Talk:Costume Brawl/Archive 1

Who Killed Bobby!
On the official site says that you should be able to "brawl" on the 26th's... but it's that date and no Bobby... soo... Who Killed Bobby! :( Tomoko 13:19, 26 October 2007 (UTC)
 * Nobody killed me, honest. At the time you wrote this, I was wondering where I was too. lol If you've not seen me it's because work has kept me away from GW most of the weekend. I'll try and do better though in the future. (Note: Since my RL name is Bobby, I got a real kick out of seeing it in my FAVORITE game of all time) Corwin Andros 18:59, 30 October 2007 (UTC)
 * Note: The Bobby NPC was place in the game a few hours after the NPC. Patience, people; there are 24 hours in a day! :) -- Gaile [[Image:User gaile_2.png| ]] 18:32, 10 November 2007 (UTC)

Discussion
No leading attack for the female assassin?
 * Golden Phoenix Strike doesn't need one.Kabu To 19:55, 26 October 2007 (UTC)
 * No need... just need to be enchantedSorsscriba 21:10, 26 October 2007 (UTC)
 * I wanna kill myself for having to run Breeze on my monk might as well give me mending. Antiarchangel 00:08, 27 October 2007 (UTC)
 * What you say?! Everyone knows smite/heal hybrids are the best kind of monks!! 68.225.201.96 00:11, 27 October 2007 (UTC)
 * Just about all the bars are pretty close to a usable pvp bar... but the monk one appears to just be anet's way of saying "no monks allowed in this arena!" Pluto 00:35, 27 October 2007 (UTC)
 * Burning Arrow Searing Flames and Deep Wound Sins meet Melandru's Dervish. GG. Dancing Gnome 01:08, 27 October 2007 (UTC)
 * Wait... there are non-deep wound sins? Oh, you mean terrible sins with bad bars?  They don't count. In other news, mel derv > crip slash too =( Pluto 01:18, 27 October 2007 (UTC)
 * Shield Bash = GG sin combo then cripple to kill the sruggleing creature. Mesmer = strip enchant to stop sin from being able to get their attack off, if they see you coming there is no way for you to hit them, monk.. well the monk just sucks, Derv owns 99% of people in this arena, Ele is good until they come up against a Derv. It's balanced and yet its not. It is a lot of fun though.Dancing Gnome 02:26, 27 October 2007 (UTC)

I think Rangers are the strongest here. They can run to every shrine as a capper and run away from those that are mobbing him. Pin down also keeps enemies from escaping and with a hit and run strategy, can easily take down melee opponents (unless they in melandru form). they are strong against elementalists and can use distracting shot to keep SF spammers from doing too much damage. They can interupt heals by anyone. They do some nice pressure damage with Burning Arrow(and interrupting the heals allows them to kill their targets). The arent affected by the blind elementalists give. They can spread poison to everybody or just as more degen damage. They will only have trouble killing a melandru dervish and necros (losing against necros is only in a non-1v1 scenario) and against these guys, Rangers can just run away.

What's the best winning streak so far? so far i was in one before i got bored and left and it was 20 wins is there any higher streak? ~C.C


 * I managed a 11-win streak, but that's it. Ran into serious lag and lost a player on the 12th match.
 * ...just to note, triple-'Sin team is ownage. Especially if the 'Sins know how to play. I ran a 'Sin, with two other 'Sins, a Ranger, and a fifth player who left after a while (so we had a Dervish, then a Necro, then a second Ranger). Completely rolled everything... got a few flawless victories. It's especially fun when you set up a decent front line, then the 'Sins take turns AoD-jumping in, unleashing combos, and popping back out. Got one flawless in the one arena with the Base Defense effect. To add insult to injury, we wiped them off the map, then chased the team back to their own base, and proceeded to annihilate them inside their own base. With the Ranger keeping them down from outside the door, and all the 'Sins with AoD anchors outside the base, it was a pretty one-sided match. So much for damage bonuses in their own base, doesn't help against three combos going off at once. --[[image:User_Jioruji_Derako_logo.png]] Jïörüjï Ðērākō.> .cнаt^  10:24, 27 October 2007 (UTC)

GG anet, as usual u make it so that Derv owns everything.. have they written anywhere that they love dervs and hate every1 else, or do they still think we dont know? 81.225.201.81 22:19, 27 October 2007 (UTC)

I think it's a lot of fun, but if you don't have a dervsih on your team, you're bound to lose. And the reason monks have their build... probably because some new players use smiting prayers, because heck I remember thinking smiting prayers were the way to go when I first started playing. Anet doesn't want to alienate their newer members. But yes, again, I do agree that without a dervish you WILL lose. --Alreajk

Dervish vs necro build strip enchantments and plage touch make it very easy to wipe out a derv.
 * Would have been nice if the dervish wasnt so imba, seriously what the hell was the balancer thinking. I was on a team where the Dervish was able to solo 2 rangers and a sin, they couldn't do any damage because their entire builds were based on conditions. Melandru's is broken in normal PvP when you don't need to worry about one trick poney builds, but here where Warrior, Sin, Ranger and Ele all COMPLETELY rely on conditions how fair is that? To further take sins down give them a gimpy combo, if they use shield bash RIGHT after Horns of the Ox, which is REALLY easy to do, you are screwed, you can't finish your combo and get your conditions on them so you can use signet of malice, you don't have any energy cause Falling Lotus was blocked and they will cripple you and pick you off while laughing. If they own the battle cry shrin GG sins without a snare. Dancing Gnome 07:46, 28 October 2007 (UTC)

I have NO idea what you are talking about for monks! i took on a dervish and a necro at the same time and won with my monk... and we got 10 consecutive wins without ANY dervish, i really dont know what you guys are on about... Hime-chan 12:13, 28 October 2007 (UTC)

The Dervish is only "imba" while their avatar is active, which is 54 seconds; also keep in mind that the Avatar costs 25 energy, and the Dervish has, you guessed it, 25 energy. So basically, immune to all conditions, extra health, but deals less damage to Rangers and has low energy. Warriors can still deal damage well without conditions, and all the important defensive stuff still works; Assassins can still keep the Dervish flat on his back, and Twisting Fangs does good damage without the conditions; Elementalists still have the option to wipe out the rest of the opposing team; Rangers can interrupt the Avatar, or simply apply pressure from a distance, even without conditions. If the Dervish waits until the last moment to activate, then they're prone to interrupts and will be low on energy; if the pre-cast, then they've got limited time to spend hurting people. Once the Avatar's down, they've got a skill with a downside they can't handle (self-applied damage reduction anyone?), and the rest isn't much better. Dervish is a complete house when the Avatar's up, but for the other half of the time, they're weak to everything, just like normal. If you get killed by a Dervish in-form, then the opponent knows how to use it. Don't worry, you'll get revenge in about 50 seconds. If they kill you without the form, then they're just a bit better then you, suck it up and focus on your own class a bit more. Every class has great uses in here, you just need to figure them out... some are better-suited to the game type, is all. -- Jïörüjï Ðērākō.> .cнаt^  13:21, 28 October 2007 (UTC)


