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{{location-stub}}
 
{{location-stub}}
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{{location box
[[Image:Imperial_Isle_Guild_Hall_1000x800.jpg|right|thumb|250px|Imperial Isle]]
 
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|image=[[Image:Imperial_Isle.jpg|200px|Imperial Isle]]
The '''Imperial Isle''' is a [[Guild Hall]] found in [[Guild Wars Factions]].
 
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|campaign=Core
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|type=[[Guild Hall]]
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|parent=[[The Battle Isles]]
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|map=[[Image:Imperial_isle_map.jpg|200px|Map of Imperial Isle]]
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}}
 
The '''Imperial Isle''' is a [[Guild Hall]], first introduced in [[Guild Wars Factions]].
   
 
==Layout==
 
==Layout==
The Imperial Isle is based on the looks of the [[Kaineng City]]. This look is imperial red and paved. There are several blossoming trees.
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The Imperial Isle is based on the looks of the [[Raisu Palace]]. This look is imperial red and paved. There are several blossoming cherry blossom trees, two tall waterfalls, as well as bridges which lead to an alternate route into the bases.
   
It features two [[teleporter]]s which teleport to each other. The [[flag stand]] is situated in between the two bases and the teleporters are sandwiching the flag in. The base also includes a corridor with [[Acid Trap]]s.
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It features two [[teleporter]]s which teleport to each other. The [[flag stand]] is situated in between the two bases and the teleporters are sandwiching the flag in. The base also includes two corridors with [[Acid Trap]]s where the flags are located.
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Both team bases feature a raised point with NPC Archers which can be used by Rangers to defend, directly next to the entrance.
   
 
==Features==
 
==Features==
*Imperial palace theme, looks like [[Kaineng City]]
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*Imperial palace theme, looks like [[Raisu Palace]]
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*Two [[teleporter]]s between the left and right of the center
*Two [[teleporters]]
 
*Features [[Acid Trap]]s within the side corridors where the flag spawns
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*Features two [[Acid Trap]]s within the side corridors where the flag spawns
   
 
== NPCs ==
 
== NPCs ==
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Both teams start with several [[NPC]]s.
The base features the [[Guild Lord]] which sells [[NPC]]s for your [[Guild Hall]]. It also features [[henchmen]] and (if your guild has an [[alliance]]) alliance battle NPCs and [[faction]] transfer NPCs.
 
   
 
==Strategy==
 
==Strategy==
The map's main area, the centre, is where the hardest battle will be. It is about gaining territory and slowing moving forward. You can attempt a "run-by" by running ahead and going straight for the Guild Lord, but if they have any Damage-Doers or assassins equipped with Shadow step, then this is not recommended.
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The map's main area with the flag stand is huge compared to all other maps. This is also the only map where the flag spawns far ''outside'' of a team's base. Since there are few obstacles to hide behind and a lot of space to run and kite, positioning relative to teammates and opponents is even more important than on other maps.
   
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Flags on the Imperial Isle spawn outside the bases in a narrow acid-trapped corridor. When a player stands in or moves through the acid, it deals 20 armor-ignoring [[Earth damage]] per second. Thus, some teams like to send someone out to slow the runner down in the acid and quickly finish that player off with the extra damage. Runners should prepare for this maneuver by getting to the flag quickly and staying out of casting range of any opponent trying to hunt them down in the acid trap. Monks can move in below and heal runners walking along the outer edge of the acid corridor.
The Morale Boost is extremely hard to get with there being no-way to hide it, but if chance can come, do so.
 
   
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Additionally there are teleporters that will take you directly across the map over the flag stand. This can be useful for avoiding approaching foes.
Once up to the two side be sure to tackle both at the same time. Having two healers is important here. If one side is open, they can flank you, send a group after your lord, and even stop you from retreating. The side passages have teleporters and acid traps, where the flag is, so even if they do attempt trying to get past that way, they will be weak from the acid traps. if you are on the opposite side, use thge teleporters.
 
   
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There are several areas where it is easy to trap and block enemy players; two in particular: the [[Acid Trap]]s (the corridor is narrow, so movement inhibitors can quickly kill someone stuck in the Acid Traps) and the [[NPC]] Archer's raised platform.
Constabntly check your mini-map for players trying to get through.
 
   
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== Notes==
The trick overall with this map is to prevent people getting past you, while constantly putting them under pressure.
 
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*The [[Dragon Arena]] matches take place on this map.
   
 
{{GuildHallsNavBox}}
 
{{GuildHallsNavBox}}
   
 
[[Category:Guild Halls]]
 
[[Category:Guild Halls]]
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[[de:Kaiserinsel]]

Latest revision as of 14:26, 7 December 2010

Imperial Isle
Imperial Isle
Basic Info
Campaign: Core
Type: Guild Hall
Part of: The Battle Isles
Neighbor(s)
None
Map
Map of Imperial Isle
(click to enlarge)

The Imperial Isle is a Guild Hall, first introduced in Guild Wars Factions.

Layout[ | ]

The Imperial Isle is based on the looks of the Raisu Palace. This look is imperial red and paved. There are several blossoming cherry blossom trees, two tall waterfalls, as well as bridges which lead to an alternate route into the bases.

It features two teleporters which teleport to each other. The flag stand is situated in between the two bases and the teleporters are sandwiching the flag in. The base also includes two corridors with Acid Traps where the flags are located.

Both team bases feature a raised point with NPC Archers which can be used by Rangers to defend, directly next to the entrance.

Features[ | ]

  • Imperial palace theme, looks like Raisu Palace
  • Two teleporters between the left and right of the center
  • Features two Acid Traps within the side corridors where the flag spawns

NPCs[ | ]

Both teams start with several NPCs.

Strategy[ | ]

The map's main area with the flag stand is huge compared to all other maps. This is also the only map where the flag spawns far outside of a team's base. Since there are few obstacles to hide behind and a lot of space to run and kite, positioning relative to teammates and opponents is even more important than on other maps.

Flags on the Imperial Isle spawn outside the bases in a narrow acid-trapped corridor. When a player stands in or moves through the acid, it deals 20 armor-ignoring Earth damage per second. Thus, some teams like to send someone out to slow the runner down in the acid and quickly finish that player off with the extra damage. Runners should prepare for this maneuver by getting to the flag quickly and staying out of casting range of any opponent trying to hunt them down in the acid trap. Monks can move in below and heal runners walking along the outer edge of the acid corridor.

Additionally there are teleporters that will take you directly across the map over the flag stand. This can be useful for avoiding approaching foes.

There are several areas where it is easy to trap and block enemy players; two in particular: the Acid Traps (the corridor is narrow, so movement inhibitors can quickly kill someone stuck in the Acid Traps) and the NPC Archer's raised platform.

Notes[ | ]


Guild Halls GuildHallIcon
Warrior's IsleHunter's IsleWizard's IsleFrozen IsleNomad's IsleDruid's IsleIsle of the DeadBurning IsleIsle of Weeping StoneIsle of MeditationImperial IsleIsle of JadeUncharted IsleCorrupted IsleIsle of WurmsIsle of Solitude