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Sini's WvWGuide

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Sini's WvW Guide

So, I know this is a bit off topic, considering as we here are TTS and our main focus is raiding in terms of world bosses... But, I wanted to make this pretty little post to help out anybody that is new to WvW, or is trying to get a better understanding of how WvW works. It's going to be pure basics, just so people have a general idea of how things work. I will go over a lot of stuff here, feel free to show this thread around to anyone who is interested in learning more about WvW.


1. Introduction to WvW

2. General terms in WvW

3. Life in a WvW Blob / Zerg / Important Class Information

4. Party setup

5. How servers are paired

6. Scoring in WvW

7. The map/Upgrading points/Guild Buffs

8. Siege

9. World Experience

10. Summary

Introduction to WvW

So what is WvW? Well, technically, WvW could also be called WvWvW. WvW is a game mode made up of three servers fighting against each other each week. The three servers compete against each other for a total score by doing various things, which will be gone over in the Scoring section later on. But basically, there are two main things that happen in WvW. Capping points, and Sieging/Defending/Fighting over those points. In WvW, all characters are scaled to 80, but your gear is not scaled. In other words, without being a geared 80, you will be rolled pretty easily in a Blob. There are many things that go on in WvW, and there is always something happening - 24/7. From solo roamers, to blob fights, to defending points. Something is always happening to try and get your server a win.

General WvW Terms

For a first timer in a WvW server teamspeak/mumble, such as the TC Mumble or BG Teamspeak, the language of the people in there is going to seem quite foreign to you. You will hear a lot of things from the commander and have no idea what they are talking about or telling you to do. So in this section I plan on giving you guys a basic rundown of the most common terms you will hear in a WvW teamspeak while following a commander.

Water on ____: There are many variants to this. Anything from Waters on rams, to Waters on tags. Basically, the commander, or whoever is saying this, is asking for a water field (Staff 3 and 5 from Elementalists) on the location he calls for.  Water fields are typically called when re-stacking after a push or on top of rams that are taking heavy AC or other Siege fire. They keep people alive, and heal anyone who is inside the blast radius.

Stack: Pretty straight forward. Stack on the tag or wherever the commander is telling you to stack. In combat terms, this command is typically followed by a call for Empowers and for Symbols/Warhorns, which I will also go over later. Stacking usually leads to a push.

Directional calls, such as Push, Move Right, Move Left, etc: Also pretty straight forward. Just do what the commander tells you to do here. Frontline classes such as warrior and guardian needs to be tight on the tag at all times during a blob fight unless told otherwise by your commander.

Masteries on ____: This is used in multiple forms as well, for example, masters on rams. Basically, if you don't have your trait points maxed in whatever the commander is asking for masteries in, don't get on that siege item. Pretty simple.

Veil: The commander will typically ask for a veil at the start of a push/fight. Veil is a nice and quick aoe stealth that will stealth anyone that runs over the Veil Strip. This allows the zerg to flank from whatever side they want and get the advantage of not being seen for a few seconds.

AC: Lol. I remember when I first started hearing this term. I was like.... WAT. Not air conditioning. It means Arrow Cart, a type of siege. Should also typically not man these if you do not have mastery, unless asked to. Commander may also say careful with AC's, meaning you need to watch out for enemy AC fire and dodge through when needed.

Empower: Also pretty straight forward, Guardian's use staff skill 4 when called. This is basically used before every push and every re-stack. Might is awesome. :)

Bomb: Exactly what it sounds like. Nuke the area where the commander tells you to. Basically this message goes out to the Backliners (Ele's and Necro's). When the commander is spam saying bomb in TS, give it everything you have, maximum damage on the target area.

Warrior Stuns: A commander may or may not ask for warrior stuns during a fight. Just depends on who the commander is. This may also be called Hammer Stuns. Basically when hammer stuns are called/warrior stuns, warriors want to use their adrenaline skill to leap onto the area that the commander is on. Boom. Hammer stuns. It is also good to use the 3 skill on warrior hammer after hammer stuns.

Wells on ___: The commander may or may not ask for wells to be stacked on a certain area. This typically happens when trying to destroy siege, or prepare for an enemy push. Necro's will drop their marks and wells on the area that is called for.

