Sacred Temples

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Sacred Temples
Region The Mists
Victory Condition Capture the Relic
Party Size 8
Allowed Levels 20
Priest/Obelisk No
Effect None

This was a relic run map. The objective was to pick up the relic from the enemies' base and bring it back to your Ghostly Hero in your base. There was a lever in the middle which toggles the gate open and closed.

The Ghostly Hero was resurrected every 2 minutes.

When the timer expired, the team with the most relic caps won. If one team was ever winning by 3, that team won instantly. In the case of a tie, whoever capped last wins.

[edit] Map Tactics

  • The stairs near the relic require only 2 characters to body block.
  • Often a team will devote a character to level control. These are typically characters who can still participate somewhat from that position, often a mesmer.
  • Typically Heroes' Ascent teams are built with one or more characters intended to run relics, often with speed boosts like Flame Djinn's Haste.
  • Movement control spells (Ward vs Foes, water snares) are extremely powerful in this environment.
  • Often teams will completely neglect trying to kill the other team and focus solely on "power-capping" and movement control.
  • Because of the emphasis on bodyblocking relic runners and because of GW's wonky netcode, often characters will rubberband in strange ways, or their position may not coincide with what they see on their screen. It is not uncommon for a relic runner to think she is free of a bodyblock and sprinting for the cap, when she is really stuck in the middle of a couple of people. A remedy for this is to keep /stuck typed in your chat box.

  Heroes' Ascent arenas
Outposts: Heroes' Ascent
Arenas: Heroes' Ascent | The Underworld | Fetid River | Burial Mounds | Unholy Temples | Forgotten Shrines | Golden Gates | The Courtyard | Antechamber | The Vault | The Hall of Heroes
Out of rotation: Broken Tower | Scarred Earth | Sacred Temples

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