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    Beginner's Guild vs. Guild Battle Guide by whitemithrandir

    Version: 0.5 | Updated: 06/25/07 | Search Guide | Bookmark Guide

    Introduction and Mission Statement
    A lot of friends and I have been talking about writing a friendly but in-
    depth guide to help newcomers to Guild vs. Guild (GvG) battles in Guild 
    Wars get their feet wet and gain a greater understanding of the tactics 
    and strategies that are intrinsic to competitive play. 
    A simple serach on Gamefaqs and a few of the community forums shows 
    a lack of coverage on this scope, and as such, I'm going to try my best to 
    base this guide on my experiences, which you could certainly disagree 
    with. As such, this is not a guide for someone completely new to Guild 
    Wars, nor is it for a veteran player looking to compete in the top 300. This 
    guide will cover basic player vs. player tactics in the context of GvG, such 
    as kiting and communication, but will also cover GvG specific tactics 
    such as flag running and Victory or Death! mechanics. 
    The goal of this document isn't to cover any specific era or metagame of 
    Guild Wars, with assumption of the theory that the metagame may 
    change but the core strategies and tactics will not, and as such specific 
    metagame dependent tactics will be avoided as much as possible.
    I hope this guide will be beneficial to those of you looking to take your 
    games to the competitive level, as well as those of you just looking to get 
    your feet wet.  
    As of the current version (0.5), the guide is still largely incomplete and 
    help from the community may be required to fill in some of the blanks and 
    correct whatever errors I still haven't hammered out yet. Thank you for 
    your support, and I sincerely hope you've found this guide useful.
    As for copyright, feel free to take any portion of this guide and post it 
    whereever you want. I don't really care if I get credit for it, but maybe a 
    Kudos here and there won't hurt.
    Of course, Arena Net holds all rights and licenses to Guild Wars TM, blah 
    blah blah, as is accordant to GAMEFAQ submission rules.
    [b]Section 1: The Build, the Skills, the Team, and the Plan[/b]
    You have eight players and 64 skills. The other team has eight players 
    and 64 skills.
    You have a base with a guild lord and a handful of non-playable 
    characters (NPCs) and so does the other team. 
    You have a flag, they have a flag. 
    You have a thief, they have a thief (sometimes). 
    These are the resources you are given, and how you play them is entirely 
    up to you. 
    While it's true that there's no one build that can dominate the metagame 
    (sarcastic jokes about hexes on jade aside), it doesn't mean that any 
    random build you slap together is going to get you the same distance. A 
    GvG build is different from, say, a Heroes' Ascent build in that GvG 
    battles tend to last a bit, and versatility and endurance should be your top 
    priorities. While it's true brute force and gimmick builds will still work with 
    the right players, these builds still need to be adapted to the GvG 
    The best way to build a team of eight is to make the build around the 
    team, instead of the other way around. What I mean is just simply going 
    into observer's mode and taking down the #1 guild's build when you don't 
    have a player who's used to playing the class for a key position and 
    putting someone completely new to the position on that position is not 
    going to end well. Understand the limits of the strengths and weaknesses 
    of your roster of players before you decide what build to run. Put players 
    on positions they feel most comfortable and have the most experience 
    If you don't have a player in your roster that's experienced with playing 
    the ranger class, don't roll a build with a ranger. Remember that your 
    team's performance is rated at the level of your weakest player, so 
    making sure that everyone is comfortable with the position he is playing 
    goes a long way to forming a solid build. 
    There are extensive resources out there with recommended GvG builds, 
    and it is not in the scope of this guide to recommend you a build to run. 
    Just remember that any build your team feels comfortable playing has the 
    potential to be a strong build. Likewise, any build your team feels 
    uncomfortable playing is going to be a weak build, even if the #1 guild on 
    the ladder is running it. 
    It is key that your entire team knows the build inside out before entering a 
    match. By this, I mean at the very least, every member of your team 
    should know what the other seven players are running. This knowledge 
    becomes vital when the players need to be dependent on each other for 
    specific tactics or rendered aid. A monk, for example, can call for a 
    blackout on an opposing warrior that's two whacks away from full adren, 
    but he can't do that unless he knows the mesmer has blackout to begin 
    It sounds stupid and elementary, but I've played with teams that behaved 
    otherwise, and paid for it.