Iron Hide Up: This is something that comes with ram mastery. Basically what happens is, the zerg will stack on the rams. While on the rams, the person manning the ram will use the skill called iron will. Basically it makes you take a lot less damage for a short period of time.

PVD: Also known as Player Vs Door. If a commander calls for PVD, you are going to go all out damage on the gate that is being taken down. It is typically used to either get into a point quickly or to make up for disabled siege.

Portal Bomb: Portal bombs are a beautiful thing when they are done correctly. A mesmer will place his starting portal on the stacking zerg, and then run behind the enemy zerg and place the ending portal.. And you can just guess what happens there. Epic destruction.

Golem Rush: 5-20 Omega Golems will be used to take a point. This is typically used to take a keep that has been waypointed and is heavily defended.

Blast Finishers: You should know what a blast finisher is by now, but, just in case, if you hover over your skill, such as warhorn 5 on a warrior, it will say Combo Finisher: Blast. These are used to blast Water & Retaliation fields when called for by the tag. If the tag doesn't call for blast finishers after a water is dropped, you should blast it anyways.

Symbols and Warhorns: A commander may say this or a variant of this when stacking anywhere. Basically the tag is saying for guardians to drop skill 3 on staff under the zerg and for warriors to use skill 4 on warhorn. Stack that swiftness! Staying tight together is important, so swiftness is important.

Leap In: When leaps are called, the frontliners will use their leap skill to leap into the location that is called by the commander, and then typically bomb the area with maximum damage. Pretty straight forward.

Flurry Bomb: Warriors use your adrenaline skill on your sword. Flurry is awesome, which is explained in the section below.

Cleave through/Cleave the downed: Basically, you should never use finishers on people in a fight unless called for. So listen for these calls, you will typically just damage through the downed unless told otherwise.

Lines behind/front: This means the commander wants guardians to drop their line of warding (Staff 5) Either behind our zerg or in front of the enemy zerg. This is used to slow them down if we are running or chasing down their zerg.

Statics on ___: The commander may ask for statics on any point during a zerg fight. This somewhat does the same thing as lines of warding do, it stops the enemy zergs and stuns them for a short period of time.

No orange swords: If a zerg is trying to sneakily capture a point, the commander may ask the zerg to not pop orange swords. This is pretty easy to do, just do not PVD, and do not attack any of the veterans around the area.

Pulls: If a commander asks for pulls, typically he wants you to use whatever pull you have to pull enemies into the zerg, or off the walls of a structure.

Life in a WvW Blob/Zerg/Important Class Information

This section is mainly about what  certain classes should be doing during a fight and what they shouldn't be doing. Gear for all classes can vary, and I am not going to go over gear because everyone has their own personal opinions on it, and so does every WvW guild. Use what you can survive and do maximum damage with while also supporting your zerg and party. On that same note- I won't be going over builds here also.  Builds vary from person to person and guild to guild. If you want a build, or gear idea, let me know in game or in teamspeak and I'd be glad to help.

Rangers, Engis and Thieves will not be included in this area. My guide is mostly for zerging, and Rangers, Engis and Thieves are not viable zerg classes. Ask me personally in game or teamspeak if you have any questions regarding these.

Frontliners - Frontliners are meant to absorb the damage for the majority of the zerg while being able to put on massive cc and damage on any location that they push.

Warrior:  One of the two main frontline classes. Warriors are a very important class to have in a blob/zerg. Typically warriors will run Hammer and Sword/Warhorn. Warriors need to always stay tight on the commander tag unless told otherwise. This is why they are known as a frontline class.

Important warrior skills:

- Sword skill 2 - Leap. This is one of those  Leap-In skills that I talked about in the previous section. This skill is also used to keep up with the commander when needed, and to catch up to enemies that are running away. This skill is also a cripple.

- Sword Adrenaline Skill (Flurry) - This skill is great when bombing. It is an immobilize and hits a lot of targets while also inflicting bleed. Flurry may also be called during a zerg fight as stated in the previous section.

- Warhorn skills 4 & 5 - 4 is swiftness as stated before, and 5 is a blast finisher and Vigor.

