Burning Isle

The Burning Isle is a Guild Hall found in Guild Wars Prophecies.

Layout
The map is O-shaped with a huge volcanic hole in the middle. Defenders start southwest. Attackers start northeast. The Flag stand is northwest behind a lava pond. There is a direct way from the bases to the flag stand through lava ponds, and a zig-zag path over bridges. The southeast ambush-path leads through big lava ponds guarded by neutral Flame Cursed Sentinels (they have the appearence of Flesh Golems) that don't move but have a high damage ranged attack.

Features

 * Volcano theme, looks like the Ring of Fire Islands
 * Lava pools (causing Burning and Crippled conditions)
 * Contains some Flame Cursed Sentinels.

NPCs
Both teams start with several NPCs.

Strategy
== This map can be considered an anti split map, considering that the other Guild facing you will find it very hard to gank through the setinals.Using this to your advantage you can keep teams in one section of the map and have little worry about the other team splitting on you. This map is also a very good map for spiking builds that are playing home.

Spiking builds do very well as the home team here becasue most spikes cannot split up and defend will being still somewhat offensive. Thus spike teams can stay together almost all of the time and use the lava to thier advantage with its cripling effect. A common tactic for spike teams is to catch the opposing team members moving through the lava slowly, which gives your team more time to hit with a spike.

Another tactic in this hall for spike teams is using the bridges as a hight advantage for spike builds such as Ranger Spike is having a height advantage. This will let you spike farther outside of your normal agro bubble even with a longbow. ==