    Pre-plan the responses your build will take in reaction to enemy tactics 
    before you enter the match. Establish how you plan on dealing with splits, 
    who to send back, in what order, and how to coordinate the manuever. 
    Don't wait until you're in-game with a base under attack message to 
    argue about who should go back and how it should be dealt with. 
    Understand the majority of your damage source and how to break 
    through common defenses that could potentially stall your offense. For 
    example, if you are running two warriors and a paragon, don't wait until 
    7:00 of doing no damage before discussing how to react to chain aegis 
    and constant blinds. Likewise, if the only hex removals in your build are a 
    veil and a purge, it's time to talk about what to do if you run into a hex 
    heavy team. Talk it out. Have some discussion. Your build doesn't need 
    to have a GOOD response to a certain tactic, but a crappy tactic like  
    "well, if they pull x on us, then we're pretty much boned. Just run around 
    for 25 minutes and hope our lord head shot critical cyclone axes their 
    entire team" is still better than not talking about it at all. 
    Preparation is half the battle, and if you still lose, at least you'll know why 
    so you can improve your game. This isn't to say you have to account for 
    everything that could possibly happen, as improvisation is still a very 
    large part of the game, but at least make sure you're planned against the 
    more common tactics.
    [b]Section 2: Killing the Guild Lord Wins the Game[/b]
    There are a lot of ways to play the game, but there's only one way to win 
    it: kill their guild lord. This is not to say you should gun directly for
     the lord at 2:00 into the game. That's called a full team wipe. Think 
    of the game as a round of Chess. To force the opponent king into a checkmate,
    you first have to work your way to him, through position, material, and 
    time. In Guild Wars, these goals can be analogously translated to playing 
    for position, playing for morale, and playing for Victory or Death! (VoD). 
    These goals are not mutually exclusive and good play means keeping all 
    three in mind through the entire span of the game. There's certainly 
    trade-offs and prioritizing involved, where one goal is pursued at the 
    expense of another, but none can be fully ignored. 
    Playing for position means a lot of things. It mean pushing into the enemy 
    side of the flagstand when your flag runner is running towards your stand, 
    it means falling towards your NPCs when your monks are low on energy 
    and need some pressure relieved, it means putting down a ward vs. foes 
    at a strategic location, it means in position to access their catapult when 
    Victory or Death rolls near, and a host of other things. Knowing when to 
    push, when to fall, when to collapse, when to split, and when to hold is 
    vital to playing well. 
    Snares, wards, spirits, and teleportation are some examples of tools to 
    help you play for position. The most important thing to recognize is that a 
    team, without exception, plays at the pace of its slowest member. The 
    best way to control where the opposing team is playing is to control the 
    movement of a vital role. For example, if you want to stop a team from 
    falling towards their NPCs when you have the pressure up, maintain a 
    snare or knockdown on one of their monks. Where are they going to go? 
    Nowhere, unless they are willing to sacrifice the monk. Likewise, if you 
    want to push the opposing team off you, begin by pushing their vital roles, 
    such as the monks. If you push the monks back, then their extended 
    frontline will be vulnerable, and will be forced to pull back or take 
    unmitigated damage.
    A common tactic to force initiative on position is splitting. Splitting is the 
    act of dividing up your forces into two groups to achieve two different 
    goals simultaneously. One group could hold the stand for morale, for 
    example, while the other knocks out vital NPCs in the enemy base. Some 
    builds are specialized to split proactively, but all builds should be built to 
    deal effectively against splits or have the option of splitting themselves. 
    Splitting can pull off some of the pressure or defense or weaken the 
    opponent team significantly at VoD if they choose to ignore it. However, 
    your team also faces many of the same problems - with one difference: 
    you have the initiative. The general rule of thumb regarding splits is never 
    split if you don't need to and never refrain from splitting when the 
    alternative is put your Guild Lord under threat. 
    Position also translates to team cohesion. Casters can't cast outside their 
    radius, rangers and paragons can't hit beyond a certain range, and that 
    translates into bad news for melee classes if they over extend beyond the 
    radius of support offered by their midline and backline. It's vital that the 
    team are always in position to support each other. Everyone needs to 
    know where the wards are, where the traps are, and where each other 
    are so they can respond well to pressure. This is not to say overextension 
    is always unacceptable. Sometimes, melee needs to overextend to push 
    a kill, push a position, or collapse on a target of opportunity. It's 
    acceptable to overextend as long as the entire team is aware he's 
    overextending, including the overextender. Communication is vital. Let 
    your team know you're about to push a kill or push for a flagger.
