Tomb of the Primeval Kings
Tomb of the Primeval Kings - To The Hall
Mightiest of the mighty, bravest of the brave will enter and do battle with other eight man groups to make it to the top, the Hall of Kings and beyond.
This is a test of skill, time, and team work, using your skills along with others only then can you defeat others.
In the beginning of the Tomb, you will meet with your permanent companion, the Ghostly Hero, who seeks glory in the Hall of Kings. Your first mission is to protect the Ghostly Hero as he convinces the gods to grant you a chance to begin your epic journey to the Golden Halls. Here it's teamwork. This stage really shows your compatibility with the others in your group, and whether you will survive in fights.
To protect the Hero is to kill all the monsters that attack him, such as Fallen Ghouls, Terrors, Underworld Lords, Undertakers, and Hellfire Mages. There is one monster that does not attack the hero, and it is your ticket to a morale boost. The Rift Warden, a difficult and noble opponent, brings one down and you gain a two percent morale boost. The more Warden?s you kill the more morale you earn.
The Clash of Swords, Eve of War
One group vs. the other. The first thing you want to do is take the monks of the other team; this allows no healing and possibly resurrection. The next thing you want to do is take the other team?s monk, taking away their healing. After that, do away with the Mesmers, Necromancers, and Elementalists since these three do the most excessive damage. Then kill the rangers and warriors. This is most basic and standard tactic, and usually the base of all plans.
Three groups vs. each other. Slightly different from Two Group, in three groups it?s more defensive than anything. The easiest thing would be to wait for one group to be defeated, then strike on the remaining group while they are healing and are weak/injured resurrecting.
Here you will find six other teams, forty other opponents. It?s this simple to explain. Kill the priests, then the players. Here it requires a GREAT deal of protecting your fort and your priest, as well as your monks. Let the other players come to you, then as they gain DP, kill their priest. After you defeated your opposing team as first seen on the radar, wait for other teams to suffer defeat. Then, as the last couple of teams are standing priestless and with death penalty, strike smoothly and swiftly to finish off all others.
King of the Center Shrine
Here you must take your hero and attune to the center shrine before the end of the time given to you. There are two strategies used most often for this event, Blitzing and Stalling. Blitzing is a warrior taking the Ghostly Hero and hitting sprint, thus attuning him to the Center Shrine. Another tactic is waiting out the battle, for other teams to suffer a defeat in the hope that it has not been two minutes. Sfter two minutes the party holding the shrine gains a morale boost.
This is where a member of your team runs over to the opposite teams territory, grabs the relic and runs back to your hero, giving the hero the relic. The team with the most stolen relics wins. The other team gets sacrificed. Here it?s a difficult game of kill the carrier. The only catch is you have to protect yours at the same time. Your best bet would be to have a warrior run the relic, with a monk on the warrior at all times.
While you may not fight through these tombs in the above order, usually, after you complete the list of tasks above, you will find your way into the Hall of Kings!
The Most Difficult of All Tasks
My recommendations for assembling a crew:
Get two Warriors, preferably a Warrior/Monk for tanking purposes.
Elementalist; one or two is fine. Have a monk/necro/mesmer secondary.
Necromancer; again one or two. Have a monk/mesmer/elem secondary.
Mesmer; one or two. Have a monk/necro/elem secondary.
Rangers; one is fine, preferably a monk that?s equipped with all the skills, especially exploding skills. They can do a lot of damage over time to whole groups. Elementalist secondary will chew apart crowds if used right.
Monks; get two with a MESMER secondary. This helps them because they can block most incoming attacks. If you have two fully loaded, you shouldn?t go down without a giant battle.
While Rangers and Warriors can go out to battle, all magic based characters should stay in close to the monks, within running distance of the healing ring spell. This keeps the monk protected and it?s easier for them to heal. The spells go quite the distance on the compass besides. Note: with such a tactic, any attacking warriors will die quickly.
Move more in a pattern. If you scatter you?re easy game to get picked off.
Quitting - Often non-guild groups will be broken apart due to a member leaving, which starts a chain. A way to prevent this is to make friends and stick with them during battles. Don?t quit till the last person being able to resurrect is dead.
Resurrecting - This is a simple task. Save your res for the monks.
Chasing - This is always a tough situation. I find it best, if you chase, to bring a partner. This kills the opponent faster and allows you to take less damage if he makes it back to his group. That is, instead of one person getting nailed with spells, both of you do, reducing the chance of anyone getting killed. Of course, there is always some chance of death.
Friends - If you find a group that goes to the top, you should always add them to your friends list!
These are simple tactics and tips for those who are still getting used to or have never tried the Tombs in the never ending battles of Guild Wars. People who have fought often in the Tombs are ready for everything and there are generally no surprises. If you have a newbie tip or tactic, you are welcome to share! Just do not give away the one you always use to defeat the opponent. Remember, always take the slack away from the enemy!
*** This article was written by Lucadius_The_Noble and because it is great guide for newcomers in Tombs, I posted it here. :)