#8 | #6 🏆 |
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| Bull's Charge520 Elite StanceFor 5…10…11 seconds, you move 33% faster and if you strike a moving foe in melee, that foe is knocked down. Bull's Charge ends if you use a skill.Strength 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 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. 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 Protector's Strike5½3 Melee Attack If this attack strikes a moving foe, you strike for 10…34…40 more damage.Strength 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 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 Rush4 StanceFor 8…18…20 seconds, you move 25% faster.Strength No SkillThis skill is not known. |
| 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 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. 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 No SkillThis skill is not known. |
| 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 Debilitating Shot1010 Bow AttackIf Debilitating Shot hits, your target loses 1…8…10 Energy.Marksmanship Apply Poison15212 PreparationFor 24 seconds, foes struck by your physical attacks become Poisoned for 3…13…15 seconds.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. | | 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 Fireball101½7 SpellSend out a ball of fire that strikes target foe and all adjacent foes for 7…91…112 fire damage.Fire Magic Rodgort's Invocation2528 SpellTarget foe and all nearby foes are struck for 15…99…120 fire damage and set on fire for 1…3…3 second[s].Fire Magic Meteor Shower2556010 SpellCreate a Meteor Shower at target foe's location. For 9 seconds, foes adjacent to that location are struck for 7…91…112 fire damage and knocked down every 3 seconds.Fire Magic Heal Party (PvP)15120 SpellHeal entire party for 30…66…75 Health.Healing Prayers Glyph of Sacrifice5115 GlyphFor 15 seconds, your next spell casts instantly, but it takes an additional 30 seconds to recharge. Ends prematurely if you use a non-spell skill. 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 |
| Melandru's Arrows5212 Elite PreparationFor 18 seconds, whenever your arrows hit, they cause Bleeding for 3…21…25 seconds, and if they hit a target who is under an enchantment, they do +8…24…28 damage.Wilderness Survival 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 Debilitating Shot1010 Bow AttackIf Debilitating Shot hits, your target loses 1…8…10 Energy.Marksmanship Serpent's Quickness545 StanceFor 15…27…30 seconds, recharge times for your skills are reduced by 33%. Serpent's Quickness ends if your Health drops below 50%.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 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 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 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 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 No SkillThis skill is not known. |
| 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 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 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 Nature's Renewal5560 Nature RitualCreate a level 1…8…10 spirit. For 30…126…150 seconds, enchantments and hexes cast by non-spirit creatures in range take twice as long to cast, and it costs twice as much Energy to maintain enchantments. This spirit dies after 30…126…150 seconds.Wilderness Survival Tranquility15560 Nature RitualCreate a level 1…8…10 spirit. Enchantments cast by non-spirit creatures within its range expire 20…44…50% faster. This spirit dies after 15…51…60 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. | | 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 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 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 |
| 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 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 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 | | 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 Party (PvP)15120 SpellHeal entire party for 30…66…75 Health.Healing 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 Extinguish15112 SpellRemove one condition from each party member. Party members relieved of Burning are healed for 10…82…100 Health.Protection Prayers |
| 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 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 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 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 Return5¼15 SpellAll adjacent foes are Crippled for 3…7…8 seconds. Shadow Step to target other ally's location.Shadow Arts Dark Escape530 StanceFor 5…13…15 seconds, you move 25% faster and take half damage. Dark Escape ends if you successfully hit with an attack.Shadow Arts | | 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 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 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 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 |
| Second Wind5155 Elite SpellYou gain 1 Energy and 5 Health for each point of Energy restricted by Overcast. You lose all enchantments. 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 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 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. | | 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 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 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 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 No SkillThis skill is not known. 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 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 |
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Note: This match was game 2 from a best of 3 series (only 2 games were played, because [iQ] won both) and took part in the "Guild Wars Factions Championships".
Game 2 - Jade Isle
Glyph of Sacrifice, Meteor Shower. Perhaps that's what iQ will be remembered for in this second game, but for me, it will be iB's monumental failure to execute that told the tale for this one. Sporting a modification of KGYU's now-famed condition-pressure build, the Blokes swapped out the usual Tainted Flesh Necromancer for a trapping Ranger with Nature's Renewal and Tranquility (likely their build from yesterday's cancelled first match). But their follow-through, or lack thereof, was utterly baffling, and the blame falls squarely on their Rangers.
iQ's build, on at least a base level, appeared relatively typical–though certainly played to their strengths. Two nice Heal Parties, Smite, Traps, and possibly the most irritating Hammer Warrior build ever devised (Five knockdowns!) all added up to a fairly comfortable, if not terribly imposing offering. For 30 minutes, iB pushed, and iQ reacted and reflexed, but collapse was never in sight.
Sporting THREE copies of Deblitating Shot, a load of interrupts, and lots of conditions to spread around, it was a task in and of itself to figure out where iB's bow-wielding troupe were focusing their attention. Aegis or Balthazar's Aura on the Smite Monk? Nope. Ether Prodigy or Fireball from the flag stand Elementalist? Nope. Oath Shot or Traps from the Trapper? Nope. Where then, was this potentially devastating pressure that the build promised? Well, I'll tell you. It was with Empeh, and Empeh alone. He maintained Melandru's Arrows at all times, and kept iQ bleeding almost the entire match. With Serpent's Quickness and Debilitating Shot, he tried to pressure the Monks at times, but he was surely alone.
Sissi, who possessed the game-breaking assets in NR and Tranquility, insisted on placing his spirits in the thick of the battle, so that even when he successfully got them down, they were destroyed instantly. He was rendered an almost non-factor thanks to a quality job done by Lara Valor, which can be attributed mostly to Sissi's inability to adapt and just get his job done.
But Wraith, even more than Sissi, was an absolutely mystery to me. Apply Poison was almost never up, his interrupts were MIA, and he spent more time using Crippling Shot than anything else, which just simply isn't an issue when your opponent has an Elementalist sitting back untouched, casting Extinguish to his heart's content, and a Smite Monk who was rarely pressured and able to use Draw Conditions effectively.
So what is the story to be told here? What is the hidden gem that can be found underneath all this posturing and failed execution? Glyph of Sacrifice and Meteor Shower, it seems. The entire match, iQ paid almost no attention to the flag stand. They played defense, they protected themselves against the potential threat of degen overload. Basically, they tread water. But when the water is this calm, something surely had to lie beneath.
When VoD hit, iQ's plan went into motion. Their Trapper, who had played decoy nearly the entire match, dashed to the front of the pack. He put up Whirling Defense, and body-blocked the ENTIRE NPC core of iB. Balthazar's Aura went on him, and iQ's Elementalist used two skills he'd been saving the entire match–by now, I would hope you know what I'm talking about! In a blink, the red team went from Morale control and apparent positional advantage to dead, defeated, and absolutely sunk. iQ enjoyed their first morale boost shortly after, and only had to wait a little bit longer for the Blokes' Lord to make his way out to the middle.
Not enough pressure, not enough coordination, and certainly not enough implementation, and the underdogs fought their way to victory today. Congratulations goes to Idiot Savants, especially for Game 2, where they took a big chance in their tactic, but it paid off massively.
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