    The occasional over-extension aside, it's vital that the team moves as 
    unity. If a push needs to be made, the entire team needs to do it, not just 
    the warriors or the midlines. Everyone needs to push as one and fall back 
    as one. Out of position players are easily picked on and taken out.
    Another important goal to play for is morale. Everyone starts at zero 
    percent death penalty (DP), but as you take deaths, you start accruing 
    DP. You can reduce DP by scoring kills and capturing the flag, the latter 
    can even net you a hefty +10% morale bonus. Successfully playing for 
    morale involves three things: push kills, stay alive, and hold the flag. The 
    first two will boil down to a whole nest of factors that anyone not new to 
    Guild Wars PvP should be familiar with, while the third is something that's 
    unique to the way GvG battles work. On every map is a flag stand, 
    usually located in the middle of the map. Sticking your flag in it and 
    holding it there for two minutes will net you a "Morale Boost", reducing 
    your DP. If your DP is 0, then you'll get a one time 10% morale boost. 
    Suffice to say, this is vital to winning the game. Successful GvG builds 
    will incorporate some form of flag running, and the skill exhibited by the 
    flag runner can easily determine the outcome of the game. If the 
    opposing team holds the flag and is getting constant morale boosts, then 
    it means none of your kills will matter, and the battle will rapidly turn 
    uphill. Controlling the flag successfully is intimately related to controlling 
    the position of both your team and the opposing team. Putting the 
    opposing team in a position where running the flag becomes difficult will 
    put your flag running ahead in pace. Failing to do so will cause undue 
    pressure on your flag running and give you a liability that your support 
    may not need, in addition to all the other stuff that's going on.
    Of course, another way to gain morale is to kill the opposing team. There 
    are generally factors outside of the few that you have direct control over 
    for that, but putting the DP on the right targets is something you DO have 
    control over. Spot the vital roles to the opposing build. If it's a spike team, 
    then no brainer - take down the caller. Put DP on him over and over 
    again until little effort is required to knock him out. For other, more 
    balanced and versatile builds, the vital targets are slightly more difficult to 
    spot, and will depend on communication from the rest of your team to 
    identify. For example, if the opposing team has a particularly good 
    mesmer power blocker shutting down your backline, then trying to put 
    some DP on him should be the first order of business. Likewise, if that 
    particular snare ele with bliding surge is the main element preventing 
    your melee damage from pushing through, then that's your vital target 
    right there. Monks are, of course, always vital targets, but they are usually 
    harder to push kills on, due to their position and auxillary skills.
    The same applies to your team. Identify the vital player in your build and 
    call opposing pressure off him and keep his DP clean at all costs. If you 
    are facing a hex dominated pressure team, then make sure to watch your 
    hex-eater mesmer - both his position and his DP. It's much better to have 
    heavy DP on one important target than slight DP on three auxillary 
    The last general goal to play for is Victory or Death! (VoD). VoD happens 
    at 20:00 after the clock starts, and a different set of rules are put into 
    play. For one thing, you do more damage but have less max life. For 
    another, the NPCs in your base will begin to push towards the middle, 
    where they will engage the enemy NPCs. All gates that require thieves or 
    locks will open, and remain open. At 25:00, the Guild Lords themselves 
    will start walking to the middle, forcing the match to be decided. 
    Understanding the inevitability of this and playing to give your team the 
    maximum advantage when it occurs will make or break the game. 
    The easiest way to prepare for VoD is to add elements into your build that 
    work exceptionally well at VoD. Anything that does area of effect damage 
    is a good bet, and usually helps with offsetting an NPC disadvantage.
    But this guide is going to focus more on how to play for VoD during the 
    match itself. One way to swing the favor to your end is to target the 
    enemy's NPCs before VoD occurs. This can be done by a hard push, or 
    with a split. Unless the enemy wants a re-enactment of Seven Against 
    Thebes, then they will have to respond to such a move. The three most 
    important NPC targets should be the knights and the bodyguard, but 
    archers should not be ignored as they do add a good amount of damage 
    if gathered up. Sometimes it's neccessary to sacrifice position at the 
    stand or concede a morale boost in order to put pressure on the enemy 
    base through a split, while other times it's neccessary to sacrifice NPCs 
    to relieve pressure on your stand.
