Match InformationOther Information
Match Date:17 Mar 2006Flux:Credits:Taki
Occasion:Quarter-FinalsGuild Hall:Frozen IsleAdded to Site:21 Sep 2018 13:51:46 CEST
#5
#4
🏆
WarriorMesmer
Devastating Hammer
Devastating HammerDevastating Hammer
7
Elite Hammer AttackIf Devastating Hammer hits, your target is knocked down and suffers from Weakness for 5…17…20 seconds.Hammer Mastery
Crushing Blow
Crushing BlowCrushing Blow
510
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 Blow
Mighty BlowMighty Blow
7
Hammer AttackIf this attack hits, you strike for +10…34…40 damage.Hammer Mastery
To the Limit!
To the Limit!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 Skill
No SkillNo Skill
This skill is not known.
Frenzy
FrenzyFrenzy
54
StanceFor 8 seconds, you attack 33% faster but take double damage.
Rush
RushRush
4
StanceFor 8…18…20 seconds, you move 25% faster.Strength
Resurrection Signet
Resurrection SignetResurrection Signet
3
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.
WarriorElementalist
Charge!
Charge!Charge!
520
Elite ShoutAllies in earshot lose the Crippled condition. For 5…11…13 seconds, these allies move 33% faster.Tactics
Sever Artery
Sever ArterySever Artery
4
Sword AttackIf this attack hits, the opponent begins Bleeding for 5…21…25 seconds, losing Health over time.Swordsmanship
Gash
GashGash
6
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 Thrust
Final ThrustFinal Thrust
10
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
Shock
ShockShock
5¾1010
SkillTarget touched foe is knocked down and struck for 10…50…60 lightning damage. This skill has 25% armor penetration.Air Magic
Frenzy
FrenzyFrenzy
54
StanceFor 8 seconds, you attack 33% faster but take double damage.
No Skill
No SkillNo Skill
This skill is not known.
Resurrection Signet
Resurrection SignetResurrection Signet
3
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.
WarriorMesmer
Eviscerate
EviscerateEviscerate
8
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 Strike
Executioner's StrikeExecutioner's Strike
8
Axe AttackIf this attack hits, you strike for +10…34…40 damage.Axe Mastery
To the Limit!
To the Limit!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 Cunning
Warrior's CunningWarrior's Cunning
1060
SkillFor 5…10…11 seconds, your melee attacks cannot be blocked.Strength
Hex Breaker
Hex BreakerHex Breaker
515
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
Frenzy
FrenzyFrenzy
54
StanceFor 8 seconds, you attack 33% faster but take double damage.
Rush
RushRush
4
StanceFor 8…18…20 seconds, you move 25% faster.Strength
Resurrection Signet
Resurrection SignetResurrection Signet
3
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.
MesmerMonk
Energy Surge
Energy SurgeEnergy Surge
5215
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 Burn
Energy BurnEnergy Burn
10220
SpellTarget foe loses 1…8…10 Energy and takes 9 damage for each point of Energy lost.Domination Magic
Signet of Weariness
Signet of WearinessSignet of Weariness
230
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)
Mind Wrack (PvP)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
Diversion
DiversionDiversion
10312
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 Enchantment
Shatter EnchantmentShatter Enchantment
10120
SpellRemove an enchantment from target foe. If an enchantment is removed, that foe takes 14…83…100 damage.Domination Magic
Drain Enchantment
Drain EnchantmentDrain Enchantment
5220
SpellRemove an enchantment from target foe. If an enchantment is removed, you gain 8…15…17 Energy and 40…104…120 Health.Inspiration Magic
Resurrect
ResurrectResurrect
1058
SpellResurrect target party member. Target party member is returned to life with 25% Health and zero Energy.
MesmerMonk
Martyr
MartyrMartyr
5110
Elite SpellTransfer all conditions and their remaining durations from your allies to you.
Energy Burn
Energy BurnEnergy Burn
10220
SpellTarget foe loses 1…8…10 Energy and takes 9 damage for each point of Energy lost.Domination Magic
Diversion
DiversionDiversion
10312
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 Hex
Shatter HexShatter Hex
10110
SpellRemove a hex from target ally. If a hex is removed, foes near that ally take 30…102…120 damage.Domination Magic
Shatter Enchantment
Shatter EnchantmentShatter Enchantment
10120
SpellRemove an enchantment from target foe. If an enchantment is removed, that foe takes 14…83…100 damage.Domination Magic
Drain Enchantment
Drain EnchantmentDrain Enchantment
5220
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 Hex
Remove HexRemove Hex
518
SpellRemove a hex from target ally.
