Murphy's Laws of Guild Wars

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E
Entropius
Lion's Arch Merchant
#1
1. When playing an Ele in Comp Arenas, only the other team will have a healer.
2. When playing a healer in Comp Arenas, the other team will have two, and you will sit there for ten minutes watching your W/Mo's beat on them.
3. You will always activate Frenzy as the enemy Elementalist's Phoenix recharges.
4. Any team without Windborne Speed, Ward vs Foes, energy-based sprints, etc. will have to do both relic runs on the way to Halls.
5. If you bring Ward vs Harm, nobody will play ranger spike.
6. If you are trying to take Halls, your warrior will Error 7. If you're trying to hold Halls, your prot monk will Error 7.
7. Against IWAY, Order of the Vampire will always be up for that five-second break between Aegises.
8. You always miss Power Drains when you're low on energy, but have immaculate timing when you have 30 left.
9. Whichever monk is highest on energy will get the Inspired Hex off first.
10. The guy who carries the res orb will always be the one guy who doesn't know that switching weapons drops it.
11. The Hammer warrior's Devastating Hammer will always recharge right as you cast Ether Renewal.
12. In Comp Arenas, if you bring an Elementalist, the other team will consist of nothing but interrupt rangers. If you bring an interrupt ranger, they will have nothing but warriors.
13. In Comp Arenas, the one guy who brought a res signet dies first.
14. On a team with multiple people running Energy Drain and Energy Tap, they will all choose to hit the same guy that the mesmer just Power Leaked.
15. The Edge Bomb always goes off right as Mark of Protection drops.
16. In a Random PUG, the leader will always start before people discuss builds. These groups always have two monks running Martyr, or no condition removal at all.
17. You will always be Diverted while casting Heal Party or Infuse Health, never Aura of Restoration or Life Attunement.
18. The amount of hex removal the enemy team runs is proportional to the number of hexes you run. If you run Lingering Curse or a water ele, they will have a Holy Veil-spamming Blessed Signet monk.
19. If you run Blessed Signet, you'll go up against a team with Nature's Renewal.
20. If you are the interrupter, it's always the monk you don't Migraine that runs Aegis, Remove Hex, and Seed. You will target the one with Reversal of Fortune, Protective Spirit, Infuse Health, and Healing Hands.
N
NightOwl
Lion's Arch Merchant
#2
If you're a warrior in CA, a mesmer will land Imagined Burden on you (and refresh every time it's about to drop), whenever you're on a team with no hex removal.
MSecorsky
MSecorsky
Furnace Stoker
#3
Rule of Squishiness...

The squishier you are, the sooner you are targetted.

Conundrum on Monks... (witnessed last night)

When you finally get a monk in CA, he'll be level 14.
Alone)
Alone)
Krytan Explorer
#4
When going against mesmers, one might notice that a monk has "Soothing Images" on him or her.
E
Eet GnomeSmasher
Banned
#5
In Random Arenas:

Whenever you bring a cripple, it's never needed.

Whenever you decide not to bring a cripple, a running ranger decides to go for a jog...
Mysterial
Mysterial
Wilds Pathfinder
#6
If you are a healing monk, your team will have two other healing monks. If you are any other character, your team will have none.
Numa Pompilius
Numa Pompilius
Grotto Attendant
#7
You will target the wrong guy.
Kaospryx
Kaospryx
Frost Gate Guardian
#8
So true it's scary...
I
Iere
Frost Gate Guardian
#9
If you are a mesmer, you will never get a team with any sort of monk. Thus they will attack you first.

The one time you decide not to bring self-heals and purely run damage/interrupts, you won't get any sort of healer.

If you're a monk, stacked Wither + Malaise will always hit you when your energy is at 3 and there are no necros on your team.
G
GunBlazer
Pre-Searing Cadet
#10
99999. Murphy was a Guild Wars player.
Legendary Battousai
Legendary Battousai
Lion's Arch Merchant
#11
If you create a post not being similar to the first post, you will be damned...



this is fooking stupid
f
fuzzybulldozer
Frost Gate Guardian
#12
Murphy's law is nothing more than a ridiculous mental screening of the world that completely ignores the other 95% of the time when things DO work out. These times are usually completely missed by the subscribers of said idiotic theory.
Sagius Truthbarron
Sagius Truthbarron
Desert Nomad
#13
In comp areana, play an Elementalist Ether Renewal Healer with heavy healing enchants and Glyph of Concentration.
Arcanis the Omnipotent
Arcanis the Omnipotent
Jungle Guide
#14
In the Comp Arena, if you are the only caster in a group full of warriors, no one will think to guard you.... ever!
Sister Rosette
Sister Rosette
Lady Fie
#15
21. Any gold armor you buy unidentified will warrant a major ranger rune,
rather than something good.
R
Rico Carridan
Krytan Explorer
#16
If you're a monk and don't bring res/restore life/rebirth with you, nobody else will either.

When people get weak and decide to run away, they always run away from their monk.

If you're desperate for healing monk, you will always get a smiter.

In team arenas your allies will always die just after the two minute mark, and enemies just before.

If there are two monks on your team and two people injured, both monks will always heal the same guy. If there's only one person injured, both will be out of energy.

Rico
E
Eet GnomeSmasher
Banned
#17
Quote:
Originally Posted by fuzzybulldozer
Murphy's law is nothing more than a ridiculous mental screening of the world that completely ignores the other 95% of the time when things DO work out. These times are usually completely missed by the subscribers of said idiotic theory.
Lighten up. I doubt anyone here takes the theory seriously.
Yabba
Yabba
Academy Page
#18
Quote:
Originally Posted by Mysterial
If you are a healing monk, your team will have two other healing monks. If you are any other character, your team will have none.
i want to change that a bit from my experience:

- if you play monk in random arena you`ll have a great chance that there`ll be 2-3 other monks in your team
- if you`re using amity in random arena on enemy warriors your group will attack that warriors instantly after you casted it
- if you play mesmer in random arena you get no monk in your group and have an increased chance of ending in a team with 3 warriors making you 1st target for the enemy
- if you chose to be anti-caster/monk mesmer in random arena the enemy group will consist of rangers and warriors
c
cookiehoarder
Krytan Explorer
#19
Quote:
Originally Posted by Rico Carridan
If you're a monk and don't bring res/restore life/rebirth with you, nobody else will either.

When people get weak and decide to run away, they always run away from their monk.

If you're desperate for healing monk, you will always get a smiter.

In team arenas your allies will always die just after the two minute mark, and enemies just before.

If there are two monks on your team and two people injured, both monks will always heal the same guy. If there's only one person injured, both will be out of energy.

Rico
Ieee you shouldn't have it anyway! X_X
Asplode
Asplode
Desert Nomad
#20
In Comp Arenas, if the enemy team has a 55 monk, your team will not have interrupts or enchantment removal.

If your team has inspired hex, the enemy team will have absolutely no hexes to inspire.

If your team has drain enchantment, the enemy team will have absolutely no enchantments to drain.