| Username | Godliest |
| Real Name | Martin |
| Rank | Advanced Member |
| Joined | November 26, 2006 |
| Gender | Male |
| Age | 17 |
| Location | Stockholm, Sweden |
| Last Visit | November 22, 2008 |
| Post Count | 2948 |
| Biography | The trilogy of my life. Episode 1: The Beginning of the End. Episode currently on: A Nothingness (2) |
| Quote | "There''s a time and a place for everything, and it''s called college." - Chef |

This official sucks... I spend a hour writing a post and then you by accident click the delete button with marking anything and voíla: everything is gone!
I had very nice post here and as I'm not going to rewrite it I will do a short summary

And to finish off this, once long but now very short, post about hardcorism I'll say [triple dot] NOTHING! because I've got no idea what to say, kthx.

(If you got nothing to say just show some pictures)
Originally posted by Aiomon
Ok... The burning Isle. But it looks like crap. I want one ( I know it's dumb) that looks cool and is good. Comon dudes. Just follow the format for everyone. IS THE DRUIDS ISLE GOOD? IS THE WIZADARDS ISLE GOOD?
Burning Isle got lava and shit and it's the best Guild Hall for beginners. You came here to ask, and you got your answer. You've kept ignoring our suggestions and seem quite set on buying a Guild Hall such as Wizard's Isle rather than listen to our suggestions. I've not played that much on Wizard's Isle but for a beginner team a catapult and the ability to split on it means you'll get a steep learning curve. Quoting from GWWiki (a bit outdated regarding the VoD suggestion).
This hall is not popular in high end GvG, and for good reason. The defending team has poor position and the random nature of catapults plus the risk of NPCs getting sieged or blown up by AoE is a great liability. On the other hand, if you are designed to play defensively and stall until VoD, the wooden gate area and catapult may be an asset to you. For general play, however, this hall is weak on defense, doesn't provide great splitting opportunities, and doesn't have anything that is tactically advantageous.
So for short: Wizard's Isle is an unpopular map and for you it will be a much steeper learning curve playing on that map than on Burning Isle.
I dislike their "explosiveness" since they can either be a superior and completely insane offense, or hardly manage to complete anything at all before blowing up. Either way they're either underpowered or overpowered, they never really come into a position when they're balanced. Personally I think BWs should be able to dish out less damage, but for that gain increased means of survivability.
Avast ye landrubbers! I've noticed that a person with a eye patch, a parrot on his right shoulder, a hook instead of a right hand and a tree leg is indeed the news. Everything comes back in fashion further or later; not it's piracy - both in reality and on the internet.
Originally posted by Aiomon
Ok... Sure we will get rolled hugly at the begining. I just don't wanna buy a new hall when my guild is more experienced. According to Guild Wiki and my pals, Wizards Isle sucks. My second choice was Druid Isle. Is it any good?
P.S. and is there trees? I seem to like green enviroments in games.
P.S.S- noboady followed my format and did what this forum was intended for!!! But it's ok.
Druid's Isle is fairly splitfriendly meaning you'll probably face tactics that you, as a beginner (no offense), will be unable to grasp, thus meaning you get rolled. My recommendation remains the same: pick Burning Isle and you'll reduce the number of times you'll get rolled and easy the learning process.
I dislike the abuse of rooting effects, especially since the 50% chance to trigger is... well, not. I've sat around being completely nuked apart for 10 second without the root ever breaking. The lack of knockdowns and other form of CC that requires more skill to use correctly, such as knockdowns. The knockbacks are quite useless more often then not helping the person by knocking him out of harms way.
What is Your Favourite IGG published Title?