 * Its funny that people think dervs are imba in this match set, you don't have to fight the derv if you don't want to. Not only can you disrupt melandru's avatar if they use it in the middle of battle, but if they use it out of battle you run the fuck away and get all your teammates to run too. Also keep in mind that even the most imba derv dies quickly in a three on one. In a fair, even fight where no one runs away, sure, derv should kill almost any other class, but c'mon people, pvp isn't about fair fights, this is about ganking down that overpowered bastard 4 to 1 and then running away from his reinforcements. -Vortex Malis Eterna, 25 consecutive win streak without a single dervish on his team
 * Although it's currently a lot of fun, Smiter's Boon builds would have been better imho.Might have gone a long way towards getting smite a little bit more use. The current one is very discouraging to many players. Dancing Gnome 11:46, 29 October 2007 (UTC)
 * I think they purposely avoided most healing for this game, to avoid prolonged matches and whatnot... notice how Monks only get Healing Breeze, Ritualists get a single heal as well, Dervishes get one, but that's it. Ten professions, a total of three targeted heal spells... not to mention, no Resurrection Signets on any bars (not like you need them much, of course, but point still stands). The Monk is a straight-up Smiter, and the Ritualist is a Channeling Magic offense type. If Monks and Ritualists could actually heal in here, think how much more this would become RA rather then Hero Battles... "no healer? /ragequit." "they've got a healer? /resign." --[[image:User_Jioruji_Derako_logo.png]] Jïörüjï Ðērākō.> .cнаt^  17:55, 29 October 2007 (UTC)

you make me smile. I have won in RA 15 consec times with no healer. /resign cuz you don't have a healer? sad. I always hate when people give up without trying, just shows they have no confidence in their own build. Roflmaomgz 17:43, 19 October 2009 (UTC)


 * Then they could have at least done a decent signet targeted smiting bar, not the garbage we were given. Smiter's Boon is hardly equivalent to a real healer anyways. Appearently you also havn't fought the 2+ monk or rit teams. Dancing Gnome 18:22, 29 October 2007 (UTC)
 * 2+ Monk teams? Might have seen one or two, but I was in a 3-'Sin team at the time. Offense for the win. --[[image:User_Jioruji_Derako_logo.png]] Jïörüjï Ðērākō.> .cнаt^  18:25, 29 October 2007 (UTC)
 * The derv is broken though. It not only has that condi immunity, which makes it > just about everything else in this format, but it has a speed boost with a longer duration than recharge.  So sure, you can try to just run away... but he'll catch you if you;re not a fire ele with flame djinn's.  Anyway, the monk bar still fails.  The rit is way too much better than the monk at supporting  his team with an actual direct heal (breeze doesn't count, neither does sig devo) and ancestors. Pluto 03:51, 30 October 2007 (UTC)
 * Imho Rit's much more broken then derv. he's got great healing compared to all others (elite-spirit+4-recast 100 health and up to 2 cond remove+150-heal weapon spell) appliable to teammates, considerable dmg with not to be forgotten synergy to searing flames (yes, even random groups can call), and great aoe-dmg to break balling players, which happens often cause of random groups.

Prince Rurik?
I heard a rumor in Lion's Arch that certain story characters were available in this special mode. Characters include Prince Rurik, King Jalis Ironhammer, Shadow, etc. But then again, this is the same place where I heard that they were raising the level cap to 40, so take this with a grain of salt. --68.207.156.253 19:50, 22 October 2008 (UTC)Kaysan Smithee

Weapons?
When you enter the arena, weapons drop for you to use... Morgahn gets at 15^50 spear and a blank shield. --Santax (talk · contribs) 07:45, 27 October 2007 (UTC)


 * 'Sins get a 15^50 dagger set, with no other mods. You're generally best off with your own weapons, but the drops are nice for outfitting Heros (because they're customized). --[[image:User_Jioruji_Derako_logo.png]] Jïörüjï Ðērākō.> .cнаt^  10:24, 27 October 2007 (UTC)
 * Can you mod the dropped weapons? L' yra V' alo [[Image:User_Lyra_Valo_LVsig.jpg]] 14:44, 27 October 2007 (UTC)
 * I noticed that the bonuses from your own weapon seems not to work. At least not for staffs with more energy.. poke | talk 15:00, 27 October 2007 (UTC)
 * I think its silly that paragons get shield drops with req 9 command but they have 8 points in command Barinthus 03:15, 31 October 2007 (UTC)
 * At least they get a Req. 9... --[[image:User_Jioruji_Derako_logo.png]] Jïörüjï Ðērākō.> .cнаt^  14:09, 31 October 2007 (UTC)
 * LOL! True! Barinthus 15:16, 31 October 2007 (UTC)

Necros dont even get a weapon they can use! so uncool. Also, all mods work except HP and Energy mods (and possibly unconditional armor mods), as far as i can tell. My necro was fastcasting faint and enfeeble when i had cast speed increases on. Ubiquitous

Can someone tell me if brawn over brains gives a disadvantage in costume brawl? Also, what about using the Reduces duration on you by 20% shields and runes, do those work also? They could be useful tips for PvP only chars if they do. 24.56.247.13 04:54, 30 October 2008 (UTC)

Build Strategies?

 * So far I've only got experience with Assassins in here, I didn't spend much time on any of the others. But they completely pwn. The AoD > GPS > HotO > Falling Lotus > Fangs combo decimates most opponents. You need to watch out for Elementalists, as they can blind; if you get the knockdown fast enough, you can stack conditions for Signet of Malice and kill them at your leisure. Mesmers are also a problem, with Empathy, and Shatter Enchantment for AoD; not to mention, the Assassin's energy pool is already limited, so E-denial kills combos. Don't forget you can skip from Phoenix to Fangs if you need to. A Dervish with Melendru is still weak to knockdowns; Rangers can run, but they can't hide; Monks can only signet-spike you so many times; Necromancers don't have much to offer against 'Sins; Paragons can't remove conditions fast enough; opposing 'Sins will die, if you manage to get your KD off first; Warriors, about the same. The quicker you get off Fangs, the faster you can remove the effects of Crippling Slash. Ritualists are a slight problem, just remember that a Spirit counts as an ally, which will render Horns of the Ox useless. Skip to Fangs, and keep up pressure.
 * General tactics? Use AoD every chance you get, activate your attack chain as fast as possible. Use Shadow Refuge whenever your health is even close to 50%, you can even use it at 75% just to stay topped off. Refuge counts for Phoenix Strike too, so use that to your advantage. If there's multiple opponents near to each other, skip Horns and Lotus and just use Phoenix > Fangs. And be quick to cancel AoD if a foe starts applying too much pressure. Run, hopefully make them follow, then activate Shadow Refuge when your attacks recharge, and take them on. A second attack chain is normally too much to handle. --[[image:User_Jioruji_Derako_logo.png]]<font color="#237d00"> Jïörüjï Ðērākō.> <font color="#237d00">.cнаt^  10:24, 27 October 2007 (UTC)
 * "Necromancers don't have much to offer against 'Sins" -- not usually, but as a Necro, I've found that I'm actually winning 1-on-1s with the sins here, rather than my usual dead in 4 seconds. :D Piling on the degen, removing Shadow Refuge, transferring the conditions, then finishing off with the signet seems to work most of the time. Biscuits [[Image:User Biscuits sig.png]] 17:15, 27 October 2007 (UTC)
 * Rangers don't need to run or hide. One interrupt to break the chain before it starts, the other interrupt to keep Shadow Refuge off, and pile on the degen = dead assassin. And then there's necros... It's just so cute when they run up to someone thinking they're going to get off Plague Touch. Like I don't know exactly what they're doing and have my finger poised over Distracting Shot. ;) - Tanetris 17:49, 27 October 2007 (UTC)
 * Yep, distracting shot is a bit worthless on Rangers that know what to expect from the Necro's. But when a warrior is hacking on you with crippling slash... that's when it's fun hehe (or deep wound dervishes). It would be nice to give the SF Ele's some payback too, but it's usually easier to give their Warrior/Assasin/Dervish friend that's scratching your arm the burning instead. Biscuits [[Image:User Biscuits sig.png]] 18:48, 27 October 2007 (UTC)
 * I've personally not run into any Necromancers who managed to put up much of a fight; the degen is bad, but Shadow Refuge covers it. Strip Enchantment is good for undoing AoD, but only if you use it before they land their knockdown; otherwise, you've got the choice of sticking around to use Plague Touch (after they've already landed the full chain), or sending them away while you still have conditions. If used correctly, the Necromancer can take down a 'Sin, but you really need to be ready for them, and a good Assassin will hopefully have the element of surprise there. And I've found that most Assassins figure out their bar faster then most Necromancers do (straightforward attack chain vs. hexes and counters that involve some thinking), so generally, Assassins are beating Necromancers. --[[image:User_Jioruji_Derako_logo.png]]<font color="#237d00"> Jïörüjï Ðērākō.> <font color="#237d00">.cнаt^  01:45, 28 October 2007 (UTC)


