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		<title>self&gt;SabSparrow: /* Access */</title>
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		<summary type="html">&lt;p&gt;&lt;span dir=&quot;auto&quot;&gt;&lt;span class=&quot;autocomment&quot;&gt;Access&lt;/span&gt;&lt;/span&gt;&lt;/p&gt;
&lt;p&gt;&lt;b&gt;New page&lt;/b&gt;&lt;/p&gt;&lt;div&gt;{{otheruses|the [[PvP]] format|the [[Zaishen Challenge Quest]]|Guild Versus Guild (Zaishen quest)}}&lt;br /&gt;
{{TOCright}}&lt;br /&gt;
[[Guild versus Guild]], also known as '''GvG''' or '''Guild Battle''', is a strategic form of PvP which matches two teams of eight players from different [[guild]]s against each other in the [[Guild Hall]]s. The core objective of the combat is to kill the opposition's NPC [[Guild Lord]] before the opposition does the same to your Guild Lord.&lt;br /&gt;
&lt;br /&gt;
Each team must have a minimum of two members of the [[guild]], at least one of which is an [[Guild officer|officer]]. The remaining players on the team may either be members of that guild, [[guest]]s from another [[guild]], [[alliance]] members, or up to four [[henchmen]] ([[hero]]es are restricted from entering GvG matches as of [[Game updates/20091029|October 29, 2009]]).&lt;br /&gt;
&lt;br /&gt;
GvG competition can be played as either ladder-based play or as part of [[automated tournament]]s. GvG can also be played as an unrated scrimmage. GvG combat for top 100 rated teams, tournament battles and the last GvG for the Guild can be watched in [[observer mode]] with 15 minutes delay.&lt;br /&gt;
&lt;br /&gt;
==Access==&lt;br /&gt;
&lt;br /&gt;
To enter your team in a guild battle, travel to your guild hall and press the 'Guild Battle' button. A window will appear and offer the following options:&lt;br /&gt;
&lt;br /&gt;
* Automated Tournament Match&lt;br /&gt;
:This option is only available if your guild is registered for a tournament. ''For a more detailed explanation and rewards see [[automated tournament]]''.&lt;br /&gt;
&lt;br /&gt;
* Rated Automatic Match&lt;br /&gt;
:Automatically pairs your team with another waiting team which fits your ranking best. The result of the ladder match will adjust your guild rating. &lt;br /&gt;
 &lt;br /&gt;
* New Unrated Challenge&lt;br /&gt;
:Allows you to request a battle against a specific guild. The result of the match will not adjust your guild rating. &lt;br /&gt;
&lt;br /&gt;
* New Scrimmage&lt;br /&gt;
:Enters your team into combat against the next team to select this option from within your guild hall. The match will be played in your home guild hall. For this option, the team requirements are lowered to a minimum of one human player each. Scrimmage has a 28-minute time limit.&lt;br /&gt;
&lt;br /&gt;
==Winning conditions==&lt;br /&gt;
*Kill the enemy Guild Lord.&lt;br /&gt;
*Have all opposing players reach 60% [[Death Penalty]].&lt;br /&gt;
*In the event that time runs out, the team with the most [[aggressiveness]] will be declared victorious.&lt;br /&gt;
&lt;br /&gt;
Only one of these conditions has to be met for a match to end.&lt;br /&gt;
&lt;br /&gt;
==GvG game mechanics==&lt;br /&gt;
&lt;br /&gt;
There are several features which define the strategic elements of GvG combat.&lt;br /&gt;
&lt;br /&gt;
===Maps===&lt;br /&gt;
Each hall plays differently and favors different builds, due to their layout and unique features, such as environmental effects. A guild might select a hall which suits their style of play or complements the build type which they play.&lt;br /&gt;
&lt;br /&gt;
The map selected depends on the competition. For ladder play the Guild Hall of the lowest ranked team is selected. For automated tournaments the maps are fixed for each round in the tournament.&lt;br /&gt;
&lt;br /&gt;
For a list of Guild Halls and their different layout refer to [[guild hall]].&lt;br /&gt;
&lt;br /&gt;
===The flag stand===&lt;br /&gt;
The [[Tower_Flag_Stand|flag stand]] is an object central to a GvG map that grants a 10% [[morale boost]] to the team that can hold it for two minutes. The stand is captured using a [[flag]]. Many GvG teams have a [[flag runner]] to run the flag to the flag stand repeatedly.&lt;br /&gt;
