Guild Hall Clearing?

Guild Hall Clearing?

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Posted by: DragonSlayer.7360

DragonSlayer.7360

Q:

Returning player who has a guild that came over from another game. We have a few 80’s, and tonight 2 of us tried to clear the Guild Hall, which of course, didn’t work. No big deal, just wondering what’s the minimum to clear the Guild Hall to claim it? We’re trying to clear the Mordrem. Currently, at any given time of the day, we have 2-3 players who are 80 right now, most are still leveling up. Just curious at what point it would be worth trying it again.

Thanks.

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Posted by: Haleydawn.3764

Haleydawn.3764

A:

We claimed our hall with about 15 people, I think the absolute bare minimum for guild hall claiming is 5 people who are seasoned with the game mechanics. You could probably claim with less if you know exactly what to expect and can output insane damage and survive. There’s a couple hall claims on youtube that are solo/duo.

Kitten.

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Posted by: DragonSlayer.7360

DragonSlayer.7360

Awesome, thank you for the insight Haleydawn! Good to know that it can be done with much less than I was originally thinking.

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Posted by: Yargesh.4965

Yargesh.4965

I would recommend 9 or less so you only get one spawn location at a time. I have done it with 4 as a group and it was fairly straightforward.
The people involved do not need to be guild members so you can call out in map chat if you do not think you have enough. The member of the guild who is in the party or squad leader needs to enter the instance first though, and a guild member needs to trigger the NPC inside to get everything going.

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Posted by: Zohane.7208

Zohane.7208

A few of us in my guild were capturing Gilded Hallow for a few members’ personal bank guilds, and each time we did it with 6 or less – the lowest was 4, but that was with extremely lucky spawns of the first groups. Lost Precipice is probably similar but I haven’t captured that more than a couple of times and each time it’s been with 6-7 people.

The thing to remember is that you actually have pretty decent time on each of the groups and that the biggest cause for failure is if you rush to the tenders and too many down/die from mobs. Take your time killing enough mobs, and only after that take care of the tenders. As long as the players are reasonably competent with their classes it shouldn’t be a problem.

Gunnar’s Hold
Guild Leader for Tyria Liberation Council [TLC]

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Posted by: DragonSlayer.7360

DragonSlayer.7360

Awesome, thank you for the information Yargesh and Zohane. Great information to know.

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Posted by: Illconceived Was Na.9781

Illconceived Was Na.9781

People do it with three. I’ve done it with five “less than expert” players.

The ideal number is one less than a multiple of 10, e.g. 9, 19, etc. The difficulty scales at the multiple of 10, so that’s the most firepower you can bring without making the fight more difficult.

Zohane’s advice is good: focus clear mobs, then go after tendrils; you have time.

By the way: it’s really easy to get your squad to 9 — just ask in /map when you’re about to claim. People always seem to get 3-4 volunteers to help. (They do not have to be members of the guild.)

John Smith: “you should kill monsters, because killing monsters is awesome.”

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Posted by: Haleydawn.3764

Haleydawn.3764

Awesome, thank you for the insight Haleydawn! Good to know that it can be done with much less than I was originally thinking.

Yeah it’s not an overly difficult task tbh, the spawn points are what makes the most difference.
We took 15 purely because that’s how many of my guild wanted to join for the claim. Also as said above it scales after 10, 20 etc people. A lot will say for the sake of ease and simplicity, the best number to take is 9, it doesn’t scale and has the most ‘firepower’.

Also as said, asking for volunteers in map bodes well, people do join and help for a claim.

Kitten.