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War Machine [WM] vs. We Still Pwn Charr [Char] - May 21, 2006
The potential of the Assassin is unleashed in high-level play.
By Jonathan Sharp


Game 1
Map: Isle of Weeping Stone

Game one lasted an amazing 33 minutes. The fight was intense, as both sides earned Morale Boosts and locked horns in head-to-head battles and split skirmishes. War Machine employed characters from both new professions, which affected the match greatly. Its Assassin strategies changed the rules of combat in new and exciting ways.

War Machine We Still Pwn Charr
Ass/Ele Gank War/Ran Axe
Ass/Mes Gank War/Ran Axe
Rit/War Spirits Ran/Mes Trapper
Mo/Mes Boon Mes/Mo Dom
War/Ele Axe Ele/Mes Air
War/Ele Axe Ele/Mo Water
Mes/Mo Dom Mo/Nec Boon
Mo/Mes Boon Mo/Mes Boon
Morale Boosts: 28:30 Morale Boosts: 14:30
Divine Boon
Divine Boon
Divine BoonDivine Boon
Monk - Divine Favor - Enchantment Spell
Energy: 5
Activation: 0.25
Duration: upkeep
Recharge: 10
Enchantment Spell. While you maintain this Enchantment, whenever you cast a Monk Spell that targets an ally, that ally is healed for 15..60 Health, and you lose 2 Energy.

The round was an exercise in split execution and defense. War Machine continually pressured Char's NPCs with tandem Assassins. While this was happening, WM relied on its Ritualist and Boon Prot Monks to stage a fight in the middle. Char ran a lot of pressure, however, and the constant damage from two Axe Warriors and a Trapping Ranger proved to be too much for WM to withstand.

The battle was a standard affair considering both teams' intentions: WM's Assassins suffered several casualties, but they neutralized most of Char's NPCs in the process. Char, on the other hand, protected its key NPCs (Bodyguards and the Archers stationed near the Guild Lord) while putting an enormous amount of pressure on WM's flag team. At the 14:13 mark, WM took heavy losses and their flag was returned. This was a key turning point in the game, as Char boosted at 14:30.

Char then took out most of WM's NPCs, pushed WM back to their Guild Lord, and both sides sustained deaths. Due to constant Morale Boosts, these deaths hurt WM more than they hurt Char. WM player #6 ran a flag out at the 26-minute mark and died in the process. WM's Assassins quickly made their way to Char's base and forced the flag runner to protect the Guild Lord. By the time Char forced the Assassins from its base, WM had another flag and finally boosted at 28:30.

This play proved to be too little, too late. Char replanted the flag, took control of the map, and waited for Victory or Death to trigger. Char maintained the advantage at the flag. WM quickly lost a Bodyguard and was forced from the center. WM attempted to gank, but Char reacted quickly and defended itself well. Both Guild Lords made their way to the middle, and at 32:45 WM's Lord was killed.

Duration: 33 Minutes
Winner: Char
Series: 1-0


Game 2
Map: Burning Isle

For game two, WM replaced its Ritualist in favor of a second Mesmer. This allowed the team to be more mobile while its Assassins forced Char's players out. Char swapped out the Ranger subclass from both of Warriors in favor of the Assassin's teleport skills. Additionally, the Ranger trapper was replaced by a second Mesmer.

War Machine We Still Pwn Charr
Ass/Mes Gank War/Ass Hammer
Ass/Mes Gank War/Ass Axe
Mes/Ass Dom with Warrior defense Mes/Ass Shadow Shroud with Warrior defense
Mo/Mes Boon Mes/Ass Dom with Warrior defense
War/Ele Axe Ele/Mo Water
War/Ele Axe Ele/Mes Air
Mes/Mo Expel Hexes Mo/Nec Boon
Mo/Mes Boon Mo/Mes Boon
Morale Boosts: 10:20 Morale Boosts: 0

WM pressured Char hard with Assassins, spreading its defenses out. The Assassins killed multiple NPCs and presented a constant threat in Char's base. While both sides traded kills, WM pulled ahead via NPC advantage. Char scored several impressive Monk kills early in the match, but once its NPCs started falling they were forced to send players to deal with WM's Assassins.

