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WvW For Dummies
« on: August 27, 2017, 07:15:35 am »
Work In Progress - Both formatting and content. Saves me formatting shit twice so please be patient as this guide takes shape :)


WvW For Dummies

Foreword
There's a few scattered resources out there for WvW in general, so the purpose of this guide is to pool information as well as adding some specifics. This means that some text is quoted verbatim, but the original authors are acknowledged in the bibliography/sources at the end of the text. I'm deliberately leaving out any profession specific guides as I feel these are best searched for on an individual basis via Youtube, and WvWers who can show you via streaming much more than can be explained in text. While there are indeed meta comps just as in PvP/PvE, there is great diversity and constant innovation with builds and some top streamers run non-metabuilds.

Important Note: At time of writing, we're awaiting the Path of Fire expansion, therefore any major decisions about creating gear should really be held off at least until the expansion drops e.g. Trailblazers, Celestial, Commanders, Minstrels. Reason for this is that there will be much theorycrafting and rebalancing, which may or may not make the current builds obsolete, as well as price fluctuation of new items. Remember, once upon a time, Black Diamonds were 12g each!
The expansion drops on 22nd September 2017. Yes, I will say right now that you will 'need' it to play WvW semi-seriously, and that some new metabuilds will require PoF professions. Even now with just HoT you're liable to get wrecked on a base profession roamer and stats than HoT specs and gear.

Contents:

Section 1. Basics

1a. Getting Set Up
Game Settings and Keybinds
F11/Options Menu
Builds and Gear
Food and Utilities
Worlds/Home Servers and Population
Utilizing chat and Voice utilities
Dodging
Map Awareness
1b. Common Abbreviations and Terms
Skills
1c. Fields and Combos
Combo Fields on the Move
1d. WvW Rank and Ability Points


Section 2. Gameplay

2a. Commanders and Squads
Lieutenants
Squad Basics
Rules When Following a Commander
Supply Management
Effective Communication
Commander Communication Terms
Prioritizing Defensive Targets
Utilizing Zerg Numbers
Rules for Capturing Enemy Keeps
Using Supply During Defense
Militia
General Tips for Leading
2b. Siege and Supply
Siege Blueprints
Forging Superior Siege Blueprints
Guild Siege Equipment
Sieging Up
Siege Outline
Siege Tips
Fighting with Siege
2c. Structures, Tactics  and Upgrades
Guild Claiming and Upgrades
Upgrading Structures
Tactics
Sentries
Supply Camps
Capturing Supply Camps
Defending a Camp
Camp Assault Dos and Don'ts
Camp Defense Dos and Don'ts
Towers
Upgrading Towers
Tower Assault Dos and Don'ts
Tower Defense Dos and Don'ts
Keeps
Stonemist
Upgrading Keeps
- Westernmost Keep (Bay Keep, Alpine Borderlands)
- Easternmost Keep (Hills Keep, Alpine Borderlands)
- Center Keep (Garrison)
Keep Assault Dos and Don'ts
Keep Defense Dos and Don'ts
2c. Roaming and Scouting
Roaming
Small Group Objectives
Contesting
Ninja-ing Structures
Yakslapping
- Assaulting Dolyaks
- Defending Dolyaks
Calls
Scouting
Player Sentries
2d. Havoc/Fight Groups
Small Group Composition
Small Unit Tactics
Utilizing Fields with Small Groups
2e. Zerging
Front Line / Back Line
Might Stacking
Engagement
Bombing/Bursting
Portal Bombing
Party Harasser/Roaming Party
Target Priority
Pushing
Using Crowd Control (CC)
Movement
Holding/Contesting
Regroup
2f. Additional Tactics
Contesting and Swords
Facials
Ballista Flanking
Turtling Tactics
Foreplay
Sealing The Breach
Rez The Claimer
Enjoy Your Walk
Golem Portaling
Rally Chains
Chain Veils
Warbanner
Dealing with Hammertrains
Running out Boons
Forcing Cooldowns
Baiting the Bomb
Resetting


Section 3. Scoring and Rewards

3a. Skirmish and War Scores
Ticks, Pips and Participation
3b. WvW Reward Track
3c. Skirmish Reward Track
3d. Legendary and Ascended Armour
3e. Legendary Backpack


Section 4. Resources, Acknowledgements and Further Reading


« Last Edit: August 27, 2017, 03:21:43 pm by Bellatrixa »

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Re: WvW For Dummies
« Reply #1 on: August 27, 2017, 08:27:20 am »
Section 1 - Basics

1a. Getting Set Up

Game Settings and Keybinds
While there might be certain keybinds that you can't live without, there are some which are highly useful in WvW. I also highly recommend positioning your dodge key somewhere easy to access if you haven't already for fractals and raids.
DO NOT CLICK your skills – that is why you have the ability to remap keybinds so you can PRESS them. Clicking your skills or dodge bar blocks you from using other ground targeted skills with your mouse, and you waste time moving your cursor to the icon.
(click to show/hide)


Keybinds are muscle memory. Trying to switch the entire keybinds all at once can be confusing and frustrating. Instead, change the keys in categories and no more than five at a time. The relearning period is a week or more.
 Notice how your hand rests on the keyboard – what keys are the closest to your fingertips? Those keys should be the most used buttons. The middle finger on your Move Forward key should always remain touching in a fight. You can test reachability by raising your hand up until the first joint is almost perpendicular to the keyboard, and then spreading your index or pinky out to pivot using the finger. The thumb may be a benchwarmer on the spacebar, but it can press C, V, and B easily.
  If you use SHIFT as a modifier, turn off sticky keys (otherwise, a pop up can appear or cause the system to perceive keys as being held down until pressed again). If you use ALT as a modifier, do not press ALT+TAB or ALT+F4 in middle of a fight. If you wish to play one-handed with turn, you can change turn to MODIFIER+A/D.
Even the best rig will suffer from some degree of lag in major zerg fights, so graphics settings are pretty standard for best performance in WvW.

F11/Options Menu

(click to show/hide)

(click to show/hide)

(click to show/hide)

(click to show/hide)

Moving the FoV slider massively may cause uneasiness or slight headaches. If this happens, gradually adjust the FoV every few days until you are comfortable. If this persists without improvement, do not force high FoV – some people cannot handle it at all, and it is how their body works.
     The 21st Nov 2016 patch added WvW Simple Nameplates that change Ranks into circles. This can be adjusted to fit ALL names, enemies ONLY, or NONE. Minions/pets will also have their name changed to a circle, which can be misleading when counting. As most groups will call out targets by their rank, its usage is not recommended.
     In Graphics, Effect LOD will reduce the effects of most skills – it should not affect static fields or waters anymore. However, if they are not visible, turn Effect LOD OFF at an FPS loss.
     If you are a class that supports others (watching HP, boons, conditions), party view is highly recommended. This can be toggled by clicking the portrait icon and unchecking View as Grid. Simplified Party UI may be preferred.

Builds and Gear
While there's the old go-to of Metabattle, there are often preferred builds for your server listed somewhere on your server's TS/Discord information. Some guilds will also have specific WvW builds that they require you to run if you raid with them, although they can be flexible depending on your circumstances.
When it comes to roaming and scouting, you're reliant upon no one but yourself therefore what you run is up to you. Just bear in mind that meta builds will have better synergy with meta zerg and havoc comps.
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Ascended isn't required to play WvW in general, although you'll benefit from using it and some guilds will expect you to have full ascended gear, particularly for raids. If you can't get full ascended because of time gates or what have you, full exotic armour with ascended accessories and weapons will suffice in the short term. 

Food and Utilities
Like PvE raids, running food and utilities is a must in WvW. What you'll need to run depends on your build, but you can't go wrong carrying around some Mango Pies as a general back up food or some Poultry and Leek Soup (especially if you are frontline). Usually sharpening stones since power scales better than precision. Use the condi ones if you are intent on a condi build (with Koi Cakes for +40% condi duration) with a crystal. If you're looking for boon duration, use oils.  Condi classes sometimes like to go with Super Veggie Pizza. 
At the end of the day you can get a surprisingly large amount of customiseability with your build with the different food buffs. Explore the options with foods, and pick something that synergizes with your class’s role in group combat, and your build.

Worlds/Home Servers and Population
RIOT is based on Dragonbrand so I have worked this guide around that information. When you first create your GW2 account, you are asked to pick a server. This is the server you will represent in WvW.

To transfer to a different world, go to the character selection screen (using F12 or when you first logon) and select the desired world; you will be logged out while the game makes these changes, which might take 5-30 minutes. You can transfer once every seven days at a cost determined by the destination server population. Free accounts cannot transfer to different worlds.

Standard transfer fees
Medium: 500 Gems
High: 1000 Gems
Very High: 1800 Gems

Discount and premium fees
Periodically, ArenaNet will offer incentives for players to transfer to lower population worlds, including waiving transfer costs.
In the past, during WvW tournaments, Arenanet would change the pricing to encourage movement to lower-ranked servers and discourage people from transferring to better-ranked servers just for the tournament rewards.

Accounts without active characters
The transfer fee is waived for accounts without any active characters. This allows players just starting out to change to another world that is not full. You also can transfer without cost if you delete all your existing characters. The next time you log on without any characters, you will be prompted to choose a new home world. Please be aware of the following:

Transfers to any game world — whether free or paid for with gems — are allowed only if the population of the world is at less than capacity.
Transfers to any game world — whether free or paid for with gems — are allowed only once per seven days.
If you decide to delete the characters on your account, Customer Support cannot restore them, in whole or in part.
When all characters are deleted, your guilds, coin, and bank contents will not be lost.

**NOTE - During the PoF Betas and stress tests, the delete everything method seems to be somewhat broken for swapping servers, so attempt with caution until PoF drops!**

Free Accounts
Free accounts are able to choose their world when first set up; however, they cannot transfer to a different server by any method. After upgrading to a paid account, they receive one free transfer to any non-full world.

There are 51 servers total (24 North American, 27 European; 13 of which with a specific language focus), and the populations can be checked via You are not allowed to view links. Register or Login, as well as the World Selection screen in game. If a server that you want to transfer to is full, it's worth watching their progress in WvW over the next couple of so weeks to see if a window will open up for you to transfer during.
Also remember that if you want to transfer to Dragonbrand, RIOT will assist you with doing so. Contact an officer about this to enquire as to terms and conditions.

Utilizing Chat and Voice Utilities
Events and conditions change in World vs World very quickly. Often, conditions are changing so fast that the leaders on the map are often not able to type fast enough to relay accurate information to you. It will be incredibly helpful for you to connect with any of the voice utilities that are available. Being in voice chat can make the difference between having a fight last 30 seconds, and having a fight last 50 minutes. Some commanders will kick you from squad if they're running an organised raid, even with pugs, if you don't hop on TS. These are few and far in between but if you don't like a group's requirements, you're free to make your own or solo. Speaking on voice chat is not required but will help. Simply by listening, you will better understand what your commander is doing and be able to react much faster with greater awareness.
Most servers have a Teamspeak, Discord or Mumble. If you don't know the information, ask in Team chat and someone will happily give you the info if needed. Due to server linking, you may be asked to hop on another server's voice comms. At the time of writing, Dragonbrand is linked with Darkhaven, who run PST hours and have separate voice comms which players from linked servers are welcome to join on for public runs. Dragonbrand uses Teamspeak, information is: dragonbrand.verygames.net/ts.dragonbrand.org
If you're going to use in game chat to call, please make sure you're letting people know exactly what's going on. Saying "1 dude near camp" isn't going to help anyone, least of all yourself if you're in danger of being attacked. "1 thief 1 mesmer NEC" or "JQ group 10-15 headed towards fire from SWC" is going to let people know more about your situation and mean that more people will be likely to respond to what's going on. Don't be vague.
A Reddit thread of server voice info can be found You are not allowed to view links. Register or Login.

Dodging
Dodging is a matter of life and death; you have to be extremely careful not to waste any endurance. Unlike PvP and PvE, where you aim to dodge a precise animation, in WvW, when you must dodge the enemy zerg which is the main source of enemy damage, the commander may call a "double dodge", which simply means to use both your dodges. One dodge isn't enough simply because the enemy melee will often be formed by 30 or more men and the dodge will make you evade attacks for only one second. Use them only when you face the enemy melee train because that will deal the most damage and will often be accompanied by immobilizes and crowd control.

