#2 🏆 | #14 |
---|
| Frenzy54 StanceFor 8 seconds, you attack 33% faster but take double damage. Backbreaker9 Elite Hammer AttackIf Backbreaker hits, you strike for +1…16…20 damage and your target is knocked down. If you have 8 Strength or higher, this knockdown lasts 4 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 Irresistible Blow56 Hammer AttackIf this attack hits, you strike for +5…17…20 damage. If Irresistible Blow is blocked, your target is knocked down and takes 5…17…20 damage.Hammer Mastery Sprint515 StanceFor 8…13…14 seconds, you move 25% faster.Strength Gale101510 SpellKnock down target foe for 2 seconds. (50% failure chance with Air Magic 4 or less.)Air Magic Healing Signet24 SignetYou gain 82…154…172 Health. You have -40 armor while using this skill.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. | | Frenzy54 StanceFor 8 seconds, you attack 33% faster but take double damage. 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 Gale101510 SpellKnock down target foe for 2 seconds. (50% failure chance with Air Magic 4 or less.)Air Magic Sprint515 StanceFor 8…13…14 seconds, you move 25% faster.Strength Endure Pain530 SkillFor 7…16…18 seconds you have an additional 90…258…300 Health.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. |
| Frenzy54 StanceFor 8 seconds, you attack 33% faster but take double damage. 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 Charge!520 Elite ShoutAllies in earshot lose the Crippled condition. For 5…11…13 seconds, these allies move 33% faster.Tactics Gale101510 SpellKnock down target foe for 2 seconds. (50% failure chance with Air Magic 4 or less.)Air Magic Healing Signet24 SignetYou gain 82…154…172 Health. You have -40 armor while using this skill.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. | | Frenzy54 StanceFor 8 seconds, you attack 33% faster but take double damage. 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 Penetrating Blow5 Axe AttackIf this attack hits, you strike for +5…17…20 damage. This axe attack has 20% armor penetration.Axe Mastery Gale101510 SpellKnock down target foe for 2 seconds. (50% failure chance with Air Magic 4 or less.)Air Magic Sprint515 StanceFor 8…13…14 seconds, you move 25% faster.Strength Endure Pain530 SkillFor 7…16…18 seconds you have an additional 90…258…300 Health.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 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 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 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 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 Apply Poison15212 PreparationFor 24 seconds, foes struck by your physical attacks become Poisoned for 3…13…15 seconds.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. | | 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 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 Mantra of Inscriptions1020 StanceFor 5…21…25 seconds, signets you successfully activate while in this stance recharge 10…34…40% faster.Inspiration Magic Arcane Conundrum10220 Hex SpellFor 5…13…15 seconds, spells cast by target foe and all adjacent foes take twice as long to cast. When this hex ends, you gain 1…6…7 energy. Illusion 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 Conjure Phantasm1015 Hex Spell For 2…13…16 seconds, target foe experiences -5 Health degeneration.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. |
| 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 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 Ailment5¾5 SpellRemove one condition (Poison, Disease, Blindness, Dazed, Bleeding, Crippled, Burning, Weakness, Cracked Armor, or Deep Wound) from target ally. For each remaining Condition, that ally is healed for 5…57…70 Health.Protection Prayers Guardian514 Enchantment SpellFor 2…6…7 seconds, target ally has a 50% chance to block attacks.Protection Prayers 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 Offering of Blood1¼1520 Elite SpellYou gain 8…18…20 Energy.Blood Magic Divine Intervention5¼30 Enchantment SpellFor 10 seconds, the next time target ally receives damage that would be fatal, the damage is negated and that ally is healed for 26…197…240 Health.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 | | Panic10115 Elite Hex SpellFor 1…8…10 second[s], target foe and all nearby foes are hexed with Panic. When a foe hexed with Panic successfully uses a skill, all other nearby foes are interrupted.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 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 Signet of Weariness230 SignetTarget foe and all nearby foes lose 3…7…8 Energy and suffer from Weakness for 1…10…12 second[s].Domination Magic Conjure Phantasm1015 Hex Spell For 2…13…16 seconds, target foe experiences -5 Health degeneration.Illusion 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 Glyph of Lesser Energy5130 GlyphFor the next 15 seconds, your next 2 spells cost 10…16…18 less Energy to cast.Energy Storage |
