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Content


Relic Hunter: Tactics for Relic Maps

How many times has this happened to you? Your gung-ho HOH group has just finished tweaking the team build for maximum efficiency. Enemy shields will be cloven, enemies smitten down, and favour gained for your team. You enter the great tournament to breeze through the first few rounds, even winning Burial Mounds in record-setting time. Life's good, huh?

Place map change here: Unholy Temples/Sacred Temples

Drop Jaw Here.

Relic Run? Why didn't we think of that? Needless to say, if your group hadn't given Relic Running a second thought, a complete farce ensues, and you soon find yourself down five Relic Captures to zero. Zilch. Nada.

Hey, don't beat yourself up about it. Many a group has entered the tourney, cutting through the opposition like Illusionary Weaponry, only to be stopped dead in its tracks at the Relic Run. The best advice is not to drastically alter your build. Many teams return to the waiting grounds and begin switching out essential skills for others that would help in a Relic Run. This... isn't the best idea, because the odds of your team actually playing a Relic Run are slim, due to map skipping.

Now this doesn't mean you can forget it completely, unless you'd like a repeat of paragraph four. Plan a strategy for the Relic Runs. You can play it a number of different ways, depending on what your team looks like. There's no feasible way to explain all the various tactics used running relics, but I'll try to cover the popular ones.

For those who aren't familiar with the Relic Running maps, they are 1v1 maps, and each team is placed on opposite ends of the map. Each team has a Ghostly Hero and a Relic. The maps' objective is to hold more Relic Captures than the enemy after time runs out in ten minutes. In Unholy Temples, you can also win if you capture the Relic five times before the enemy can. Likewise in Sacred Temples, you can also win if you capture the Relic three more times than the enemy. As long as a team's Ghostly Hero is alive, the fallen team members will be ressurected at every two minute interval starting at 0:00. If a Ghostly Hero is killed, he will be ressurected at the next two minute interval.


1. ASSAULT

Tactic: This tactic is what a lot of PUGS use, and although it doesn't sound very sophisticated, there are many variations to aid your team and hamper the enemy. Everyone moves in a tight ball towards the enemy relic, to maximize the healing and buffering, and the number of people who can run the relic. For example, if Warrior A has the relic but is suddenly hit with a slowing hex or cripple, he can drop it for Warrior B, who, being close by, can pick it up and run it. With this tactic, there's no chance that any important teammates are left alone and cornered, and everyone can benefit from area heals and buffers.

Counter-Tactic: Like Indiana Jones' rolling boulder, this tactic keeps on rolling and is hard to stop. The simple solution is to use any AOE nukes, as well as putting up a Ward Against Foes around the whole group. Remember most Water attacks are AOE slowing hexes, so if you've got a Warder, try to bring some. One cripple, coupled with Epidemic or Fevered Dreams, can devastate the enemy ball.

Tips: If you've got a utility ranger with you (traps, buffering spirits, conditions), he can break formation and hamper the enemy's runner, or harass the enemy's primary condition dealer/damage dealer. By moving in this kind of formation, it's even possible to body block your runner from outside sources of damage, like enemy warriors. This tactic works well for teams geared towards defense and protection.

2. BLITZ

Tactic: Your team immediately moves towards the enemy base, and once there you unload your full arsenal on their Ghostly Hero. If you can kill their Ghostly Hero, they lose any advantage they had because now they can't capture your Relic until the next two minute interval. After killing their Ghostly, you take their Relic and run it back to your Ghostly Hero, to make the score 1-0. After the first capture, you can play it two ways. You can either sit back and prevent the enemy team from taking your Relic and killing your Ghostly Hero, or you can go back at the next two minute interval and kill their Ghostly Hero again. Chances are, you'll end up fighting at your base - most teams don't take the killing of their Ghostly Hero sitting down.

Counter-Tactic: If you see an enemy team moving at Mach speed towards your Ghostly Hero and you haven't even gotten out of your base yet, you should fend them off and make your way towards their base once you've softened up their team. If you're ahead of them moving nearing their base, do a Ghostly Hero swap: kill theirs while they kill yours. This at least ensures that you won't be the only one handicapped by the loss of the Ghostly Hero. Take their Relic and head back towards your base, so you can hand it to your Ghostly Hero when he ressurects. If you see their Relic runner on the way back, kill him and return your Relic.

Tips: If you're going on the offense and the enemy team isn't budging from their foxholes, try to take down some of their Healers before hitting the Ghostly Hero. While you're attacking their Ghostly Hero, you can sneak one of your runners to take the Relic and run it back to your base. If the enemy team turns to chase your runner, you'll have an easier time killing their Ghostly Hero. If you're on the defense, sneak a runner out in the heat of battle to bring the enemy Relic home.

3. ATTRITION

Tactic: Use this for high damage-oriented teams. Do whatever you'd like and fight anywhere, but preferably near the enemy base, and make sure to kill them as quickly as you can. This builds up their Death Penalty and makes it easier for you to both run the Relic and kill their runner. Keep an eye out for stragglers or enemy runners sneaking off to take your Relic. While you want to deal out as much DP as possible to as many people as possible, you can lose track of time and find yourself at the one minute mark down 1-0.

Counter-Tactic: The only option is to stand and fight, as you'll probably need all the help you can get. Running will only break your team's formation and seperate the group, which is what the other team wants.

Tips: If you've managed to take down the entire enemy team, go wait by their spawn point for the next ressurection, and take them down again. You can now easily capture their Relic.


There are a hundred different ways to play these maps, some more ingenious than others. What works for you will depend on your team's playing style and what's available to you. Even experienced players find themselves falling short during the Relic Run, and it's because different teams are exactly that - different. Your team build might come across their perfect counter-build and it's through no lack of skill that you lose the round.

Some people claim that the Relic Running maps are a nuisance and that they aren't real "fights". I think they add spice to the tournament and force teams to be flexible, making them better in the long run. I've played with and against a lot of teams who perform better in the Relic maps than in the Deathmatch maps, because they really flex their muscle and improvise tactics and counter-tactics against the enemy team. You never really know how the enemy is going to play the map, and sometimes you've got no other choice than to drop your pre-discussed tactic and develop a suitable one. So, go enjoy one of the most intense battles in the tournament, and if you've got the enemy Relic, don't forget to say "Run run, as fast as you can! You can't catch me I'm the Gingerbread Man!"

*** This article was written by high_jacker and because it's wonderful guide that shows what tacitic could we use on relic maps, I decided to post it here. ;)


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