Map Awareness
Map awareness is one of the most valuable things that you can have as a player of WvW, especially if you want to become a Commander in this environment. If you carefully pay attention to the map, you will begin to see patterns of behavior, and you’ll also start to see the different indications that something is happening on the map. Things that you should watch for:
Dolyaks dissapearing
Sentries moving
Towers flipping or getting swords
White swords, are overlaid onto towers, camps, keeps or castles 30 seconds after they (gates, walls, supervisor) take damage.
Orange swords, Orange swords pop onto the map any time that 25 players or more get into combat. They also immediately notify everyone on the map that there is a fight at that location.
All of these things indicate players engaged in an activity, and as you familiarize yourself with the landscape of WvW these visual cues will lead you to have a better sense of the battlefield, which will save your life and the lives of your party more times than anything else that you can do in WvW.




1b. Common Abbreviations and Terms

* - denotes heavily used calls.

General Terms
Server names are usually abbreviated, for example Blackgate becomes BG or Far Shiverpeaks becomes FSP. Dragonbrand is most commonly referred to as DB.

pug(s)* - Pick up group(s). Can mean singular or plural allied players who have informally joined a party/squad. Sometimes derogatory.
WvW = World vs World
EotM* = Edge of the Mists
Matchup/MU = World vs World is split into matchups which changes every week. During a matchup you will find yourself against two other servers. The reset time is every Friday at 20.00 (GMT+1)
EBG* - Eternal Battlegrounds
Map Queue/Queue* - The largest possible group on map. Their team is literally queued and no more can enter. Can be referred to the total amount of enemy players on map, but often refers to a group in a single location that is this large.
PPK* - Points Per Kill, awards 2 war score to a server everytime an enemy is killed.
PPT* - Points Per Tick, awards the total amount of war score as indicated by the +xxx number at the top of your screen. PPT is changed based on controlled objectives.
War Score* - Total score accumulated during the 2 hour skirmish. Whoever has the highest war score at the end is awarded victory points.
Skirmish* - 2 hour time period where servers compete to gain the most war score possible.
Victory Points - Points awarded at the end of a skirmish and determines the winner at the end of the week. +2 for first place and +1 for second and third per skirmish.

DBL* - Desert Borderlands, the home borderlands for whichever server is red for the week
DBBL - Dragonbrand Borderlands; home borderlands for Dragonbrand, can be Alpine or Desert depending on our position going into a matchup.
SM/SMC* = Stonemist Castle
Garri* - Garrison/Earth Keep
Inner/Outer*: this only applies to keep and SM, both have two defensive layers, the first one you meet as an attacker is the outer, the second one is the inner.
Lord* - Short for Lord's Room, where the lord and capture point resides in every keep/tower.
Bay/Fire/Hills/Air* WK/EK[/b] - West Keep (Bay/Fire)/East Keep (Hills/Air)
EWP* - Emergency Waypoint tactic
T* = Tower, typically seen in callouts (NET, SWT etc)
C/Camp* = Supply Camp (NWC, SEC etc)
Shrine* - Objective that surrounds the keeps in the desert borderland. Each shrine grants a specific ability to the server that controls the keep. Capping/Interacting with a shrine grants a 5 min +40% movement buff.
Ruin* - Objective in the center of the borderlands that bestows bloodlust onto the server that caps and holds the circles there for 2 minutes. 3 or more must be held for the 2 minutes.The circles are shrines, but are usually called 'ruins' themselves to distinguish them from the DBL shrines which give keep bonuses.
Bloodlust* - A buff given to all players of a server that manage to hold onto the ruins. Bloodlust grants 30/50 stat points in ALL stat catagories for minor/major bloodlust respectively. In addition, servers are awarded 1 extra war score.
Outnumbered* - A buff given each scoring tick (every 5 minutes) in World versus World to players who were playing the entire previous tick on exactly one map, when they are greatly outnumbered by enemy players on that map. Outnumbered grants +50% Participation, +20% Magic Find, +25% World Experience in addition to taking no armor damage on death and being killed by the enemy team will not grant War Score. While this effect is active, the player will gain 5 extra pips towards their Skirmish reward track progress per tick.
T1/T2/T3* - Upgrade level of an objective, 3 being highest. May also refer to matchup tiers.
Paper - Any basic structure, not upgraded. Also used to mean basic siege e.g. paper catas
RI* - Righteous Indignation, a buff on enemies which makes them invulnerable and gives them a damage boost.
Doly/Yak* - Dolyak
WG = Water Gate
OJs*/OS - Orange Swords, a large fight. Usually indicates the presence of 25+ people. The 25 do not have to be all on one side.
SquirrelA player that separates from group to do their own thing, usually without saying anything.
Roamer(s)*  – Usually refers to a single player, but can mean between 1-5 players that roam around maps looking for fights and flipping small objectives (sentries, camps, ruins). Please do not squirrel after them.
Havoc - A group of 5-10 players, usually focused on capturing objectives and pulling the attention of larger groups.
Militia - A group of between 5-25 players in a squad who are generally not on voice comms, a less formal zerg comprised of people who group up on the fly to help out the server. These can often run alongside organised zergs/raid groups. Sometimes derogatory.
Zerg*Groups of at least 20 players. Some players use zerg interchangeably with blob, but a blob tends to have 40+ players.
Blob*/Map Blob - A group of 40 or more enemies, usually the only enemy force on a map or a combination of multiple zergs. Blackgate is known as Blobgate due to the massive blobs that you will encounter from that server.


Siege Shorthand
AC* - Arrow Cart
Treb* - Trebuchet
Balli* - Ballista
Cata* - Catapult
Omega/Alpha - Omega/Alpha Golem
Oil - Burning Oil
Ram* - Flame Ram

Squad/Combat Related Shorthand
Low*LOW HP player. Can be used for friendly and enemy. Focus heals or damage.
Down(s)*This one can refer to both FRIENDLY or ENEMY down-state players, including yourself. Focus on reviving or damaging the area. NOTE: Some guilds will use Down for friendly and another word for enemy, e.g. Tango/Pizza/Candy.
Driver* - The player that is leading the group by saying commands. This is often the tag.
Stack* - A group of players, often times the main group. The players are "stacked" together like this. Also a command to "stack" on a tag, or a spot.
Choke* - Choke point. An area, typically entrance or hallway, where players are forced to pass through - ensuring that any skills set  in a choke point will damage incoming enemies.
Hot - Refers to an area that has a lot of enemy damage or red circles. It is dangerous to stay in these areas.
Push*Any group moving to engage a target. Command to move forward and attack as a group, keeping on tag as much as possible to stay alive.
Bomb*The act of dropping high damage skills onto an area to obtain enemy downs or kills. Also known as Spike (damage).
Cleave*Attacking one or more players with melee. Melee skills can be used without a target and hits several players at once. Commonly used on down-state enemies.
Blast*Any skill that has the Combo Finisher: Blast attribute. Mostly used in water/fire fields to AOE heal and generate might.
CC*Crowd Control. Hard CC is anything that removes a player's ability to function unless a stun break is used (e.g. stun, daze,  and pull). Soft CC is anything that hinders a player's ability to function or move (e.g. immobilize, cripple, and chill). Stability prevents one HARD CC per stack.
Cleanse (Condis)* - Any skill that will cleanse conditions. This mainly refers to party-wide cleanses. May include conversions or transfers.
Strip*Boon stripping (a target). Removes their boons.
Leap*Generally refers to guardian GS 3 or DH F2 virtue and is used for pushing into an enemy.
Hold* - Refers to standing your ground and holding a "wall" against the enemies. Sometimes said as Hard Hold.
Hold Hands - Attempt to resurrect a down-state ally in order to fully resurrect or prolong their survival long enough to get a rally. This may be shortened to Holding (player) and is not to be confused with above Hold.
Immob* - Immobilize; a condition that will render the afflicted enemies immobile. Common at start of a fight or at chokes.
Bubble* - Refers to either a catapult's or shield generator's bubble or guardian shield 5.
PoisonA condition that damages and reduces total healed amount by 33%. Useful on enemy downs.
Reflect*Generally refers to guardian wall, but any large skill that reflects projectiles will work.
Stealth*An effect that turns you invisible to the enemy and removes any targets on affected.

Skill Shorthand
Overall: Specific actions primarily done by one class. Some calls are multi-class, but they are filed under the class that best represents it.

Guardian
 Stab* – Stability; "Stand Your Ground!". F3 virtue is considered EXTRA stab – use at own discretion. Stab 1 and 2 refers to what guardian in the party will pop stability first push in fight. Anything after is situational and proper rotation. Tag usually calls stab 1. Otherwise, not said unless needed.
Purge(ing)* – Purging Flames; a ground targeted fire field that applies burn and removes conditions on cast.
Empower(ing)* – Staff 4; a stationary skill that grants might during with a heal on completion.       Used for traditional pushes (before fight) and regroups (during fight).
Ring(ing) - Hammer 5; a ring that traps any enemies within while knocking back any enemies who touch the ring.
SIN – Strength in Numbers; Valor master trait. Not a vocal call out but is distributed along with stab 1/2. It does not stack, so ONE guardian in each FL pair runs it while the other runs Communal Defenses or Stalwart Defender.
F1/F2/F3 - Refers to the respective virtues: Justice/Resolve/Courage.
Renew(ing)* – Renewed Focus; an elite that turns the caster invulnerable (not condi) and resets virtues. Try to use all virtues before. Base guard can pop virtues while casting.
Lines - Line of Warding; Staff 5. A ground targeted skill that knocks down any enemies attempting to cross it.
Symbols - Refers to any skill that generates a symbol. This is usually for ranged, minor pressure damage.
Wall – Wall of Reflection; a ground targeted utility that reflects all incoming projectiles back.
Wings – Wings of Resolve, DH F2 virtue; a ground targeted leap that heals and removes conditions from allies on landing. Can be traited to immobilize.
MI – Merciful Intervention; a ground targeted utility that teleports you to an ALLY, healing them. If there is no ally on cast, it will be used without any effect.
JI – Judge's Intervention; an target-based utility that teleports you to an ENEMY. Channeled skills are not interrupted on using JI. A popular combo is hammer 5 ring + JI.

 Warrior
Banner(ing)* – Battle Standard; a warrior elite that revives down-state allies.
Endure* – Endure Pain; an utility that turns damage (not condi) into 0. Mostly if enemy uses.
 
Revenant
Resistance* – A boon that negates all conditions during its uptime. Primarily shared through Pain Absorption (Mallyx).
PA* - Pain Absorption; grants resistance and a self stun break. Harmonize Continuity changes it to a party-wide stun break.

 Elementalist
Mist*(ing) - Mist Form; an utility that morphs the caster into a mobile, invulnerable mist for 3s. Friendly call often means moving back to the tag in order to be resurrected.
Water* – Water fields that can be blasted for heals.
Fire* – Fire field that can be blasted for might.
Static(ing) – Staff, Air 5. Static Field; an AOE skill that stuns 10 foes hitting its field. Also blasted for swiftness when called.
Meteor(ing) – Staff, Fire 5. Meteor shower; a large AOE skill with high damage. Stay out of it. Caster is stationary during cast, but using blinks will continue the cast (if over 1200 range after, meteors will only land within 1200 range of you).
 
Necromancer
Wells/Bomb* – Wells of suffering, corruption; utilities with heavy damage and boon conversion.
Corrupt(ing)* – Refers to any skill that converts enemy boons into conditions.
Epi* – Epidemic; an utility that spreads the target's conditions onto other players. Does not work on targets with resistance or structures (March 7, 2017). Functions as projectiles (May 16, 2017).
Lich – Lich Form; an elite that transforms and replaces weapon skills. High damage at long range. Adds 1000 precision and 1000 vitality. Be careful of reflects since 1 is a projectile. Priority usage: 5 (boon strip) and 1 (damage).
 
 Mesmer
Veil*(ing) – An utility that generates a line, granting short stealth to all allies passing through.
Moa(ing) – Signet of Humility; an elite that transforms an enemy into a moa or tuna, replacing their skills.
Gravity – Gravity well; an elite that knocks down, floats (CC), and pulls enemies with 3 pulses. Also called grav well.
Portal* - Allied mesmer has dropped a portal which you are meant to take on the commander's call, can also mean a portal on a structure which will warp you.

 Engineer
 No class-specific terms used in zergs – please contact if you have suggestions.
 
 Ranger
 SnR - Search and Rescue; teleports a friendly downed player, within 600 range, to you and your pet begins reviving them.
 
 Thief
SR – Shadow Refuge; an utility that creates a dome. Staying in the dome will stack stealth. Leaving removes all stealth.
Venoms – Primarily refers to basilisk and devourer venoms. These will petrify and immobilize enemies. Allies receive the buff too.




