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Guild Wars

Guild of the Week

Guild Information

The Ladies Rhythm and Movement Club [MOVE] is perhaps most noteworthy for its monthly events, which often fill a district with the crowd of players they attract. Every month, [MOVE] officers flock to some the silliest competitions and contests ever conceived for the world of Guild Wars. Have you ever run a death-defying, naked race with five to seven other guildies through the Breach or Pongmei Valley? Have you ever found a series of brain-busting riddles on your guild website you must decipher in order to locate in-game locations for a massive, campaign-spanning game of hide and seek? Have you ever felt the delight of a crowd of players shouting answers to Guild Wars trivia questions you wrote in a district-filling, charity trivia contest? Have you ever logged onto your guild's Ventrilo server to find everyone calling each other "Max Power" because on Max Power day, everyone is named Max Power? The officers of [MOVE] have done all of this and more. But they don?t really brag about it much, because they know that next month, the event will be even bigger!

The unofficial guild philosophy is: Anywhere. Anytime. Anything. Who needs help? Name a mission and you'll soon find yourself in a full party of [MOVE] officers on your way to master?s completion. Name a green weapon and two Monks show up to farm, free-of-charge. Name an elite skill and watch the Signets of Capture fly. From pre-Searing Ascalon to the Domain of Anguish and all stops in between, [MOVE] is the master of all things PvE.

Everyone who joins the Ladies Rhythm and Movement Club is an officer. Everyone has the privilege of inviting friends and peers into the fold. An entry pass into [MOVE] is not easy to acquire, however. Invitations into [MOVE] are highly sought after, and membership hovers between 80 and 100 players at all times. Invitations are quickly sent out to fill any gaps, so entry is largely a matter of being in the right place at the right time. Officers must strive to be social, respectful, and friendly both within the game and in life, or they will find themselves out the door.

[MOVE] officers are also as diverse as they are numerous. At least a third of the guild roster are female players, and members range in age between 18 and 45. They are proud to have players from across the globe as well (U.S., Canada, UK, Australia, Peru, Mexico, and Korea). They have doctors, teachers, computer technicians, kickboxers, metal musicians, philosophy students, and future lawyers on-board. A couple even met in [MOVE] and fell in love through Guild Wars. Certainly, [MOVE] is a forum for all types of people to come together.


Moving Through PvE

The varied membership approaches the game in many different ways, yet they have a consensus about how to defeat certain enemies. Some Elementalist enemies (particularly the ones in Elona) can devastate your party with a single Liquid Flame attack. It's always good to bring someone whose sole purpose is weeding out such key targets. An anti-casting, interruption Mesmer can stop the tougher spells from being cast. An Assassin can drop an enemy before he does too much harm. Better yet, a Ranger with Broad Head Arrow can turn the fiercest tortureweb dryder into a harmless house spider.

Rather than preferring any specific area, the club congregates in its guild hall. Its members often wait around dancing, chatting, or having rock, paper, scissors fights until people shout out missions. The hall has all the comforts of home, as well as picturesque vistas for screenshots, and quick access to most areas in the game. Plus, it's nice to look at and has a funny frog in it.

The officers of [MOVE] are experienced with and enjoy all of the game's missions, but more than anything, [MOVE] likes missions such as Thunderhead Keep, Eternal Grove, and Dzagonur Bastion, because they require coordination and cooperation. They like to defeat incoming enemy waves quickly and joke around while waiting for the next wave.



Move In on Master's Level

[MOVE] says a balanced group is essential for the Master's completion of any mission in Guild Wars. They see missions falling into two categories, depending on how damage should be dealt out.

Missions that require sheer force¡ªsuch as time-based missions in Factions where your party must contend with large waves of enemies¡ªare best handled with the following group. Two or three fire Elementalists lead the charge with a constant barrage of fire nukes. A mass of nukes is a sight to behold and decimates large groups with ease. If enemies charge at the healers or casters, nukes can also be used defensively, to scatter or freeze the approaching horde in their positions. (A Barrage Ranger or damage-intensive Dervish may substitute for one of the nukers if three Elementalists can't be found.)

A minion master Necromancer supports the Elementalist by providing bodies to keep enemies at bay. A healing Ritualist working in tandem with a healing Monk keeps everyone¡ªincluding the minions¡ªalive with Spirits and party heals. A Paragon or earth Elementalist with wards can give a defensive boost to the heavy hitters, and they work well because of the large number of bodies on the field.

Next, it is important to bring someone who can quickly dispatch key targets such as Monks, Elementalists, resurrection Paragons, and Ritualists within the enemy mass. Bring an Assassin, Mesmer, or Ranger to prevent these key targets from affecting the battle while the heavy hitters drop the rest of the enemies. Finally, while tanks are not as crucial in sheer-force situations, it may help to bring along someone to guard exposed casters from Assassins and hammer Warriors while the minion count is low.

In contrast, missions requiring concentrated damage on a single target at a time, those in the Realm of Torment where enemies replicate when low on life, would benefit from a different, more melee-based grouping. A trio composed of a Warrior, Dervish, and Assassin lead the charge here. Their primary job is to attack in unison, dropping key targets such as Elementalists and Monks first. This trio attacks one target after another with concentrated melee spike damage. They should always keep an eye on their own casters and have someone ready to return to the backline to fend off enemies when necessary.

Two Monks keep the trio healthy, and a protection Monk should be considered to buff up Warriors who are pulling or fending off many enemies at once. A Mesmer and curse Necromancer team belong in this grouping as well. They can effectively reduce every enemy the melee trio fights to soft targets with Hexes and Conditions. Finally, while a nuker Elementalist is not as crucial in concentrated damage situations, it helps to have one on board to make the fights go a little bit quicker. The nuker should concentrate on herding enemies and finishing off weak foes while the melee fighters pummel them to death one by one.

With slight adjustments depending on the mission requirements, the above templates should be good starting points for most missions in Guild Wars. For example, if you expect to face running enemies, substitute a water Hex into your regular Elementalist?s build. If fire damage is not effective against your foes, convert your damage by bringing Winter. If Disease is taking its toll, make sure you bring Condition removals. If you expect Enchantment-stripping enemies, take it easy on the Enchantment heals and let a Ritualist heal for awhile with weapon spells and Spirits.

source: www.mmosite.com

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