    NPCs have roles outside of VoD. Making the other team pull your 
    footmen or your knights before they've put sufficient pressure on you can 
    quickly turn the tables. The extra pressure from the NPCs could be 
    enough for you to make a counterpush or at the very least relieve some 
    of the pressure on your monks' energy pool, allowing them time to 
    recuperate. Likewise, when you're on the offensive, don't aggro the 
    opponent's NPC's until you feel sufficient pressure has been applied. If 
    sufficient pressure has been applied, then sometimes aggroing a few 
    footmen or a knight is a good way to burn the opposing team's monks' 
    energy by forcing them to watch an extra target and knock out a few vital 
    NPCs before VoD.
    At VoD, all the hard work you've done in playing for the previous two 
    goals - position and morale - will bear fruit. Good position will allow you to 
    catapult their NPCs (the time to fire is at 20:19 to have the best chance at 
    catching everything) or allow you to snare them in the path of your NPCs 
    before they reach the stand, if they pushed too far without watching the 
    clock. DP is compounded by the decrease in life at VoD, and a target with 
    DP on him will get taken out even more easily. At VoD, the best targets to 
    focus on are their offense. Identify targets using area of effect skills and 
    take them out right away. Move down the offense priority list by targetting 
    their melee, knights, bodyguard, support, archers, shut down, and last, 
    monks - unless when an opportunity presents itself. There will be a lot of 
    targets at VoD and it could get hectic, but that's what separates a good 
    guild from a mediocre guild. A key thing to note is to relentlessly chew up 
    their damage. Sit on their warriors, harrass their midline, and force their 
    monks to go deep set before yours do. 
    Be careful of last minute splits at VoD. With no NPCs and all gates open, 
    your Guild Lord is vulnerable. Understand and evaluate the possibility of 
    a split (or even a full team gank) and respond accordingly. Watch out for 
    bodyblocks and make sure your monks are in position to fall to the Guild 
    Lord if a threat is validated.
    Play it safe, play it smart, play it well.
    [b]Section 3: Roles, What They Mean, and How To Play Them[/b]
    Monks (backline):
    Every team needs monks, well, usually. Usually, balanced builds tend to 
    run two core monks, not counting smiters or whatever. You are the 
    team's primary source of damage mitigation. Red bars will drop, and you 
    will make them go up again. Generally speaking, there are two ways to 
    mitigate damage - prevention and recovery, translated in game into prots 
    (protection spells) and heals. Generally speaking, it's much more energy 
    efficient to prevent than it is to recover. Throwing a prot spirit on a target 
    before two warriors and a lightning orb falls on him is always going to 
    cost less energy than healing all that damage over with orison. 
    Prevention is very specialized, however, and will not work ALL the time. 
    That's why damage recovery is always an important aspect of the game. 
    Bottom line: make sure your monks got both prevention and recovery 
    Pre-protting is a must. Watch where the enemy damage is focused and 
    be there ahead of them. If you see two warriors converging on a target 
    and you KNOW they are going to release adren, don't wait for them to get 
    there to start your protting. When there are warriors in play, try to keep a 
    subconscious count of how much adren he has. If you've seen him train 
    someone for half a minute without using an adren attack skill, then you 
    know he's got a full tank of adren and is ready to release. That's when 
    your finger should be twitching on that prot and watch carefully where 
    he's going to end up releasing that adren.
    Following that same line of thought, watching the enemy is going to be 
    much more important than watching your own team. If you're getting 
    harrassed by a shut down mesmer, then watch what he's casting. When 
    you see diversion going off, assume it's going to come on you and pause 
    casting as it finishes. It's a good (probably the best) way to not get half 
    your bar diverted. Likewise, your teammates should call out incoming 
    diversions when they see it go off, to save you some work. 
    The best way to do this is to recognize the animations of certain key 
    spells and abilities and recognize them going off without clicking on the 
    person using them. If you see a broad head ranger run next to you and 
    starting start that lengthy attack animation, he's not stretching his arms. 
