How does wvw work in gw2




















Desert Borderland is much larger, complex, and the objectives are spread out further. There is a lot of verticality and terrain as well as many biomes.

Because this map came out with the Heart of Thorns expansion, it increased the difficulty of the lords and added new mechanics to the objectives. In ideal circumstances this is the most engaging map. It is recommended that new players look for a commander tag on any of these maps and follow it until they get used to the objectives and knowing where is safe and where they are needed. If you are playing to win, that would depend on where the enemy is going, where your commanders are; and what objectives need defending, and which objectives are open to being taken.

If you enjoy defending and your build is specialized for that, go somewhere your team already owns objectives like your home borderland, and if your build specializes in mobility and securing kills then go somewhere your enemies have more presence like the enemy borderland so you can go behind enemy lines.

Alpine Borderlands will have less fights because it is so one-sided but if the map has a few groups on it then it should be fine. Desert Borderland is generally the worst for finding fights but at least the scenery changes frequently with the many biomes. The main WvW maps, have a capacity limit, equally balanced between all three servers, and once this limit is reached the map will gain a queue. While you are in queue, you can swap maps without losing your place, but swapping characters will drop you from the queue.

Edge of the Mists is different because it works with the Overflow and Mega Server technology. Capacity limits are based on the server resources being used. Edge of the Mists is an alternative map for World vs World which is not very popular. It was a test map for the Megaserver System and to allow people to play there while they wait for other maps queues, but due to not having the same rewards as a normal WvW map and a 2 hour reset timer rather than the weekly reset of normal WvW maps, it feels inconsequential to play there.

These are Obsidian Sanctum, which features a big jumping puzzle, and Armistice Bastion. Armistice Bastion is mechanically a WvW map. If you are a WvW player, this VIP area is the best location that you can buy, because, besides all the services that it offers, it has a unique feature which is the ability to practice with proper WvW balance, since the Guild Hall arena uses PvE balance.

There are golems to hit if you want to theorycraft a build. You can fight other players in Armistice Bastion by leaving the courtyard and going to the Gladiator Pits. There are three flags here and grabbing one will essentially put you on a team as does WvW with the three different colors. This allows you to set up duels, 3v3s, or even have 5v5v5s like in actual WvW. Using the special action key or dying will allow you to repick a flag. Now that we have the more essential, but intangible subjects out of the way, we can introduce the classes.

Because it is recommended to be max level before entering WvW, the first thing you should do is decide which character and class you will play. It is important to pick a class that you will like because that is going to affect everything you do in game, so I will try to give a general idea of each class and the roles they can play.

You may have noticed how I described each class that some are better in smaller fights and others are better in larger fights. This is not only something to take into account when creating a team composition, but also a playstyle choice. The main two playstyles that players adopt have been called roaming and zerging. Roaming usually involves parties of with each member playing a similar role of having a decent amount of self-sustain and mobility to be able to handle disengaging lost or unfavorable fights.

There can be roles within a roaming group like supports and DPS but generally it is more effective to play builds that are role-independent when in smaller fights. Roamers will usually look to capture and defend smaller objectives or look for kills on other roamers or isolated players to split the enemy zerg.

Here you can see all the roaming builds I recommend as well as gameplay and playstyle that roamers want to employ:. Zerging usually involves parties of 20 or more with each member playing a specific role within the group.

By themselves, zerging builds have many weaknesses, but when grouped up with other zerg builds that fill in those gaps by giving you mobility, giving you boons, healing you, or demolishing the enemy they become deadly efficient. Zergs will often go for the largest objectives on the map and attempt to siege and wipe out the enemy frontline forces. Usually you will be following a Commander Tag and joining their squad you can participate more actively on the group.

While it is most likely that a Necromancer and a Guardian will be more useful zerging and a Thief and a Ranger will be more useful roaming, these are not hard defined roles. Elementalists , for example, can build very high damage modifiers with a staff to specialize in dealing ranged damage which will require support from others and large scale fights to land its attacks, or they can build for healing within the zerg.

They can also change their weapons, traits, and stats to be more self sufficient for roaming scenarios. There are definitely more specific playstyles than these, such as scouting or gathering intelligence by yourself to alert the larger groups on your server.

But this could also be categorized similarly to roaming or done by a roamer. Their main purpose is to fight or take chunks out of other zergs so they can also be categorized similarly to zergs. Because each map in WvW has a player limit, utilizing the resource of your troops may mean splitting up. If you just stack into one zerg the other servers can stall and defend while smaller groups capture other objectives. This leads to what the objective of the game mode is and how or why you should play for it.

At the end of the day, diversity will provide your team benefits and every player has different tastes so play what you wish. WvW is a game mode where teamwork is essential whether it is calling out approaching enemies to prepare everyone for an attack, solidifying a composition, or to recruit for guilds. To accomplish several things you need to know how to communicate with your team.

