Nomad's Isle | ||||||
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Basic Info | ||||||
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Neighbor(s) | ||||||
None | ||||||
Map | ||||||
(click to enlarge) |
The Nomad's Isle is a Guild Hall, first introduced in Guild Wars Prophecies.
Layout[ | ]
The Nomad's Isle is a large desert map. Defenders start in the northeast area, attackers start in the southeast near the water. The center of the map is filled with quicksand. The flag stand is on a raised area east of the quicksand pit. There are two basic paths through the map: out the gate and across the quicksand, or the longer path (aka the gank path) around the quicksand accessed via teleporters at the end of each base.
Features[ | ]
- Desert theme, looks like the Crystal Desert
- two pairs of teleporters
- Quicksand at flag stand near the map's center, causing slowdown (for 15%) and an energy loss of 1 for each attack or skill use.
NPCs[ | ]
Both teams start with several NPCs.
Strategy[ | ]
Rush to the flag stand and fight as close to the quicksand as possible, forcing enemy casters to remain in it. The loss of energy can be devastating to a Monk casting quickly.
The hill on which each team resurrects is an excellent spot for a Ranger or Elementalist to attack a Bodyguard.
Arriving first at the flag stand on Nomad's Isle forces the opposition to fight in quicksand, where they move 15% slower and lose one Energy whenever they attack or use a skill. When stuck fighting in the quicksand, consider using the teleporters on the map to sneak a split squad into the opponent's base.
Guild Halls | |
Warrior's Isle • Hunter's Isle • Wizard's Isle • Frozen Isle • Nomad's Isle • Druid's Isle • Isle of the Dead • Burning Isle • Isle of Weeping Stone • Isle of Meditation • Imperial Isle • Isle of Jade • Uncharted Isle • Corrupted Isle • Isle of Wurms • Isle of Solitude |