Mourkain Temple Scenario

Scenario Type: Death Match/War Ball
Size: 12 Vs 12
Time Limit: 15 minutes

Victory Conditions: 500

Scoring: 10 points per player kill, 3 points every 5 seconds for holding War Ball, 20 points per player kill if holding War Ball, 20 points to opposing team if War Ball carrier killed.

Overview

The Mourkain Temple is a remnant of the defunct Mourkain civilization. All that remains of the once-mighty complex are half-sunken ruins. Pillars, collapsed buildings, and large swamp trees surround the temple ruin, obscuring it from the rest of the swamp. The temple itself has no interior (players cannot enter it). However, a wide ledge runs around its  circumference with five sets of stairs winding down into the brackish swamp water; one set at each corner and a set at rear center. The entire area is knee-deep in water and a broken bridge spans (or rather, fails to span) the gap reaching from the short cliff face where the players enter the scenario to the temple doors.
 

A crafty Goblin Shaman of the Black Skull tribe recently discovered a strange artifact near the temple. He learned that while he carried this glowing artifact, he and all the other green skins around him became more powerful in battle, as long as they did not stray too far from the temple. The Dwarfs, who have clashed with the Shaman and his band more than once, have pieced together that the artifact is a source of magical power and must be taken from the green skins. The two sides now square off in a battle around the ancient temple to fight for control of the artifact.

Tip: Keep your eyes on all entrances so you can see flanking enemies.

Intended Mechanics

  • Fight to pick up the Objective
  • Defend the Objective

Order & Destruction Strategy

​Both sides start at opposite ends of the map with the War Ball in the middle. Use Sprint to reach the War Ball as fast as possible; whichever team holds it gains the combat advantage. Work together as a team, coordinate your tactics, and you’ll do well. Healers should protect the War Ball carrier as they take damage over time. This damage will reach such high level that you can t heal the person holding the ball. Let them die and resurrect them to pick up again and re start the damage from low levels. There is a lot of open-field terrain here, so be sure to out-flank your opponents.

Best Winning Strategy

  • Be the first in the middle and get the good positioning. Use the entrances to funnel the enemy. Stealth player should go around attack the healers as soon as possible to give you the advantage in controlling the fight. Alternatively ranged can harass the back lines from the sides (single target ranged) and kite to safety if needed.
  • Do not not rush to pick up the ball. Secure the room then pick up the ball. Keep an eye for enemies trying to pick it up.
  • When you have the ball if it is a even fight move to the back. In this case (even fight) a ranged is better to pick up so it can DPS while at the back. If you are winning a melee DPS is a better choice or a tank.