    Throw up your stance or strafe away because there's a broadhead 
    coming your way. 
    Know your surroundings. Be aware of where your wards and traps are 
    and be prepared to run through them when you're under pressure. If 
    there's a good ranger on the opposing team interrupting the occasional 
    skill, then know where potential cover is, be it that one shack on Warrior's 
    Isle or the foliage around Weeping Stone. Arrows can't fly through walls, 
    but your heals can. When you're not casting, run. Keep kiting and 
    strafing. You never know when an orb is going to fly your way.
    Communication is another important thing to keep in mind. Don't leave 
    your team wondering why everyone's dead when two seconds ago 
    everything was fine. If your elite is diverted or sig of humilatied, let your 
    team know so they can react accordingly, whether by playing more 
    defensively or start falling back on their frontline. If you have shame on 
    you, call it so the other monk can get it off. If there's a certain character 
    on the other team that's owning the crap out of you, don't stand there and 
    take it; let the rest of your team know so it can be dealt with. Talk with 
    your other monk. Let him know what's going on. The entire team plays on 
    the robustness of your energy bar, so make sure they're updated on its 
    status. If you're low on energy, call it. If you think you're going to be 
    dipping low on energy soon, call it. If you have to switch to your deep set, 
    call it. Call it, call it, call it. If you think your team needs to know 
    something, tell them. I can't stress enough how important this is.
    I won't go too deep into this class, there's simply too much variety to talk 
    about. This class includes a variety of support classes like mesmers, 
    rangers, and elementalists. Their roles are legion, but one thing is 
    certain: they lack the armor of the frontline and the mitigation potential of 
    the backline. That puts them at odds in terms of position. Bottom line: you 
    don't have 90AL and you can't pre-prot yourself, so pretty much you have 
    four ways to stay alive: W A S and D. Move. Kite. Position yourself where 
    you can adequately perform your role, but always remain in a position 
    where you have enough lee-way to proactively kite away before the 
    damage shifts to you. 
    If you're playing a midline character with a bit of burst damage, like an 
    orb, shatter, or e-burn, be on the look out for warriors on the other team 
    frenzying inside your cast radius. Be diligent. If you see a warrior frenzy,
     punish him for it. Throw an orb at him, shatter his prot spirit, or smack
     him with a burning arrow. Never let a frenzy go unpunished. While it's 
    impractical to shift your entire damage potential after one frenzied warrior
    before he cancels it into rush or dash, you can certainly put some extra 
    damage on him and force him to cancel early. 
    If you have area specific skills like wards or traps, call out when you 
    put them down so your team is aware of where to kite through for help. 
    If you have multiple wards, don't overlap them on top of each other. 
    Create figure-8 configurations to increase coverage. That's pretty much
    it, really. Every midline class plays out differently in some respects,
    but they all share certain commonalities. 
    Flag runner:
    You run flags. Your job is to bring the flag from your base to the flag 
    stand, capture it, and maybe help out with split defense and capping 
    catapults. You know Sylvester Stallone in Rambo? He would make a 
    terrible flag runner. Your job may be to run flags, but that doesn't mean 
    you have to monotonously run along the same road in the same 
    predictable pattern. Call out to your team when you're prepareing to 
    capture. If you see your team taking a lot of pressure at the stand, double 
    check with the monks before you move in. Make sure they have a decent 
    tank of energy left and can effectively mitigate you through the process. 
    Watch the clock. Always be aware of who is in control of the flag stand 
    and how much time you have to take it back. 
    If capping the flag means you're going to die in the process, it's a bad 
    idea 90% of the time. They're just going to cap it back and you'll be dead. 
    If your entire team is mired deep inside your base, and you see a window 
    where you can ninja past them for a cap, it's a good way to relieve 
    pressure - just make sure you can survive. A conceded morale bonus is 
    not going to lose you the game, especially when you haven't put any 
    significant DP on any of them, but having a flag runner dead with 60 DP 
    way out in the middle of nowhere can.
    You have more roles to play than just running the flag. Whether you're an 
    ice elementalist, a secondary monk, or a fire elementalist, you can add 
    unexpected pressure and damage when you're up there at the stand. 
