Elementalist/Assassin - Energy Storage, Water Magic, Shadow Arts.
Recall (only 10 second recharge)
Ether Prodigy*/Glyph of Energy*
Heart of Shadow
Armor of Mist
At the start of a GvG battle, cast Recall on an ally that'll be heading to the flag. Then cast Recall on Guild Lord, and STAY at your hall. Have your team activate the flag post as soon as possible, and most likely the other team will activate their flag on the post after your team has to get the morale boost. Once they've done this, pick up the new flag and stop maintaining Recall on the ally (be careful not to double+click on the Guild Lord's Recall. You'll teleport to your allie's location (which should be in the flag post area), and put your flag on the post. Cast Recall on one of the allies then stop maintaining the Guild Lord's Recall, you'll teleport/shadow-step to your hall, pick up the flag and stop maintaining your allie's Recall, and so on, and so on. Dash and Armor of Mist are for times when your team is not in the flag post area, and you'll need to run from the post to your hall, as the "teleport" will only be one-way. Heart of Shadow and Viper's Defense are for anyone that gets in your way. Shadow Refuge is your self-heal. Recall only has a 10 second recharge so it shouldn't be a hassle. This build is E/A because a lot of energy and energy regeneration is needed.
What do you think?
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Thread: E/A GvG Flag Teleporter
18-02-2006, 11:28 #1
E/A GvG Flag Teleporter
18-02-2006, 11:30 #2
The obvious weakness is: Enchantments can't be held at a distance, so I think if you stood at the nearest end of your hall, the enchantment may still stay. Only really works in some Guild maps though.
Last edited by Kjentei; 18-02-2006 at 11:34.
18-02-2006, 12:00 #3Originally Posted by Kjentei
18-02-2006, 14:07 #4
aye, items don't come with you. But the general idea of teleporting back to grab a new flag is still available. Use a run buff to get the flag up to the front lines instead.