the Euroquois

HALL OF GUILD

 

 

DESCRIPTION OF THE HALL OF GUILD

The hall of guild is the place of life of your guild. He allows every player having crossed(spent) the Eden and the players PvP to meet itself to speak, form groups for the GvG, the skirmishes, leave for AVA or more simply make your guild live. You can also purchase 10 characters not players, such as traders, instructors etc....
To reach it, you can open the card(map) and click the icon "to travel" to go to the Balthazar's big temple, then move you up to your hall. Or still, open the menu, then "guild". In the window of guild, use the command(order): " hall of Guild ".
In your hall are Orion, Alesia, Stefan and Reyna if you need it to throw(launch) a GvG as well as the heroes. Know however that are needed 4 members of guilds minimum to be able to throw(launch) a gvg. You can complete this team with mercenaries, heroes or still hosts of the other guilds.

How to acquire a hall?

First of all, it is necessary to go to the arc of the Lion, in the center of Kaineng or to Kamadan and to speak to the captain of the Tub(Ferry,High school diploma) of Cantha which will make you visit all the halls so that you can choose. To be able to acquire a hall, you have to be a boss of guild and possess a heavenly seal. The heavenly seals are sold themselves at a salesman's of seals or gain(win) in case of victory in the Pantheon of the Heroes. A salesman of seals is in every hall during the visit. Once your choice makes, speak to the ambassador Canthien.

 

 

 

 

Now that you have a hall, you can organize friendly or official GvG against the other guilds, or still organize trainings in skirmish.

 

The fights Guild against Guild ( GvG): majorities

The parts(parties) of Guild against Guild aim at defending(forbidding) the colors of your Guild in front of your numerous competitors. There is a classification of 1000 better world guilds on the official site of Guild Wars, and you can also consult the pip(top) 100 on France GuildWars as well as the classification of the French guilds.
In every victory in GvG, you will progress in the classification, but attention not to be got down again too fast because any defeat makes you lose places!

If you look on your screen of guild (touch G), you will notice two numbers: the classification: every guild begins with a classification of 1000 points. This number increases with every victory and on the contrary, decreases in case of defeat. The number of gained / lose points depends on your classification with regard to the guild which you fought(disputed). If his(her,its) classification was higher than your guild and if you succeed in beating her(it), you will gain(win) many points and your opponents will lose it so much. A guild which beats an opponent of similar classification gains(wins) 15 points. The row(rank): indicate your position in the world classification. The guild which possesses the best classification is N°1, then comes N°2 and so on. It is possible to be equally placed with the other guilds if the classification is the same.

In summary, the more a guild is placed well in the classification, the more its classification is high and more its row(rank) is low (in value).

What is the principle of a GvG?

The fights take place exclusively between two guilds. The one of them tries to invade the hall of his(her) rival by landing on her island. During a friendly fight, it is the guild which threw(launched) the challenge which will be an aggressor. During an official match, it is the guild which possesses the best row(rank).
The hall which will serve as place of conflict will thus be the one of the guild which defends(forbids). The team aggressor will have all the same a base, situated in the other extremity of the island.

The purpose of these fights is to kill the Lord of guild of the opposite team. He(it) is generally well protected by PNJ (bodyguard, knights archers) and is in the base of every team.
Naturally, everything is never so simple. There are the other secondary but nevertheless vital objectives to take the advantage on his opponent. There is an objective common to all the halls, the control of the handle of the flag. Others are specific in the place where you will fight(dispute). We shall see the detail of these in the description of the various halls.

In GvG, the death of a character pulls(entails) the same consequences as in the other zones of Guild Wars: a 15 % surcharge in points of life and in energy. Every team has a sanctuary of resurrection in its base which will return the players to the life every 2 minutes of time(weather) of game(set,play). A character who has a 60 % surcharge cannot be any more resuscitated in this way but only by means of the skills of resurrection. On the other hand, the PNJ cannot be returned to the life, except the thief of guild on certain halls.

