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| 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 Mighty Blow7 Hammer AttackIf this attack hits, you strike for +10…34…40 damage.Hammer Mastery To the Limit!515 ShoutFor each foe within earshot (maximum 1…5…6), you gain one strike of adrenaline. For 10…18…20 seconds, your maximum Health is increased by 10…50…60.Tactics No SkillThis skill is not known. 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. | | 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 Frenzy54 StanceFor 8 seconds, you attack 33% faster but take double damage. No SkillThis skill is not known. 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 To the Limit!515 ShoutFor each foe within earshot (maximum 1…5…6), you gain one strike of adrenaline. For 10…18…20 seconds, your maximum Health is increased by 10…50…60.Tactics Warrior's Cunning1060 SkillFor 5…10…11 seconds, your melee attacks cannot be blocked.Strength 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 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. | | 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 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 Mind Wrack (PvP)517 Hex SpellFor 5…33…40 seconds, whenever this foe is the target of one of your non-hex Mesmer skills, that foe loses 1 Energy. If the target foe's Energy drops to 0, Mind Wrack ends and that foe takes 15…83…100 damage.Domination Magic Diversion10312 Hex SpellFor 6 seconds, the next time target foe uses a skill, that skill takes an additional 10…47…56 seconds to recharge.Domination Magic 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 Resurrect1058 SpellResurrect target party member. Target party member is returned to life with 25% Health and zero Energy. |
| Martyr5110 Elite SpellTransfer all conditions and their remaining durations from your allies to you. Energy Burn10220 SpellTarget foe loses 1…8…10 Energy and takes 9 damage for each point of Energy lost.Domination Magic Diversion10312 Hex SpellFor 6 seconds, the next time target foe uses a skill, that skill takes an additional 10…47…56 seconds to recharge.Domination Magic Shatter Hex10110 SpellRemove a hex from target ally. If a hex is removed, foes near that ally take 30…102…120 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 Remove Hex518 SpellRemove a hex from target ally. Resurrect1058 SpellResurrect target party member. Target party member is returned to life with 25% Health and zero Energy. | | 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 Blinding Flash10¾8 SpellTarget foe is Blinded for 3…7…8 seconds.Air 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 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 Heal Other10¾3 SpellHeal target other ally for 35…151…180 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. |
| 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 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 Ice Prison10230 Hex Spell For 8…18…20 seconds, target foe's legs are encased in ice, causing the foe to move 66% slower.Water Magic Heal Party (PvP)15120 SpellHeal entire party for 30…66…75 Health.Healing Prayers No SkillThis skill is not known. | | 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 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 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 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 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 |
| 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 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 Guardian514 Enchantment SpellFor 2…6…7 seconds, target ally has a 50% chance to block attacks.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 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 | | Eviscerate8 Elite Axe AttackIf Eviscerate hits, you strike for +1…25…31 damage and inflict a Deep Wound, lowering your target's maximum Health by 20% for 5…17…20 seconds.Axe Mastery Executioner's Strike8 Axe AttackIf this attack hits, you strike for +10…34…40 damage.Axe Mastery Bull's Strike510 Melee AttackIf this attack hits a moving foe, you strike for +5…25…30 damage, and your target is knocked down.Strength Shock5¾1010 SkillTarget touched foe is knocked down and struck for 10…50…60 lightning damage. This skill has 25% armor penetration.Air Magic Healing Signet24 SignetYou gain 82…154…172 Health. You have -40 armor while using this skill.Tactics Frenzy54 StanceFor 8 seconds, you attack 33% faster but take double damage. Rush4 StanceFor 8…18…20 seconds, you move 25% faster.Strength Resurrection Signet3 SignetResurrect target party member. That party member is returned to life with 100% Health and 25% Energy. This signet only recharges when you gain a morale boost. |
| 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 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 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 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 | | 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 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 Spirit of Failure15320 Hex SpellFor 30 seconds, target foe has a 25% chance to miss with attacks. You gain 1…3…3 Energy whenever that foe fails to hit in combat.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 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 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. |
| Offering of Blood1¼1520 Elite SpellYou gain 8…18…20 Energy.Blood Magic Vampiric Gaze1018 SpellSteal up to 18…52…60 Health from target foe.Blood Magic Shadow Strike10215 SpellTarget foe takes 12…41…48 shadow damage. If that foe's Health is above 50%, you steal up to 12…41…48 Health.Blood Magic Shadow of Fear1025 Hex SpellTarget foe and all adjacent foes attack 50% slower for the next 5…25…30 seconds.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 Convert Hexes15112 SpellRemove all hexes from target other ally. For 8…18…20 seconds, that ally gains +10 armor for each Necromancer hex that was removed.Protection Prayers Heal Other10¾3 SpellHeal target other ally for 35…151…180 Health.Healing Prayers No SkillThis skill is not known. | | 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 Prison10230 Hex Spell For 8…18…20 seconds, target foe's legs are encased in ice, causing the foe to move 66% slower.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 Blinding Flash10¾8 SpellTarget foe is Blinded for 3…7…8 seconds.Air 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 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 Armor of Mist10130 Enchantment SpellFor 8…18…20 seconds, you gain +10…34…40 armor and move 33% faster.Water Magic No SkillThis skill is not known. |
| Mind Shock (PvP)51810 Elite SpellTarget foe suffers 10…42…50 lightning damage. If you have more Energy than target foe, that foe suffers 10…42…50 more lightning damage and is knocked down. 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 Ice Prison10230 Hex Spell For 8…18…20 seconds, target foe's legs are encased in ice, causing the foe to move 66% slower.Water Magic Gale101510 SpellKnock down target foe for 2 seconds. (50% failure chance with Air Magic 4 or less.)Air Magic Windborne Speed10¾5 Enchantment SpellFor 5…11…13 seconds, target ally moves 33% faster.Air Magic 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 No SkillThis skill is not known. No SkillThis skill is not known. | | 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 Signet of Devotion25 SignetHeal target ally for 14…83…100 Health.Divine Favor 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 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 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 |
Additional Information |
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No names available
Game 1 of 2.