 * To note, Necromancers are pretty nasty if used correctly. Faintheartedness and Enfeeble on anything that attacks, and they're pretty much shut down; if you're lucky enough to not be the Assassin's target, don't waste time getting those up. If you are the target, try as quickly as you can to get them up anyway; Enfeeble, then Plague Touch before they can remove their own conditions, and you have a good chance of surviving.
 * Cast Syphon Life on as many people as you can, for extra health regen; rip enchantments off Elementalists to kill their energy, and if you're fighting a Monk, save Strip Enchantment for Healing Breeze. Reaper's Mark is your cheapest Hex, and also your strongest, so it's easy to stick on just about anyone; use it on people about to die as well, to turn it into extra energy. Don't forget about Faintheartedness's health degen as well, it works perfectly on casters too, just to max out degeneration.
 * Signet of Lost Souls will refill energy when targets drop low, so make sure to use it whenever you get a chance. Barbed Signet can help speed things up, too, but due to the longer cast time, it's best saved for after you've gotten the important stuff (the hexes) up and running. And if you run into an Elementalist, stand next to an opponent and hit Plague Touch the moment any Burning appears, to turn their skills against them. Works especially well if you pile your anti-melee skills on a Warrior or Ranger, then simply let the Elementalist set you aflame. Providing they don't see what you're doing, they'll be more then happy to keep supplying you with conditions to pass along. --[[image:User_Jioruji_Derako_logo.png]]<font color="#237d00"> Jïörüjï Ðērākō.> <font color="#237d00">.cнаt^  07:13, 28 October 2007 (UTC)

Costume Brawl
Please make Costume Brawl like Arenas or Ab. I mean: Make it as new pvp place. Don't remove it when event ends cuz its so fun and attractive. Make a new npc at Temple of Balthazar like Kurzick and luxon npc stands there forever. Please :) Enar
 * can you please and also make extra characthers to choose from. -- The Warior Of Timi 15:29, 27 October 2007 (UTC)
 * These sorts of events are supposed to be special, not something thats' meant to be permanent. Because, if you could do the Snowball Arena all the time, no one would do it because they would be sick of it. The idea behind these events is to make you want to do them, by making them very rare occurances. [[Image:UserDrago-sig.gif]]  Drago  15:33, 27 October 2007 (UTC)
 * Glad you're enjoying the Brawl, guys. I will ask about how permanent we intend to make it, sure. There are special holiday-only types of mini-games, but this may be one that we extend. Will let ya know! -- Gaile [[Image:User gaile_2.png| ]] 17:50, 27 October 2007 (UTC)
 * If Costume Brawl is going to be longstanding (or even if not, really), could we get some basic NPCs in the outpost? Priest of Balthazar and Xunlai storage? - Tanetris 06:58, 28 October 2007 (UTC)

To be honest, I would just like the new arenas that were included with Costume Brawl...they're absolutely gorgeous, and it's kind of a waste to just use them for a one-year event...


 * If not a Costume Brawl, simply another similar arena, with set skillbars, would be pretty awesome. I really love how it comes down to real skill when all players are stuck with the same bars; you always have the "rock-paper-scissors" thing going for classes, but that just stops it from being boring. A Set-Skills Arena would be great as a permanent addition, you could even have the skillbars cycle ever month or so. --[[image:User_Jioruji_Derako_logo.png]]<font color="#237d00"> Jïörüjï Ðērākō.> <font color="#237d00">.cнаt^  07:18, 28 October 2007 (UTC)
 * Permenant change may ruin it slightly but i recon it would be cool. just make sure you dont give out as much balthazar faction on it though because that would be abused. You also would get a pretty good weapon at the start, no problem really because you may not have the stat requirment anyway to use it outside the brawl lol. Well i had ago at it and enjoyed it but i cant play often because college and work which happen to be this week when halloween items are given out. :( i'm going to miss the hats. It would be cool to see this happen again though maybe at wintersday, with different npcs.... a nice variety, you could event make permenant potions that turn you into the npc. You would have to give it a level 20 requirment though...--Smithyben 21:09, 28 October 2007 (UTC)
 * It would be cool if it was an arena which had set builds for classes, but they changed the builds every month or so. I was also thinking it would be a lot of fun to have the same Hero Battle style maps but in RA style like it is now, only you can bring your own builds. My suspicion is these maps will become new HB maps in the future. This is definitely my favourite festival game though. Dancing Gnome 20:26, 29 October 2007 (UTC)

I agree with both the points of view that costume brawl is (1) an excellent addition because of the emphasis on skill (2) Would be a bit less special if it were permanent. To reconcile the two points of view I think it'd be best if the brawl was a semi-regular event. My personal preference would be that brawl open and close at the same time as weekend events. I.e., brawl would be open each weekend, except during holiday events like Wintersday. This way people who enjoy brawl could look forward to the weekend, even if the concurrent weekend event didn't interest them.

I also agree that it would be important for the skill bars to change periodically. They could all change once every 1 or 2 months, or maybe change 1 profession's bar each week and keep that new skill bar until all the other professions have changed.

Lastly, I think it'd be awesome if there was the option of grouping with one person in the brawl outpost. This team of 2 would be randomly teamed with 3 other people. Similar to AB, this would give people the option of experiencing brawl with a guildie/friend, while still preserving the benefits of random groups (random groups don't need everyone coordinated on Vent/TS in order to consistently win). In addition to the social experience, being able to enter brawl with a buddy would also help keep brawl special longer because people would be promoting the event by asking their friends to join them.Friar Khan 04:36, 30 October 2007 (UTC)

I completely agree with you Friar Khan, being able to group up with people in Costume Brawl would make things a little more interesting. If it were to become a perminent part of Guild Wars then there would have to be another mini game for next halloween; might I suggest a costume brawl where you fight as Grenth, one of the headless horsemen. Maybe someone else has some better ideas. -- Metaltailz 04:39, 26 October 2008 (UTC)

Some players can't leave?
Hi. My new guildmate says that he cannot leave. He can go to guild hall, and I explained the Travel Boat to him. He says he doesnt have the Travel Boat. Is this an issue for people who have not traveled to Temple of Balthazar or don't have the boat yet? I want to see if I can join him in our GH and I can warp back to LA with him.


 * ...hmm, I ran into an issue like this once... visited someplace before I'd unlocked Great Temple. I forget how I fixed it... has he tried visiting the Guild Hall, then clicking Leave Guild Hall? If that brings him right back to the arenas, then perhaps your idea would work. If it doesn't, then ANet will probably need to add an Exit NPC to the Costume Brawl... --[[image:User_Jioruji_Derako_logo.png]]<font color="#237d00"> Jïörüjï Ðērākō.> <font color="#237d00">.cнаt^  01:38, 28 October 2007 (UTC)


 * The fix is pretty simple - get your guildie into your guildhall. Go into an outpost he has previously visited. Now, enter the GH, invite him into your team (important! You must be the leader). Press 'leave guildhall'. Poof, both of you are in the outpost. --Torins 16:05, 28 October 2007 (UTC)


 * Not so great for guildless people though. ;) I think a simple "return to town" NPC would be a more appropriate fix, like there are for things like the Dragon Arena. Biscuits [[Image:User Biscuits sig.png]] 18:29, 28 October 2007 (UTC)
 * This was fixed in a live build. -- Gaile [[Image:User gaile_2.png| ]] 18:33, 10 November 2007 (UTC)

Dissapointed with Costume Brawl Rewards :(
Why do we only get 7 gamer points!? Thats what makes me the angriest, mostly cause I'm working on my rank1 Skillz title, and 7points and a gift worth 250g just isn't worth it.