Functioning of the flag

The flag is the secondary objective the most mattering during a part(party) GvG. It is what what will make generally the difference between two teams of the same level. The purpose is to check(control) a handle which is situated in the middle of the island. If a team succeeds in checking(controlling) the handle during 2 minutes, she(it) gains(wins) a bonus of 10 % of morale and all the skills are reloaded, including the Seals of resurrection.
You will find your flag in your base at the beginning of the game(set,play). A character who carries(wears) the flag is slowed down in a significant way. As soon as the flag is put on the handle, a new flag appears in your hall. If the enemy resumes(takes back) the handle, it will thus be necessary to you to make a round trip to resume(to take back) the control of the flag. It is thus possible to have a flag beforehand on the opposite guild, that is you always check(control) the handle and that is a person of your group carries(wears) the flag, so that your team resumes(takes back) at once the control in case of loss of the handle.

Tricks(Things) and craftiness about the handle: do not hesitate to include in your group a player who will only serve for taking charge of the flag, and possibly his(her) opposite counterpart if there is one. All the techniques are good to keep(guard) the handle during 2 minutes. Try for example to slow down the enemy who carries(wears) the flag, of him(it) bodysuit-blocker, in brief all which can make you win a precious time(weather). A player who dies while he carried(wore) the flag drops him(it) on the ground. If another member(limb) of the group collects him(it), he(it) will seize it. If it is an enemy who the attrappe the first one, the flag will be automatically reported to the point of departure. A player can drop the flag when he wishes it, at the risk that an enemy brings back(reports) it in the base. If the opposite flag is on the ground and what nobody not enemy is not in the area, do not collect him(it) at once! You can win a precious time(weather). So, the enemy who takes care of the flag cannot resume(take back) him(it) at once in the base. If he(it) approaches too much near or you are, collect him(it) and he will have to turn(return) to look for him(it) in his base! Check(control), please, the drainage of time(weather) indicating the increase of morale for the opponent or you even.

Power of the Invocation (Head teacher)((Main clause) For every point spent in the Power of the Invocation, the creatures upon which Ritualiste calls or upon which it animates(stimulates) gain(win) 4 % of supplementary health. The Power of the invocation strengthens besides the efficiency of number of its skills in touch with the spiritualist creatures.

Communion  By increasing the Communion, the capacity of Ritualiste to call and to command(order) his(her) allies of him(her,it) beyond improves.

Magic of the Restoration  Spend points in the Magic of restoration to increase the duration and the efficiency of the skills allowing to look after the wounds of an ally.

Magic of the Channeling  The increase of the Magic of channeling strengthens the duration and the efficiency of the skills imposing spiritual damages to the enemies of the Ritualiste.

 

THE PNJ'S

Here are the various types of PNJ which you will meet in GvG, classified in ascending order:

The Lord of guild

Profession: warrior, Tramp
Used skills: Chop cyclone, Split(Cleavage), powerful Shooting(Firing), The victory or the death

All the principle of Guild against Guild rests(bases) on this 2 PNJ (one in every camp). The death of one of them means the immediate defeat of the team to which it was up. He(it) is thus vital to protect yours at all costs.

The bodyguard

Profession: Warrior,Tramp
Used Skills: Chop cyclone, Split(Cleavage), powerful Shooting(Firing), The victory or the death

All the principle of Guild against Guild rests(bases) on this 2 PNJ (one in every camp). The death of one of them means the immediate defeat of the team to which it was up. He(it) is thus vital to protect yours at all costs.

Four mercenaries are also present, that you can invite to fight(dispute) with you:

Tricks(Things) and craftiness on the PNJ:

At the end of 20 minutes of game(set,play), all the PNJ excepted(except) the Lord and the thief of guild is going to go to a precise place of the card(map) (generally the handle of the flag) and will stay till the end of the part(party) there. The game(set,play) will fall over then in mode(fashion) " The victory or the death! ". In 25 minutes, the Lord goes out of the hall and goes to the flag.

 

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