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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 Disrupting Chop6 Axe AttackIf 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.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 Warrior's Cunning1060 SkillFor 5…10…11 seconds, your melee attacks cannot be blocked.Strength 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. | | 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 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 Warrior's Cunning1060 SkillFor 5…10…11 seconds, your melee attacks cannot be blocked.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. | | 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 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 |
| 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 Blackout10112 SkillFor 2…5…6 seconds, all of touched target foe's skills are disabled, and all of your skills are disabled for 5 seconds.Domination Magic 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. | | Migraine (PvP)10212 Elite Hex SpellFor 3…10…12 seconds, target foe suffers -1…7…8 Health degeneration and takes 100% longer to activate skills.Illusion Magic Conjure Phantasm1015 Hex Spell For 2…13…16 seconds, target foe experiences -5 Health degeneration.Illusion Magic Images of Remorse525 Hex SpellFor 5…9…10 seconds, target foe suffers -1…3…3 Health degeneration. If that foe was attacking, that foe takes 10…44…52 damage.Illusion 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 Mantra of Persistence515 StanceFor 5…21…25 seconds, any Illusion Magic hex you cast lasts 10…34…40% longer.Inspiration 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 Resurrect1058 SpellResurrect target party member. Target party member is returned to life with 25% Health and zero Energy. |
| 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 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 Blackout10112 SkillFor 2…5…6 seconds, all of touched target foe's skills are disabled, and all of your skills are disabled for 5 seconds.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 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 Gale101510 SpellKnock down target foe for 2 seconds. (50% failure chance with Air Magic 4 or less.)Air Magic | | 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 Blackout10112 SkillFor 2…5…6 seconds, all of touched target foe's skills are disabled, and all of your skills are disabled for 5 seconds.Domination 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 |
| 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 Shard Storm10110 Hex Spell Send out an ice shard that strikes target foe for 10…70…85 cold damage if it hits and causing target foe to move 66% slower for 2…5…6 seconds.Water 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 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 Heal Party (PvP)15120 SpellHeal entire party for 30…66…75 Health.Healing Prayers Resurrect1058 SpellResurrect target party member. Target party member is returned to life with 25% Health and zero Energy. | | Offering of Blood1¼1520 Elite SpellYou gain 8…18…20 Energy.Blood Magic Shadow of Fear1025 Hex SpellTarget foe and all adjacent foes attack 50% slower for the next 5…25…30 seconds.Curses Reckless Haste15112 Hex SpellFor 6…11…12 seconds, target foe and all adjacent foes are hexed with Reckless Haste. While hexed, they attack 25% faster but have a 50% chance to miss with attacks.Curses Faintheartedness1018 Hex SpellFor the next 3…13…16 seconds, target foe attacks 50% slower, and that foe suffers -0…2…3 Health degeneration.Curses Life Siphon1015 Hex SpellFor 12…22…24 seconds, target foe suffers -1…3…3 Health degeneration, and you gain +1…3…3 Health regeneration.Blood Magic Parasitic Bond512 Hex SpellFor 20 seconds, target foe suffers -1 Health degeneration. The caster is healed for 30…102…120 when Parasitic Bond ends.Curses Blood Ritual52217 Enchantment SpellFor 8…13…14 seconds, target touched ally gains +3 Energy regeneration. Blood Ritual cannot be used on the caster.Blood 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. |
| 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 Strike515 SpellStrike target foe for 5…41…50 lightning damage. This spell has 25% armor penetration. If you are Overcast, that foe is hexed with Lightning Strike for 3 seconds. When this hex ends, that foe is struck again for 5…41…50 lightning 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 Blinding Flash10¾8 SpellTarget foe is Blinded for 3…7…8 seconds.Air Magic Windborne Speed10¾5 Enchantment SpellFor 5…11…13 seconds, target ally moves 33% faster.Air Magic Extinguish15112 SpellRemove one condition from each party member. Party members relieved of Burning are healed for 10…82…100 Health.Protection 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 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. | | 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 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 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 Signet of Devotion25 SignetHeal target ally for 14…83…100 Health.Divine Favor Revealed Hex51 SpellRemove a hex from target ally and gain 4…9…10 Energy. For 20 seconds, Revealed Hex is replaced with the hex that was removed.Inspiration Magic 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 Channeling5115 Enchantment SpellFor 8…46…56 seconds, whenever you cast a spell, you gain 1 Energy for each foe in the area.