It would be really nice if they could change it to 10points. I'm sure even more people would do it than. (it would be nice if the winning team got two or three presents also, seeing as how they are ten minute matches.) Just the way I see it, rollerbeetle takes like 3minutes, and the winner gets 7points... this takes up to ten, and we only get 7 :(.
 * Well it's usually not a FULL 10 minutes, but yeah, I'd like to see 10. Bit late to adjust it, however. Vael Victus 19:15, 28 October 2007 (UTC)

Although I do think the gamer points awarded for Costume Brawl are a bit too small, the trick-or-treat bag award isn't much of a problem for me...much easier to farm them from enemies. By the way, Gaile, A-net did a nice job on the new Halloween items.
 * Quote " 7points and a gift worth 250g just isn't worth it. ", You do realise that they dont have to give you anything.. be happy with what your getting, you could be getting 1 point. Crazy 12:44, 29 October 2007 (UTC)
 * The game title is only available during these holiday events, is incredibly high to get any rank in, and this event is very, very slow compared to racing or arena. He doesn't need to "be happy with what your[sic] getting" - he has a legitamate complaint!  --Mystisteel 00:32, 30 October 2007 (UTC)

Thank you for supporting me. Yes, the gamer title track is EXRTEMELY hard to advance in because you can only earn points with an event. If your someone who has a job/school or anything to attend it's extremely difficult to be able to attend all of these events. In my opinion, the first title starts WAY too high. I would love to see the title revamped, kinda like the Kurzick/Luxon titles. 1000 wins at 7points a win is 143 wins... which is crazy because you only get the points if you win. Seeing that every match averages at about 7 minutes, that would take over 17 HOURS OF WINNING. Thats saying that you are going consecutive with all of these wins. Calculate the chance that you get a bad team (which seems to be at about 90% right now because everyones leeching by downloading crap, or minimizing GW) and its probaly gonna be over 2 days of playing with no breaks at all... not even to eat or go to the bathroom. At least, it would be nice to give rewards to consectutive wins (7points for first win, 8 for second, 9 for third, etc... untill like 15) that would give peeps that have a life to be able to get the title. I also personally think its CRAZY how high your making the title go... up to a tier 12? Has anyone even made like title 5 yet? I've never seen someone with a higher rank than nunchuk skills. Look at HA... r15 is already CRAZY, but at least you can HA whenever. r12 for this is most likely gonna be 100k... 100k points from just costume brawl would take 486 days of winning every match... seeing as theres an event about once every three months... yea. Hopefully now you realize how ridiculus the title is.

huh? i am a student and i have Pro Skillz (2) with 2'330 pts... 300 of which i got in this event. well, i wouldn't have anything against getting even more pts :) - <tt>Y0_ ich_halt </tt> 18:57, 10 November 2007 (UTC)

A Humble Request
Please...please force the download of whatever files folks need for this event. Most PvPs are going to have their maps already, but this is a very social event, with lots of first-timers. During peak time tonight, just about every group I was in had at least one person loading after the game was finished, and most groups had between 2 and 3 people loading well into the battle (10+ points). New folks don't know about gw.exe -image. Please, force 100% of whatever is needed (not weapons, as they vary, but certainly maps and character skins for these specific "heros") to the client for these events after you talk to Bobby but before you ...--151.203.181.102 04:47, 28 October 2007 (UTC)
 * Nine out of ten games will have at least one person who did not load. This is bad over site. Dancing Gnome 18:23, 29 October 2007 (UTC)

Faction
I got 100 Balthazar Faction for a regular victory, and 90 faction when the other side resigned while we had 18 points, so I'm guessing the winning team gets 5 faction per point. -- Gordon Ecker 06:30, 28 October 2007 (UTC)
 * Sounds about right... isn't it the same for Dragon Arena or the like as well? Probably just a set amount of faction you earn in all those minigames... --[[image:User_Jioruji_Derako_logo.png]]<font color="#237d00"> Jïörüjï Ðērākō.> <font color="#237d00">.cнаt^  07:14, 28 October 2007 (UTC)
 * This is Hero Battles on a small scale. Victory factions = Winner's points x 5.  Calor  - talk 05:03, 29 October 2007 (UTC)
 * Does anyone know what the bonuses are for flawless victories and 5 consecutive victories? -- Gordon Ecker 08:19, 16 January 2008 (UTC)
 * This is from memory as it is difficult to check, but I believe it was +50 for 5 consecutive victories and +50 for a flawless victory. I remember this because it seemed to me that the bonus faction was insignificant considering the flood of faction you got from simply fighting in this arena. I think you will find it is the same for all of these "arena based" events. The snowball arena likewise had +50/+50.203.118.176.50 09:13, 16 January 2008 (UTC)

Connect problems (Bug?)
I played a lot of games where a team has only 4 players, so you cannot win with equally skilled players. It seems to be a bug.
 * it's ppl that left before loading (yes u can do that it's the bad little X on top right of window thats very very evil) then because they were in a loading phase the system didn't fill in the blank due to you're already in the playing field. please sign with 4 "~" marks even if you're an anon, ty. 75.105.209.242 23:46, 28 October 2008 (UTC)

Did anyone notice...
That sometimes the attribute goes up, slightly? Yeah, it's weird. I noticed it while playing as a Mesmer. Sometimes when I would interrupt someone with Power Spike, I would notice that the damage would increase to 125 points, instead of the described 114. If you look at how the damage is listed on the skill chart, you would notice that there is no damage of 125 listed after 114... just 126. So, my conclusion: a bug perhaps? --Obsolete92 00:49, 30 October 2007 (UTC)
 * Have you got a 20% +1 bonus on a staff or focus? -- Gordon Ecker 02:29, 30 October 2007 (UTC)
 * Check the effects monitor around the central shrines. --24.179.151.252 07:52, 30 October 2007 (UTC)
 * Ohh... haha, didn't notice that, oops! >_< Thanks for pointing that out! Obsolete92 20:08, 30 October 2007 (UTC)

Monk build
I understand that you purposely did not make monks strong healers, i really do. But why on all earth healing breeze? and why do ritualists get a half-decent heal build that can still deal more damage than the sig smiter? - <tt>Y0_ ich_halt </tt> 19:24, 30 October 2007 (UTC)
 * The Monk build was made to survive by itself agains different enemies, using offensive play, but got a heal just like every other class. --Renegade 19:40, 30 October 2007 (UTC)
 * it's still unfair that ritualists are superior in all ways :P - <tt>Y0_ ich_halt </tt> [[Image:User Y0_ich_halt_sig.jpg|16px|Have a look at my page]] 19:45, 30 October 2007 (UTC)
 * Rit build is stacked an i luv it :) 24.141.45.72 18:08, 25 January 2008 (UTC)
 * Protip: Monk is using PvE version of sig of judgement--69.196.133.71 02:51, 25 October 2008 (UTC)

"Tactics" Section
Personally I feel the outlined tactics are rather bad. What has worked best for me is to have the team put the morale shrines at a lower priority then other shrines and capture the shrine that gives the best benefit to your team. Morale shrines are pretty bad compared to the others, which still provide 1 morale pip while the increased power leads to more kills and more shrine control. Consider that in my experience most matches are over in about 3 to 4 mins, very rarely 5 that shows that kills by the team are the deciding factor.