- Hammer skill 3 - Long ranged cripple field, and hits a lot of people. Nice for catching runners.

- Hammer adrenaline skill (Earthshaker) - As stated before, its a leap and a stun. Very nice when bombing an area.

- Shake It Off - Condi clear and also heals if traited. Very useful skill with short CD.

- Balanced Stance - Stability and Swiftness. Short CD and long lasting if traited.

- Battle Standard - This is what makes warriors loved. Revive up to 5 allies, always a super useful skill. The only must-have elite for warriors.

Guardian: More supportive than a warrior, but pretty much just as equal to a warrior. This is the second main frontline class, paired with warriors. Just like a warrior, stay tight on the tag unless told otherwise.

Important guardian skills:

- Staff skill 3 & 4 - As stated before, skill 3 is swiftness which keeps the zerg quick and close together. Skill 4, also stated in the previous section, is the awesome 12 stacks of might through empower.

- Hammer skill 3 & 5 - Skill 3 is very important, it traps down targets with a 1200 range and hits up to 5 targets. Skill 5 is pretty much the hammer version of line of warding.

- Stand Your Ground - AOE Stability, pretty much why everyone loves guardians. Must have.

- Hold The Line - Protection and Regen for allies. Great utility for Guardians.

- Purging Flames - AOE Condi Clear. Another reasons why guardians are so loved.

- Renewed Focus - Recharges all your virtues, and yes virtues are awesome.

Backliners: Backliners will stay with the zerg but will stay behind the frontline and rotate with the group to avoid being bombed by the enemy zergs. Most of the hard damage and Crowd Control comes from a strong backline.

Elementalist: The high damage backliner with little to no defense. It is always important to have two guardians in a party with one elementalist so the guardian can spread stability and other buffs to the elementalist. Elementalists are the main source of healing for a zerg with their water fields.

Important elementalist skills:

- Staff 5 (Fire) - Meteor Shower - The DPS is real with Meteor Shower.

- Staff 3 & 5 (Water) - Small and Big water, again is the most important form of healing for the zerg. Blast this and you’re golden for healing. Listen for a commanders call for these skills.

- Staff 5 (Air) - Static - As stated in the previous section, static is used to hold up zergs and catch them when they are running away.

- Mist Form - Very useful utility if you are in danger of dying. Short period of invulnerability.

- Armor of Earth - Grants protecton and stability, both are things that an Elementalist needs to stay alive. Keep it up as often as possible, or just use it when the commander calls for stabilities.

- Tornado - Long lasting stability and it also launches foes around like rag dolls.

Necromancer: Necros are another backline class that deal a lot of Condition Damage and have medium survivability. They are very good with bombing in terms of wells and marks.

Important necromancer skills:

- Staff 2-5 - Pretty much all of these skills are important and awesome. Staff 2 is an AOE Bleed, again, condition damage. Staff 3 is a Chill and Poison, again, more condition. Staff 4 is good to use when you have a lot of conditions on yourself. Spread those to your enemies! And lastly, Staff 5 is a fear.

- Well of Suffering - Inflicts Vulnerability and does a great amount of damage over time with pulsing damage.

- Well of Corruption - Another pulsing attack, it will turn boons on your enemies into conditions. Turn their buffs against them.

- Well of Darkness - AOE Blinding. This will cause your enemies to miss their attacks. A very useful feature.

- Plague - Best elite. Massive AOE spread and you are very tanky while using plague. Alternate Skills 1 and 3 while in plague for Bleed and Cripple.

Mesmer: Mesmer’s are important for a few things. They are VERY squishy but have a few very important skills that are needed to make certian things happen.

Important mesmer skills:

- Blink - A teleport. Get out of the middle of a zerg, stay alive with this.

- Portal Entre - As stated in the previous section, these are used for portal bombs, porting golems during golem rushes, and more. Very useful.

- Veil - Stated in the previous section as well. Mass invisibility to flank a zerg from one side or the other.

That’s pretty much it for mesmers, they are more on the side of super useful with certain skills but not so useful with much else.

Party Setup:

There are typical standards for a party setup in a WvW blob. These are used to get maximum buffs per player and to spread everything evenly. The ideal party, which I will post, should always be used if possible, although it is not always 100% necessary.

