*bap Goto* I don't wanna be a Wammo!!
Empathy, Diversion, SS, Feast of Corruption and you're done for.
Tanny and I could kill any type of player within 4 skills, the "monk" wouldn't stand a chance.

(Mind Wrack (100 health), Energy Burn (200 health and 20 energy), Energy Surge (200 health AoE and 20 energy). Of course that's not the plan but it's just a sample.
Here's the general breakdown of the battle plan: 1) Flag Tower Power! We have a runner who's sole responsibility is to heal themselves and run the flag to the flag stand and attempt to kill the other flag runner if needed. Utilization of skills such as traps placed around the flag stand are ideal. The morale boost can make or break a battle. (See sample build Master of Survival in Battle Isles)
2) Siege Weapon - Depending on what OoA's guild hall is, we may have to keep the siege weapon's in mind. You receive a repair kit which should be hidden near the guild lord immediately when entering the battle. If you want to use a siege weapon, steal the other teams repair kit and use it on them. Siege weapons are evil when used properly, but I wouldn't put a lot of emphasis on it. If you want to take a look at all the guild halls currently available, take to the Ferry Captain in Lion's Arch and he'll gladly show you the guild halls.
3) Knock Knock, anyone home? Guild Thieves can be selected to follow you to open up the gates to the opponents area if needed.
4) Team breakup - There are a lot of different team builds we can use, however it's more important that the team be suited for the layout of the guild hall. There should be one or two calling captains, no one else should be calling or chatting

, with the exception of a monk under heavy hexes, and need a Mesmer's assistance (just an example.) Two teams - two calling captains (usually a caster such as a Mesmer, since their skills are heavily based on observation)! And if you're a warrior primary, bring a wand...you never know when 10 damage is more then it seems for eliminating enemy NPCs that won't leave the protection of their guild compound.

Our hall is easier, you'd probably leave one tank with one monk guarding either the front gate, or the teleporter as the rest of the team takes the charge.
5) Individual professions - all professions can be used (with enough skills) to compliment each other, so don't be afraid to play what you want, as long as you sync your skills to compliment the skills of your guildies. And no, Tanny, you cannot be a Mesmer Tank.

However, I have to admit the W/E with Gale is a great combination, it allows you to catch up to the player you're trying to kill faster. Think of it as a cheating game of tag (knock them down from a distance and then sprint up.)
6) At the end, if we ever get there: Do not charge the Guild Lord, take out his bodyguard's first. Charging the guild lord is like charging the boss in Thunderhead Keep when you have two Mursaat Monks and two Mursaat Elementalist's still smacking you around, not to mention OoA!
7) Generally don't attempt to kill the Guild Lord in the first 15 minutes of battle! (please see the following gwonline.net excerpt)
"At the start of the game, the Guild Lord can take no more than 50 damage points per second. Over the first approximately 15 minutes of the game, the damage limit gradually increases up to 250 damage points per second.
If the Guild Lord takes damage that would exceed this limit, his amulet heals him for the difference. If the Guild Lord loses Health due to damage-over-time effects or other direct loss of Health, then once every second, his amulet heals him for the amount of Health he lost that exceeds the limit.
The limit increases at a constant rate of 11.6% per minute, starting when the game clock reads 0:00 and the gates open. The limit reaches 100 at 6:19, 150 at 10:00, 200 at 12:37, and 250 at 14:39, after which it remains at 250 for the rest of the game."
8) Victory or Death! A reason to keep your NPCs alive the best you can! Gwonline explains it relatively well except with the change that the Guild Lord also joins in Victory or Death now at the 35 minute point...
"...When the clock reaches 30:00, the gates of each base will open on their own, and all NPCs stationed in each base will leave their posts and march to the center of the map, usually to the location of the flag stand. Each of these NPCs carries a Shout skill named "Victory or Death!" The NPCs will use this skill repeatedly starting at 30:00. The skill description is as follows:
Victory or Death!
Energy: 5
Cast Time: 1/4 second
Recharge: 0
For 90 seconds, you deal 25% more damage but have 25% less Health.
The NPCs use this skill whenever they are within Shout range of anyone who is not currently affected by "Victory or Death!" "Victory or Death!" is an area-of-effect spell, and has the same radius as other Shouts."
9) Timing - Guild battles last from 30 minutes to over an hour easily. Please schedule accordingly.
Anyway, this is by no means a guide, just a sample of events that occur that many of you may already know using the observer mode. But I just wanted to make sure no one was whispering "What exactly are we supposed to do..."

Because I know what I'll be doing!! Sitting and chatting in the corner!
This post has been edited by Ariana: 16 February 2006 - 04:25 PM