Hero
Battles
My final stop for this leg of my tour of the Battle Isles was at the
Hero Battles which have become a primary competitive focus for solo
players on par with the GvG ladder matches since the introduction of
heroes with the Nightfall campaign. These battles pit two teams
consisting of 1 player and 3 heroes each against one another on a
rotating set of maps, each designed with a slightly different objective
which adds a layer of complexity into selecting the overall build for
your team. So not only do you have to step into a leadership role in
these matches, but you also have to consider your heroes’
skill bars as an extension of your own, effectively increasing your
active skill options to 32 rather than the standard 8 on your own
primary bar. This is where your understanding of the game’s
core mechanics such as conditions, hexes, interrupts and energy
manipulation are truly put to the test, perhaps even more so than in
standard team matches.
While I’d never claim to be an expert on the hundreds of
available skill, spell and signet options that can comprise a given
team build, I can honestly say I wasn’t quite prepared for
how competitive these matches truly are regardless of my grasp on the
core mechanics. After purchasing a Tournament Token with some of your
available Balthazar faction points (which, by the way, can be gained
fairly quickly in the above mentioned Random Arenas) you can then
register to participate in any of the daily matches for the chance to
earn up to 8 qualifier points. The main goal here is to obtain a
minimum total of 20 points which then allows you to compete in the
Monthly Championship tournament. I did manage to snag a few qualifier
points, though suffice it to say I’ll likely need to spend a
bit more time tweaking my builds and getting the hang of commanding my
heroes in that setting before I’ll make it into the monthly
tournament series. But if you thrive on challenges and prefer to walk
the solo path rather than focus on competitive team play, the Hero
Battles are a shining beacon in the seas of tacked-on MMOG PvP.
Final
Thoughts
It’s been stated time and again by developers of all stripes
that if you want your game to have PvP it has to be designed that way
from the ground up. If you could pin a tail on that particular design
dolyak, the
Guild Wars
logo would surely accompany the definition as an
example of how to create meaningful PvP as an integral part of
gameplay. The team at ArenaNet has done an excellent job of building on
the core foundation of the Prophecies campaign in spite of any initial
bumps in the road caused by trying to tie PvP in too directly with PvE
gameplay. Since that main separation though, the Battle Isles offer
some of the best PvP action your MMOG money can buy.
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