Frontline Party: The frontline party will consist of more tanky geared classes.

  • 2 Guardians. Both running the skills stated above. Rotate the Stand your Ground for maximum stability time.

  • 1 Warrior. Another Frontline class that can condi cleanse using the skills above and stability themselves while also receiving Guardian stability.

  • 1 Necromancer. Necromancers have no reliable self stability, so it is very important that they stay in a party with two guardians for maximum stability.

  • 1 Elementalist: Again, keep the elementalist in a party with two guardians. Stability and maximum boon sharing.

Backline Party: The backline party will consist of more glass classes for maximum damage output.

  • 2 Elementalists. Super DPS. Pretty straight forward.

  • 2 Necromancers:.Massive Well and Mark bombing.

  • 1 Mesmer. Mesmers can be swapped with an elementalist in the frontline party.

How servers are paired:

In WvW, three servers are fighting against each other. You may ask, who decides which server plays who? Well, servers are broken into tiers. Each tier contains 3 servers. There are 8 tiers of servers, leaving 8 matchups per week, and 24 servers total. Your server is placed in a tier based on how your server finishes in WvW each week. The servers have a rating system which moves up or down based on which server wins each week. So for example, if one of the Tier 1 servers constantly finishes in last each week, they could possibly be bumped down to tier 2 and be replaced by the tier 2 server that is winning every week. The same goes for any tier. The current server matchups can be found on http://gw2score.com

Scoring in WvW:

Well, this is a confusing one for a lot of people. There are two main ways to earn points in WvW, but before we go over that, let’s talk about this first. The points are added up for a week and are totalled at the end of the WvW week (Friday Night Reset at 1:00 AM UTC).  Whichever server has the most points at the end of the week will win that week.

How scoring works: The main way a server will gain points is through something called PPT or Points Per Tick. Your servers PPT will go up based on what structures your server owns.

Each Supply Camp is worth 5 PPT.

Each Tower is worth 10 PPT.

Each Keep is worth 25 PPT.

Stonemist Castle is worth 35 PPT.

So let’s say for example, your server has control of 8 supply camps, 12 towers, 6 keeps, and Stonemist, your server will have 345 PPT. This PPT is added to your servers overall score after 15 minutes. 15 minutes is the length of each tick. And then the process repeats.

The other main way to get Score is through kills and stomps. Your commander may or may not ask you to do stomps for points. There is something in the Borderlands maps called Bloodlust, and when you own the Bloodlust points, you can either get something called Major or Minor bloodlust.

With Major bloodlust, your server will gain 5 points per Finisher that is done on an enemy.

With Minor bloodlust, your server will gain 3 points per Finisher that is done on an enemy.

The map/Upgrading Points/Guild Buffs:

So this has a lot of stuff that I can go over, although I’m going to try and explain it as simply as possible. Let’s go over the colors of servers first.

There are 3 colors. Green, Blue, and Red. Each server will have one of those colors each week, and they may or may not change each week. It is random. Your color will decide which side you are on in Eternal Battlegrounds and which color borderlands map is your home.

There are 4 maps where servers will fight over points: Eternal Battlegrounds, also know as EBG, and the three borderland maps. Each server has its own Borderlands map where they have a spawn point closest to the Garrison on that map.

On the Southeast corner of EBG, the Blue server is typically supposed to control that side. Green should control the Southwest, and Red should control the North. All servers will be fighting over every point, though, for maximum PPT. They will also fight over the center of EBG which is Stonemist Castle to try and secure the 35 PPT and a nice waypoint when upgraded, which will be talked about soon.

Upgrading Points: Pretty much every captured point should be upgraded. There is a typical order for upgrades at each tower and keep, and the commander will typically assign one person to be in charge of those upgrades. As a new player you probably won’t be doing the upgrades, but it is good to know why they are useful. Each upgrade takes time to build and costs a certain amount of supply and money to build. I will explain the upgrades and what they do, in the order that they should typically be done.

Cannons - First upgrade. They add buildable cannons to the walls of the structure that can be used to shoot at siege and players. Cannons are a type of siege that have a siege mastery spot in your WvW traits.

