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Originally Posted by Somhairle Isis
I'd just like to say to the ODT crew that that was one of the most amazing guild battles. It was truly back and forth the entire time with no one guild holding tower for more than a minute at a time. It was a 50 minute epic that we will be talking about for a long, long time.
Good showing to both guilds! Great match! Let's do it again sometime.
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Wow, I haven't been back to GWG for a bit, but the news filtered back through our forums.. thanks so much for the props, and we're definitely looking forward to playing against you again.
This was a close match, but I think Winter and I assume Mantra of Frost on the Fist side led them to victory. When we were able to get/keep Winter down, we accumulated kills and they accumulated debt. When they were able to keep it up we didn't have enough offense to punch through it and our energy drain was countered by Mantra of Frost. Eventually we got into an extended standoff at the flagstand and couldn't keep winter down; the Fist skillfully picked away at whatever weak points they could find and managed to get the first couple kills, which allowed them to focus fire on the DPed players to accumulate more DP, and eventually we were fighting down a Warrior against a defense we were already having problems with.
By the time we realized we were starting to have trouble, we had to start planning for Victory or Death. Unfortunately, when V or D finally happened all of our NPCs got stuck on the gate lever inside our hall while the Fist NPCs charged the flagstand and overwhelmed us. This put two of us at 60 DP and essentially ended the game.
Everyone over here at ODT agrees, this was one heck of a match. I've been in a few 45+ minute fights and this was the only one that didn't seem to take forever. We look forward to playing against you again in the future.
About spirits as it relates to this thread:
We tend to run a build that uses Fertile and Symbiosis when we're training new members, because the defensive bonuses make the match last longer and therefore give our new members the opportunity to gain more battle experience. When we run an offensive build with new players in the group, we tend to either win or lose too quickly to get anything out of the battle but a change in guild rank. A really skilled team rips apart our Fertile build; good disruption or denial players stop this build dead all the time. If we're running our Fertile build, we're not spamming spirits; we're using two spirits to slow the pace of the match and ruin spike teams. I'm not talking about Aeromancers specifically; anything that is based on "I do 500 dmg in 1s ftw gg" is a spike team and suffers under Fertile because people live through spike and monks react. We were unfortunate to have 5 of our 8 planned team members fail to show up for the Alienpod tournament and therefore ran a build we viewed as safe; and if I recall correctly, it was still a pretty good fight.
*sigh* I still can't write anything shorter than a term paper.