Team chat is useful for calling for reinforcements from other maps, since the specifics of combat wont be too important to players not even in your map. You can do this in team chat as well, but you should specify which map that information is relevant on then, since it could be any of them. A squad is generally larger than a party, and multiple parties can exist within a squad. Players cannot see any of the chat channels from enemy servers except for whispers or if you add them to your party or squad.

Players will see the rank and server instead of the characters name, and custom emotes will only come up as an indistinct gesture. You can go even further than in-game forms of communication. Guilds and several server communities have their own Voice chats on third-party software like Discord , or Teamspeak.

You can ask in your server team chat for links to their server groups to join if you want to participate. Another important thing to know is how to communicate effectively to achieve what you want. Using abbreviations and concise communications that others are familiar with will reduce the time it takes for a response.

Scouts will let their team know about which objective is under attack or someone might want to coordinate with another group which objective to focus. Identifying the location using objective cardinal directions NESW and accurate estimations of numbers and times will provide much better results for you and your team. In WvW there are four major types of objectives that contribute to the points per tick.

Depending on the type of objective and how upgraded it is, there are a number of defenses that must be overcome before it can be captured:. There is one more important mechanic to know about objectives, and it is the Righteous Indignation. This makes the Lord NPC invulnerable and gives it a significant damage boost, which lasts for 5 minutes.

This means that the tower cannot be captured until 5 minutes after it has been flipped. Supply is a resource that you can use exclusively in WvW. It is used to repair structures, build siege, lay traps, and upgrade objectives. While certain siege can counter others, there is always a limited amount of supply to make you decide how to go about your assault or defense of an objective.

You can see in the middle top of the screen how much supply you are carrying right now:. Camps are the objectives which generate supply over time. Just grab them from the depot which can be found on the minimap as a keg icon. You can also get supply from other objectives like towers and keeps, because supply caravans dolyaks will periodically deliver supply to the depots of nearby objectives. There is also a chance to get supply when you kill enemy dolyaks.

To build siege weapons a player needs to use a Blueprint, a consumable which can be purchased on the trading post or through vendors. When consumed it will give you a bundle which you can throw on the ground to create a build site.

Then players need to spend their supply on it to finally build the siege weapon. Usually if you are following a group, you should wait for your commander to drop the siege and use your supply to build the weapons.

If your commander drops multiple siege blueprints at a time, the unspoken rule is that you should build from left to right to ensure at least one gets built instead of building multiple incomplete siege. If you would like more information on the specifics of tactics, objectives, and building your territory up, check the guide below:.

WvW has a unique system to reward players that is a hybrid between the PvP one and the participation one that we can see in some PvE maps like for example Verdant Brink. Just like PvP there are reward tracks that you can choose which reward you get, and then there is a second reward track based on skirmish pips that everyone progresses. You will get rewards over time through active gameplay.

You need to do events like taking objectives, defending, or killing enemies in order to maintain your participation. Participation is also the way you progress the themed Reward Tracks:. You need a minimum of Tier 3 90 participation to be able to gain pips, which will progress the rewards for the weekly chests. While these chests gives you progress towards the reward track, you will aim to maintain your participation to max level Tier 6 for faster progress in the reward track.

I suggest you read these guides in order to know more how to get ascended and legendary equipment:. You will earn this by completing relevant WvW activities, including killing enemies, capturing objectives, defending, etc. None of the waypoints can be captured - they are guarded by legendary defenders that one-shot enemy players. Waypoints are also unusable by enemy players - they will appear contested to all but the world that owns that waypoint.

At the bottom half of the map, you have two towers , one near each invading world's waypoint. Moving up, you will see two keeps on the left and right side of the map and a third keep positioned almost in the middle of the map, right in front of the home world's waypoint. This keep is flanked by two nearby towers and since they are all near the home world's waypoint, it gives them somewhat of a home map advantage. There are three supply camps at the top half of the map as well, one near each tower and the third all the way up in the north, near the Orb of Power.

If you count up the objectives, each Borderlands map would have 3 keeps , 4 towers and 6 supply camps. WvW is designed to accommodate players that would not normally participate in PvP. For instance, the high player limit means that a new player can get involved without immediately feeling pressured to contribute. In addition, objectives are available for a variety of group sizes, so players don't need to be members of dedicated guilds in order to be productive.

There are also PvE objectives in the world such as hero challenges, events and jumping puzzles. Player limits are based on the server resources being used. If too many players try to log onto a map, additional players will be placed in a queue and can continue playing on other maps, including other WvW maps. The limit number is split equally among all three worlds. Players joining WvW will have their level and attributes dynamically adjusted to level Character levels can nonetheless be gained by using Tomes of Knowledge obtained as rewards from rank up and WvW reward tracks.