Reinforce Walls - Second upgrade. The walls will become reinforced, making them A LOT stronger than before. They become a lot harder to take down. The walls will also be repaired to 100% upon completion of the upgrade.

Reinforce Doors - Same thing as reinforced walls, only it does this for the gates.

Mortars - Adds mortars to the walls of the structure which can be used to fire at enemy siege or players. This is a type of siege, and has a mastery in your WvW traits.

Fortify Keep - Fortifies the walls of the keep and repairs the doors.

Waypoint - This will build a waypoint for the keep. This is the final important upgrade to have. All keeps and stonemist castle can be waypointed. Waypointing a keep is the key to having a high PPT.

Guild Buffs: Not really going to go over much in this section, because it isn’t as important as the other stuff as a new player. Guilds have certain buffs they can purchase and activate in order to give a point some bonuses. These points need to be claimed by someone in the guild with WvW claim rights, and only one point may be claimed per guild at a time.


There are a bunch of different types of siege in WvW, I am going to explain the siege blueprints in this section here. Each siege blueprint has a superior version which does more damage than the non upgraded version, and requires more supply to complete on a few of them. This is what you guys should be spending your supply on when told to.

Flame Ram: The main siege used for taking down gates. 40 supply to complete.

Arrow Cart (AC): High damage, massive AOE. 40 supply to complete.

Catapult (Cata): Primary siege for taking down walls at close range. 50 supply to complete.

Trebuchet (Treb): Primary siege for taking down walls at long range. 100 supply to complete.

Siege Golem: Siege used for Golem Rushing, massive damage, but very slow. 100 supply to complete.

These are the main types of siege you will see used in WvW. Balistas are also used but are not as important as these.

World Experience:

World experience is a special form of experience that can only be gained by playing WvW and Edge of the Mists. To view a full list of the ranks, visit http://wiki.guildwars2.com/wiki/World_experience

Every rank after 5, will take 5000 world experience to rank up again. You gain world experience through kills, and capturing points. Each different type of point has a different world experience value. You will gain 1 Trait Point per world rank that can be spent on various things. These traits cannot be refunded. At around rank 1400, you will be able to have every mastery maxed out.

I am going to explain a general guide of what order you should spend your World Experience trait points on, and in what order, so you don’t end up wasting those precious points.

The Order:

Guard Killer: Max this as soon as possible. Every time you kill a gaurd with this maxed,  you will gain one stack of Applied Strength, increasing your power by 20 per stack, and stacks 5 times. 115 points to Max.

Guard Defense: Max this as soon as possible after Guard Killer. It does the same thing as Applied Strength, except its called Applied Fortitude and stacks Vitality by 50 per stack, max 5. 115 points to Max.

Flame Ram Mastery: Flame Ram Masters are always needed. 75 points to max.

Arrow Cart Mastery: Get more of that Arrow Cart damage. 75 points to max.

Build Master, Repair Master, Supply Master, Siege Bunker, and Mercenaries Bane: You can get all these in whatever order, but do get them quickly. They are nice to have, for multiple reasons. Just check the descriptions of it in game and you will know why.

Anything after that does not matter which order you get it in. Though, one important thing, save SUPPLY CAPACITY FOR LAST. It is a HUGE waste of points if you try to get it to early.


So, that is pretty much it. I hope that this helps you newbies out there who are trying to learn more, how to WvW a little bit better. Any comments or suggestions for this guide are appreciated.


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Thanks for posting this Sini!


Personally I walk into WvW, spend about 15 minutes getting progressively more confused and then wander off somewhere else.

Looking forward to learning something new.

No problem. And that seems pretty pro.

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WvW guide for Bronze tier vs Silver/Gold  ..now THAT would be amazing. 


Although, this is quite a very informative guide. kudos!

Well... I only have Tier 1 experience, so I am not sure how the other tiers work. But this explains pretty much all the basics you need to know for WvW

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WvW guide for Bronze tier vs Silver/Gold  ..now THAT would be amazing. 


Although, this is quite a very informative guide. kudos!