| Frenzy54 StanceFor 8 seconds, you attack 33% faster but take double damage. 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 Endure Pain530 SkillFor 7…16…18 seconds you have an additional 90…258…300 Health.Strength Sprint515 StanceFor 8…13…14 seconds, you move 25% faster.Strength Gale101510 SpellKnock down target foe for 2 seconds. (50% failure chance with Air Magic 4 or less.)Air Magic Healing Signet24 SignetYou gain 82…154…172 Health. You have -40 armor while using this skill.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. | | Restore Condition5¾2 Elite SpellRemove all conditions (Poison, Disease, Blindness, Dazed, Bleeding, Crippled, Burning, Weakness, Cracked Armor, and Deep Wound) from target other ally. For each condition removed, that ally is healed for 10…58…70 Health.Protection Prayers Mend Ailment5¾5 SpellRemove one condition (Poison, Disease, Blindness, Dazed, Bleeding, Crippled, Burning, Weakness, Cracked Armor, or Deep Wound) from target ally. For each remaining Condition, that ally is healed for 5…57…70 Health.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 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 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 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 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 |
| Frenzy54 StanceFor 8 seconds, you attack 33% faster but take double damage. 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 Charge!520 Elite ShoutAllies in earshot lose the Crippled condition. For 5…11…13 seconds, these allies move 33% faster.Tactics Gale101510 SpellKnock down target foe for 2 seconds. (50% failure chance with Air Magic 4 or less.)Air Magic Healing Signet24 SignetYou gain 82…154…172 Health. You have -40 armor while using this skill.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. | | Orison of Healing512 SpellHeal target ally for 20…60…70 Health.Healing Prayers Word of Healing5¾3 Elite SpellHeal target ally for 5…81…100 Health. Heal for an additional 30…98…115 Health if that ally is below 50% Health.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 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 Heal Party (PvP)15120 SpellHeal entire party for 30…66…75 Health.Healing Prayers Mend Ailment5¾5 SpellRemove one condition (Poison, Disease, Blindness, Dazed, Bleeding, Crippled, Burning, Weakness, Cracked Armor, or Deep Wound) from target ally. For each remaining Condition, that ally is healed for 5…57…70 Health.Protection Prayers 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 |
| Crippling Shot104 Elite Bow AttackIf Crippling Shot hits, your target becomes Crippled for 1…9…11 second[s]. This attack cannot be blocked.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 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 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 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 Apply Poison15212 PreparationFor 24 seconds, foes struck by your physical attacks become Poisoned for 3…13…15 seconds.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. | | Mend Ailment5¾5 SpellRemove one condition (Poison, Disease, Blindness, Dazed, Bleeding, Crippled, Burning, Weakness, Cracked Armor, or Deep Wound) from target ally. For each remaining Condition, that ally is healed for 5…57…70 Health.Protection Prayers Martyr5110 Elite SpellTransfer all conditions and their remaining durations from your allies to you. Life Bond-1102 Enchantment SpellWhile you maintain this enchantment, whenever target other ally takes damage from an attack, half the damage is redirected to you. The damage you receive this way is reduced by 3…25…30.Protection Prayers Blessed Signet210 SignetFor each enchantment you are maintaining, you gain 3 Energy. You cannot gain more than 3…20…24 Energy in this way.Divine Favor 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 Mantra of Inscriptions1020 StanceFor 5…21…25 seconds, signets you successfully activate while in this stance recharge 10…34…40% faster.Inspiration Magic Blessed Aura-11022 Enchantment SpellWhile you maintain this enchantment, Monk enchantments you cast last 10…30…35% longer.Divine Favor Balthazar's Spirit-1102 Enchantment SpellWhile you maintain this enchantment, target ally gains adrenaline and 1 Energy after taking damage. (The amount of adrenaline gained increases depending on your rank in Smiting Prayers.)Smiting 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 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 Ailment5¾5 SpellRemove one condition (Poison, Disease, Blindness, Dazed, Bleeding, Crippled, Burning, Weakness, Cracked Armor, or Deep Wound) from target ally. For each remaining Condition, that ally is healed for 5…57…70 Health.Protection Prayers Guardian514 Enchantment SpellFor 2…6…7 seconds, target ally has a 50% chance to block attacks.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 Offering of Blood1¼1520 Elite SpellYou gain 8…18…20 Energy.Blood Magic 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. 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 | | 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 Enervating Charge1018 SpellTarget foe is struck for 25…45…50 lightning damage and suffers from Weakness for 5…17…20 seconds. This spell has 25% armor penetration.Air Magic Blinding Flash10¾8 SpellTarget foe is Blinded for 3…7…8 seconds.Air Magic Heal Party (PvP)15120 SpellHeal entire party for 30…66…75 Health.Healing Prayers Healing Breeze1015 Enchantment SpellFor 15 seconds, target ally gains +4…8…9 Health regeneration.Healing Prayers Windborne Speed10¾5 Enchantment SpellFor 5…11…13 seconds, target ally moves 33% faster.Air 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. |
Additional Information |
---|
Note: No names available.
This match is part of the Guild Wars World Championships.
The qualification process took place in each territory separately. The qualifying season began on October 1st, 2005, with a reset of the guild ladder. After three months, at December 31st, 2005, the top twelve ranked teams were to qualify for the regional play-offs of their territory. However, the number of teams actually entering the regional play-offs were only ten for Europe, ten for North America, and six for Korea.
