User:Readem/GvG Hall

The Isle of Trial and Travesty is a Guild Hall, first introduced in GW:EN.

Layout
By many this is considered one of the most difficult isles to navigate. It is divided into four separate areas; Fire, Water, Air, and Earth. Each region has its own unique environmental effect. Earth knocks down all casters for a set duration, as well as having multiple wards that seem to appear at random. Air causes the blind condition every ten seconds to the entire party, and gives all attacks 20% armor penetration. The region of Fire differs from the rest, as it only has one effect, which is to cause non-stop ending burning. Finally, the region of Water slows down both the movement and attack speed of all players by 33%. By using these environmental effects potential to the fullest, guilds are often able to claim victory for themselves.

Features

 * Region of Fire- Burning Condition to entire party while in its AoE
 * Region of Water- Slows the movement and attack speed of the entire party while in its AoE by 33%
 * Region of Air- Blind Condition applied every ten second to the entire party. +20% armor penetration while in its AoE.
 * Region of Earth- Knocksdown all castes for a set duration randomly. Random Ward Spawns. They are always either Ward Against Melee or Ward Against Foes.
 * As an added advantage, when a player is respawned at the resurrection Shrine, he has 30 seconds of immunity from Region effects.

NPCs
This map is unique, as it is the only one that has no NPCs.

Strategy
Often, guilds will try to "Force" one another out, into a region that favors themselves. For example, it is quite common for a team to have there melee attackers bring Sight Beyond Sight in order to take advantage of the 20% armor penetration in the Region of Air.