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GvG Basics


Written by: Keyes
Edited and Published by: Magi



Table of Contents

Terms
Before you even start GvG
Important GvG Landmarks / People
Team Build
On the Offensive
The Defensive
Winning GvG
Basic Builds




This guide will tell you how to work GvG no matter what build you run. I recommend some builds over others and I recommend not playing a few builds at all. Those builds will be discussed later.

Terms



GvG: Guild versus Guild
Kite: Cast and run
GT: Guild Thief
GL: Guild Lord
Over Extending: When someone leaves their monks range

Before you even start GvG



I don't recommend you just rush to GvG. You You will be ill prepared for the world of GvG. There are a few rules to follow for new people.
  1. Never take henchies. It is not worth it to take them. Henchies don't have a brain so they don't know how to kite, spike, or run away.

  2. Make sure you have a planned out build. Don't just throw characters together and go attempt GvG.

  3. Make sure you know your Guild Hall. Find out how it works and what important land marks you can use.

  4. Make sure everyone in the team knows their job. Knowledge is power.


Important GvG Landmarks / People




Guild Lord: He is the leader of your guild. If he dies, you lose.
Guild Thief: You get a Guild Thief on some maps. Use him or her to open the enemy Guild Hall gates.
Flag: The guild flag is the most important item in the game. Take it to the flag stand. Every 2:00 minutes you gain a morale boost of 10% when you have the flag stand.
Flag Stand: This is where battles are won or lost. If you hold this then you have a 95% chance of winning.

Beginning the GvG

Team Build



Your team build is one of the most important parts of GvG. I recommend running an easily balanced build. Let people play what they are comfortable with. I recommend at least 3 Monks (1 protection and 2 healers). Your build is up to you but make sure it has plenty of heals and damage output. I also recommend that you have one person dedicated to run the flag so you can keep the flag stand.

On the Offensive



Now that you have found a worthy opponent, your first goal should be to take the flag stand. The whole party should make a run to the flag stand and engage the enemy. Aim for Monks and casters first, and bring down the hard targets (Warriors) last. You should have 3 lines:
  • The First Line - Warriors: The first line are the people up in the other team's face. They are usually the ones taking a beating and usually call the targets


  • The Second Line - offensive casters: These guys stay behind the Warriors attacking called targets.


  • The Back Line - Monks: If the enemy wants to get to your Monks he has to over extend out of the reach of his own. You should take over-extenders down quickly. Your Monks are the healers, they keep the party alive. They stand in back kiting and healing.


The Defensive



If you had trouble on the offensive and the other team killed some of your party before you could run, then get to the Guild Lord. Falling back to your Guild Lord gives your team time to be ressurected at the guild shrine. The Guild Lord and all his guards should give you the added firepower to overcome the other team's offensive. When they run away give them chase so far. Kill as many as you can while they run.

When you run you will always lose a couple of people. Now your back on the offensive. Take that flag stand.

Winning GvG



So you have pushed them back and they have holed up with their Guild Lord? Take their base around the Guild Lord by attacking the archers. The Guild Lord and his bodyguards are tougher nuts to crack, especially with player support. Take out the human players first, then take the bodyguards out. The Guild Lord will fall under concentrated firepower. Congratulations you have won!

Basic Builds



I recommend some builds and I don't recommend others. If you are a new guild I recommend you play a balanced build. These usually have a Warrior or two, a Mesmer to take on casters, a Necromancer spamming curses or degen, a R/Mo flag runner, an Elementalist for high damage, and three balanced. Balanced builds work off of what your comfortable with but make sure you can handle most situations.
Some builds you may see playing against you:
  • Spike: A build that attacks one person killing them quickly so the Monks have no time to react. A good infuser will break spikes.

  • Degeneration: A build that pressures the Monks. if you have good Monks with hex removal then you will still be on good feet.

  • Condition Pressure
  • This build puts a lot of pressure on the Monks again. They use mass conditions to kill targets. A good protection Monk with restore condition can easily vanquish this build.

Good luck in all your GvG adventures!




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June 5, 2006