Nomad's Isle
From Guild Wars Wiki
| Nomad's Isle | |
|---|---|
| | |
| Region | Crystal Desert |
| Environment Effects | Quicksand |
| Map | |
| | |
Contents |
[edit] Layout
The Nomad's Isle Guild Hall, introduced with the Prophecies-campaign, consists of two forts, north (defender) and south (attacker), as well as a sandy region between those, including a quicksand area you must pass to take over the flagstand. The bases are also connected via a teleporter system. Other than the those at the Isle of Solitude these are two-way gates. It is inspired by the Crystal Desert.
[edit] Quicksand
The quicksand slows your movement by 15% and gives you a loss of one Energy every time you attack or use a skill. Because of the movement penalty flagrunners are an easy target for projectile attacks from beneath the flagstand.
[edit] Teleporter
Using the teleporter is a fast way to get into the enemy fort. Because of this Nomad's Isle is a good map for a gank or split. Teleporting nearly a half radar radius comes often as a surprise for your enemy and the near archer can be killed before they react.
[edit] NPCs
- The archers closest to the middle stand on higher ground and can be used as assistance while fighting in the quicksand. Also an assassin can shadow step to them.
- The archers in the inner base can be easily attacked by skills without need of line of sight as they stand behind a wooden wall. This can also be used for a short retreat, as you do not have to get out of their attack range to be saved from their projectiles.