1c. Fields and Combos

The first part of any Combo, is the Field, the second part is the combo finisher. A finisher has to happen on top of a combo field for an extra effect.
The first field down is the one the combo happens on. So that is why you should be careful on what fields to use. In WvW there are a few fields that we will be blasting regularly and this is the context in which we will use them:
Fire Fields + Blast
We blast fire fields immediately before engaging an enemy. 25 stacks of might nets us approximately 750 additional power which increases your damage output with attacks, conditions and retaliation.

Water Fields + Blast
We blast water fields to heal the entire zerg up to full. If you broke away from the commander during a push, you are going to miss this critical phase of zerg combat. When done properly it looks like this:



Static Fields + Blast
We blast static fields when we need to cover a lot of distance quickly, while keeping the zerg together in a ball.

Light Fields + Blast
This advanced technique is called a retaliation bomb. If we can time a light field after a Fire field, before we actually dive into the enemy zerg, we will deal an enormous amount of extra damage to our enemy as they take damage from their own attacks.
There are a few other fields that are available, and they all produce different effects. Type /wiki Combo in your game chat to see all the field and combo types.

Combo Fields on the Move
The 2 important fields are fire and water.
Generally, water fields are covered by staff eles. They field 2 types of water. A 2 second small water field and a 6 second big water field. Small waters are generally used for regroups, rolling waters and curls. Regroups are generally on the driver of the group and is used with empowers. Most common blast finishers are Guardian Hammer 2, Warrior Warhorn 5 and Warrior Earthshaker. Rolling waters are placed in front on driver on engages to allow players to leap or blast on the way to engagement. This generally occurs when not all players got to 100% hp during regroups.

Curls are used during combat with another group:
The driver would generally dodge left or right of their hammer train and do a small U-turn towards the enemy group. Ele will drop the small water slightly behind the driver at the point of turn. This allows the rest of the melee train on the driver to blast while on the move to heal back any hp lost during the first engage. Big waters are generally placed in the middle of a melee push. Need to make sure you lay big water pretty quickly as other fields can cover up the water if it is too late.

Fire fields are used for 2 things.
For blasting might, or leaping for fire shield. If the driver decides to empower before engaging, drop fire for blasting. Once you finish blasting, you should leap through the combo field towards the enemy.
During regroups, if you notice that the melee train hardly took any damage, empower will be enough to heal most of the group and and you should drop a fire field instead of a small water.




1d. WvW Rank and Ability Points

WvW rank increases by levelling up with You are not allowed to view links. Register or Login. If you're low rank, then I strongly recommend buying You are not allowed to view links. Register or Login with guild commendations (when the merchant in the guild hall has them on offer), or with HoT currency via the Ley-Energy Matter Converter (randomised listing). You can also sometimes get them through the Karmic Convertor, but I wouldn't go out of my way (again) to get that particular gizmo. 
The Box of WvW Supplies will give you WXP as well as items. Any siege is welcomed as a donation, if not I recommend donating them to commanders that you run with. While WvW guilds use scribing to make siege, it's not cheap to maintain. Therefore helping out any tag with siege is strongly encouraged.



As you rank up, you will gain World Ability Points, 1 per WvW rank. Therefore if you are rank 50, you have 50 World Ability Points to spend. You can get a free ability point reset per character post 8/8/17 from a vendor in any WvW spawn area, including EotM.

Where you put your mastery points should be determined by your personal playstyle. This set up listed aims to represent a balanced style with a slight lean towards fighting and mid-sized group play. There is no absolute order to max your abilities in, feel free to use this as a guideline rather than a strict order of abilities. In WvW there's a tendency to go for defensive skills before offensive, to maximise your time spent alive. You can't help anyone much if you're a corpse and you run the risk of feeding the other side bags if you have weak defense.
Please note that War Gliding Mastery and Provisions Master both require HoT in order to add points at the current time of writing. Skip them if you don't have access to them, you can always reset your points later if and when you pick up HoT. Provisions Master is a great track as it gives you access to Autoloot in WvW.

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« Last Edit: September 08, 2017, 12:21:25 pm by Bellatrixa »

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Offline Bellatrixa

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Re: WvW For Dummies
« Reply #2 on: August 27, 2017, 09:27:30 am »
Section 2 - Gameplay

WvW is like the You are not allowed to view links. Register or Login. You want to conquer and hold as much territory as possible, with as few resources as possible. Unlike other parts of Guild Wars, where we have been given challenging event chains and opponents to beat in the game environment (PvE content such as raids, expansion maps and Living World etc.), World Vs.World is where all of your enemies are people who think and react just like we do. Thus World Vs. World is much less predictable than other areas of the game. For these reasons, in WvW we Cooperate or Die. Communication and cooperation will ensure your success in World Vs World. Fight as a unit, and bring down your targets together, and you improve your chances of success not just for you, but for your whole server.
 WvW is open to a variety of different play styles such as roaming alone or in small groups of less than 5, taking small objectives like camps, mercenaries and possibly towers. Your normal roamer is using a burst, high damage build or condition build. These folks flip your world’s camps and kill stragglers who stray too far from the comfort of the zerg.
There’s also zerging, which is any party of players larger than 10-12. Normally these are led by a commander (Commanders don’t always run with a commander tag, so be ready to follow someone with a Ctrl+ T) They will have a balance of high damage builds (normally light armor classes) and full support builds (on heavily armored classes) and they take larger structures, like keeps and Stonemist.
If there is no commander, you should talk to the map in /m or team in /t. Ask who is around, what people are doing. Commanders are not required for success in WvW, and often guilds will be operating on a map without a commander being present. If you are able, it's highly recommended to hop on the voice comms for your server if you intend on zerging.
If you can’t find a party or squad, try to find an enemy supply camp and flip it. Kill the scouts first (AoE and projectile blind) and then dealing with the rest of the guards will be easy. Watch out for Righteous Indignation (RI) as this makes targets immune to damage until the timer runs out. Hovering over a structure on the map will show you if there is RI on it before you set off to try and capture it. Even if you arrive a minute early, you can still dispatch the scouts and other enemies, in time to kill the supervisor when RI finishes.
If you're capping a camp solo, you will also need to keep an eye out for enemy roamers who may try to defend the camp or flip it instead of you.




2a. Commanders and Squads

While it may seem strange that I'm explaining commander and squad mechanics first, this is because you will have a hard time starting out in WvW by solo roaming. Therefore it made sense to me to tackle combat in a recommended order for newcomers, rather than from smallest to largest group. While I could have left the commander-orientated explanations until the end, they're still very relevant for people who are following a zerg so they are aware of why their commander suggests a certain cause of action or communicates the way they do. Even if you're not ready to lead yourself, it's good to be aware of what your leader is doing, and as you'll start off mostly following, being in the loop as soon as possible as to what's going on is beneficial and saves everyone frustration. Well, apart from Monkey (DB's rage-troll mascot) but he seems to exist on it or something. You'll know him when you see him in Team chat. Thankfully he's the exception rather than the rule so please don't think you'll get a commander cussing you out constantly.
Most of this section will be relevant to EotM (where I recommend you get your first 100 levels or so), but I'll probably end up adding a separate section for that mode further down the line.

Commanders are players who have forked out 300 gold for the commander tag. A commander tag is simply an icon that is placed on the mini-map. These players are generally knowledgeable about the dynamics of world vs world and are well versed in how to lead players into combat against other groups. Always feel free to ask your commanders questions, they are normally happy to help.


From Dragonbrand's TS (other servers may have different setups):
Q. What does each commander tag color represent?
A. Each color represents a different purpose.

Blue: primary commander, militia commander
Purple/Green/Orange: guild groups, map floaters
Yellow: defense, havoc, and scouting teams
Red: enemy positions, hostile golems, mesmer portals

You can join a commander's squad by right clicking their tag on the map or using the command /squadjoin NAME where NAME is the name of either the commander or a member of their squad. Some squads may be locked to prevent joining without an invite, this may because a group wants to run privately or it may be because they only accept people on voice communications in their squad. It is considered bad form to follow a group that doesn't want public players in squad.

Lieutenants
Commanders can designate multiple lieutenants within their squad. Features:

Able to place commander shape icons using keybinds
Can move non-lieutenants into different subgroups
Can broadcast messages in the squad channel
Lieutenants receive a special icon beside their names in the party UI. (see above)
Lieutenants are unable to place traditional icons such as squad rally/attack/defend on the world map.

Squad Basics
If you're already familiar with how squads work, disregard
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Rules When Following a Commander
These are the set of rules that you as a PUG should follow to make the commanders job easier and less stressful:-
#1: Always Bring Supply
#2: Always Bring Supply
#3: Try to encourage those not in squad but tagging along to join the commander; this helps get a more accurate picture on numbers, as well as helping to calculate available supply. Participation can be shared with scouts/roamers at the commander's discretion.
#4: Pay close attention to /say, /squad and /team
#5: React immediately to commander's gathers
#6: Do not chase the shineys (enemies) too far from the commander
#7: Try to stay as close to commander as possible (even during combat)
#8: Relay any information that you think the commander might have missed in /say (camp just flipped or orange swords at position X)
#9: Ask sensible questions such as "Are we going to Ram gate or Cata the SE wall?"
#10: Mail your blueprints to  the commander if you want to help out
#11: Respond when he asks for an Elementalist Check, Mesmer Check, Ram Check, Cata Check etc
#12: Constantly REVIVE downed teammates (not dead) but downed ones.
#13: Repeat the commanders messages in /say to help him out if people are not listening.
#14: Do as commander tells you to do. This is important. When they ask for 'Eles take out the siege inside at marker' please do so. They won't ask you to do anything not possible for you to do or embarrassing. If you're asked to build and have 0 supply, speak up so you don't look like you're not paying attention.
#15: Always build siege first. Do this before anything else and build in the order they were dropped. If a commander drops siege, its invulnerable for some seconds. Please use your supplies first and then take out cannons/siege/oil/whatever commander asks for.
#16: Don't join with an upscaled (under Level 80) character. The XP rewards aren't that good as you might think, there are better ways (especially in PvE). As an upscaled character, your stats are nowhere near the fully geared Lv 80 enemies. You will just lay on your back dead and assisting (rally-botting) the enemy. This helps the enemy, not your team. If you're desperate to level a character via WvW, play on a Level 80 and use the many Tomes of Knowledge that will rain on you.
#17: Don't use the tactivators in keeps / towers. They're there mostly for emergencies (like Emergency Waypoint). There is nothing worse than an EWP on cooldown because someone wanted to test it out. Ask what what they do or look on Wiki, but don't simply use them.
#18: Ask if you don't understand something. Feel free to ask anyone in Map or Squad chats. Avoid Team chat as it's kept mostly clear for comms between maps.
#19: Waypoint when dead. You will die. A lot. Get used to it.
#20: Always Bring Supply!



Supply Management
The commander has to know in advance how to manage his groups supply, whether that be trying to setup a counter-trebuchet on defense or to build multiple rams to zerg a gate down quickly. Supply management is at the core of a successful offense.
The first thing to do when trying to keep track of supplies is to use the command /supplyinfo, it gives the total supply count of everyone in the commanders vicinity (extremely small radius). The best way to do it is for the commander to "Gather" his numbers into a small pocket, corner, area and then type this command. This is recommended every time before an attack.

How do I always keep the zerg supplied?
There are many ways to supply up a zerg, it could mean flipping enemy camps, taking from upgraded camps that we own or to switch borderlands and flip a camp near the spawn (if the offensive target is next to a fast travel point). For e.g. If we intend to take our garrison back in DBBL, taking supply from Redwater or Greenvale in Alpine BL is an alternative source of supply.

A commander that is running with a lot of pugs cant expect to hop borderlands and not expect to lose a few numbers in the process, therefore it is always best for him to send his guildies to another borderland to flip it and supply up there while he takes the zerg to a supply camp in the current borderland. It is inefficient to have his guild run with the PUGs in a large zerg and expect to have everyone supplied, especially if the zerg is of a considerable size.

1. Flip enemy supply camps with PUGs and drain the supply.
2. Send guildies to enemy borderland to flip a camp and drain supply.
3. Constantly type /supplyinfo after gathering the numbers to get an account of the supply.

How does supply management leads to successful Keep captures?
Supply usually does not factor in when taking a tower unless it is very well sieged up and defended. It is in Keeps where you have to deal with two sets of doors and gates where supply management is essential. This means that while the outer gate offensive siege (Rams, Catapults) are built the commander should already be thinking about where to resupply from.
The biggest mistake commanders make is that they use their icon to go resupply leaving a few people behind to defend the siege, if something unexpected happens such as heavy resistance or a nearby camp just flipping before they get there then it leads to chaos. The commander should never leave the offensive point unless there is another commander Icon there to control things.