For example in Whitefury usually I run a 2-1-2 split, 2 to health and 2 to battle cry, with the 1 to morale going meeting up with the health capping group. After you get the shrine advantage mob up on the morale outside their base and they simply can't get out. Even if the 2 to battle cry runs into difficulties if they can stall until both health shrines are up they have a decisive advantage, especially if 1 splits to help them after both shrines are capped.

For Kysten I find a 3-2 split, with 3 to either energy or battle cry (whichever benefits your team more) and the 2 to morale, then the group rejoins to the middle and again mobs and pushes to last shrine and base.

I'm not going to edit it since tactics are obviously dependent on your team, and I'm pretty sure noone has had time enough to find a 'perfect strategy' (if there is one) in just a few days.
 * i don't use those tactics either. actually, the order you cap your shrines doesn't matter at all. what does matter, is your team's skill. i had some matches with both teams running in circles capping and stealing each other's shrines. then at one point, i made my party walk to the other side of the bridge, we confronted and wiped the enemy party. two of us went capping the missing shrines while the rest kept the enemy team dead. morale grows so slowly that it hardly matters. - <tt>Y0_ ich_halt </tt> [[Image:User Y0_ich_halt_sig.jpg|16px|Have a look at my page]] 18:50, 31 October 2007 (UTC)
 * splitting depends on how the enemy team splits, if they split at all. every of your splits must be able to take on the enemy split by itself. but mathematically, the given tactics should work. - <tt>Y0_ ich_halt </tt> [[Image:User Y0_ich_halt_sig.jpg|16px|Have a look at my page]] 18:51, 31 October 2007 (UTC)
 * You would think that people would know not to fight outnumbered, but out of my last dozen matches, almost every..single..match has had someone who refused to run away and died, granting free points to the opposition. I put the comment into the tactics section more out of frustration of watching so many matches lost because people refuse to run away and regroup. --Thervold 20:54, 31 October 2007 (UTC)
 * with such noobs in your team there's no hope of victory anyway... - <tt>Y0_ ich_halt </tt> [[Image:User Y0_ich_halt_sig.jpg|16px|Have a look at my page]] 21:04, 31 October 2007 (UTC)

LolWorthy.
I love how the paragon gets a req 9 command shield but only gets 8 command.  Vanguard  20:58, 31 October 2007 (UTC)


 * Ranger is worse. It could really use more than 12 expertise (14 dammit!), yet it gets a point in wilderness survival that does nothing but 1 sec extra poison or something.. argh! &mdash; Skuld 20:59, 31 October 2007 (UTC)
 * Indeed. Like I saw someone say somewhere (mighta been around wiki, I forgot), they probably made the interns organize this one. Haha. Still, I did have some fun with the mad king.  Vanguard [[Image:User-VanguardAvatar.PNG|Vanguard]] 21:02, 31 October 2007 (UTC)
 * Dervish is the worse! Avatar draws all energy, almoust all skills remove enchantment and there's only 1 enchantment in build. Totally sucks! (Jope12 07:43, 1 November 2007 (UTC))
 * No, dervish is one of the best. You are bad. &mdash; Skuld 08:06, 1 November 2007 (UTC)

i think this kinda shows that all except monk are decent... some say rit is best, some say ranger is best, assassin, warrior, necromancer, elementalist, and some say dervishes are the only good ones. that leaves monks, mesmers and paragons with bad builds. - <tt>Y0_ ich_halt </tt> 12:52, 1 November 2007 (UTC)
 * I've actually seen Dervishes NOT use their forms. Very sad. But otherwise most the builds were relatively pathetic.  Vanguard [[Image:User-VanguardAvatar.PNG|Vanguard]] 17:14, 1 November 2007 (UTC)
 * I've seen dual-Monk teams rolling everything else, so it's not that Monks are bad... Mesmers are very hard to use in this setting (they do work, but this arena type really isn't their best area). Paragons are decent, but that's the problem; they're decent. Not great. They could have made a strong Spear-chucker build, or a nice offensive shouter build, but the build they get is trying to be both at once, and it suffers. --[[image:User_Jioruji_Derako_logo.png]]<font color="#237d00"> Jïörüjï Ðērākō.> <font color="#237d00">.cнаt^  18:36, 1 November 2007 (UTC)
 * Tell me about it, the paragon was about all I ran because my paragon was level 3 and it was free experience.  Vanguard [[Image:User-VanguardAvatar.PNG|Vanguard]] 19:25, 1 November 2007 (UTC)
 * I like how a lot of the builds do have potential to be quite powerful; I got a few out-of-the-blue kills with my Mesmer, simply because most people don't expect it. Not to mention, Empathy on a 'Sin means they have to run for cover, and a single E-denial can stop either a 'Sin chain from finishing, or shut down a Dervish trying to activate - or recover from activating - an Avatar. But there's always the problem of people loading in, suddenly having a build they've never touched, and not knowing what to do. Maybe a strong healing Monk, suddenly you've got smiting skills, and you're lost. --[[image:User_Jioruji_Derako_logo.png]]<font color="#237d00"> Jïörüjï Ðērākō.> <font color="#237d00">.cнаt^  19:40, 1 November 2007 (UTC)
 * I actually really liked the monk build, it was about all I played. If you get the knock down on enemies, it gives you a chance to heal, and you wouldn't believe how much extra healing you get just by making them stop attacking for 2-3 seconds.  I think the monk is equally as strong it just needs a LOT of skill to play properly. YuGiOh 19:45, 1 November 2007 (UTC)
 * was equally strong... well, that's the problem, you need skill to play that build. rangers need skill at interrupting, the other builds don't really require skill. - <tt>Y0_ ich_halt </tt> [[Image:User Y0_ich_halt_sig.jpg|16px|Have a look at my page]] 19:59, 1 November 2007 (UTC)

Partly my fault but this is a bit off topic. I was actually complaining about the paragon shield they gave you that was utterly useless, or at least HALF useful as you only get half the armor if you don't reach the requirement.  Vanguard  20:06, 1 November 2007 (UTC)
 * i know, but that discussion seemed done :) - <tt>Y0_ ich_halt </tt> [[Image:User Y0_ich_halt_sig.jpg|16px|Have a look at my page]] 20:13, 1 November 2007 (UTC)
 * At first I thought the Dervish build was crazy, but I tried it anyway. Turns out, it taught me how to play my dervish - now I don't die all the time. Just swapped some things out for some survivability (Mystic Regeneration ftw) :P -  DelvingAngel 1 November 2007 (UTC)

We want more of this
its a pvp i really enjoyed, instant action, premade builds - perfectly balanced, strategy and action! I really liked itSpaghetti 16:06, 10 January 2008 (UTC)
 * not really perfectly balanced, but i guess it will be around as frequent as dragon arena. - <tt>Y0_ ich_halt </tt> [[Image:User Y0_ich_halt sig.jpg|18px|Have a look at my page]] 16:36, 9 January 2008 (UTC)
 * dragon arena is the only perfectly balanced pvp in the entire game. coincidentally i find it the most fun of any of the minigames. the only thing that matters there is skill and ping. perhaps i'm more of an fps fan than i realized? or maybe i'm just too lazy to keep up w/ regular pvp. -- VVong | BA 16:51, 9 January 2008 (UTC)

To keep the game perfecly balanced, you have to shorten the variables, as the dragon arena case-all have the same build, hp etc. But this inevitably makes the game pretty flat, not rly rich in options etc, which by me is borring. Even the FPS games have the different weapons/war tactics to pick that are appropriate for the different type of gamestyles. I expect atleast this from a RPG game, in the other hand, pick up the winning 8 skills out of 3000 when all you have is 30 min free time you want to spend in action, is not the best thing... so the Costume Brawl is a very nice solution for this problem. p.s. see the PVP talk page, where i have discussed the pros and cons of the pvp gw system.Spaghetti 16:06, 10 January 2008 (UTC)
 * Last I remember, Costume Brawlers had about the same hitpoints, with the exeption of HP-adding buffs like Melandru. I could be wrong.-  Vanguard [[Image:User-VanguardAvatar.PNG]] 16:12, 10 January 2008 (UTC)

add your approval for this kind of PVP here too :) Spaghetti 16:22, 10 January 2008 (UTC)

The idea is that you are a henchman so therefore your builds wouldn't be balanced (All hail Alesia!) --The preceding unsigned comment was added by User:92.0.249.68 (talk).