    Make it count. Every time you're up at the flag stand, make your position 
    known. Snare their warriors, blur them, help your monks get some energy 
    back by healing/protting the team, or throwing in a critical burst of 
    damage on a spike. Your time is limited. Never stay longer than you have 
    to, and risk conceding a bonus. 
    Frontline and Caller:
    This guide, being non-metagame specific, will not cover how to call for a 
    hardcore spike build, but rather try to focus on calling for a balanced 
    build. Usually, the caller is going to be a frontline character, such as a 
    warrior. The reason for this is relatively simple: the frontline is closet to 
    the enemy team and therefore have the best peripheral vision on what 
    everyone on the other team is doing. Another reason is usually the 
    warrior is the one that needs to build adrenaline for damage, and he's the 
    best judge of when the damage potential is highest.
    Calling in GvG doesn't just mean broadcasting a target and counting 
    down, it also means calling for the right damage at the right targets at the 
    right time. Not every target needs to be spiked, unless that's the only 
    option offered by the build. Calling for damage, snares, shutdown, and 
    positional blocking are also the responsibilities of the caller. The caller 
    needs to know the potential and skill level of every player on his team, 
    including his own. Knowing how much damage and how fast they can 
    come is vital to calling well.
    If you need something special on the spike, like a gale or black-out on the 
    off monk, make sure you call it and give your team as much time as they 
    need to identify the off target in preparation to do what they do. Always 
    pay attention to how much pressure you are taking and how well the 
    monks are mitigating it. Don't wait until the monks are deep in their 
    highest energy set before deciding to pull back. If your team identifies a 
    threat to you, such as a particularly nasty mesmer or a snare ele, don't 
    ignore it. Rely on your team to provide feedback on what's going on from 
    their perspective and always communicate your intentions.
    Remember that dead people are ressurected back at base every 2:00. This
    means if you can take out a key target at 1:95, 3:95, or 5:95, just 
    before the ressurection timer, you can effectively remove that player from 
    play (his team won't have time to ressurect him before the timer 
    ressurects him) until he takes his time to haul ass back up here. If the 
    key target is, for example, a monk, then you have a good shot at 
    collapsing their entire team. Be aware of this and make sure your 
    damage potential is maximum at these key times and make major 
    pushes or spikes to get that kill and force a "base res". Adren full at 1:47? 
    Save it for 5 more seconds. 
    This works the other way too, when you DON'T want an enemy to 
    ressurect back at base. An enemy monk is almost dead and out of 
    position at 5:57? Wait until after 6:00 before you kill him, so his body gets 
    stranded at out of position land, far away from the rest of his team, with 
    no chance of ressurection for two full minutes.
    Always look for targets that are out of position, over extended, or simply 
    not kiting. Everyone makes mistakes during a match, but it's the team 
    that captalizes best on these mistakes that emerge the victor. If a midline 
    is out of position - punish him for it. If a warrior is too over-extended, 
    punish him for it. If a monk is dropping a sig of devo on the front line, 
    punish him for it. Always be on the look out for mistakes on the enemy's 
    part. A mistake that goes unpunished is an opportunity lost for victory.
    [b]Section 4: Common Mistakes and How to Avoid Them[/b]
    One of the most common mistakes I see when playing with newer guilds 
    is a bad decision when it comes to dealing with an enemy split. The 
    enemy has split. You spotted the split. What do you do? Remember that 
    indecision is just as bad, if not worse, than a bad decision. You don't 
    have the luxury to talk it out. You have to make the right decision within a 
    rapidly closing time window. Every second the enemy proceeds with the 
    split undisturbed makes your response window one bit narrower, until 
    there comes a time when your response becomes too late, and next thing 
    you know your bodyguard is lying dead with three enemies wailing on 
    your guild lord. This is where pre-planning and experience comes into 
    play. Teams lose to splits because they ignore the split when they can't 
    afford to, and when they split more players back than they need to. This 
    kind of decision comes with experience, but just remember: if the 
    opposing build is more splittable than yours, always try to force them to 
    Everybody needs to kite. "Oh, but he has snares anyway and will just 
    outrun me" and "I have Shield of Deflection on me and the other monk is 
    watching me so I don't have a to kite" are stupid excuses not to kite. 
