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#6 The Last Pride [EvIL] defeats #1 War Machine [WM] — July 9, 2006
EvIL secures #2 seed for GWFC Finals in Leipzig
By Harold J. Chow


The Last Pride [EvIL] dismantled War Machine [WM] in two games to win Season Three of the Guild Wars Factions Championship.

Game One

Shadow Shroud
Shadow Shroud
Shadow ShroudShadow Shroud [Elite]
Assassin - Shadow Arts - Hex Spell
Energy: 10
Activation: 1
Duration: 3..9
Recharge: 20
Hex Spell. For 3..9 seconds, target foe cannot be the target of Enchantments.

Game one took place at War Machine's Isle of the Weeping Stone guild hall. WM's build featured plenty of offense in the form of two Warriors, a Smiting Monk, and an Air Elementalist, as well as defensive support from a Ritual Lord Ritualist. EvIL's build featured three Mesmers designed to counter WM's heavily offensive game plan while still packing some offensive power. To combat WM's use of Divine Boon Protection Monks, one of EvIL's Mesmers brought Shadow Shroud.

GAME 1 LINEUP

#1 War Machine [WM] #6 The Last Pride [EvIL]
W/A—Hammer Warrior with Devastating Hammer and Death's Charge Me/E—Energy Surge Mesmer with Blackout and Gale
W/A—Axe Warrior with Eviscerate and Death's Charge Me/A—Domination Mesmer with Shadow Shroud
Mo/Me—Air of Enchantment Monk with Zealot's Fire W/E—Axe Warrior with Shock and Eviscerate
E/Mo—Air Elementalist with Ice Spikes A/E—Aura of Displacement Assassin with Shock
Rt/W—Communing Ritualist with Ritual Lord E/Mo—Air Elementalist with Ward Against Melee
Me/Mo—Domination Mesmer with Energy Surge Me/Mo—Domination Mesmer with Energy Surge
Mo/Me—Divine Boon Protection Monk with Mantra of Recall Mo/Me—Protection Monk with Blessed Light and Gift of Health
Mo/Me—Divine Boon Protection Monk with Mantra of Recall Mo/Me—Protection Monk with Blessed Light and Gift of Health
Morale Boosts: 0 Morale Boosts: 2 (32:38, 34:38)

EvIL started by sending most of its team out its back gate with the Guild Thief to infiltrate WM's base, while the Elementalist stayed behind with one Monk. WM arrived at the flag stand but noticed EvIL's red dots move past its position on the radar, so it sent its team back to defend against an all-out assault on its base and gave up its charge. This maneuver allowed EvIL's Elementalist to capture the flag stand without hindrance and keep WM on the defensive.

While EvIL shifted the battle back to the flag stand, it sent its Assassin along the eastern path back to WM's base with the Guild Thief, hoping to eliminate more NPCs. WM sent its Elementalist back to defend, but not even Blinding Flash could prevent EvIL's Assassin from dealing a fatal blow at 5:40. WM sent its Axe Warrior back to deal with the Assassin, but the Warrior fell at 6:52 when WM had to send its Elementalist back to the flag stand with the flag. These developments prevented WM from advancing on EvIL's base for the rest of the game, as WM focused on stopping EvIL's Assassin from interfering with flag running.

Unnatural Signet
Unnatural Signet
Unnatural SignetUnnatural Signet
Mesmer - Domination Magic - Signet
Activation: 1
Recharge: 40
Signet. Target foe takes 15..75 damage. If that foe was a summoned creature, this Signet does double damage and recharges instantly.

Neither guild could achieve an advantage at the flag stand. EvIL brought multiple copies of Unnatural Signet, protected by Distortion, to deal with WM's Ritualist Spirits. Even though EvIL could not muster up enough offense to make more than one kill, EvIL's Mesmers kept WM from doing more damage than its Monks could heal.

With the game in Victory or Death, EvIL's Assassin eluded WM's Axe Warrior and attempted to eliminate some War Machine NPCs before they reached the flag stand. Despite a quick death, the ploy allowed EvIL's NPCs to reach the flag stand first. From there, EvIL's Archers had a height advantage over WM's NPCs. Due to the range of attacks, WM's NPCs had to stop in areas affected by the Stone Spores native to the map. Although WM felled an EvIL Bodyguard, the superior positioning of EvIL's NPCs caused WM to concede the first Morale Boost of the game to EvIL at 32:38.

Shatter Enchantment
Shatter Enchantment
Shatter EnchantmentShatter Enchantment
Mesmer - Domination Magic - Spell
Energy: 15
Activation: 1
Recharge: 25
Spell. Remove an Enchantment from target foe. If an Enchantment is removed, that foe takes 14..100 damage.