There's definetly some balance issues... but yeah otherwise it's a great idea! it should have a working to be made permanant~ sorta like a GW Beat-Em-Up... your toons play certain characters with set builds :3! Nikdanbro 06:03, 26 October 2008 (UTC)
 * Yeah, I'd love to see it (or any similar game) stay permamently in GW. CBrawl is seriously one of the things I await for the whole year, even though it's my second time. I believe it really brings out the best in GW, as in - you have to understand how your build works, the mechanics behind playing different classes, etc. It's not really Build Wars anymore. Balance issues? Yeah, this year's Dervishes seem a bit weak (OTOH last year's D build was awesome), Ritus are really powerful (and technically almost immortal when fighting rangers/warriors/assassins), same goes for Monks (try to beat a 4Mo + 1Rt team - good luck with that, unless they're playing for the first time) and Assassins are really easy to counter (+ that Iron Palm recharge interval... ouch). - 79.139.2.195 17:46, 31 October 2008 (UTC)

Dervish
I think the dervish build needs to be changed around a bit, giving the recent split to Chilling Victory. That disguise has no investment in wind prayers....o.O --  Wandering   Traveler  22:31, 21 July 2008 (UTC)
 * I agree wind prayers is an attribute not worth of points invested in it >.<...95.180.43.70 22:13, 13 September 2009 (UTC)

disguise links
does anyone think the names linked under the "disguise" column should link to the actual disguise rather than the character? -- VVong | BA 22:12, 31 July 2008 (UTC)
 * Yes, makes much more sense. :) Biscuits [[Image:User Biscuits sig.png]] 22:48, 31 July 2008 (UTC)

Halloween 2008
Just to give you all a forewarning and so you can do whatever you feel necessary to prepare the wiki page, the builds used in Costume Brawl are going to be adjusted a little because the skills involved have changed. -- Regina Buenaobra 16:43, 20 October 2008 (UTC)
 * While I assume you aren't taking suggestions, I feel obliged to recommend the inclusion of a Devastating Hammer bar for the warrior :P  &not; «Ðêjh»   (talk)  00:07, 22 October 2008 (UTC)
 * Cripslash is leagues easier to play for newbies, and generally better given the style of play (capture points + RA). Doubtful anything other than monk, dervish, and assassin are going to change.  Maybe the necro too, since it was incredibly mediocre to begin with. --[[Image:User Mafaraxas_sigimg.jpg|click moar]] <font color="black" face="calibri">Mafaraxas  02:10, 22 October 2008 (UTC)
 * I hope the monk bar doesn't change too much, I'd hate it if it becomes a healer because Costume Brawl would end up just like RA, the teams with at least one monk wins against one that has none.(82.13.177.200 18:22, 22 October 2008 (UTC))
 * Agreed on that point, 82. The fact that so few healing skills were present meant that people had to kite and shutdown their opponents to survive, which added fun strategic elements.  And yeah, cripslash is easier and probably a better choice, I just love hammer warriors :P  &not; «Ðêjh»   (talk)  20:35, 22 October 2008 (UTC)

a very important balance issue has come to my attention: on the ranger bar, antidote signet is in slot 7 and troll unguent is in slot 5. when i play ranger i usually have antidote sig/mend touch in slot 5 and troll in slot 7. this issue has devastated any chance the costume brawl had as a balanced, competitive game in the past, so imo you should switch the two skills this year. 71.230.145.170 20:37, 23 October 2008 (UTC)
 * I wouldn't suggest that troll unguent and antidote signet switch places since that would only help just you, the skills need to be placed in which it's easy for every player. The ranger bar would be best if they moved the last 4 skills in the bar so the 5th skill is Pin down, the 6th is troll unguent, the 7th is antidote signet and the 8th is Natural Stride this is so similar skills such as healing and defensive skills are near each other. The same should happen for the mesmer bar, energy burn and power spike should switch places so energy burn will be next to energy surge and power spike is next to the other 2 interupt skills.(marsc 14:48, 24 October 2008 (UTC))
 * Just played C/Brawl and I kept my skill bar through 2 games until we lost. A bug? – josəph  19:22, 24 October 2008 (UTC)
 * not sure i follow. do u mean u kept ur regular character's skillbar? -- VVong | BA 19:26, 24 October 2008 (UTC)
 * Sorry - ignore me - the Rit bar is amazingly similar to one of my builds! I was expecting the bar on the article page and it threw me! It's a CC build not Preservation. – josəph  19:28, 24 October 2008 (UTC)
 * ic. please update the profession skillbars if u are able. i'm interested in seeing what the new builds are. -- VVong | BA 19:29, 24 October 2008 (UTC)
 * Someone beat me to the rit bar. :) – josəph  19:31, 24 October 2008 (UTC)

i'm very disappointed anet, the ranger is even more differently arranged than usual. also, at the person who said it would only help me and not the majority, see the pvxwiki articles for ranger builds; they use the format i mentioned, so ha

Costume brawl is horrible.

71.230.145.170 21:07, 24 October 2008 (UTC)
 * Actually, costume brawl is very well done this year. I am very pleased with the fact that any combination of these builds is relatively able to win if played right. Albeit some are a tad more powerful than others (specifically the necro), I think anet made a well balanced, fun game this year that ACTUALLY requires some ability. Don't say it's bad just because you disagree with the people who made it. Think you could do better? 24.176.110.180 06:11, 25 October 2008 (UTC)
 * Lol, 71, hang on a moment. Are you telling us that the majority of players are so unimaginative that they copy-paste all their builds directly from PvXwiki, without so much as even rearranging the order of the skills? --<font color="#001100">Mme. [[Image:User Mme. Donelle sig.jpg|Reaper? Pfft. FARMER.]]<font color="#001100">Donelle  05:57, 28 October 2008 (UTC)
 * I seriously hope that was a troll attempt, because yes, most players just paste PvXWiki builds, which really kills the GW fun for me (and is the reason I love Costume Brawl). - 79.139.2.195 17:51, 31 October 2008 (UTC)

Editing Rewards
I am editing the rewards to say 10 or 11 because it is indeed 10 or 11. I got 10 points one match and 11 points on another. Secksy 20:23, 24 October 2008 (UTC)
 * Thank you to who ever clarified the reward points. Secksy 20:29, 24 October 2008 (UTC)
 * It's a PvP thing - people like us who have a real life don't understand it right away... lol – josəph  22:52, 24 October 2008 (UTC)
 * ....what?Secksy 00:10, 25 October 2008 (UTC)
 * I've heard that it's 10 + number of consecutive victories (probably capped somewhere) - any confirmation? FoxBat 00:23, 25 October 2008 (UTC)
 * There is no cap, I got to 27 consecutive and gained 10 + number of consecutive wins the whole time. Then someone left, so we lost a 4v5. 76.118.214.136 05:00, 25 October 2008 (UTC)
 * I believe there is a cap, but it's extremely high. We got to 45 wins, and I think we were getting 50 per win since match 39.  Not 100% sure, but I at least know it does not cap below 50.  &not; «Ðêjh»   (talk)  06:42, 26 October 2008 (UTC)