The recommended strategy instead is for him to clearly type out in /say about where to go resupply from if the person has 0 supply. The commander himself should always save his 10 or 15 supply for the inner walls and gates. This way he does not have to make the run and scatter the group.

1. Make sure the commander saves his supply for inner gate and walls unless absolutely necessary.
2. Only leave the outer gate with icon if another commander is there to maintain order
3. After breaking outer gate or as the gate is about to fall do another /supplyinfo to get an idea of what can be efficiently built inside.
4. When initial supply is used on outer gate supply, send one or two guildies to the nearest camp to supply up but tell them to guard the camp until the main resupply group has joined up and resupplied then come back together.

How do I keep track of enemy supply?
It is important to not only keep an account of your own supply but also that of the enemies. This is where it is important to make sure that supply is cut of to the target objective, i.e. there is a couple guildies flipping camps, killing yaks and contesting waypoints (supply runners).

Effective Communication
This section will deal with mainly /say, /map and /team communication. Effective communication is the difference between a motivated and understanding zerg with clear organization and a scattered group of misfits trying to accomplish various tasks across the map with little success. First of all the difference between the three types of communication

/say - Should be utilized only for micro organization, it should be used to organize whatever is happening with the people around you. Commands like "build this catapult" or "kill the thief" or "suppress the portal bomb" should all be done in /say and nowhere else.
/team - This is the main mode of serious macro communication, if the commander needs information on a certain incident happening on another part of the map he can inquire about it in /team, any scouts want to report information the map or commander should do so in /team.
/map - This is the 'general communication' channel, people can talk about anything on /map, whether it be about builds, about something funny happening to that one blackgate invader or how awesome he/she are at jumping puzzles. Do not bring these unnecessary topics into /team.

What is the difference between an effective leader and a wannabe?
Many commanders do not realize that a key way to make the PUGs listen to you is perception. They need to perceive that you have your shit together, you can't be second guessing your commands or instructions. You have to delegate and lead with complete certainty. Even though in the back of your mind you recognize the scenarios in which your command might be a bad one you do not let that out in /say or /team, you can communicate about your concerns with guildies and or with other commanders over whispers.

- Avoid any questions when commanding in /say or /team for e.g. Should we take X? What do you think about Y?
- Avoid terms of vagueness such as "I think", "Maybe" "Lets TRY to", "It could work"

Does this mean that all effective leaders have to be stern and douchebaggy?
Absolutely not. The best leaders are ones who can find a balance between being stern and sensible. Its fine to crack jokes and do fun stuff while leading and make a fool of yourself, it helps increase morale. However, at the crux of it the perception to the PUGs should be one where they feel like you know what you are talking about. A commander that is constantly joking and not taking things seriously will not be taken seriously by the PUGs in return. The important thing is to find a balance and understand how to turn on/off the serious mode depending on the scenario.

How do I avoid spies?
In Tier 2 and Tier 1, spies are a necessity according to other servers that have been here before which means that drawing out our grand plans and announcing it in /team is probably not the way to go. However, the other extreme which is complete lack of written communication and only VOIP which also many other servers end up doing is the wrong thing to do. The solution is to use more whispers.
As a commander you should not be the only person expecting to be fed information until you are fat, it is your responsibility to whisper other individuals whether they be known WvWers or not and inquire information. Simply stating something such as this in /team "Anybody in Cliffside?" When someone replies send him a whisper. Meanwhile when dictating the plan out keep it within your zerg numbers and do it in /say.

How do I stop my zerg from scattering?
Other than the obvious which is constant communication the more necessary thing is to give all the PUGs in your group a not so detailed account of what you are planning. "We want to take camp X and move for Keep Y". Many commanders simply say "Meet at Citadel" and if they have built a reputation then the zerg dutifully follows behind however this is only recommended for commanders who have built a reputation, commanders who are still earning their name need to outline their plans or risk being ignored.

Commander Communication Terms

"Gather" - This has to be consistently used, the more times gathering is used the better. It is important not only for /supplyinfo but also to keep the group intact.
"Siege Check" - This is something very few commanders do effectively, basically a commander should type out "Ram Check type 1" or "Cata check type 1" then he chooses three people to put down the Rams and Catas. This enables this mode of constantly listening to chat for the PUGs as well, a skill that is important. He can then say Player X---Y---Z place rams from left to right.
"Portal on me" - "Mesmer check type 1" when mesmers types one ask ONE mesmer to portal on you, often a commander just types portal on me and three mesmer drop portals and portal the zerg to various spot and end up scattering them.
"Flank incoming" - It is important for the commander to not get tunnelvisioned on the gates or walls he is attacking and keep a lookout, know when to move his group to gather up and fight the flank, its silly when a Zerg gets hit from behind without any notice beforehand.
"Fall back & Gather" - Instead of constantly spamming in chat "Fall back, or retreat", calm down, take a chill pill and give the destination and to fall back and gather to. Otherwise this leads to zergs getting scattered as well, a better form of communication would be "Fall back to Garrison Outer and Gather" and copy paste that into /team or /say a few times.
"Stick together" - This is important for turtle strategies, not recommended to use with PUGs and only with guildies. It encourages staying on the icon at all times.
"Hold/Stay here" - This is important to make sure that one does not get spotted in advance or that the zerg does not accidently pop orange swords and give away their position
"Move away from door for timewarp" - Any golem strategy requires mesmer timewarps, mesmer timewarps only affects up to 5 people at a time therefore for it to be effective on golems people cant be hugging the gates.
"If you have 0 supply---" - Instead of simply stating go resupply it is better for the commander to state the destination so "If you have 0 supply go resupply at Faithleap"

Prioritizing Defensive Targets
The prioritization of defensive targets depends on many variables but it is divided into two groups. The first is if we only control the north half of our TCBL, i.e. only the two north towers and the garrison. The other is if we also have control of Bay and Hills Keep.

This is the order of prioritization
1. Garrison
2. North Camp
3. NE Tower
4. Hills Keep
5. NW Tower
6. NE Camp
7. SE Camp
8. NW Camp
9. Bay Keep
10. SW Camp

You guys might be scratching your heads and stating why I am prioritizing some camps over towers and keeps, the reason for this is simple; without constant supply our towers and keeps are useless and also those same camps are used to supply enemy zergs and their siege. If we can make sure we defend these camps then the supply to enemy zergs will be limited. Some of you also might be surprised by how far down the list the Bay keep is, the reason for this is that it is the easiest keep to take with smart trebuchet positions and similarly it is easy to get back by placing trebuchets in Garrison. The NE tower gets priority over NW tower because it is easier to defend.

Utilizing Zerg Numbers
Many commanders are still getting used to coordinating and organizing really big zergs (30+). Combined with effective communication between guildies, whispers, other commanders, veterans its quite easy to utilize the zerg numbers accurately. Mainly this topic refers to opportunity cost, everything a zerg is doing is probably helping the server but they could be choosing better tasks to do that can help the server more.
In order to explain this better I will give examples of bad utilization of Zerg Numbers.

1. Using a Zerg to go flip an undefended enemy camp that is fairly close to our spawnpoint/towers instead of going for one that is more in the enemy territory (laziness)
2. Using a Zerg to go scout out a keep because the commander wants to know the status of the upgrades etc (instead of sending one guildmate to do it).
3. Using a Zerg to go destroy a weather node and pop orange swords
There are many other examples but you get the gist of it.

On the other hand if the commander opted to say go capture Greenwater supply camp instead of Stargrove in option A, decided to send a scout or a party ahead of time and then bought the zerg in to clear mortars and cannons or send his current party to go clear out weather nodes then it frees up the zerg to do more effective things.

What are these effective things you speak of?
A lot of these effective objectives are based on reading of enemy movements, getting fed solid intelligence by your guildies and effective communication over whispers. For e.g. many commanders do not realize that when two servers are fighting each other over simply a tower it is a good idea to use our zerg to flank them with no intention of taking that tower.

1. Flanking an ongoing battle between the two rival servers: Many commanders think short term and figure "hey those guys are busy with each other, lets go capture something on this side of the map", this is short term thinking. If you are able to flank an offensive enemy zerg and delay their capture then it simply means that combat is going to last longer than it already is.
Let me give you an example:
In BGBL, we have taken south tower and hills keep, Mag has taken south tower and Bay keep but are now getting pushed by BG, BG has broken through outer Bay and have sieged the inner walls down to a certain %. The timing of these flanks are imperative, too early and you might just anger them to attack your side of the map, too late and they will capture the keep. Therefore its up to your scout to give a good read of the situation "I think BG will break within the next two minutes", this is the best time for you as a commander to lead the zerg capture the nearest supply camp therefore cutting off their supply and then flanking and wiping their offensive siege.
What does this do? Well now BG has to take their camp back, the outer gate is probably still open or damaged so they will be encouraged to go for Bay again and will start sieging it again (as it still seems like a weaker target than our keep). But this buys us the extra ten minutes that we need to now move north on the east side of the map to take the NE tower.

2. Defending our key camps and trebuchets
Instead of taking a zerg to flip an undefended camp that zerg could be used to protect important upgraded camps such as the northernmost camp in DBBL for e.g. or to protect our trebuchets at Garrison hitting Bay as BG are trying to clear them with arrow carts. You can always take the zerg back to the camp (you still have roughly three minutes) to resupply up there. Defense with zerg numbers is never ineffective.

3. Attacking / Taking back a Keep or Tower
After your party has flipped the camp you can take zerg there to supply up and then go for a tower or keep. You need to understand that every time you take a zerg to flip a camp you are dropping orange swords and declaring to the enemies clearly where you are.

Rules for Capturing Enemy Keeps
There is no set way to capture an enemy keep, there are way too many variables to consider such as defensive siege placement, number of defenders, the keep that you are targetting (each keep has its own unique characteristics), however, following the rules below will increase the chances of success no matter what tactic you employ.

In order to explain this better we will need to split the keeps into four types:-
Type A - Heavily Fortified, Heavily Defended
Type B - Heavily Fortified, Lightly Defended
Type C - Unupgraded, Heavily Defended
Type D - Unupgraded, Lightly Defended

Now a commander needs to decide a couple of things before every Keep hit no matter which type it is, he/she needs to decide a) The Speed of Capture, b) The Stealth of Capture, c) The duration of capture.
The speed of capture simply means how quickly you want to break the outer and inner walls to make a quick push for the keep or a slow one, this is determined by the use of siege; how many rams/catas used for outer and inner and how much superior siege is employed. This is also determined by the strength of the zerg following him and how much total supply they have.
The stealth of capture is deciding between popping orange swords or not, being safe or full on aggression (clear cannons, oil etc). In nearly every case (A, B, C and D), stealth should be important. Yes you can get away with popping orange swords but its better not to.
The duration of capture really depends on the supply in the keep, if the keep is type a that it is fully upgraded, stocked in supply and heavily defended you need to get used to the fact that is going to be a couple hours long siege take and not a quick one. On the other hand if its Type B, then it can still be taken quickly with superior siege as long as you don't get spotted early.

These are the rules commanders should follow when taking keeps:-

1) Misdirection
- Using Supply Camps: Do not be so obvious with your point of attack, taking the camp next to the keep and then going straight for it is pretty obvious transparency regarding your movements. Therefore maybe it is better to flip the camp on the NW (Arahs for e.g.) If you intend to hills keep.
- Using Orange Swords: Orange Swords can be used as misdirection and it is easy to take advantage of. For example, if you want to hit the south gate of Hills Keep, you can send 5 players to the north gate and ask them to clear out cannons/oil, and pop OJs (orange swords) after they have dumped their supply on the south. This means that enemies running in to check on the keep status will first prioritize the north OJs before checking on south. You can also pop OJs at water gate garrison to get a similar result.
- Using Quaggan Weather Nodes: If you flip the weather node to your server's colour, not only does it contest the keep, but it also destroys their siege over time. This is a must as the enemies typically won't send too many people to check on the keep because of the weather node (they will just assume).

2) Supply Draining
- Multiple Outer Breaks: If the keep is Type A or Type B it is a good idea to break down two outer doors or walls, not only does this drain supply faster than anything else but it also gives you options for future attacks once you get repelled.
- Clear Siege on Outer Walls: This means destroying mortars, cannons, oil all around the outer keep. This is important because a lot of this siege can be turned around (mortars) to hit you while you are targeting inner. This is another source of draining supply and increases your chances of success the next time around. For Type C and D keeps, this is not an issue.
- Cut off their reinforcements / supply: Send a guild group to go kill dolyaks, flip supply camps and contest waypoints to cut off their supply and reinforcements running back with supply.

