Talk:Costume Brawl/Archive 1

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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 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. --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. --User Jioruji Derako logo.png 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." --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. --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.

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). --User Jioruji Derako logo.png Jïörüjï Ðērākō.>.cнаt^ 10:24, 27 October 2007 (UTC)
Can you mod the dropped weapons? Lyra Valo 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... --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. --User Jioruji Derako logo.png Jïörüjï Ðērākō.>.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 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 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. --User Jioruji Derako logo.png Jïörüjï Ðērākō.>.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. --User Jioruji Derako logo.png Jïörüjï Ðērākō.>.cнаt^ 07:13, 28 October 2007 (UTC)

Costume Brawl

moved from User talk:Gaile Gray

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. 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 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. --User Jioruji Derako logo.png Jïörüjï Ðērākō.>.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... --User Jioruji Derako logo.png Jïörüjï Ðērākō.>.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 User Biscuits sig.png 18:29, 28 October 2007 (UTC)
This was fixed in a live build. -- Gaile User gaile 2.png 18:33, 10 November 2007 (UTC)

Dissapointed with Costume Brawl Rewards :(

moved from User talk:Gaile Gray

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 :) - Y0_ich_halt Have a look at my page 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 <enter>...--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... --User Jioruji Derako logo.png Jïörüjï Ðērākō.>.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? - Y0_ich_halt Have a look at my page 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 - Y0_ich_halt 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. - Y0_ich_halt 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. - Y0_ich_halt 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... - Y0_ich_halt 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. VanguardVanguard 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! — 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. VanguardVanguard 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. — 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. - Y0_ich_halt Have a look at my page 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. VanguardVanguard 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. --User Jioruji Derako logo.png Jïörüjï Ðērākō.>.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. VanguardVanguard 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. --User Jioruji Derako logo.png Jïörüjï Ðērākō.>.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. - Y0_ich_halt 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. VanguardVanguard 20:06, 1 November 2007 (UTC)

i know, but that discussion seemed done :) - Y0_ich_halt 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)