Resurrect
ResurrectResurrect
1058
SpellResurrect target party member. Target party member is returned to life with 25% Health and zero Energy.
ElementalistMonk
Ether Prodigy
Ether ProdigyEther Prodigy
51510
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 Orb
Lightning OrbLightning Orb
1525
SpellSend out a Lightning Orb that strikes target foe for 10…82…100 lightning damage. This spell has 25% armor penetration.Air Magic
Lightning Strike
Lightning StrikeLightning Strike
515
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 Flash
Blinding FlashBlinding Flash
10¾8
SpellTarget foe is Blinded for 3…7…8 seconds.Air Magic
Blurred Vision
Blurred VisionBlurred Vision
10112
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 Storm
Shard StormShard Storm
10110
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 Other
Heal OtherHeal Other
10¾3
SpellHeal target other ally for 35…151…180 Health.Healing Prayers
Resurrection Signet
Resurrection SignetResurrection Signet
3
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.
ElementalistMonk
Ether Prodigy
Ether ProdigyEther Prodigy
51510
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 Orb
Lightning OrbLightning Orb
1525
SpellSend out a Lightning Orb that strikes target foe for 10…82…100 lightning damage. This spell has 25% armor penetration.Air Magic
Enervating Charge
Enervating ChargeEnervating Charge
1018
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 Flash
Blinding FlashBlinding Flash
10¾8
SpellTarget foe is Blinded for 3…7…8 seconds.Air Magic
Blurred Vision
Blurred VisionBlurred Vision
10112
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 Prison
Ice PrisonIce Prison
10230
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)
Heal Party (PvP)Heal Party (PvP)
15120
SpellHeal entire party for 30…66…75 Health.Healing Prayers
No Skill
No SkillNo Skill
This skill is not known.
MonkMesmer
Mantra of Recall
Mantra of RecallMantra of Recall
10130
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 Fortune
Reversal of FortuneReversal of Fortune
5¼2
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 Condition
Mend ConditionMend Condition
5¾2
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
Guardian
GuardianGuardian
514
Enchantment SpellFor 2…6…7 seconds, target ally has a 50% chance to block attacks.Protection Prayers
Protective Spirit
Protective SpiritProtective Spirit
10¼5
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 Hex
Inspired HexInspired Hex
51
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
Divine BoonDivine 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 Purity
Contemplation of PurityContemplation of Purity
5¼10
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
MonkMesmer
Mantra of Recall
Mantra of RecallMantra of Recall
10130
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 Fortune
Reversal of FortuneReversal of Fortune
5¼2
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 Condition
Mend ConditionMend Condition
5¾2
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
Guardian
GuardianGuardian
514
Enchantment SpellFor 2…6…7 seconds, target ally has a 50% chance to block attacks.Protection Prayers
Signet of Devotion
Signet of DevotionSignet of Devotion
25
SignetHeal target ally for 14…83…100 Health.Divine Favor
Inspired Hex
Inspired HexInspired Hex
51
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
Divine BoonDivine 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 Purity
Contemplation of PurityContemplation of Purity
5¼10
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
WarriorElementalist
Eviscerate
EviscerateEviscerate
8
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 Strike
Executioner's StrikeExecutioner's Strike
8
Axe AttackIf this attack hits, you strike for +10…34…40 damage.Axe Mastery
Bull's Strike
Bull's StrikeBull's Strike
510
Melee AttackIf this attack hits a moving foe, you strike for +5…25…30 damage, and your target is knocked down.Strength
Shock
ShockShock
5¾1010
SkillTarget touched foe is knocked down and struck for 10…50…60 lightning damage. This skill has 25% armor penetration.Air Magic
Healing Signet
Healing SignetHealing Signet
24
SignetYou gain 82…154…172 Health. You have -40 armor while using this skill.Tactics
Frenzy
FrenzyFrenzy
54
StanceFor 8 seconds, you attack 33% faster but take double damage.
Rush
RushRush
4
StanceFor 8…18…20 seconds, you move 25% faster.Strength
Resurrection Signet
Resurrection SignetResurrection Signet
3
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.