EvIL quickly eliminated the remaining WM Bodyguard, having killed the other of WM's Bodyguards prior to the boost, and attempted to push its newfound advantage. EvIL's Assassin snuck past enemy lines to try to catch WM's Axe Warrior at the WM resurrection shrine. This move backfired when WM sent its Elementalist back to assist, and with EvIL at a player disadvantage, WM focused on eliminating EvIL's Archers. At the late date, however, with the Guild Lords marching out to the flag stand, WM could not capitalize on this situation. With EvIL packing three Mesmers' worth of Enchantment removal, protective Enchantments did not stay on WM's team members for any length of time. Unable to keep both its players and its Guild Lord alive, WM succumbed to EvIL at 38:45.


Game Two

Shadow Form
Shadow Form
Shadow FormShadow Form [Elite]
Assassin - Shadow Arts - Enchantment Spell
Energy: 10
Activation: 1
Duration: 5..20
Recharge: 60
Enchantment Spell. For 5..20 seconds, all hostile Spells that target you fail and all attacks against you miss. When Shadow Form ends, lose all but 5..50 Health.

Game two took place at The Last Pride's Frozen Isle guild hall. WM turned to the build that helped it finish the regular season in first place. WM's two Assassins used Arcane Echo and Arcane Mimicry with Shadow Form. Since the Health loss from Shadow Form does not trigger when a player is reapplying Shadow Form, the Assassin pair remained impervious to spells and normal attacks. WM's main squad featured an Axe Warrior, a Smiting Monk, and an Elementalist with offensive and defensive capabilities. EvIL's lineup resembled the build it used in game three against Mostly Harmless and featured two Assassins of its own.

GAME 2 LINEUP:

#1 War Machine [WM] #6 The Last Pride [EvIL]
A/Me—Assassin with Arcane Echo and Shadow Form Me/E—Energy Surge Mesmer with Blackout and Gale
A/Me—Assassin with Arcane Echo and Shadow Form W/E—Axe Warrior with Eviscerate and Shock
W/R—Axe Warrior with Eviscerate and Bestial Fury A/E—Aura of Displacement Assassin with Shock
Mo/Me—Air of Enchantment Monk with Zealot's Fire A/E—Aura of Displacement Assassin with Shock
E/Mo—Air Elementalist with Deep Freeze E/Mo—Air Elementalist with Ward Against Melee
Me/Mo—Domination Mesmer with Energy Surge Me/Mo—Energy Surge Mesmer with Unnatural Signet
Mo/Me—Divine Boon Protection Monk with Mantra of Recall Mo/Me—Protection Monk with Blessed Light and Gift of Health
Mo/Me—Divine Boon Protection Monk with Mantra of Recall Mo/Me—Protection Monk with Blessed Light and Gift of Health
Morale Boosts: 0 Morale Boosts: 5 (6:16, 8:16, 10:16, 12:16, 14:16)
Expunge Enchantments
Expunge Enchantments
Expunge EnchantmentsExpunge Enchantments
Assassin - Deadly Arts - Skill
Energy: 10
Activation: 0.75
Duration: 10..5
Recharge: 30
Skill. Target foe loses 1 Enchantment. All of your other non-attack skills are disabled for 10..5 seconds. For each skill disabled in this way, target touched foe loses 1 additional Enchantment.

WM began the match with a split, sending its two Assassins to infiltrate EvIL's base. EvIL's Assassins, who had headed toward WM's base, turned around to deal with this threat while the rest of EvIL's squad headed to the flag stand. Upon reaching EvIL's base, WM's Assassins began their Shadow Form chain, using Arcane Echo to copy Shadow Form, which allowed them quick entrance into the Guild Lord's area. EvIL's Assassins came prepared for threats and used Expunge Enchantments to remove Shadow Form from one of WM's Assassins, and scored a quick kill. EvIL's Assassins swiftly prevented WM's other Assassin from escaping and infiltrated WM's unguarded base at 1:44.

When WM's Assassins revived at the WM resurrection shrine, they realized that a two-on-two situation with EvIL's Assassins was impossible. WM's main squad fell back to assist its Assassins, but lost a Monk in the process. EvIL killed WM's Elementalist and returned WM's flag back to WM's base, further compounding WM's problems. With WM forced to play defense, EvIL had full reign over the flag stand and secured a Morale Boost at 6:18.

WM tried to send its Assassins to infiltrate EvIL's base again, but weakened by the death penalty, they did not last long against a single EvIL Assassin with Expunge Enchantments. Pushed back into its base and unable to split effectively, WM could do nothing to stop EvIL from earning regular Morale Boosts and whittling away at WM's defenses. Knowing the game had fallen out of reach, WM resigned at 14:33, making EvIL the champions of the Season Three Guild Wars Factions Championship and securing EvIL's #2 seed for the Finals in Leipzig, Germany.


Harold J. Chow is one of our freelance Guild Wars reporters. His in-game name is Guild Informant.