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.