14…83…100 Health.Divine Favor Power Drain5¼20 SpellIf target foe is casting a spell or chant, that skill is interrupted and you gain 1…25…31 Energy.Inspiration Magic | | Energy Drain5130 Elite SpellTarget foe loses 2…8…9 Energy. You gain 3 Energy for each point of Energy lost.Inspiration Magic 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 Guardian514 Enchantment SpellFor 2…6…7 seconds, target ally has a 50% chance to block attacks.Protection Prayers Mend Condition5¾2 SpellRemove one condition (Poison, Disease, Blindness, Dazed, Bleeding, Crippled, Burning, Weakness, Cracked Armor, or Deep Wound) from target other ally. If a condition is removed, that ally is healed for 5…57…70 Health.Protection 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 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 Inspired Hex51 SpellRemove a hex from target ally and gain 4…9…10 Energy. For 20 seconds, Inspired Hex is replaced with the hex that was removed.Inspiration Magic Divine Boon-15¼10 Enchantment SpellWhile you maintain this enchantment, whenever you cast a Protection Prayer or Divine Favor spell that targets an ally, that ally is healed for 15…51…60 Health, and you lose 1 Energy.Divine Favor |
Additional Information |
---|
Note: This match was game 1 from a best of 3 series and took part in the "Guild Wars Factions Championships".
iQ vs. WM - Game 1 - Isle of Weeping Stone
They call it "The Linebacker," and it just may have been the best thing to ever happen to iQ. Augie "Big McHugelarge" Salick has created a Hammer Warrior that's one part spike damage, one part Warrior shutdown, and about ten parts aggravation, sporting five (FIVE!) knockdowns all told. He's had such a profound impact on these finals, in fact, that War Machine even brought a Warrior with Shield Bash to counter the Counter Blow! Perhaps this was War Machine's turn to over-think themselves.
Idiot Savants definitely came to the match worried about the triple Energy Surge threat, sporting two Monk builds with significant healing ability outside of protective Enchantments. But that was the extent of their modifications, as they took bits and pieces of builds they'd used over the course of the tournament so far. War Machine, on the other hand, looked like they were banking on iQ running something weighted heavily in one direction, while they themselves opted for a fairly balanced build, with a tendency to spike, albeit infrequently. They relegated their Axe Warrior to running duties, while their Elementalist stayed with the primary team for additional Warrior defense, alongside the Trapper.
iQ pressured at times, but found their greatest success when they spiked during moments when the Ward Against Melee was down. Some spikes telegraphed more than others, and only the rare Warrior collapse resulted in kills, but it was more than WM could claim—and the kills eventually began to add up. By 14 minutes, War Machine had to back away from the flag stand and re-think their strategy, allowing iQ to grab their first morale boost at 16 minutes.
The Koreans decided on a 5-3 split, sending a team out their back door to try to split up iQ and test their mobility. But WM found themselves far weaker in split formation, as iQ sent back four to deal with the three at their back door, killing them off with ease, even as their flag stand four were pushing back WM's five. This dance continued for quite some time, though, with WM testing the waters with a 4-4 split of their own, then a 6-2, culminating in the DP'ing out of their Shield Bashing Axe Warrior. But this is War Machine, and morale means nothing as long as they still have keyboards and mice in their hands.
Issuing another team of three out their back door, WM resurrected their fallen Warrior, and briefly caught iQ by surprise, pushing them back into their own base before sufficient defenses returned. When those defenses did arrive, they played right into the hands of WM, chasing them out and pushing without reason while their flag control was put into question. With War Machine having capped a flag, iQ was tardy by only three seconds, allowing a disastrous morale boost and rejuvenating War Machine's flag stand troop just before VoD.
"Pulling an iQ," WM sent their Trapper into the middle of iQ's NPC core when VoD hit and, aided by a healthy dose of Smite, he dispatched the entire lot. iQ fought back hard with their split, taking down both of WM's Bodyguards, but when the dust settled, WM had six Archers, and iQ had nothing.
Then a curious thing happened. The split battles coalesced just inside the walls of iQ's base, and WM decided to push. Instead of waiting for 35 minutes and utilizing the support from their decently sized Archer team, they tried to press on 8v8, and oh how they fell. iQ poured on the offense, putting together a string of kills on WM's Monks, spreading the damage around liberally, until War Machine was forced to turn completely around and run for the hills. Even as the Koreans received another morale boost, iQ was taking care of the remaining Archers, and put themselves in a position where they could once again fight their opponents head-on.
The final battle began, but it did not take long to see where this one was headed. War Machine's damage was almost non-existent with the exception of spikes, each and every one of which was caught by iQ's Monks during crunch-time. iQ's brute force and muscle once again overtook WM, eventually turning this decisive stand-off into an all-out rout.
|