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 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 Guardian514 Enchantment SpellFor 2…6…7 seconds, target ally has a 50% chance to block attacks.Protection Prayers 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 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 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 | | Mantra of Recall10130 Elite Enchantment SpellFor 20 seconds, you gain no benefit from it. You gain 10…22…25 Energy when Mantra of Recall ends.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 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 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 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 Contemplation of Purity5¼10 SkillLose all enchantments. For each one lost, you gain 0…64…80 Health, lose one hex, and lose one condition (maximum 1…7…8 hexes and conditions).Divine Favor 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 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 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 Power Drain5¼20 SpellIf target foe is casting a spell or chant, that skill is interrupted and you gain 1…25…31 Energy.Inspiration Magic Inspired Enchantment101 SpellRemoves 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.Inspiration Magic Channeling5115 Enchantment SpellFor 8…46…56 seconds, whenever you cast a spell, you gain 1 Energy for each foe in the area.Inspiration Magic | | 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 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 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 Blinding Flash10¾8 SpellTarget foe is Blinded for 3…7…8 seconds.Air Magic Extinguish15112 SpellRemove one condition from each party member. Party members relieved of Burning are healed for 10…82…100 Health.Protection Prayers Heal Party (PvP)15120 SpellHeal entire party for 30…66…75 Health.Healing Prayers 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. |
Additional Information |
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Note: This match was game 1 from a best of 3 series and took part in the "Guild Wars Factions Championships".
Game 1 - Warrior's Isle
When it comes down to it, Tournament games live and die by Victory or Death, and more often than not, the team that makes the right calls during crunch time comes out victorious. It was apparent that Game 1 was heading to VoD from the fist meeting between the teams, and the argument could be made that Te were the aggressors in this particular endeavor (because of their push to double-capture the flag the entire game), therefore granting them some semblance of an advantage as the 30-minute carnage played out. But in what felt like a blur, this game slipped away, and when the dust settled, I found myself a culprit–red handed.
Both teams left their razzle and dazzle at home, opting instead for reliability in their build structures, and thus the metagame within the match was a pointed and familiar one: Warrior shutdown. All credit in this match should go to Te's Monk team, who held up through an onslaught of degen at the hands of a Necro, Illusion Mesmer, and Crippling Shot Ranger, sustaining only a couple of losses before VoD hit. On the other side of things, EW were almost untouched the entire match, primarily due to a lack of timely interrupts on their Warrior-hate Hexes (Shadow of Fear, Reckless Haste, and Faintheartedness are all long enough casts to shut down).
For 30 minutes, it must have felt like trying to fight against a brick wall for Paladin and Bob the Angry, who could barely hit a thing the entire match, let alone attack at a normal rate. So Te's famous Monk pushes, while extremely well executed from a technical aspect, were almost completely wasted because of their hampered Warrior duo.
When VoD arrived, both teams made unhindered rushes to the other side's Catapult in hopes of breaking through the stalemate with a lucky shot. Te struck first, nailing a Bodyguard, and were then able to stall long enough to take care of the second Bodyguard as well. Meanwhile, EW were unlucky in their one chance at levelling the playing field, as Acid went all alone, and was able to launch the catapult only briefly before he was tracked down and dispatched.
Gank time.
A full eight-man push headed straight to Te's back door as soon as they were assembled, and with 35 minutes fast approaching, the victory seemed almost elementary for the Americans. Meeting head-on and engaging battle inside their own base, Te needed to just stall for a few minutes while EW's Guild Lord made his futile stroll to the flag stand, certain to die against Te's massive NPC army.
Caught, red handed–ignorance! Bob the Angry left the team, and headed to meet up with the Guild Lord. But as he reached the flag stand and waited, EW's Lord simply stood still. Confusion reigned. Following the match, I learned from Izzy that neither Guild Lord will push to the center until their doppelgänger has reached a specific marker in front of their respective base. So while Te's Lord was stuck fighting in his own base, EW's was content to twiddle his thumbs and yawn. So Bob pushed forward, and called for backup in order to finish the game, but no backup came. No call was made, no support was given, and all the while, Te was losing the battle in their base. They had the choice to either fight 8v8, or send two Warriors off to finish the Lord–they chose neither, and ultimately collapsed because of it.
For the vast majority of the match, EW was at least one Warrior down, as they tried to keep up with the flag-capping assault from Te, so it was possible that Te simply underestimated the damage output of their opponents when the gank arrived in full. But either way, they crippled themselves by losing damage when Bob left, and crippled themselves again by not helping him in his given task of killing of the Guild Lord.
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