&lt;br /&gt;
===Non-player characters===&lt;br /&gt;
There are many NPCs on the Guild Hall map which can influence gameplay, particularly in the closing stages of a GvG match. Guild Halls are defended by a variety of NPCs including [[archer]]s, [[footmen]], [[knight]]s, and [[bodyguard]]s. Generally, footmen guard the front entrance to a guild hall, archers line the walls and perimeter, and a bodyguard and two knights stand directly next to the Guild Lord along with more archers.&lt;br /&gt;
&lt;br /&gt;
===Tie-Breaker===&lt;br /&gt;
At the 28th minute, the more [[aggressiveness|aggressive]] team is awarded the victory.&lt;br /&gt;
&lt;br /&gt;
==Rewards==&lt;br /&gt;
{{pvp reward&lt;br /&gt;
| link-faction = 1&lt;br /&gt;
| unique = 40&lt;br /&gt;
| victory = 1000-4000&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;linear with [[Elo]] rating (1000-1600)&amp;lt;/small&amp;gt;&lt;br /&gt;
| flawless = 200-800&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;linear with [[Elo]] rating (1000-1600)&amp;lt;/small&amp;gt;&lt;br /&gt;
| special = [[Champion]] point&lt;br /&gt;
| special-when = Rating 1050+ beats rating 1050+ &lt;br /&gt;
}}&lt;br /&gt;
* There is a 10 Champion points cap per day. The cap is doubled during the Guild Versus Guild [[Weekly bonuses|weekly bonus]].&lt;br /&gt;
* Players will also receive a [[Champion's Zaishen Strongbox]] after each victory, unless either team [[resign]]s before 5 minutes have elapsed or the winning guild has a guild rating of 949 or lower. There is a five Champion's Zaishen Strongboxes cap per day.&lt;br /&gt;
&lt;br /&gt;
===Elo rating===&lt;br /&gt;
Guild versus Guild battles during ladder play result in rating change according to the [[Guild ladder|Elo rating system]].&lt;br /&gt;
&lt;br /&gt;
===Special events===&lt;br /&gt;
During certain [[special event]]s, the opposing Guild Lord [[drop]]s [[seasonal item]]s for each player of the winning team when he dies. To prevent exploitation, no rewards are offered if (a) the match ends after 28 minutes without either side killing a Guild Lord or (b) the battle ends in under 5 minutes (e.g. due to one team resigning or [[zoning]]).&lt;br /&gt;
*[[Lucky Treats Week]] (since 2011): randomly either 10 [[Four-Leaf Clover]]s or 10 [[Shamrock Ale]]s.&lt;br /&gt;
*[[Anniversary Celebration]] (since [[Seventh Year Anniversary Celebration]]): 10 [[Birthday Cupcake]]s.&lt;br /&gt;
*[[Halloween]] (since [[Halloween 2010|2010]]): 10 [[Trick-or-Treat Bag]]s.&lt;br /&gt;
*[[Special Treats Week]] (since 2010): randomly either 10 [[Hard Apple Cider]]s or 10 [[Slice of Pumpkin Pie|Slices of Pumpkin Pie]].&lt;br /&gt;
*[[Wintersday]] (since [[Wintersday 2010|2010]]): 10 [[Wintersday Gift]]s.&lt;br /&gt;
&lt;br /&gt;
==Prototypical builds==&lt;br /&gt;
The main function of GvG builds is to take every single one of the players from the team and to build them so that they work together perfectly to win. Many teams will design eight characters to work together in intricate combinations; other teams will use eight &amp;quot;generic&amp;quot; characters that are useful in a wide variety of situations. These teams will often use their versatility to force more specialized teams into a fight they cannot win, often by a [[split]]. To be successful, a good team will often include:&lt;br /&gt;
&lt;br /&gt;
*A mix of offense ([[damage]]), defense (support) and snares ([[control]]):&lt;br /&gt;
**Some &amp;quot;[[frontline]]&amp;quot; melee or [[martial]] characters, who are the main damage dealers of the squad. Examples: warriors, assassins or dervishes.&lt;br /&gt;
**Some &amp;quot;[[midline]]&amp;quot; ranged or [[caster]] characters, who disrupt both the enemy offense and defense, and add damage at range to help kill targets. Examples: mesmers, rangers, elementalists, paragons, or necromancers.&lt;br /&gt;
**Some &amp;quot;[[backline]]&amp;quot; caster characters, who keep everyone else alive as long as possible. Examples: monks or ritualists.&lt;br /&gt;
*A dedicated flag running character, who is able to survive one-on-one or small-group encounters with a wide variety of threats and who has a [[speed boost]].&lt;br /&gt;
