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ArenaNet | Official Site
CORPG | Setting:Fantasy | Status:Final  (rel 04/26/05)  | Pub:NCSoft
PVP:Yes | Distribution:Download,Retail | Retail Price:$18.65 | Pay Type:Free | Monthly Fee:Free
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State of the Game

Posted by Keith Cross on Oct 16, 2007  | Comments

State of the Game -

The Guild wars official site has been updated with another edition of their State of the Game series of articles. This week's article is the fourth installment of their ongoing series which focuses on split team tactics.

As the previous articles on split tactics discussed, the purpose of splits is to divide an opponent's focus among two or more key areas on the map, such as each team's base, the flagstand, or any point where a team can control movement during a match. By splitting, a team's caller intends to create a favorable mismatch at one of the map's key areas and then exploit that mismatch.

The guild halls examined in this final chapter all have quick routes between each team's base. Typically, these routes are far removed from the flagstand, making splitting the only tactical option for maintaining control over them. These paths become key areas as well because control of them poses an immediate threat to the opposing base.

Frozen Isle

Frozen Isle is a spread out guild hall featuring a lower path between bases to the east, bridges leading from each base towards a central Gate House, and a path to the flagstand around the west side of the map. A large field of ice runs through the center of the map between the Gate House and the flagstand. Stopping on the ice gives players the environmental status effect Icy Ground, which causes 70% slower movement speed. Typically, Warriors use Bull's Strike to knock down a foe on the ice, making that foe stop moving, and snaring them with Icy Ground. Team's seeking to control a split group's movement often attempt to push that group onto the ice and use Icy Ground to hinder mobility.

Read the full article here.

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