Guide for Bronze tier from my experience


1) Load into WvW borderland of your choice

2) Run around for 30 minutes seeing cows, sheep and chickens

3) Don't see a single soul for miles

4) Go back to PVE

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Guide for Bronze tier from my experience


1) Load into WvW borderland of your choice

2) Run around for 30 minutes seeing cows, sheep and chickens

3) Don't see a single soul for miles

4) Go back to PVE

Seems legit.

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Thanks for this clear and concise guide.


Would you consider adding a section in the siege paragraph about "refreshing siege"?


That task is very helpful for a newbie to perform and I learned about "refreshing siege" the hard way.

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Some things to add.

1. The first upgrade you should get with WvW is Build Mastery lvl 3, which allows you to use 6 supply per tick to build siege engines rather than 2. The additional seconds saved can be critical when under fire as blueprint sites under AC fire have their 'build%' reduced by damage. There's no point to getting any more as the supply cost increases exponentially, and it doesn't really help you to build any faster than 'in two ticks' till it's maxed; those points should probably go to some other purpose first.

2. Zergs generally blast 4 types of fields only. Waters are blasted on rams taking heavy siege fire, Lights are blasted for zergs facing targets with very strong ranged DPS, Fires are blasted prior to a charge (and at the gate in the last 3% HP of the gate so that your team always hits the tower/keep lord at 25 might+fury) and Statics are blasted prior to a charge. The top skill for Static blasting is rangers' Call of the Wild as that not only blasts, but also gives swiftness on its own, as well as fury and might. Elementalists must learn how to place static fields - if you're not a staff ele, Lightning Hammer is an almost non-negotiable (depending on world) utility to have as its s5 can also generate Statics.

3. Guardians are expected to drop Wall of Reflection en masse during the charge in zerg v zerg open field fights as this will return ranged attacks to their senders while the melee users are caught in the hammer-rush. This is rarely said because it is taken to be understood.

4. Zergs always charge THROUGH a frontline to the ranged users at the back, and backliners charge with the heavies, albeit a small distance behind. Failure to comply with a charge command gets zergs killed as stunlocking doesn't reach their ranged users, and your ranged users will be stunlocked by theirs. Cowardly zergs always wipe first, and for this reason some WvW guilds have the saying 'if your commander jumps off a cliff and dies, all of you should jump off the same cliff and die at the same spot'. Incidentally, some commanders actually do intentionally jump cliffs to deny opposing worlds bloodlust when they know for whatever reason the fight is unwinnable, as bloodlust is not granted to deaths from fall damage, and failure to comply not only still results in you dying, but also giving both loot bags and PPT to the other world.

5. Thieves are expected to SR at choke points, particularly near the inner corridors to SMC if it's guarded, followed by a hero mesmer who will blink in stealthed and open a portal within defensive siege's minimum range to render them unusable, while everyone else takes the portal and dodges immediately on exit, remaining in stealth until combat is initiated.

6. Thieves are also expected to assassinate any straggling ranged DPS users, as well as immob-lock players to prevent them from entering their forts. They are not supposed to charge with everyone else. All other classes charge.

7. Mesmers are expected to coordinate their time warps on golems. As long as golems are being used, portal and time warp are non-negotiable skills to have on the mesmer.

8. People not on rams are expected to be on watch for incoming defenders, and to alert everyone in say chat if anyone is spotted. Defenders should never be allowed to enter forts.

9. When a position is about to be overrun, defenders are expected to alert the map commander in map chat, and then buy time through any method possible, from using existing defensive siege to repairing walls/doors to dropping siege disablers (especially for classes with access to stealth, but also valid for warriors who can buy time using triple stances to run back into the fort after using the disabler. If the number of assaulters are small defenders will mass at the lord's room to borrow the NPCs' defensive power should the gate fall. If a structure is about to fall with little chance of saving it (usually a keep or SMC), people in the fort are expected to pilot any golems within the structure and waypoint to the home waypoint on the same map to save the golems for future use. Mesmers and thieves are expected to find hiding spots within the inner walls of the structure and hide; mesmers are to portal their zergs in to entirely skip the siege phase while thieves are expected to solo the NPC defenders to retake the structure themselves once RI passes or die trying.