Bug?
Rit bar has 9 in Communing but no Communing skills. --68.32.187.152 20:27, 24 October 2008 (UTC)
 * Now that I think about it, those points should be in Spawning... --68.32.187.152 20:36, 24 October 2008 (UTC)
 * Agreed. It was probably an oversight. Secksy 20:49, 24 October 2008 (UTC)
 * It's been fixed in the update just now. – josəph  00:04, 25 October 2008 (UTC)

Wording change
Adjusted the wording on the getting trapped part because now when you log out it takes you to the town you used to access it. Secksy 20:58, 24 October 2008 (UTC)

Disguises/skills from last year
The disguises/skills from last year should have its own section and or subpage.
 * if u care about it, do something about it. if u do it wrong, ppl will help correct it for u. but don't just plead for something and expect it to happen. be bold.-- VVong | BA 20:10, 25 October 2008 (UTC)

People resign quickly if they don't seem to be winning?
I must admit that I am really a casual PVE player and haven't done much PVP, so I thought I would pop in and play a bit. My experience was that close games were fought to the bitter end (those were the most fun), but in several games once one side got maybe 5 points ahead, the other side would resign. Is that just the way it's played? I suppose since there is no Guild/Team pride on the line, quitting and trying again is the way to go? RedshirtRicky 22:25, 25 October 2008 (UTC)
 * It's Random Arena. There's not much fun in that unless you can use your own builds, and in Costume Brawl you can't do that. 10 minutes of misery is way too long when you get lumbered with a bad combination of professions or people that just do their own thing. Having said that, I also have had some good games, but I can understand why people get easily frustrated/resign. – josəph  00:59, 26 October 2008 (UTC)
 * What Joseph said is true. This is one common feature of random arenas; However, a lot of those same players are also foolish. Due to the way the victory condition is structured in Costume Brawl, it is VERY easy for the winning side to become the losing side and vice versa in a surprisingly short amount of time. I have seen a 4 vs 5 match where the team of 4 won because the team of 5 mobbed up and just chased two players around and around the map while the other two players ran around and capped shrines. Unless you have solid control of the majority of the shrines, or an unassailable lead in points (like, at least 10), it's not over until somebody reaches 20 points. -Zaxares 02:27, 26 October 2008 (UTC)

Who are your favorite CB PvP Profs?
I'd definetly say the Monk and Warrior have very versitile builds. Nikdanbro 06:00, 26 October 2008 (UTC)
 * The Ritualist has a great build almost the same as my Caretaker's Charge build, great offense and good healing. The Paragon is again the shittiest of them all, no combo with "Go For The Eyes!", Remedy Signet, no blocking, no healing skill, awful combination of shouts, "Never Surrender!" (PvP) is at attribute 9 so it only gives +3 instead of it's +4 regen making no difference at all in battle. I would have much prefer "Stand Your Ground!" in the skill bar than "Fall Back!" which it does changes the tides of combat to your favor.--ShadowFog 15:41, 26 October 2008 (UTC)
 * Again the Rt is good (except for on Friday, when Spawning Power was 0 by mistake), the N can shut down melee (but sucks vs casters) and R can shut down casters (but sucks vs conditions due to the lack of Mending Touch in the meta version of this build). The E is an old meta (an older version of Shatterstone Gank with a bad skill order layout, as well), the W is a huge improvement from last year, but still easy for casters to shut them down without support, A (a Hidden Caltrops spiker variant) and D (a RA random meta variant) are decent.  The three I dislike most are the Mo, Me and P because they have a mishmash of utility skills that are difficult to use (though I agree, Paragon is by far the worst). --Falseprophet 17:32, 26 October 2008 (UTC)

I like playing the Warrior and Assassin the most, but the most versatile award goes to the Monk and Ranger. Both have extremely good survivability, and are fairly difficult to shut down. The Warrior has a good build, but it's extremely susceptible to snares + degen. The Assassin can deal loads of damage, but their survivability isn't so hot. Elementalist, Necromancer, Ritualist and Dervish builds are decent. The Mesmer builds is powerful, but too specific. If they ever get attacked by more than one player at a time they're in trouble.

Like the others here, I think the Paragon build is somewhat sub-par. They can add a lot to a melee team's damage and mobility, but they're quite weak in a group of spellcasters. Being a Paragon, he's also the least ideal character for splitting, making him much less versatile than any of the others. - Zaxares 02:53, 28 October 2008 (UTC)

I love them all, except for Para and Necro (I always hated Necros). Annoying people with my Mesmer is FUN^4 (needs a low lag, though), killing them quickly with my Assa is FUN^3, playing Ritu is a bit boring, but very effective (FUN^1, had 50 wins playing the Rt once, but the whole team was decent), Monks are really fine (smiting is FUN^2, sometimes FUN^3). Rangers are probably FUN^3 - FUN^4, except I got tired of playing that class. Can't say much about Warriors. - 79.139.2.195 18:00, 31 October 2008 (UTC)

Combination
A minicombination of a warrior + ritualist is totally ownage.... Those 2 can get everything down in a matter of seconds. + they are very reliable in selfdefense. --The preceding unsigned comment was added by User:Rupsie (talk).
 * or just as good, ranger+rit. cripple, and continual damage pays off plus weapon spells do not end ranger's stance. 75.105.209.242 23:54, 28 October 2008 (UTC)
 * you dont miss when you hit with nightmare weapon.--Simpson man 19:44, 31 October 2008 (UTC)

found another bug
i made a pve ele and went to do some brawl. since i dont know where to report a bug, so i just posted it here. ive noticed that a lvl 3 ele ( with 3 in water magic changed to 14 in water magic because of costume ) doesnt do damage that its supposed to do. im casting shatterstone vs a 60 armor (monk ele mes) and it does 39 damage instead of 94-95. vs other professions its even less damage due to armor. the damage shown in the icons are the same as 14 water magic but its practically doing damage as a 3 att points skill. this bug applies to every other water skill on the bar. is this because of the attribute points limit of a lvl 3 char? the water attunement gives the correct duration tho, this a bit confusing and contradictory but just try it yourself and youll see whats wrong. --The preceding unsigned comment was added by User:77.249.2.40 (talk).
 * Not a bug, see damage calculation and the damage multiplier table at level. -- Gordon Ecker 01:57, 27 October 2008 (UTC)
 * Wait, wait... So you mean that lower levelled characters competing in the Costume Brawl will do significantly less damage than their level 20 counterparts, even if they have the same attributes, health and energy? That... is quite a revelation, and may help to explain the vast disparity in my Brawling experience so far. All of my characters are level 20, of course, but it would certainly go a long way to explaining why some matches were absolute pushovers, while others were extremely tight contests. - Zaxares 11:02, 27 October 2008 (UTC)

Never knew that in the three years I've been playing. I laughed so hard when I ran into a level 3 warrior in the match after I read that article. 71.84.240.55 02:51, 28 October 2008 (UTC)