3) Take The Path of Least Resistance
This means once breaking outer to quickly gauge the siege placement in inner and determine which gate/wall would be the best target with least siege resistance. This will help you decide which siege strategy to go with on hitting inner. Some commanders get this moment of excitement when they break the outer gate and they go for the nearest inner gate even though it might be poor decision making. Chill out, take a few seconds to understand the environment you are dealing with and make the best decision.

- Determine if you want to Cata/Treb or Ram Inner: This is based on if oil/cannons is up or if the walls are reinforced or fortified. Lastly, it is also determined on if they have catas behind the gate and how many arrow carts on the wall.
- Determine if you want to 'sneaky cat' right next to wall: This is a very effective tier 2 strategy of building superior catapults right next to the wall, they hit the wall quicker (simply tapping the #2 skill) and they usually do not have counter siege to clear them out. (Need multiple arrow carts to make a dent on these catas).
4) Do not force the capture
Knowing when to disengage is as important as knowing how to engage. Just because you have outer down on a Type A or Type B keep does not mean you are going to get the keep, especially when you previously decided that is going to take a couple of hours anyway. Knowing to disengage to defend another important objective is equally useful.
5) Always Portal Bomb Lords Room
This only applies to keep Type A or Type C, any keep with a lot of defenders will make a last stand at the Lord Room. Always portal bomb it, do not run in 1 by 1 or all that hard work you did taking out outer and inner doors/walls will be a waste as you can be easily wiped with siege + numbers + lord.
6) Siege After Capture from INNER to OUTER
After you capture a keep immediately place build sites on the inner gates/walls and flip a few camps to get them built. ALWAYS, ALWAYS, ALWAYS siege from inner to outer. With an upgraded keep in Tier 1 or 2,you need to expect outer to fall. It's a waste of supply on our part to siege outer knowing it will regularly be destroyed.
- If they waste supply on outer, they have less siege for inner. Once you destroy inner siege, they have to run to resupply.
- Inner gates are closer together so running between them to repair or man siege is easier.

Using Supply During Defense
#1 Priority is always enemy siege: This has to be common sense by now. Commanders asking to utilize supply on repairs when the enemy trebuchets and catapults are still up are wasting supply. The objective of using supply is primarily to build counter-siege to take out their siege first.
#2 Priority is understanding enemy supply: You as a commander need to calculate how much supply they have already exhausted, what is their nearest route to resupply and to cut that off. For e.g. if they are attacking Longview, Arahs and Gods are their two nearest supply camps if you flip Arahs and defend Gods with small squads then they won't have any place to resupply anytime soon.
#3 Timewarp build counter-siege: Always build counter-siege using mesmer timewarp as this increases the chance of it actually going up without running out of supply. If you want to for e.g. build a counter trebuchet to take out their trebuchet and catapults then gather people and do a /supplyinfo, if you have enough supply ask your mesmer to drop a timewarp and immediately get it up.
#4 Elementalists should always protect Siege then Walls: Ask any elementalists in your party or in the area to protect the counter-siege rather than the wall. Once their siege is down then you can worry about repairing the wall.
#5 It is OK to leave the defensive objective: Some commanders have this fear of leaving a defensive objective for fear of losing it when often leaving the objective to hit the enemy from somewhere else will save that tower.
#6 L2Flank: This is important, instead of telegraphing your portal bomb from inside the tower/keep to their siege you need to teach your mesmer to use alternate routes (he has 60 seconds) and you need to be willing to fast travel to a waypoint and hit them from another side. Learn the ways to flank for each tower and each keep and utilize them wisely.
TIP: You can timewarp rebuild a mortar build site on an upgraded tower or keep (which requires 80 supply) over building a trebuchet (100 supply) if It is capable of hitting their siege. Mortars do way more damage to Siege than Trebuchets do.

Militia
Here are some tips on how to lead a Militia group. Most folks don’t like to do this because it requires a lot of time and effort. Ultimately, this game is about fun and if you don’t find it fun leading militias, don’t do it. Also, you will never have 100% of the guys listening to you, so either put the guy on /ignore or leave him to die in WvW alone. Death is the only lesson that dissenters learn from.

0. Start with scouting and 2-3 man havoc groups, learn the map politics, hit camps, kill stragglers, then graduate towards bigger groups as you find success. Scouting and havoc are building blocks of conducting tactical and strategic warfare.
1. Patience.
2. Patience.
3. Patience.
4. Do not use words/phrases that you wouldn’t use on your mother.
5. Preventing a wipe must remain at the top of your priorities. If you know that your zerg might get wiped, prepare your troops by giving them a warning. This is extremely crucial for maintaining morale. If zerg morale drops, confidence in your leadership will be shaken and the zerg will probably dwindle after 1 or 2 wipes. In short, having a career with more wiping than getting wiped guarantees a higher level of trust in your leadership.
6. Feed your zerg with kills and loot. This will boost morale and increase zergcohesion.
7. If people don’t obey your instructions, don’t be afraid to give warnings. Also, be generous and say “thank you” to your people when they have done a good job. The militia in your group is also a human being sitting in front of a PC, trying to have fun. Encouragement and firm discipline without using harsh words will build trust and loyalty. You will be able to get your group to make more complex maneuvers as they grow in experience. The Art of War speaks about a benevolent leader caring for his troops. It’s a good lesson not only for WvW but for real life. As in real life and WvW, your people will know whether you have their welfare in mind or not. Love your troops and they will follow you.
8. If you joined a zerg and you have suggestions, /w the leader. Do not give suggestions that look like orders, people in the zerg might get confused, and you will irritate the leader and undermine their authority for the rank and file.

General Tips for Leading
DO:
- Report any enemy movement and their rough numbers to team chat.
- Report own movement if moving in an organized party or squad.
- Call for reinforcement where required.
- Respond to reinforcement calls if at all possible, particularly in home BL.
- Have supply at all times if at all possible.
- Have at least one siege blueprint, more suggested.
- Fall back to a defensive position when outnumbered or outflanked
- Push through AoE walls and attack on the other side. Dodgeroll as required.
- Revive downed but not defeated allies when engaging the enemy.
- Stall enemy captures by getting into the circle. Any one allied person stops capture progress entirely. Do this to stall for tick, or stall for reinforcements to arrive.
- When running in a group, stick together until the fight fully breaks out. It keeps everyone safe from getting straggler-sniped, as well as presents a formidable wall of red text for our enemy to worry about.
- Take any arguments to whisper. Teamchat arguments both clutter the screen and weaken the morale of the people reading it. It's okay to disagree, it's not okay to be public about it.


DO NOT:
- Take supply from a keep or tower unless...
-- It is under heavy concerted attack and siege or repair needs to happen now.
-- It is fully upgraded and supply is within 100 of max (1,600+ of 1,700 in the case of a keep)
- Clutter team chat with random talk
- Insult other people who you disagree with
- Get wiped out attacking an objective
- Claim a location for your guild when you do not intend to stay and defend that location.
- Get stalled at a chokepoint. Any numbers advantage disappears if they can just AoE everyone at once.
- Revive defeated players when engaging the enemy. Takes way too long and removes too many people from the fight. Also makes the reviver a sitting duck.
- Call an objective lost, ever, for any reason. We'll all know when it's gone for good when it changes color. Stating it any time before then in chat typically causes people to quit trying to stop it.
- Attack a force that is clearly superior. If they've got an arrow cart and 5 people defending a supply camp and it's just you, don't attack. Report what you see, fall back to somewhere safe, and wait for reinforcements.





2b. Siege and Supply

The amount of supply you can carry is largely determined by how many You are not allowed to view links. Register or Login you have invested in the specific mastery track.
Maxing out Supply Capacity (145 points) will increase how much supply you can carry by 5 total, taking you to a base maximum of 15. Objective Aura 1: Supply Capacity guild upgrade (+5 maximum supply, +10 if Presence of the Keep is active) on top of that results in a maximum of 25 supply. Supply is used for repairing walls and gates damaged by the enemy, upgrading structures and for building siege. If you're completely new to WvW, I strongly recommend investing some of your early World Ability Points into Supply Master and Supply Capacity.
Supply is normally obtained from Supply Depots found in structures. There is also a chance to gain 5 supply on killing an enemy dolyak. Supply drops to our home citadel can be obtained from our colour team winning in Edge of the Mists. Draining that supply first is preferred, then moving onto camps, towers and keeps in that order. Taking supply from keeps is discouraged, however getting the +5 from Presence of the Keep is largely ignored. However, if you're running with a zerg do not take supply from a keep unless instructed to do so, especially in EBG.
Supply originates from supply camps that exist in all the maps, every thirty seconds 10 supply is generated at these camps. These supply camps then send the supply to towers and keeps in the form of frustratingly slow moving yet loveable Dolyaks. Each regular Dolyak delivers 35/70 supply to its respective towers and keeps and an upgraded Dolyak delivers 70/140 supply. Dolyaks are easy targets for roaming players and they need your swiftness and protection to get to our fortresses safely.

Siege Blueprints
Blueprints can be purchased from merchants across the battlefield like Siegemasters and other NPCs, found as rewards for completing jumping puzzles in the Mists or as drops from otherplayers, guards and dolyaks. They come in two different colours, blue and purple, which are regular and superior siege respectively. Guilds can make their own siege via scribing, however you will need certain permissions in order to queue and use the blueprints.
Other than sending via mail, blueprints may be given to other players by placing the bundle in your hands while in a Borderland (double-click the desired Blueprint) and dropping the bundle (e.g. by using the weapon swap key). This will create an object on the ground that can be picked up by anyone as the originally used Blueprint. Just make sure there are no enemies nearby!

Forging Superior Siege Blueprints
Not everyone knows (outside of the WvW crowd) but you can upgrade siege blueprints in the Mystic Forge to create superior siege blueprints. Superior siege equipment has the same stats as the regular, except that they have higher power and require a bit more supply to build. I think that as time goes by, superior siege is going to become more the norm, especially when it comes to flame rams and catapults as they can take down gates/walls faster and when you are raiding a keep or a tower speed is of the essence.
The You are not allowed to view links. Register or Login used in the recipes can be purchased from Miyani by the Mystic Forge for 1 skill point per guide.

(click to show/hide)


Sieging Up
Sieging up means to place siege on a structure to be used to repel attackers. There are three kinds of siege:
Normal - acquired via Badges of Honor or at the Trading Post and cheap. Blueprints can be purchased from merchants across the battlefield like Siegemasters and other NPCs, found as rewards for completing jumping puzzles in the Mists or as drops from otherplayers, guards and dolyaks.
Superior - more expensive, deals 50% more damage and also costs more supply to build.
Superior Arrow Cart - 30 > 40 Supply (+33% Supply) 635 > 952 Damage (+50% Damage)
Superior Ballista - 30 > 40 Supply (+33% Supply) 5,080 > 7,620 Damage (+50% Damage)
Superior Flame Ram - 40 > 50 Supply (+25% Supply) 8,019 > 12,027 Gate Damage (+50% Damage)
Superior Catapult - 50 > 60 Supply (+20% Supply) 7,710 > 11,564 Wall Damage (+50% Damage)
Superior Trebuchet - 100 > 120 Supply (+20% Supply) 9,715 > 14,571 Wall Damage (+50% Damage)
(Note: The Omega Golem, aside from hitting for more damage, has the added bonuses of faster movement speed and ranged attacks.)
Guild - most expensive and deals the damage of Superior with the supply cost of Normal siege. These have to be produced by the guild, using influence. Unlike normal siege weapons, they are not activated via blueprints, but directly from the guild upgrade tab. The main advantage is a lower supply requirement of the resulting build site.