Category: Guild Wars Factions Championship Season One
Rounds: Quarterfinals
Hall: Frozen Isle.
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Because RenO was ranked higher at the end of the ladder season, the first game took place on RenO's home turf, the Frozen Isle.
RenO came into this game with a split build consisting of two seemingly almost identical teams of one Warrior/Elementalist, one Mesmer/Monk, one Elementalist/Monk and one Monk/Mesmer. One Warrior used an axe and Eviscerate while the other had a sword and used Charge. Both were equipped with Shock, a good point-blank guaranteed knockdown. Both Elementalists used the popular Ether Prodigy as their elite skill, while one focused on Lightning and the other had a mix of Water and Lightning skills.
EW, on the other hand, ran a fairly straightforward spike build. Their team consisted of two Warrior/Mesmers, one Mesmer/Monk, two Elementalist/Monks, two Monk/Mesmers and one Necromancer/Monk. One of their Warriors ran Devastating Hammer while the other one was an Eviscerate axe Warrior. The Mesmer had Martyr for his elite skill, but spent most of his time in this game using Shatter Hex, Shatter Enchantment and Diversion.
Right off the bat, RenO split their team into two groups of four. One team used Charge to get to EW's base as fast as they could around the west passage of the map, the other team headed for the flag stand.
EW stayed together in a single team of eight, and took the flag stand right away. As soon as they saw that RenO had split, they sent their Necro, one of the Elementalists and one of the Monks back to protect their NPCs. They succeeded in driving the RenO split team away, but not before losing three of their archers.
Meanwhile, at the flag stand, EW's team of five successfully kept RenO's team of four from capturing the watchtower. EW got their first morale boost 2:42 minutes into the game. As EW's defense team joined up with the rest at the flag stand, they managed to take two quick kills, and RenO backed off to split up once more. EW chased the RenO offensive team through the center, forcing them to stay on the run and hindering them from killing any archers or bodyguards. RenO gathered up at the flag stand but split up once more as the entire EW team headed for them. This time, RenO's offensive split team managed to kill one more archer before being driven out of the EW base by a defensive team of three.
The Esoteric Warriors took another kill at the flag stand and kept constant control of the watchtower. This prompted RenO to try a different tactic. Around 12 minutes into the game, they took the fight at their side of the flag stand, 8 vs. 8. This battle continued for almost 12 more minutes, with EW taking a clear lead. They kept complete control of the watchtower and earned six kills to RenO's two. It was clear that their spike build was more suited for 8 vs. 8 straight combat than RenO's split build.
A little over 23 minutes into the game, RenO finally abandoned this approach after taking a couple of deaths in a row. They backed up to their NPCs while sending three players towards EW's base through the western passage. EW responded by backing off with their entire team, but after some running around, they ended up sending their defensive team of three back to deal with the split while the other five attacked the RenO base. RenO killed a bodyguard of EW's while EW slew a few archers and got several player kills. The 30-minute mark was approaching fast, and it looked like there was no way Esoteric Warriors could lose this one. Their morale was +10 across the board, and although they were at a slight NPC disadvantage due to the loss of a bodyguard, it didn't seem like it could compare to the massive death penalty advantage they had.
The Esoteric Warriors backed off in preparation for Victory or Death, and congregated in the center area of the map. As the NPCs from both bases started to move, they began to head for the flagstand. RenO also headed for the flag stand, but at the same time they pulled a clever move. They sent one Warrior through the western passage to attack EW's NPCs as they left the base.
Using some skillful aggro management, this Warrior isolated a bodyguard and went 1-on-1 with the NPC while the archers stayed on course to the watchtower. However, EW became wise to the scheme and sent their flag runner E/Mo home to handle it before the bodyguard died.
Unfortunately for EW, the damage was already done. All of EW's NPCs had been delayed enough to arrive too slowly at the flag stand, where they were met by two bodyguards and a gaggle of archers already on top of the hill. RenO with NPCs not only outnumbered EW and their NPCs, but also had the terrain advantage and the flag stand.
By the time EW's bodyguard arrived, the team that had so recently seemed unstoppable had already lost archers, and it was too little too late for EW to turn the fight around. Around 32 minutes into the game, RenO got their first morale boost, negating the last advantage EW had. The Esoteric Warriors held out until their Guild Lord charged into the watchtower area, but the game ultimately belonged to The Benecia Renovatio.
Afterwards, Obscura of EW admitted their tactical mistake near the end of the game. If they had ignored the flag and the NPCs when Victory or Death rolled around, and chosen to try to fight 8-versus-8 at RenO's Guild Lord instead, the outcome might have been different.
~Adam Sunstrom (GuildWars.com)
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