Nomad's Isle

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Nomad's Isle
Nomad's Isle
Region Crystal Desert
Environment Effects Quicksand
Map
Nomad's Isle 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.



  Guild Halls
Tyrian Burning IsleDruid's IsleFrozen IsleHunter's IsleIsle of the DeadNomad's IsleWarrior's IsleWizard's Isle Image:Guild_hall_icon.png
Canthan Imperial IsleIsle of JadeIsle of MeditationIsle of Weeping Stone
Elonian Corrupted IsleIsle of SolitudeIsle of WurmsUncharted Isle
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