Guild Siege Scribe Recipes
Guild Arrow Cart Blueprints (req Scribe 200)      
1 Badge of Tribute, 3 Arrow Cart Blueprints, 1 Steel Reinforcing Plate
Guild Catapult (req Scribe 300)      
1 Badge of Tribute, 3 Catapult Blueprints, 1 Mithril Reinforcing Plate
Guild Flame Ram Blueprint (req Scribe 300)   
1 Badge of Tribute, 3 Flame Ram Blueprints, 1 Mithril Reinforcing Plate
Guild Shield Generator Blueprint (req Scribe 400)   
1 Badge of Tribute, 3 Shield Generator Blueprint, 1 Orichalcum Reinforcing Plate
Guild Siege Golem Blueprints (req Scribe 400)   
1 Badge of Tribute, 3 Alpha Siege Golem Blueprints, 1 Orichalcum Reinforcing Plate


Siege Outline
Flame Rams
Pros: Destroys gates fast, can dish out burning damage to adjacent players, cheap, great offensive siege.
Cons: Can only hit adjacent players with flame attack, Useful only if built by gate, rendered useless if oil pot is above. Note: Gates only! You can’t ram a wall down, the many people I have seen try this…

Otherwise a ram does what a ram does, it rams. Can be placed slightly further back to avoid knock back splash damage off of catapults. With a max traited Ram Master, the Flame Ram also becomes a powerful defensive tool which will spread iron hide (50% damage reduction) to everyone within a radius of the ram.

Arrow Carts
Pros: Small, fast firing AoE, Cheap on supply and cash, Great in Offensive and Defensive situations but better in Defensive situations.
Cons: Easily destroyed, weak against anything other than players.

Note: Arrow carts don’t require a line of sight, only a target-able location with your mouse pointer in range.
They also have 3 types of shot:
1) A normal Arrow Barrage great for dishing out pain to the masses fast.
2) Crippling Shot Barrage which is great for keeping the enemies in the killzone.
3) Bleeding Shot Barrage, a normal Barrage with extra bleeding.
4) Toxic Unveiling shot, this is a hard counter to stealthed zergs, it does MASSIVE damage to
stationary players. Must trait all the way into Arrow Cart Mastery to unlock Toxic Unveiling Shot.


Ballistas
Pros: very low cost, powerful against single targets, small spacing needed, great defensively, piercing shots. Useful also in offensive situations.
Cons: No AoE , attacks can be dodged by simply moving sideways, difficult to position well.
Note: Ballistas require a line of sight to fire.


Its shots are ‘piercing’ meaning they go through people and hit behind them too, so while not AoE, it has the potential to hit behind them too. So no, you can’t use your fat Norn friend as a shield.
3 types of shot:
1) Just a normal piercing shot.
2) An explosive shot that does minimal AoE and can also be used to
hit siege which you cant hit it with a normal shot.
3) Reinforced Shot, does incredible amounts of damage against siege, so a well placed hill ballista can clear keep/tower defence siege and a ballista or two placed in the right place can stop that pesky Golem army you may see from time to time.
4) Spreadshot. 1 trait into Ballista mastery unlocks the fearsome spreadshot. Spreadshot launches 5 regular ballista bolts in a cone infront of you for massive damage to the unfortunate souls who take it in the face.


Catapults
Pros: High damage to walls, low damage to gates. Medium Expense, good offensively and defensively.
Cons: Weak health (single handedly destroyed one with a quick flanking assault), short range.

Note: No one has found an effective use for gravel yet apart from mass chicken genocide so I highly don’t recommend using that option. 5 points into Catapult mastery unlocks the Shield bubble, which is a 3 second dome which destroys all incoming projectiles (like counter trebuchet rocks, or counter catapults)

Trebuchets
Pros: MASSIVE range; can hit Stonemist from outer towers, Huge damage output against Walls, Gates and players, can fire dead cows to spread poison condition among enemies. Surprisingly good offensively and Defensively.
Cons: Expensive in supply and cash, Easily Destroyed, Slow turning

Notes: Great for taking out enemy Trebuchets if built up higher or really quickly. Great for knocking down walls and the siege the enemy is using to defend the ‘Outpost’ with. Cows spread a disease cloud and when traited they also drain supply. Use it to add more pain to the defending forces or to render a section of wall diseased. Full Trebuchet mastery allows a trebber to drain supply from a structure if they are able to hit the enemy’s supply hut with a trebuchet rock.

Cannons
BOOM. Cannons rock. Kill them as soon as you see them. You can use cannons on the inner keep walls to kill rams on OUTER keep walls on some keeps (Northern Garrison gates, Hills). Don't forget that the two cannons on the eastern inner gate of bay can hit the North and South inner gates to murder rams.

Alpha Golems
Pros: Only mobile siege in the game as of yet, has lots of health, absolutely minces gates.
Cons: Massively supply expensive, can be kited easily due to slow speed, not too hard to take down by its self.

Notes: Awesome for gate mashing. You’ll see these guys used in Ninja assaults to break in without being noticed. Can be ‘Timewarped’ for fast gate punching (borderline ridiculous :P). Golem armies of about 15+ can be common but also easily stopped with countersiege.

Omega Golems
The Omega Golem runs faster, has double the health of an Alpha siege Golem and is ranged rather than melee. It’s number 1 skill shots rockets and is ranged (can also hurt walls too!) It’s Number two skill is upgraded so that you spin around while shooting flame-throwers for an absolute spiral of decimation (Slight over exaggeration but I love Omegas!). It’s Number 3 skill the shield lasts longer than than the Alphas. It’s Number 4 skill is charged to shoot a Barrage of Missiles to cause destruction to siege and player alike. If you haven’t guessed it yet, Omegas are the Big Daddy siege. Useful in most situations but can still be torn down by a single Ballista or a group of smart players. Omegas are also quite expensive so buy them at your own risk and use them wisely.

Siege Tips
While every tower has its special spots, they all share a common way to be sieged up.
Trebuchet straight behind the door, as far as possible from it. This will destroy rams with 3-4 shots, also Fire Bloated Putrid Cow, if traited, will drain supplies from players. Your role at a trebuchet is to throw a Cow as the enemy comes, fire a couple of Fire (Trebuchet), and switch back to Fire Bloated Putrid Cow.

Arrow carts on the walls: this provides effective area denial and is lethal against infantry. In a zerg fight, you should aim at your commander's tag.
Ram/Ballista on the Lord Room: even if this might seem useless to many players, if traited, rams and ballistas can give a huge advantage in static fights. If your commander is stacking on the Lord Room for the last defense, use Iron Will to give an area 50% damage reduction. Also Flame Blast will give area Fear, and then leave the ram till the cooldowns are back up. Don't stay on the ram the whole fight. If you're manning a ballista, you can use Fire Shattering Bolt, Fire Reinforced Shot and Spread Shot, then leave the ballista.

Fighting with Siege
Battle rams are incredible in the hands of a fully traited Ram Master. Place one of these at the top of a staircase to make your tower hold epic. Design “staged” defenses with multiple Battle rams separated out to maintain Iron Hide to keep your zerg alive inside an AC trap against superior numbers.
« Last Edit: September 16, 2017, 12:56:31 pm by Bellatrixa »

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Re: WvW For Dummies
« Reply #3 on: August 27, 2017, 09:28:47 am »
2c. Structures, Tactics  and Upgrades

Guild Claiming and Upgrades
Before being able to claim any structures in WvW, a guild has to unlock the relevant permissions as part of restoring their guild hall. As RIOT has long obtained this ability, not long after Heart of Thorns and guild halls released, I shan't go into detail as to what this process entails. If you're looking for that information for another guild, You are not allowed to view links. Register or Login.

After capturing any objective (camps, towers, keeps) a guild representative that has the ability to claim enabled can claim that objective. This puts the guild emblem on the flags over the objective and then allows him/her to start the guild buffs.
The buffs last for 12 hours and are dependant on the guild claiming having unlocked them via Guild Hall Upgrades.
Once these objective buffs are active they affect all friendly members in or around that objective (tower, keep, supply). One guild can claim one objective per borderland and all the active buffs apply to all their claimed structures. Each effect is unlocked in tiers, maintaining the bonuses of the previously unlocked effects.

The WvW Guild Buffs are as follows:-
 You are not allowed to view links. Register or Login — Max Supply +5
 You are not allowed to view links. Register or Login  — WvW Experience +10%
 You are not allowed to view links. Register or Login  — Movement speed +25%
 You are not allowed to view links. Register or Login  — Power +100
 You are not allowed to view links. Register or Login  — Precision +100
 You are not allowed to view links. Register or Login  — Toughness +100
 You are not allowed to view links. Register or Login  — Vitality +100
 You are not allowed to view links. Register or Login  — Magic Find +20%

When all these buffs are active it can help defend objectives and repel a superior number of enemies. Do not claim a keep/tower if your guild does not buffs bought that can be applied or if you do not have buffs in queue. At the current time of writing, the maximum guild level is 69, which gives you all current upgrades unlocked.

How do you prioritize guild claiming?
People think that the prioritization of guild claiming is a straight forward affair i.e. Keeps then Towers then Camps. This is incorrect as it is completely situational. Why claim and use up all your buffs on a T1 Garrison when you can apply it to one of the NE and NW towers that are fully upgraded?

There are many things to look out for when choosing what structure to claim and buff.

1. 1-5 points regarding upgrading: All the points regarding upgrading such as supply route security, number of upgraded supply camps, existing supply, existing defensive siege etc are all a factor in determining what to claim and activate buffs in.
2. Understanding Enemy Preferences: What I mean by this is using experience of facing the same server multiple times to determine which targets they like to hit in which order and therefore creating a foundation at a key structure on their road of targets and stopping their progress there. If for example a particular structure likes to take a Northern Tower and then setting up Trebuchets for a move on garrison then it is better to claim and upgrade these towers instead of the Garrison itself; this halts their progress
3. Claim Supply Camps in other Borderlands: If you have the +5 supply buff activated it is essential that your guild goes and claims a nearby supply camp in another borderland so that the buff applies there as well. For example, if you have a waypoint in Hills in DBBL and its claimed go cap Greenwater in BGBL and activate it as well. This will allow you to waypoint grab 15 supplies from Greenwater when Hills is running low on supply.

Why is +5 supply the best buff in the game?
As I mentioned above the lifeblood of WvWvW is supply, everything requires it. The +5 Supply buff allows for people to carry 15 supply instead of 10. This is an insane advantage. This means that now a group of two people can setup a balista or an arrow cart to take out enemy siege (30 supply) instead of requiring three, that third person is now freed up to put his supply on something else. This creates a domino effect of efficiency that is extremely advantageous. This buff if applied on the go offensively can allow for a group of 10 to take a fully fortified keep instead of requiring a group of 20 as now the same 10 people are able to build the required siege (catapults, flame rams, trebuchets, superior siege etc) to break down the gates and walls. Its a numbers game and no one ability in the game improves the numbers game to our favor other than the +5 Supply.
TIP An advanced tactic known as balista flanking is a very effective way to clear enemy siege that is out of range of our defensive siege, such as catapults and trebuchets. With the +5 supply, two people can grab 15 supply each and then waypoint to spawn flank around the enemy and quickly setup a balista which can then take out their catapults and trebuchets with ease. Using timewarp to setup a balista (mesmer) or shadow refuge (thief) is insanely effective as well. This form of siege destruction is much more effective than portal bombs and requires less people and less resources.
TIP If your guild just lost a claimed keep or tower to an enemy server it does not mean your lost all your buffs. Your buffs are still actively running until they expire therefore you can move along to the next structure and claim that. If it is already claimed ask in map chat to which guild it belongs and ask them to reset their claim by claiming a supply camp or otherwise so you can apply the already activated buffs.
TIP Once you have 10 or 15 supply it stays with you until you use it, this can be after you relogin the next day or even after reset. Yes, supply stays with you post rest. A very good thing to do is ask your guild or an allied guild to claim something and activate the buff before reset so everyone can be ready with 15 supply as soon as reset hits which allows for more efficient offense and defense.

Scribes and Schematics
Schematics are crafted by a scribe and used to make guild items. Schematics are placed in the Assembly Device and enter a queue to be assembled, granting upgrade items in the guild panel. Many guilds and scribes will appreciate any schematic donations, although it makes sense to check what a guild already has before crafting.
Scribes are also responsible for making guild siege so they greatly appreciate any donations of siege blueprints. Badges of Honor are also welcomed and can be easily obtained via the WvW Big Spender Daily from the guild hall's War Room:


A full list of schematics and their recipes can be found You are not allowed to view links. Register or Login, but I shall list the most common tactics deployed, and what you will need to scribe them:






Upgrading Structures
Objectives automatically upgrade as Dolyaks reach them. Objectives require a different amount of dolyaks to upgrade for each tier: 20 for T1, 40 for T2 and 80 for T3 for a total of 140 dolyaks to take a structure from paper to fortified.


Guild Structural Upgrades

There are three different tiers of upgrades used to describe the status of a structure:
Wooden/paper: this mean the tower/keep has no upgrades at all, also sometimes used for a T1 Keep.
Tier 1 (T1)/Secured: the objective has cannons and oil.
Tier 2 (T2)/Reinforced: the objective has reinforced walls, gates and mortars.
Tier 3 (T3)/Fortified: the objective has fortified walls, gates and for keeps/SMC, a Waypoint.