10. RI = Righteous Indignation. When an NPC has it, it is not only invulnerable but also does double damage of all types. Only the Veteran Supervisor, Champion Tower Lord, Champion Keep Lord and Legendary Castle Lord can possess this buff. You must wait for this buff to expire before attacking; if you notice an NPC with it and you're not with the zerg, you're expected to notify the map commander in map chat of the RI location and remaining timer so they can better plan the zerg movement route.

11. Sentries are not to be killed unless the commander kills it, or unless you're very far from the zerg, as killing it can warn opposing worlds of your movement in advance. Conversely, roamers are expected to kill these if they can to throw off defenders.

12. When the commander orders a stack, the stack order is absolute, and rangers are expected to recall/stow pets as well to avoid giving away the zerg's location. On that note all miniatures are also expected to be stowed while you're in a zerg.

13. Roamers are expected to give an estimate of opposing zergs' strength and location as soon as they are spotted in map chat for all players in the map to note.

14. Anyone using a keep waypoint is expected to man nearby siege like arrow carts, catapults and trebuchets to prevent them from disappearing. This is known as 'refreshing'. Refreshing tower siege is also done on EBG towers, but normally BL towers are either not sieged or have people stationed already, depending on your world tierr and timezone.

15. Keep waypoints are uncontested for exactly one second after the 'defend event' ends before it restarts. Defenders in a sieged keep/EBG are expected to call out in mapchat the timer on the event so that everyone else can spam clicks on the waypoint so they can WP in.

16. Zerglings should never drop siege as this can lead to supply wastage - especially critical in EBG. Send any unwanted blueprints to your map commander in personal mail as they have to pay for all the blueprints they normally use, and they can use it better than you can. No exceptions. Dropping 'extra' rams at the outer gate of SMC/a keep is a surefire way to annoy your world commander.

17. The role of zerglings is to follow the commander's instructions, and the zerg normally takes larger structures like keeps, fortified towers and SMC. Commanders' role is to decide what to do, do it, take responsibility for failure and credit for success. The cost of blueprints used as a commander is generally never recovered by the cap bonuses, and WvW guilds compensate for this by making blueprints available in the guild bank. Roamers' role is to act as scouts as well as to solo all sentries, opposing roamers and camps (even fully upgraded camps) they come across, and normally act in the supply lines of opposing worlds.

18. There's a special WvW role known as a 'havoc squad', which you generally will not be involved in as a newcomer; their role is to take structures that are not in the map commander's path to split defenders between defending multiple locations. Havoc squads are normally comprised of elite players who are all individually capable of soloing tower defenders, and in a party of 4/5 are capable of taking unupgraded keeps by themselves - obvious havoc squads are when you see groups of 4 golems and a mesmer running with no zerg, no escort and the same guild tag. Havoc squads do not generally assault SMC however. The importance of havocs to a newcomer is that their presence and location need to be made known to map coms, who will then decide if the structure is to be sacrificed or if part of the zerg will split off to engage them. Not all WvW tiers contain worlds with havocs. The idea is just to remain at distance and provide information without spotted, and if a structure is being attacked, to find a way to get into the structure to delay them - engaging such players even if you outnumber them slightly is ill-advised as the result is almost always defeat, given their parties are normally either on voice comms or are familiar enough to work together without communication, and usually contain perfectly complementary builds - in contrast to random roamers who happen to be in the same location, who won't be able to cooperate properly. Even outnumbering havocs more than 6-1 is not necessarily good enough to guarantee a win against them - this video also helps to reinforce that when you are told to charge you must charge, cowardice is a Very Bad Thing..

19. Don't attack downed targets as long as there are any live targets in the area unless they are near a tower/keep portal. Downed targets do next to no damage to you, and hitting then just once puts their skill #4 on cooldown. If possible you want all targets downed before finishing any of them off. They also act as a resurrection source as killing any downed player resurrects any downed players on your side; finishing them off wastes health, damage and cooldowns on nonthreatening targets while removing an emergency resurrection source for no good reason.

A lot of other things commanders can and will tell you, especially if your world is coordinating via a teamspeak/mumble/ventrilo server, but these are some things you're occasionally expected to know without being told.

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