Burning Isle

The Burning Isle is a Guild Hall, first introduced 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 Lesser Flame 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 Lesser Flame Sentinels

NPCs
Both teams start with several NPCs.

Strategy
HOME ADVANTAGE: This guild hall can be considered an anti-split-group map, taking into account that the other guild you face will find it very hard to gank through the sentinels. Using this to your advantage, you can keep the opponent in one section of the map and not have to worry about their team splitting up and cornering you. However, this map, despite the sentinels, can also be a very good map for spiking builds.

Spiking builds do very well against 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 their advantage with its crippling 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 for them to use the bridges as a height advantage. For example, a Ranger Spike is more effective when it has this height advantage. This will let you spike farther outside of your normal aggro bubble even with a longbow.