Aura of Displacement
Aura of Displacement
Aura of DisplacementAura of Displacement [Elite]
Assassin - No Attribute - Enchantment Spell
Energy: 10
Activation: 0.25
Duration: upkeep
Recharge: 20
Enchantment Spell. When you cast Aura of Displacement, Shadow Step to target foe. When you stop maintaining Aura of Displacement you return to your original location.

WM's Assassins caused numerous headaches for Char as they frequently targeted the Flag Runner. At 7:00, both Assassins teleported to a bodyguard with Aura of Displacement, spiked it, and retreated. The Bodyguard fell due to poisoning and bleeding conditions.

WM scored a Morale Boost at 10:20. After doing so, the team pressured Char hard. Char nearly suffered a full wipe at this point (meaning the team was almost entirely wiped out), but instead retreated to its NPCs.

At 12:10, Char lost its final Bodyguard. At the 14-minute mark, WM moved to the middle and Char pursued, leaving only player 6 behind for base defense. Shortly afterward, WM's Assassins breached Char's perimeter and eliminated the sole defender, followed by a pair of Monks. WM pressured Char's Guild Lord with no resistance. He fell shortly thereafter, at 17:30.

Duration: 18 Minutes
Winner: WM
Series: 1-1


Game 3
Map: Isle of Weeping Stone

The final game commenced on the first map and both teams made lineup adjustments before taking the field. WM revisited the build from the first game with the exception of a Mon/War Life Bonder in the Ritualist's place. Char revisited its initial roster this round.

War Machine We Still Pwn Charr
Ass/Mes Gank War/Ran Axe
Ass/Mes Gank War/Ran Axe
Mes/Ass Dom Ran/Mes Trapper
Mo/Mes Boon Mes/Mo Dom
War/Ele Hammer Ele/Mes Air
War/Ele Axe Ele/Mo Water
Mo/War Bonder + Life Sheath Mo/Nec Boon
Mo/Mes Boon Mo/Mes Boon
Morale Boosts: 11:03 Morale Boosts: 0

WM forced a split at the top of game three as it sent players 1-4 in a gank squad. Char answered with a defensive unit consisting of players 1, 3, 5, and 7. WM killed several NPCs, though Char kept a lock on its Guild Lord and Bodyguards.

Life Bond
Life Bond
Life BondLife Bond
Monk - Protection Prayers - Enchantment Spell
Energy: 10
Activation: 2
Duration: upkeep
Recharge: 0
Enchantment Spell. While you maintain this Enchantment, whenever target other ally takes damage from an attack, half the damage is redirected to you. The damage you receive this way is reduced by 3..30.

Neither team gained an advantage at the flag stand. Char's pressure was slowed by WM's Life Bonder. The game swung in WM's favor at the 10-minute mark. WM's offensive team applied pressure on Char, preventing a successful flag run. This culminated in a Morale Boost for WM at 11:03, and shortly thereafter, the death of Char's defensive Monk.

Char regrouped at the guild hall and pushed WM outside. Char muscled its way into WM's base and killed two Archers before being forced out. WM killed one of Char's Bodyguards and established control of the map 15 minutes in. Both sides waited for Victory or Death to activate. WM had a strong NPC advantage and won the battle at the flag stand. WM's NPC advantage was simply too much for Char to overcome. The game ended at 37:58.

Duration: 37 Minutes
Winner: WM
Series: 2-1


Jonathan Sharp has been playing competitive online strategy games since Warcraft 2 and StarCraft. In Guild Wars he has been a member of two top-5 ladder teams: Club G and Negative Zero. He recently worked as a multiplayer game designer for Stainless Steel Studios in Boston and has a B.A. in Philosophy. Currently he's pursuing two of his passions: game design and writing. Find him in-game as Chaplan Observant.