Available upgrades and tier progress is displayed in a panel by clicking the objective map icons or talking to quartermasters.

Automatic Upgrades improve the structures' gates, walls, guards, supply depots, and bring additional siege weapons and services to the location
- Each objective has 3 tiers: Secured, Reinforced, and Fortified objective upgrade levels. They occur after having delivered or received a certain number of dolyak caravans
- Upgrades available to objectives depend on the objective type: Camp, Tower, Keep, Castle

Automatic Upgrades - Camp


Automatic Upgrades - Tower


Automatic Upgrades - Keep


Automatic Upgrades - Castle/SMC



Guild Claiming allows guilds to claim an objective, allowing unique effects to be slotted and activated in the location
- Each upgrade must be unlocked in the War Room to gain access to the scribe recipe, craft each schematic, processed through the Assembly Device, and then slotted into the interface to activate once available
- There are 3 tiers for the upgrades, tier I unlocks 10 minutes after claiming and holding the objective, tier II after 30 minutes and tier III after 60 minutes
- Any player with sufficient guild permissions may slot an upgrade into its define tier, and the schematic of the upgrade is consumed from the war chest of the player's guild.
- Types of upgrades:
 - Improvements — passive bonuses that improve gates, walls, and provide bonus effects to allies
 - Tactics — active bonuses that can be triggered by the objectives' tactivators
- Guild Objective Auras are unlocked effects that passively increase allies' attributes and other effects while in the area of a claimed objective. Each effect is unlocked in tiers, maintaining the bonuses of the previously unlocked effects. The effect can be doubled by using the improvement Presence of the Keep.


Tactics
Tactics are divided into two types, Passive and Active, and three tiers. The tactics available are dependent on the type of objective and what a guild has unlocked in terms of upgrades when slotting tactics. Tactics can be selected for an objective once it has been claimed by the same guild for a period of time; 10min for T1, 30min for T2 and 1hr for T3. Active tactics are activated with tactivators, usually nearby the lord's room on an objective. As these cooldowns are so long, this is one reason why people are asked to leave the levers alone unless told.



Standard loadouts are:
Keep
T1: Supply Drop, Hardened Gates
T2: Dragon Banner, Iron Guards
T3: Emergency Waypoint, Presence of the Keep
Tower
T1: Chilling Fog, Hardened Gates
T2: Dragon Banner, Iron Guards
T3: Emergency Waypoint, Watchtower
Camp (Typically only upgraded with one of the two)
T1: Dune Roller, Speedy Dolyaks


Sentries
The Sentries placed around the map are easy targets for roaming groups, or individual roamers. They are also very hard for enemy groups to ignore. If your BL is completely your color and all your sentries are there as well, you can safely assume that there are few enemies on the map. However, conversely, even if there are no zergs on your map, roamers will still be able to move largely undetected through your lands. If they are capturing sentries however, you can see their pattern and begin to head them off. Sometimes it will be in your best interests to leave a sentry alive to avoid alerting the enemies to your presence or attracting enemy roamers who may report sighting you.

Supply Camps
Supply camps are arguably the most important part of WvW. These are our supply generators, and the supply delivery system that feeds all of WvW. If you can control and maintain control of an enemy’s supply, then you control the battlefield.
The upgrade order is: Speedy Dolyaks, Caravan Guards, Increase Guard level, More Guards

Supply camps can be upgraded with little silver; the only requirement is the amount of supply present in the camp before the upgrade is purchased. For e.g. the two initial upgrades require that the camp is at full supply of 100/100 supply. If the camp is at 80/100 supply these upgrades will be greyed out. Each tier 1 upgrade that is successfully completed also adds an additional 25 supply to the total supply capacity of the camp whereas each tier 2 upgrades adds 50 supply i.e. when a camp is fully upgraded (all four upgrades) it can hold 250/250 supply.

The four upgrades that exist in supply camps are:-
:- Increased Supply Deliveries [Requirement 100/100 Supply] - Makes Dolyaks deliver 140 supply instead of 70 supply to towers and keeps.
:- Hire Caravan Guard [Requirement 100/100 Supply] - Spawns a Veteran Scout and a Veteran Guard that escort the Dolyak from the supply camp to its destination(s). They despawn if the Yak is killed.
:- Hire Additional Guards [Requirement 150/150 Supply] - Spawns painful Veteran Zealots and Cabalists to protect the camp.
:- Increase Guard Level [Requirement 150/150 Supply] - Increases the Guard Level from 80 to 82.
The typical upgrade order for camps is :-
Increased Supply Delivery > Hire Caravan Guard. > Hire Additional Guards > Increase Guard Level

However, this is very circumstantial. This is the order to follow if the camps can be protected until they are fully upgraded, i.e. there is Siege placed, sentries posted to spot enemy movements or our main zerg is near enough to respond to defend it quickly.
TIP In enemy borderlands when disrupting their supply a great thing to do if you have silver to spare is to hire the additional guards. Since you do not own any towers or keeps on the map the yaks will stay put on the supply camp which means when a small group of enemies say two to three come to take the camp they have to deal with two extra veteran scouts and veteran guards who have spawned with the Yaks.

Capturing Supply Camps
When you turn a supply camp to your server's color the guild claiming has a four minute invulnerability buff on it. This buff allows him to practically take no damage and hit twice as hard. The main way to kill an invulnerable guild claiming is to stack conditions and vulnerability on him. Vulnerability stacks is the most efficient way to kill him as this allows for non-conditioned based classes to still do damage on him. Either way it is NOT RECOMMENDED to try to take a camp when the buff timer is there with a small party.
TIP If you are attempting to solo a supply camp I recommend taking out the Veteran Scouts first then the Guard and lastly the Supervisor, this is because scouts have cripple and blinds that they apply regularly which limits your movement and damage output on top of that they are ranged and difficult to kite as opposed to the Guard and Supervisor. I typically kill one scout, run out lose agro, run back in and kill everything.

What to look out for when trying to capture camps:-
1. Constantly keep checking the map to see which camps are flipping when, make a mental note on the 15 min. clock to get an idea of when the invulnerability buff will wear out.
2. Play the clock; scores are calculated at the end of every 15 min cycle therefore it is important to capture a cap or two that will stay your servers color until the cycle ends.
3. Prioritize Camp; Prioritize those camps that are potentially supplying to towers and keeps that need upgrading.
4. Use misdirection; Do not go for the camp closest to spawn, bypass it and cap camps further north then port back and cap the close one under the 15 minute timer.
TIP If the timer just started my recommendation is to bypass both the SE/SW and NE/NW camps and go straight for the north camp. Capture that then go back and cap a NE/NW camp and port back and get a SE/SW camp. When the fifteen minute timer ends you should have two camps that are red. Another thing to do is to flip sentries and contest towers to confuse the enemy. For e.g. You capture a NE camp, typically enemies expect you to go for the northernmost camp but the most effective thing to do here, is send one person to go flip the sentry next to the NE tower while the rest goes across the water to get the NW camp.
 
Defending a Camp
In order to defend a camp that is upgrading or upgraded it is a good idea to place some arrow carts or ballista in smart positions. Defending a camp is as important as protecting the Dolyaks. If they kill all the NPCs they still can't capture the camp if at least ONE person is in the capture zone. Therefore it is recommended for camps right next to spawn for e.g. Godsword in Home Borderland, Redwater in Hills Borderland, Greenvale in Bay Borderland to keep respawning and running back to the camp, eventually it is possible to grind them down and overwhelm them.
TIP If the Guild Supervisor is downed, it is a good idea to attempt to revive him instead of killing the enemy, if the supervisor is revived in time then the capture meter will stop and the enemies will have to kill the supervisor again. If you are a thief, you should try shadow refuging a couple of teammates to the guild supervisor to revive. If you are a mesmer utilizing a timewarp to revive makes it really quick. Note: If you are stealthed the camp cap meter will continue to progress therefore there still needs to be a few visible teammates kiting the enemies.

Camp Assault Tips
DO:
- Consider building siege equipment like ballistas and arrow carts to counter enemy defenders.
- Attempt to take with groups of 5 or less.
- Attempt to take when less than 5 minutes are remaining before score tick.
- Pick up all available supply if we do not intend to hold onto it.
- Spam vulnerability and conditions against supervisors who have the Righteous Indignation buff. Vulnerability lowers the effectiveness of RI, and conditions are only wiped every second. With enough spam of both it's possible to take down a supervisor in only slightly less time than if they didn't have the buff on.


DO NOT:
- Attack a supply camp with less than 20 people if the Righteous Indignation buff is up on the supervisor.
- Have 20 people or more attacking a supply camp unless a tower or keep assault is about to occur.
- Take all available supply when someone intends to upgrade it. Upgrades require supply to be there already, and typically max supply at that.


Camp Defense Tips
DO:
- Build siege equipment to defend the location. With ballistas and arrow carts (and sometimes even a catapult), 5 can hold off 15 without breaking a sweat.
- Have a dedicated defensive force of at least 5 if we intend to hold onto the supply camp.
- Be looking in all directions for approaching enemies and engaging them before they can rush the siege.
- Upgrade the supply camp as able, prioritizing Increase Supply Deliveries first.
- Resurrect the Supervisor as able. When the circle disappears all capture progress is reset, and they have to kill the Supervisor all over again. This is especially effective if they pulled the NPC to the edge of the circle.


DO NOT:
- Leave a supply camp undefended. They're too easy to take if no one is there, and they are a requirement to any serious assault by the enemy on our keeps and towers.
- Leave a supply camp underdefended. If zergs of 20+ have been seen taking supply camps, station 10 or more to counter them with siege to match.
- Think that because the enemy isn't attacking now they won't be in the future. Most supply camp takes are either tick-caps (less than 5 minutes on the clock) or deliberate setups for assaulting.
- Think that you are "missing out on the fun" at a supply camp. The enemy will come to you, guaranteed. And when they do you can relish the sweet smell of victory and badges of honor.


Towers
Towers are small outpost which are dotted around and have a single wall and gate to defend them. the wall is manned by NPC’s and the Tower Lord is also surrounded by NPCs. To claim a tower you must breach the wall or gate and kill the Tower Lord. Towers can be defended with most of the in-game siege, and they have their own Cannons and Burning Oil which they can use against attackers.

Upgrading Towers
Upgrading a tower depends on two variables, some upgrades require existing supply for e.g. second worker, others require potential supply cost for e.g. a 1000 supply or 1500 supply. The personal upgrades require existing supply whereas the structural upgrades require potential supply. You can purchase one structural and one personal upgrade to run simultaneously. Each upgrade also adds to the max supply capacity in the tower by 50.

The upgrades are as follows:

Structural
Reinforced Walls - [Requires 200 potential supply]
Reinforced Gates - [Requires 400 potential supply]
Fortified Walls - [Requires 800 potential Supply]
Pot of Oil - [Requires 100 potential Supply]
Cannon - [Requires 200 potential Supply]
Mortars - [Requires 400 potential Supply]

Personal
Second Worker - [Requires 100 existing Supply]
Additional Guards- [Requires 200 existing Supply]
Guard Level - [Requires 400 existing Supply]
Hire Outfitter - [Requires 75 existing Supply]
Hire Siegemaster - [Requires 150 existing Supply]
Hire Patrol -[Requires 300 existing Supply]

What to look out for before ordering an upgrade?
These are things which will help you judge when to initiate the upgrade, these things can be crucial between keeping an objective and losing it. Often people lose towers because someone unknowingly started an upgrade and depleted the supply which could have been used to build counter siege to repel the enemy zerg.

1. Buffer objective :- Is there an objective that the enemy zerg will likely hit before they make a move for this tower. If there is a buffer objective it is recommended to start upgrading towers. An example of a buffer objective is that if you intend to upgrade one of the north towers, see if we still hold the southern keep on the respective side of the map (east or west), if we do then its likely the enemy will go for that first before making a move on your tower.
2. Defensive Siege :- Note if there is enough defensive siege in the tower, if the gate and the walls that can be hit by various tactics are protected by well placed defensive arrow carts, catapults etc.. then it means you can probably repel enemies as long as the siege is manned and therefore the upgrade can be finished. If there is zero defensive siege in the tower it is recommended to run supply from the camps to first place defensive siege before starting an upgrade because if the enemy is to attack that tower you might need the supply in the tower to protect it.
3. Supply Camps :- Take a note of how many supply camps are supplying to the tower and are the routes protected. If more than one supply camp is supplying to the tower (South Towers) then it is a good idea to upgrade it as the supply will be consistently replenished provided the Dolyaks are protected. If only one camp is providing supply to the tower (North Towers) then make sure the camp is at least upgraded.
4. Supply Camp Upgrade Status :- Make sure that all the supply camps that are sending Dolyaks to your target tower have at least the increased supply upgrade on them, this will allow for the upgrade to complete faster.
5. Current Supply in Tower :- If the supply in the tower currently is zero, it means a few things, either you recently got the tower or that some enemies are cutting of the Dolyak supply to the tower, it is imperative to first secure the supply lines before issuing an upgrade.