Quitting before the end of the match/brawl...
Is it just me, or does anyone else think there should be a penalty for resigning or leaving the game before it's over? Nothing major; maybe you can't do the brawl for a day or something minor. I understand some people don't know how to play or the team they are on might be losing, but is it fair for those that sincerely try to win to go down with the ship,(or resign as people insist) merely because a few are disgruntled they are losing? I've been on teams where the score was 2-2 and people on my team started to resign because we weren't capping or we weren't killing fast enough. Doesn't this kind of behavior make more people turned off of playing these extra games, because of the high rate of quitters? I'm sure I'm going to get flamed for this post, but it's just an honest opinion. This IS a game, after all, not some real life or death situation. Sometimes you lose, just like life. You DEAL and move on, but not by just giving up. Just my 2 cents; with inflation I'm sure it not worth anything, just an observation. Thank you for your time. :) &mdash;The preceding unsigned comment was added by 67.142.130.35 (talk &bull; contribs) at 04:31, 27 October 2008 (UTC).
 * Dishonorable? --[[Image: User_Ezekial_Riddle_sig.jpg|Talk]] Riddle 04:47, 27 October 2008 (UTC)
 * Dishonorable Combatant System poke | talk 08:07, 27 October 2008 (UTC)

except that **** is broken. sorry but I have quit reporting leechers after several attempts at doing so gives ME the dishonorable. it's hard to convince enough people to report someone, now I only report if i am the breaking point for reporting them and not myself. Roflmaomgz 17:57, 19 October 2009 (UTC)

These builds FAIL
monk -> no healing (WTF) assassin -> chains out of order (WTF) paragon -> just a horrible build all the other builds are meh. whoever designed the builds should be fired. 64.149.24.114 14:10, 27 October 2008 (UTC)
 * There wasn't supposed to be too much healing, lest people sync and start smiting/rit healballs. Imagine 5 monks/rits with proper healing spells in addition to their signets/CC+some other stuff. That would be scary.Pika Fan 16:09, 27 October 2008 (UTC)
 * It's still not too easy to kill 5 decent Monks (controlled by players who know what they're doing) - 79.139.2.195 18:07, 31 October 2008 (UTC)
 * Assassin is not really out of order. But yeah, I prefer the Spider + Twisting fangs + Iron palm + Lotus + Blades, though this may be only possible with Zealous daggers (which I happen to use anyway). 79.139.2.195 18:07, 31 October 2008 (UTC)

No idea what your talking about for the sin build. The para build is mediocre, but one skill (fall back) is exremely powerful in costume brawl. The spear mastery stuff is kinda a waste, and the elite was a horrid choice, but para's can still be very useful in the right team. 71.84.240.55 17:26, 27 October 2008 (UTC)

I love the builds, they are made for a faster gameplay since there are no class that is only focused on healing and only 3 blocking skills you don't get 8 minutes games like you do in RA sometimes where no one dies. Builds are made to be able to do many different things at once (minor healing(Rt P Mo), crippling(A E W R D) disabling(Me R N) and all the builds has damage.--213.100.146.85 09:31, 28 October 2008 (UTC)

Relevant?
''If you win a game with a full inventory, you will get the Message "Your inventory is full." message instead of the "You receive 5 Trick-or-treat bags.", and gain no bag. ''

I'm not sure whether this happened differently last year, but if it didn't, than it actually is a bit irrelevant in my opinion. If it did happen differently last year, than someone add that because this sounds a bit too random. Jair 20:01, 27 October 2008 (UTC)
 * It needs rewording: "If you win a game with a full inventory, you will gain [ToT bags?]" The square brackets are because it needs confirmation. Do you literally get no bags whatsoever, or do they simply drop on the ground instead of in your inventory? If the former, then this is an important note because it's different from the usual behaviour of such prizes; if the latter, it's still a worthwhile note for those who aren't aware of this behaviour. --<font color="#001100">Mme. [[Image:User Mme. Donelle sig.jpg|Reaper? Pfft. FARMER.]]<font color="#001100">Donelle  05:14, 28 October 2008 (UTC)

Warriors underpowered!
Too much hexes!!
 * OH SNAP! - <tt>Y0_ ich_halt </tt> [[Image:User Y0_ich_halt sig.png|18px]] 23:49, 27 October 2008 (UTC)
 * Lol, so are the paras. Last year's paras were better imo. Halogod35  [[Image:User Halogod35 Sig.jpg|15px]] 00:41, 28 October 2008 (UTC)
 * Still won five times in a row with a five-warrior-team =) (yet still hate'em) <font color="#C10000">Ɲ <font color="#000000">oɕʈɋɽɕɧ  09:44, 28 October 2008 (UTC)

No Death Penalty = No Death Count?
Save for survivors this year? 83.166.175.41 09:41, 28 October 2008 (UTC)
 * what would it help? you don't get xp anyway. - <tt>Y0_ ich_halt </tt> [[Image:User Y0_ich_halt sig.png|18px]] 12:56, 28 October 2008 (UTC)
 * You do get experience, but not enough to put a dent in the title. 66.190.15.232 02:15, 29 October 2008 (UTC)

Kysten Shore
Any one else find it somewhat annoying how easy it is to win by playing defense just on the Center Shrine? -- Riddle 13:02, 28 October 2008 (UTC)
 * I guess it's easy, but then if a team is capable of holding taking and holding the center shrine, they probably had a good chance of winning anyway. I've been in a few fights where both teams made an initial dash for the center, but only one team was able to take it. Some have been close calls, though; in one round my team has holding the center and we were constantly fighting off an onslaught from the other team; we only just managed to win. --<font color="#001100">Mme. [[Image:User Mme. Donelle sig.jpg|Reaper? Pfft. FARMER.]]<font color="#001100">Donelle  22:14, 28 October 2008 (UTC)
 * If the opposing team guard the middle, what we do is... well ignore them, don't fight them and cap the sides...and well... do nothing until they move. If they start to disperse we move to the middle to conquer it.--ShadowFog 22:20, 28 October 2008 (UTC)
 * If you can win when you give the other team the imba buffs, it's not because you control the center shrine. The other team is just that much worse.  66.190.15.232 02:14, 29 October 2008 (UTC)
 * My perception is that when a team gets ahead, usually at the beginning, it's easy to not lose that lead by just holding the center shrine. Either the "central" team has to be really bad or the other team has to be really good in order for any change, unlike the other maps which aren't as rigid concerning the non-extremities. --[[Image: User_Ezekial_Riddle_sig.jpg|Talk]] Riddle 02:46, 29 October 2008 (UTC)
 * I've found it quite easy to oust anybody trying to camp the center shrine by capping both the Battle Cry and Energy shrines, then massing up for a showdown in the center between your team and theirs. Having both shrines on your side means you have a distinct advantage over the center team in a fight, especially if your team is particularly attacker-heavy. Just ensure that you have all 5 of your team members available, and not try to fight up in a little stream of one's and two's. You just get massacred that way. Always remember the prime rule for Costume Brawl: If you are ever outnumbered, retreat and regroup. - Zaxares 10:28, 29 October 2008 (UTC)
 * I agree with Zaxares. There seems to be this fascination with the centre.  It's two morale, but battle cry and energy are two morale PLUS combat bonus (battle cry alone is worth another player, in my reckoning).  Grab the sides, then hit the centre with major advantage.  The risk is that the centre group actually goes hunting rather than sitting waiting for the assault, but it should be possible to flee through the bases + teleporters and hit the now-underpowered centre. Nom 12:49, 29 October 2008 (UTC)
 * the problem is with teams with 3 healers who camp the center shrine then it can be near impossiable to kill them...Lodgeinator 13:18, 29 October 2008 (UTC)
 * That's unfortunate, but it's part of the risk of any random PvP. You can at least take some comfort in that such heavily defensive teams are likely to lose badly on a map like Plikkup Works, since their lack of offensive power means that they can't split up because they'll never be able to kill anyone that way, and your team can just run around and cap shrines faster than they can. - Zaxares 02:55, 30 October 2008 (UTC)
 * And you're not going to be more likely to kill them if you try to do it with less energy and a slower attack and recharge rate. Nom 10:00, 30 October 2008 (UTC)