*The ability to fight both as a whole team and in small [[split]] groups.&lt;br /&gt;
*[[Snares]], to control enemy movement.&lt;br /&gt;
*At least one [[hard res]]urrection skill, to bring back teammates without using up valuable Res Signets.&lt;br /&gt;
&lt;br /&gt;
A large number of builds have been run so often in GvG that they have come to be referred to by a single term. These include [[ranger spike]], [[Thumper]]s, [[FoC spike]], Thumpsmite, [[Soul Barbs|SB]]/[[Recurring Insecurity|RI]], [[Fast Casting|Fast Cast]] [[air spike]], [[Eurospike]], and more. Some of these builds are similar to those that were run in 8v8 [[Heroes' Ascent]], but many are unique to GvG. Other teams run non-gimmick &amp;quot;balanced&amp;quot; builds with more generalist characters; likewise, these generalist characters are often referred to simply by naming the elite and possibly a few other skills: for instance, &amp;quot;Stone Sheath elementalist&amp;quot; or &amp;quot;Healing Burst monk&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
==Standard GvG strategy and development==&lt;br /&gt;
The most straightforward GvGs consist of two teams meeting each other at the flagstand, engaging each other 7v7 while the flag runners run flags and participate briefly in the combat while at the stand. If a team can, they will often try to delay the enemy flag runner enough to gain a [[morale boost]]. Delaying the enemy flag runner is important even if you do not get a boost, since it means your own flag runner is able to stay and fight at the stand for longer. If one team is able to get a decisive victory at the flagstand, either by wiping out the other team or by forcing them to retreat, they will generally push the opposing team's base and start killing NPCs. The defending team, with the aid of newly-resurrected members, NPCs, and fresh energy bars will then try to push the enemy out of their base and regain the ground they lost, often with the aim of getting a flag through.&lt;br /&gt;
&lt;br /&gt;
A team that realizes that they are unable to fight the enemy head-on will often split a small force to the enemy base to kill NPCs or harass the flagrunner. This forces the other team to either split their forces as well, or lose NPCs and potentially the Guild Lord. Many teams will include a couple of strong solo characters (rangers, split elementalists, warriors, etc.) to use in split situations. Some teams are set up to split from the beginning, sending a predetermined squad to the enemy base from the start. Matches that involve a lot of splitting generally embrace the multiple squads running around, trying to either get to undefended NPCs or force an engagement with an enemy squad that they can score kills on (or kill the enemy flag runner). [[Snares]] are invaluable for this; [[teleports]] and [[shadowstep]]ping are an annoying way to make a squad hard to catch.&lt;br /&gt;
&lt;br /&gt;
The 2-minute resurrection cycle factors into tactics: teams will often try to [[spike]] a target right before the two-minute mark and force them to resurrect at base, or &amp;quot;save&amp;quot; a lone survivor or straggler and kill them right after the two-minute mark, ensuring that they stay dead for a while. If enemy members are dead and you have some team members near the enemy resurrection shrine, they should be aware if characters are going to resurrect on top of them (with full energy and recharged skills). Remember that [[Death Penalty]] only makes them easier to kill; they still do just as much damage.&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
*[[Guild Hall (cinematics)]]&lt;br /&gt;
&lt;br /&gt;
[[Category:PvP glossary]]&lt;/div&gt;</summary>
		<author><name>self&gt;SabSparrow</name></author>
	</entry>
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