Each character on an account has separate lists of WvW traits, but world experience gained on one character is account-wide. The interface used in Borderlands and Eternal Battlegrounds at the top of your screen. Edge of the Mists uses a different interface. There are four different types of objectives: Camps, Towers, Keeps and one Castle. Depending on the type of objective, there are a number of obstacles that must be overcome before it can be captured. Guards are capable of holding out against small strike teams, their main purpose however is to buy time and assist allied players.

To capture an objective the Lord has to be defeated. The Lord is at the center of the objective, in case of Towers and Keeps, inside the walls. In these cases, the only way to attack the Lord is to bring down the walls or gates first.

Mesmers can portal players past walls, but there has to be a breach for the mesmer to enter in the first place.

After defeating the Lord of the objective, a capture circle will appear. Alive or downed enemy players that are not invulnerable nor invisible or NPCs inside the capture circle prevent capping. The longer a world holds an objective, the more it will be upgraded to make it harder to capture but also the more valuable. Upgrade defenses to control objectives longer and increase your team's war score. There are two kinds of upgrade:.

Use the WvW objective UI, which is available by speaking to a quartermaster or left-clicking an objective map icon. It allows:. Siege Weapons are environmental weapons that can be built to accomplish a particular purpose. For instance, arrow carts and cannons are very effective against clustered enemies, ballistae at destroying enemy siege equipment, trebuchets for breaking down doors and walls, and shield generators to disrupt enemy movement and support allies.

Player damage is severely limited against doors, and zero against walls. Therefore siege weapons are an integral part of capturing a walled objective. With the exception of the siege golem, all siege weapons are stationary and cannot be moved.

To create a siege weapon, a player must create a build site by using a blueprint at the desired location. The weapon is constructed after it receives enough supply from players. However, the player who placed the blueprint has priority, even if someone else is already using the weapon -- they can remove other players from any siege weapon except for golems.

Certain siege weapons can be acquired through objective upgrades. These siege weapons do not require blueprints. Each tower, keep and castle has a stockpile of supply that is replenished by supply caravans delivering from resource camps.

Stockpiled supply can be collected by players, each of whom may carry a maximum of 10 units untraited, up to 15 while traited and unbuffed and up to 25 traited and buffed With an additional 5 possible through Guild Objective Aura I and another 5 bonus from the Presence of the Keep.

Supplies do not show up in your inventory, but you can see the number of supplies you carry at the top of your screen in WvW. A stockpile of supply will allow defenders to keep their doors and walls repaired or to build defensive siege weapons.

Similarly, attackers need supply to construct their offensive siege weapons. Supply is therefore the basic resource around which WvW revolves. Killing an enemy player in WvW will result in gaining world experience and loot. Loot often includes Badges of Honor but is otherwise randomly generated; the defeated player does not actually lose anything through being defeated, but they may still take durability damage as with any other death. As a result, combat will usually occur when attacking or defending an objective.

The names of players from other worlds are not shown. Guild tags are still shown, appended to their name. Spawn points are waypoints on each of the battlegrounds. There are two types of spawn points; those which provide permanent access and those within objectives.

Each World versus World map includes three permanent waypoints, one for each team, to allow basic access to the map regardless of which team is dominating. These waypoints cannot be used by other worlds and are housed in objectives protected by Legendary Defenders.

Each spawn point includes a set of NPCs where players may repair their armor, sell loot, or buy blueprints. There are several paths out of each spawn location. It is difficult to camp a spawn directly, as players and most NPCs in the spawn area are invulnerable.

Other waypoints can be added to some objectives through objective upgrades. These waypoints provide fast travel, allowing quicker access across the map. A waypoint cannot be used if the objective it is housed in is under attack, with the exception of Emergency Waypoints. When a player is defeated in WvW, a 5 minute timer starts. The player can choose to revive at an uncontested waypoint immediately or to wait.

After 5 minutes, the player is automatically revived at their spawn point for that map. Unlike in PvE, if you are in combat mode you can't revive a player that is fully dead. Open the WvW panel and go to the top tab Mist War. Hover your mouse over each of the three colors in the pie chart at the top of the panel. The pop-up tooltip lists the current linked servers in each team. Each server is on a different tier, based on how well it did in the previous match. Some servers are eternally popular and hard-working, and are always in Tier 1 or 2.

Other servers are more laid back, and are on Tier 5 or 6. To prevent everyone from joining the popular Tier 1 and 2 servers, ArenaNet only allows a certain number of players per server.

Every two months, low-ranked servers are paired up with high-ranked servers. For example, one week Dragonbrand and Gate of Madness might be paired up, fighting together against the pairing of Sea of Sorrows and Kaineng.

To learn how to unlock the Warclaw, see our Warclaw mount guide. End of Dragons coming August 1, Return to Living World Season 2 May 29, How Do I WvW? For players who are new to WvW, the basics are simple: Follow a commander.

Listen to the commander. Build when the commander throws down siege: Flame Rams, Catapults, etc. Click here to read more about how to unlock gliding in WVW. Provisions Master level 4 autoloot!

Leave it available for someone who has this mastery.



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