>It has happened to many new guilds—they put some wins under their belt but then, suddenly, bump into strange maps and start taking losses. Not from a lack of skill, necessarily, but perhaps from a lack of knowledge about the unfamiliar terrain or assorted quirks of these maps. Talking to the Canthan Ambassador [Guild Halls] NPC in the Great Temple of Balthazar does help to get a basic orientation for each map, but many map features only become active during an actual Guild Battle. > >To see active aspects of your own guild hall, you can simply set up a scrimmage with at least one other person. This will allow you to see all NPC locations, flag spawn points, gate levers, and any item spawn points. To get comfortable with other guild halls will just take time playing on those maps. However, below we will give you some points to consider and tricks you can use as you move into unfamiliar terrain. > >The Guild Thief > >On maps that feature a Guild Thief, she follows whichever party member clicks on her and grants access to the opponent's base by operating the gate levers outside. However, the Guild Thief only resurrects at the team's resurrection shrine, so killing the enemy thief just after a base resurrect denies her expert lock-picking services for up to two minutes. > >When retreating on these maps, look for the enemy Guild Thief. If you don't see her, consider leaving your gates closed, even if it means stranding an ally outside the base and taking a death. Keeping the opponent locked out provides the opportunity to regroup and plan the next move. > >Likewise, if an opposing player mistakenly brings a thief into your base, try to kill that player out of range of the gate levers and the NPCs. With their Guild Thief alive and locked in your base, the other team cannot access your base until VoD unless you open the gate. Note that you can employ a similar tactic if your opponent brings its flag into your base on these maps. > >Warrior's Isle, Hunter's Isle, and Wizard's Isle all feature a trebuchet on a hill above both bases, plus repair kits players can use to repair either trebuchet. Once repaired, loading and firing the trebuchet causes a usually fatal volley of elemental damage in a random area within the courtyard of the base the trebuchet overlooks. Trebuchets damage friend and foe alike, and can destroy a team's NPCs in one fell swoop when they march out at VoD. Repairing the trebuchet in front of the enemy base and keeping someone close by threatening to launch the barrage can also discourage the opposing flag runner from using the front gate. At VoD, some teams place a Warrior at the opponent's front gate to lure the NPCs into stoping and attacking long enough for a trebuchet blast to eliminate them. With a Protective Spirit, this Warrior can stand in the blast area without risking instant death. Skills such as Dark Escape and Shelter also help players survive a siege attack. > >Teams typically have one person bring the nearest Repair Kit into their own base for safekeeping at the start of the game. Likewise, stealing and safeguarding the opponent's kit prevents a siege at VoD. Some teams body-block the path up to the trebuchet to prevent the enemy from repairing or firing it. Even if the enemy repairs the trebuchet, it takes them six seconds to load it and another seven seconds after firing for the siege attack to land, so preemptively firing the Trebuchet before the NPCs enter the courtyard could allow your NPCs enough time to escape.
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