MonkMesmer
Mantra of Recall
Mantra of RecallMantra of Recall
10130
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 Fortune
Reversal of FortuneReversal of Fortune
5¼2
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 Condition
Mend ConditionMend Condition
5¾2
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 Spirit
Protective SpiritProtective Spirit
10¼5
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 Devotion
Signet of DevotionSignet of Devotion
25
SignetHeal target ally for 14…83…100 Health.Divine Favor
Inspired Hex
Inspired HexInspired Hex
51
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
Divine BoonDivine 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 Purity
Contemplation of PurityContemplation of Purity
5¼10
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
MesmerMonk
Energy Surge
Energy SurgeEnergy Surge
5215
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 Burn
Energy BurnEnergy Burn
10220
SpellTarget foe loses 1…8…10 Energy and takes 9 damage for each point of Energy lost.Domination Magic
Shame
ShameShame
10230
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 Failure
Spirit of FailureSpirit of Failure
15320
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 Enchantment
Drain EnchantmentDrain Enchantment
5220
SpellRemove an enchantment from target foe. If an enchantment is removed, you gain 8…15…17 Energy and 40…104…120 Health.Inspiration Magic
Blackout
BlackoutBlackout
10112
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
Distortion
DistortionDistortion
58
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 Signet
Resurrection SignetResurrection Signet
3
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.
NecromancerMonk
Offering of Blood
Offering of BloodOffering of Blood
1¼1520
Elite SpellYou gain 8…18…20 Energy.Blood Magic
Vampiric Gaze
Vampiric GazeVampiric Gaze
1018
SpellSteal up to 18…52…60 Health from target foe.Blood Magic
Shadow Strike
Shadow StrikeShadow Strike
10215
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 Fear
Shadow of FearShadow of Fear
1025
Hex SpellTarget foe and all adjacent foes attack 50% slower for the next 5…25…30 seconds.Curses
Blood Ritual
Blood RitualBlood Ritual
52217
Enchantment SpellFor 8…13…14 seconds, target touched ally gains +3 Energy regeneration. Blood Ritual cannot be used on the caster.Blood Magic
Convert Hexes
Convert HexesConvert Hexes
15112
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 Other
Heal OtherHeal Other
10¾3
SpellHeal target other ally for 35…151…180 Health.Healing Prayers
No Skill
No SkillNo Skill
This skill is not known.
ElementalistMonk
Ether Prodigy
Ether ProdigyEther Prodigy
51510
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 Prison
Ice PrisonIce Prison
10230
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 Spikes
Ice SpikesIce Spikes
1510
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 Flash
Blinding FlashBlinding Flash
10¾8
SpellTarget foe is Blinded for 3…7…8 seconds.Air Magic
Blurred Vision
Blurred VisionBlurred Vision
10112
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 Storm
Shard StormShard Storm
10110
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 Mist
Armor of MistArmor of Mist
10130
Enchantment SpellFor 8…18…20 seconds, you gain +10…34…40 armor and move 33% faster.Water Magic
No Skill
No SkillNo Skill
This skill is not known.
ElementalistMonk
Mind Shock (PvP)
Mind Shock (PvP)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 Strike
Lightning StrikeLightning Strike
515
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 Prison
Ice PrisonIce Prison
10230
Hex Spell For 8…18…20 seconds, target foe's legs are encased in ice, causing the foe to move 66% slower.Water Magic
Gale
GaleGale
101510
SpellKnock down target foe for 2 seconds. (50% failure chance with Air Magic 4 or less.)Air Magic
Windborne Speed
Windborne SpeedWindborne Speed
10¾5
Enchantment SpellFor 5…11…13 seconds, target ally moves 33% faster.Air Magic
Aegis (PvP)
Aegis (PvP)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 Skill
No SkillNo Skill
This skill is not known.
No Skill
No SkillNo Skill
This skill is not known.
MonkMesmer
Energy Drain
Energy DrainEnergy Drain
5130
Elite SpellTarget foe loses 2…8…9 Energy. You gain 3 Energy for each point of Energy lost.Inspiration Magic
Reversal of Fortune
Reversal of FortuneReversal of Fortune
5¼2
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 Condition
Mend ConditionMend Condition
5¾2
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 Devotion
Signet of DevotionSignet of Devotion
25
SignetHeal target ally for 14…83…100 Health.Divine Favor
Protective Spirit
Protective SpiritProtective Spirit
10¼5
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 Hex
Inspired HexInspired Hex
51
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
Divine BoonDivine 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
Distortion
DistortionDistortion
58
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
No names available Game 1 of 2. Category: Guild Wars Factions Championship Season One Rounds: Quarterfinals Hall: Frozen Isle. -------------------------------------------------------------------------------------------------------------- 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)