    Even if you're a warrior - if you're being wailed on, KITE! Move out of the 
    way! If you're a little wary about losing position from kiting backwards, 
    then kite forwards or around in a circle. W A S D are the four counters to 
    more things than you might realize. Incoming orb? DODGE THAT. 
    Incoming dervish train? KITE THAT. Incoming blurred vision? GET 
    AWAY FROM THE OTHER WARRIOR! It's amazing how much stuff you 
    can kite off. Also, don't wait until the warrior or dervish is right 
    next to you before you start kiting. Start moving as soon as you see 
    that crazy bastard with a hammer running up to you. You might not get 
    a chance to if you wait for him to get close enough to hit Earthshaker.
    Don't park on one character for the entire game if you want to interrupt 
    something. Yeah, your team is screaming at you to D-shot Restore 
    Conditions or divert Blinding Surge, but parking your mouse cursor on 
    him the whole game just makes you a predictable and avoidable threat. 
    Once your target is aware of what you're trying to do, he can take 
    measures to defend himself against it and make you less effective. The 
    monk can kite behind an obstacle before he casts, and the B-surge ele 
    can just call for a veil 24/7. You becomes a much more valuable player if 
    you tab around a bit switching from target to target, looking for 
    opportunities. Perform your secondary role, like spreading poison or go 
    around denying their monks energy. When you see that animation of the 
    key skill you're trying to interrupt flash over the target's head, quickly 
    switch and hit D shot, or count down the recharge time and hit diversion 
    just before the next cycle. Be unpredictable.
    Rangers can interrupt everything, including attack skills. Attack skills are 
    actually usually the easiest skills to interrupt. If you see a warrior 
    with full adrenaline rush towards your monk, chances are, he's closing 
    in to unload. Just when he gets close enough, just throw him a D-shot or 
    savage or something, and voila, there goes his damage potential. Don't 
    make the mistake of thinking interrupts should only be used on the 
    enemy's mid and back-lines.
    A lot of teams have trouble with dealing with dervishes because of their 
    forms. All dervish forms have a downtime. When that downtime window 
    opens, go crazy and try to take them out. Dervishes don't have as much 
    armor as warriors, and without their form, will prove much easier to take 
    A team pushes position based on how much energy its monks have. If 
    the monks are low on energy, don't push too hard. A few ways to allow 
    your monks to get energy is to have your frontline fall on the enemy's 
    frontline and park them with knockdowns and damage if they frenzy. 
    Sure, you'll lose a bit of position, but your monks get a bit more breathing 
    room. When faced with a choice of pushing deep to take out a key 
    objective and wiping because your monks are low on energy, and giving 
    the enemy some ground and your monks some recuperation time, 
    choose the latter. Good communication allows the caller to make faster 
    and better judgements when it comes to juggling the monks' energy with 
    team positioning. 
    Some teams have a weakest link. Don't just go around attacking their 
    strong players when you can dismantle them by exploiting their weakest 
    link. If you notice a player on the enemy team that's clearly not very good 
    at this game, go after him full time. If a mesmer is consistantly out of 
    position, or if a warrior loves to frenzy constantly in your backline with 
    reckless abandon, make him your best friend. Call him out to your team 
    and have everyone watch him for the mistake to happen, then punish him 
    for it. It weakens their monks' energy pool, and sometimes their weakest 
    link can pull their entire team into making one, huge mistake - the kind 
    you can exploit to win a game.
    Don't infuse an archer or a footman unless you're pretty damn confident 
    you're going to win and just want some freebie points. For that matter, if 
    keeping an archer alive means you're going to drain your entire energy 
    bar, don't do it. Let the bastard die. Why? Archers don't kite. Footmen 
    don't kite. Knights don't kite, but it's worth keeping them alive because 
    they actually put out decent damage. Remember earlier in the guide what 
    happens to things that don't kite? That's right - free damage. Save your 
    energy for targets that do (hopefully your team).
    That's all for now. This just a very preliminary version of the guide that I 
    hope can be expanded upon by input from players much more 
    experienced than I at the game. If you have something to add, please let 
    me know from my contact information below. I know there are a lot of 
    typos and probably even more grammatical errors in this guide, so any 
    help you can give to proof read it would be appreciated. I hope you find 
    this guide useful.
    Contact info:
    In-game name: Daek Maelstrom
    AIM Screenname - bao6
    Thank you very much!

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