This week's State of the Game article is up on the official site. Focusing on GvG play, the article states:
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.
The article also gives tips on several different maps as well as general GvG ideas:
In general, watch terrain and look for advantages. All maps have Archers, but you can usually find cover from their attacks. Also, conveniently narrow pathways form natural chokepoints are useful for body-blocking opposing flag runners or separating extended individuals from Monks. Positional awareness and other factors, such as the locations of the items characters interact with, can make the difference in close games. Be Mindful of the game clock, resurrection times, and distance from the resurrection shrine as you implement your team's strategy. While Guild Battles still depend heavily on personnel and builds, advance knowledge of the terrain leads to informed tactical decisions and better preparation in response to your opponent's next move.