At the end of the playoffs, the top two teams qualified to the Guild Wars World Championship Finals. The finals took place from February 17th to February 19th, 2006, in Taipei, Taiwan.
In addition, two guest teams, one from Taiwan and one from Hong Kong, played in an exhibition match. The winner was to face the newly crowned World Champion in the Taipei Challenge.
The match: Game 2 of 2
The second game of the match was played in LuM's guild hall, the Burning Isle, which presented a disadvantage to War Machine since their split-team strategy is difficult to execute on this map. Both teams ran to the center, but War Machine pushed past LuM and forced them back towards their base.
LuM fell back into their base to defend, killed two of the War Machine attackers, and started pushing WM back towards the Flag Stand. WM tried to press forward again, but LuM inflicted two more kills. WM continued to try to push their advance group past LuM in order to execute their split-team strategy, but each time LuM successfully defended and stopped the advance.
WM retreated to their base as LuM took control of the Flag Stand.. LuM used a Bond Web strategy, punishing WM for not bringing enchantment removal. After heavy fighting at the Flag Stand, LuM started to inflict heavy casualties on WM, pushing them back towards their base. LuM played very conservatively, holding the Flag Stand instead of pushing forward, waiting for a Morale Boost.
LuM got their Morale boost at the 11 minute mark. WM snuck one Warrior, Hiyo Gl Gg, past LuM to start attacking LuM's Bonder, forcing LuM to retreat to defend him. LuM successfully defended this attack and forced WM's Warrior out of their back line, then wheeled onto the offensive.
LuM made a hard push all the way back to WM's base. But WM had managed to hold the Flag Stand for two minutes before LuM could retake it, so their received a Morale Boost. After LuM retook the flag stand, WM made a hard press towards the center. WM broke through LuM's front line and managed to split them, successfully executing their trademark split-team strategy. LuM fell back to regroup. LuM slowly pushed WM back towards the flag, being very careful to prevent WM from splitting again and getting past them. WM player First Queen put pressure on LuM's Bonder again, forcing him to retreat.
As in the last game, as the battle raged back and forth, with LuM slowly building a Morale advantage. By the 20 minute mark, LuM hadn't lost a single player, whereas War Machine had taken many losses and was fighting at about half Morale. However, despite this, War Machine kept the pressure on LuM, forcing them to split up. Finally WM inflicted their first kill at 21:40 by surrounding a LuM player from all four sides.
The battle continued near LuM's base. LuM tried to force WM back, but WM managed to split them again, continuing the full court press into LuM's base. LuM successfully defended their NPCs and killed three WM members, and WM beat a hasty retreat out of LuM's base. However, WM's strong advance had helped them to hold the Flag Stand for two minutes again, and they received another Morale Boost at the 25 minute mark. After falling back, WM regrouped and pushed back to the Flag Stand. LuM tried to body block WM's flag runner, but the flag runner got past, so LuM attacked WM's Monks instead, killing one Monk. LuM held the Flag Stand and received a Morale boost at 27:15.
With Victory or Death imminent, War Machine wanted to rack up any NPC kills they could, so they returned to their split-team strategy and pushed into LuM's base, but LuM successfully defended and punished WM again by inflicting kills upon them. Yet at about the same time, WM got another Morale Boost at 29:30.
Victory or Death kicked off precisely at 30 minutes, as always. LuM marched forward slowly, making sure to protect their NPCs this time. One WM player snuck around and started attacking LuM's Guild Lord. LuM sent back a Monk and an Elementalist to defend their Guild Lord while the main battle continued in the middle. WM killed a LuM Warrior and both of LuM's NPC Bodyguards. LuM returned the favor by taking down both WM bodyguards.
WM inflicted two more casualties on LuM and started pushing them back. LuM regrouped in front of their base and started pushing back against War Machine, but WM still had one player infiltrating LuM's back lines. By 34 minutes, all of LuM's NPCs were down, while WM still maintained two NPC Archers. As in the last game, the balance of Morale started to shift in WM's favor.
LuM started to advance, but left one Elementalist in the back to cast a series of Blinding Flash spells on War Machine's Warrior. WM held the center and got a Morale boost. Next, WM managed to completely surround LuM player Emp Ftw, holding him in place by body-blocking him, and took him down. WM got two more kills on LuM and increased their pressure on the opponent.
At 35:00, surviving NPCs and Guild Lords started their advance to the center of the map. At this point, WM was preventing LuM's Guild Lord from advancing by engaging him in combat. LuM sent a player back to defend the Guild Lord, but War Machine killed the erstwhile defender. War Machine pushed hard and inflicted heavy casualties, killing most of LuM's team. Finally, at 37:47, they took down LuM's Guild Lord, bringing the match to an end in two of the most exciting games of the tournament thus far. |