The opportunity cost of personal upgrades vs. structural upgrades is a no brainer; it should always be structural priority. Here you need to really think about how much supply is existing and coming to the tower. The second worker is the most essential personal upgrade and it should only be ordered once reinforced walls are at least complete and the tower has a minimum of 200 supply. If a structural upgrade is almost complete its not a good idea to start second worker as well as it might halt the structural upgrade from finishing.

The typical upgrade order for towers is:-
Reinforced Walls > Reinforced Gates + Second Worker > Pot of Oil > Cannon > Mortar > Fortification

Once again this is circumstantial, circumstantial in the sense one had to judge how safe the tower is before issuing upgrades. This is because when under heavy attack the same supply existing in the tower should be used to build siege or repair damaged gates and walls therefore it is opportunity cost of upgrades vs. other objectives.
The most important upgrade in my opinion is the mortar. The mortar is the best weapon to take out enemy siege such as catapults and trebuchets. Which is why sometimes it makes sense to switch the upgrade status around depending on where the mortar spawns in the tower. In some towers the mortar spawns in a spot that is easy to take out using AOE therefore in these towers Mortar is not of as high priority as other towers.

Typically the SE and NW tower have poorly located mortar sites where as the SW and NE tower have mortar sites that can't be taken out by AOE. Therefore for the SE and NW tower the upgrade order mentioned above is the best way to go.

In the case of the SW and NE towers this upgrade order is recommended to get the mortar up earlier.
Reinforced Walls > Second Worker + Pot of Oil > Cannon > Mortar > Reinforced Gates > Fortification

The pot of oil and cannons act as 'extra health' for the gate as the enemies are required to take those out before they can siege the gate. Whereas the mortar can take out anything that could potentially hit the walls or gate from range (catapults and trebuchets). The pot of oil and cannons also act as a buffer against getting towers ninjaed as unless the enemy is smart and slow they will pop orange swords trying to take these out, giving us a warning ahead of time to go defend that tower.
TIP If a tower is upgraded to mortar status and the enemy has successfully taken out the mortar and are hitting it from long range, it is better to timewarp rebuild the mortar build site rather than put a trebuchet up (80 supply vs. 100 supply). Mortars also do more damage to siege than trebuchets do.
TIP Mesmer timewarps are very effective in tower defense more so than in field combat, you can timewarp build siege quickly such as mortars, trebuchets, arrow carts or timewarp repair gates and walls quicker than they can damage it. Learn to ask people to gather supply to repair a gate/wall before you time warp it, its a wasted timewarp if only one person utilizes it.

Tower Assault Tips

DO:
- Have siege equipment and supply. Rams are good on lightly or undefended towers. Catapults are better for a heavily defended one. Ballistas and arrow carts may be necessary for defending the catapults.
- Wipe out all enemy siege equipment that can counter you. Oil drops before rams are placed, cannons drop before people commit to the gate.
- Prioritize enemy players over any NPCs or structures (not including enemy siege in use). If all the defenders are dead, taking a tower is easy.
- Reassess the situation if defense is tougher than expected.


DO NOT:
- Melee the door. Don't range-attack it for that matter if there are defenders you can be keeping off the walls. The amount of damage done is pathetic and hitting a door tunnel visions you against any flanking enemy forces.
- Stick around when clearly outnumbered. Abandon the assault and regroup somewhere else to figure out what to do.
- Ignore attackable siege. If they have a treb up on the outer wall, hit that first. If their arrow carts and ballistas are poorly positioned, wipe them out.
- Be a sitting duck target for enemy siege. If ballistas are present, continually move around to make them hitting you much harder. If arrow carts are around, try to avoid their range.


Tower Defense Tips

DO:
- Upgrade the tower. Boiling Oil shuts down speed-rams hard, cannons shut down small party caps, reinforced walls shut down a quick catapult wall break, and so on. Ask for donations if funds are tight.
- Build up defensive siege in unhittable locations. This includes catapults facing the gate, arrow carts on the very inner edge of the wall, ballistas placed back from the edge at a height advantage.
- Have a standing defensive force of at least 5 ready to man the siege when attackers come. They can double as stallers against a concerted zerg, or breakers of a speed-cap with a small party.
- Have a scout or two handy to call out approaching attackers to the tower and their numbers.
- Call for pre-emptive defense if it's known that the enemy is heading to you. Defenders already there are far more effective than defenders who still need to get there.
- Repair any damage done to walls or gates during or after the attack.


DO NOT:
- Leave a tower undefended. Enemies can drop down 3 rams and be in your tower and captured in less than 3 minutes, even with upgrades. Towers can be so ludicrously well-defended that there is no reason not to.
- Ignore the warning signs of an impending zerg when the nearest supply camp gets captured.
- Fail to adjust siege defense to what the enemy is doing. If they're wailing on the gate with rams, break the rams. If they're using catapults, attempt to destroy them from range, or get people together to push into them. If a trebuchet is sieging, get a group together to wipe it out.
- Think that there is no hope when heavily outnumbered. Stalling out the enemy as long as possible almost assures that enough defenders arrive to wipe them out.
- Think that you are "missing out on the fun" while defending a tower. The enemy will eventually arrive, and you can laugh as they get broken into little pieces before you.
- Chase retreating enemies so far away that you don't make it back to the tower.


Keeps
There are three keeps on each of the borderlands battlegrounds (one at the east, one to the west and finally a central one), and three in Eternal Battlegrounds (South East, South West, North), one for each sever. Keeps are similar to towers in that to take them, you must kill the Keep Lord. The difference is they have a two tier defence; Two walls, Two gates to get through. What is on the inside of the keep varies between each keep. Keeps are the cornerstone and a powerful base of operations.
Keeps are the bread and butter of WvW in terms of points. Not only are they difficult to take but they also require a lot of knowledge in terms of defending as unlike towers there aren't just one set of cannons and mortars there are multiple cannon and mortar sites both on the outer and inner walls.

Stonemist
Stonemist Castle is a unique building, is about the size of 4 keeps, and is extraordinarily hard to get away with capturing. Stonemist has two main gates, each with 3 entrances (one for each server). In between each wall is a massive courtyard. Then there is the second wall which you must breach. Once breached you enter the Stonemist’s interior, a three tier tower. On the bottom floor is a massive room with only a few Npc’s on, on the bottom floor is the Castle Lord also. On the Middle floor you have a load of NPC’s much like the top floor. But also on the top floor there are balconies which extend outward to overlook the courtyard. Successfully capturing Stonemist changes your Dolyak’s supply route to include the castle, which significantly increases their travel time. This can make upgrading your corner a much slower process.

Upgrading Keeps
The keep upgrade order varies depending on each keep as each keep has its own unique scenarios of attacking. Similar to towers the keep upgrades are divided into two categories Structural (potential supply) and Personal (existing supply).
The keep upgrades require a lot more supply to be completed and this is simply because it is effecting a lot more walls, gates, cannons, mortars, workers etc. However, at the same time most Keeps get supply from at least two supply camps if not more.

The upgrades are as follows:

Structural
Reinforced Walls - [Requires 500 potential supply]
Reinforced Gates - [Requires 1000 potential supply]
Fortified Walls - [Requires 2000 potential Supply]
Cannon - [Requires 400 potential Supply]
Mortars - [Requires 800 potential Supply]
Waypoint - [Requires 1600 potential Supply]

Personal
Second Worker - [Requires 300 existing Supply]
Additional Guards- [Requires 6200 existing Supply]
Guard Level - [Requires 1200 existing Supply]
Hire Outfitter - [Requires 300 existing Supply]
Hire Siegemaster - [Requires 600 existing Supply]
Hire Patrol -[Requires 900 existing Supply]

What to look out for before ordering an upgrade?
These are things which will help you judge when to initiate the upgrade, these things can be crucial between keeping an objective and losing it. Often people lose keeps because someone unknowingly started an upgrade and depleted the supply which could have been used to build counter siege to repel the enemy zerg.
1. Buffer objective :- Is there an objective that the enemy zerg will likely hit before they make a move for this keep. If there is a buffer objective it is recommended to start upgrading keeps. An example of a buffer objective is that if you intend to upgrade the garrison, see if we still hold the southern keeps on the respective side of the map (east or west), if we do then it is likely the enemy will go for that first before making a move on your keep. Do note that since Keeps are such a prized asset that more often than not a buffer objective for Keeps will typically be another Keep as enemies do tend to bypass towards in order to go for a Keep often.
2. Defensive Siege & Most Viable Offense :- Note if there is enough defensive siege in the Keep, if the gate and the walls that can be hit by various tactics are protected by well placed defensive arrow carts, catapults etc.. then it means you can probably repel enemies as long as the siege is manned and therefore the upgrade can be finished.
Now it is ridiculous to expect all outer and inner gates and walls to be sieged up in an unupgraded Keep. Therefore it is important to prioritize siege placement based on viable offense. For e.g. if you hold all three keeps in the borderlands the most viable offense for the enemy is to approach via the water gate therefore thats the one that needs siege on it. Typically its best to siege all the inner gates of the Keep and then the one Outer gate that you calculate they are most likely to hit.
3. Supply Camps :- Take a note of how many supply camps are supplying to the keep and are the routes protected. Most keeps take supply from two camps at least with the exception of the Garrison that gets supply from three camps. In the case of keeps it is fine as long as one upgraded supply camp is sending Dolyaks to it to start the upgrade.
4. Supply Camp Upgrade Status :- Make sure that all the supply camps that are sending Dolyaks to your target keep have at least the increased supply upgrade on them, this will allow for the upgrade to complete faster.
5. Current Supply in Keep :- This is the most important statistic when deciding whether to upgrade the keep. Keep supply is replenished much quicker than tower supply but at the same time it also costs a lot more supply to complete the upgrades. However because of the increased supply capacity it allows for the placement and completion of a lot of defensive siege. Basically the rule of thumb is that you do not want to Q a personal upgrade that directly eats up supply (even second worker) without leaving at least 100-150 supply in the keep to setup a counter trebuchet or rebuild a mortar site.
The other rule of thumb to go by is that the final structural upgrades that cost 2000 and 1600 supply respectively should only be Q-ed if second worker is already available and at least a quarter of the supply is in the keep (500 and 400 supply).

There is no typical upgrade order for Keeps due to the versatility and adaptability required to defend such a structure. However, there are highly recommended upgrade orders determined out of experience. Each Keep has a slightly different build order and I will explain it below.

Westernmost Keep (Bay Keep, Alpine Borderlands)
The recommended upgrade order for the Bay Keep is:-
Reinforced Walls > Second Worker + Reinforced Gates > Cannon > Mortar > Fortification > Waypoint

This is the only keep where fortification is a priority over waypoint. The reason for this is that Bay Keep is mostly assaulted using long range Trebuchets. These Trebuchets are placed in Greenvale, Greenbriar and Garrison. The Trebuchet and Counter-Trebuchet meta game is essential to defending and attacking Bay Keep, which is why fortification if achieved nullifies them considerably.

Easternmost Keep (Hills Keep, Alpine Borderlands)
The recommended upgrade order for the Hills Keep is :-
Reinforced Walls > Second Worker + Cannon > Reinforced Gates > Mortar > Waypoint > Fortification

The reason for getting cannons before gates in this keep is because it has several well placed cannons. For e.g. the cannon at inner center can hit the north outer gate and destroy any rams that might be placed there. This means that there is no need to siege up north outer to counter rams (catapults) instead you can just fully focus on sieging up the inner gates. Similarly on the south outer gate there is a cannon extremely high up that is only in range of certain classes AOE making it difficult to take out without a ballista. These well placed cannons allow for good defense of outer gates and are quicker in completion than Reinforced Gates. The waypoint is the most essential upgrade in Keeps and it is superior to Fortification in most cases (exception Bay Keep).
Having a quick travel point in the map does wonders for strategies and tactics.

Center Keep (Garrison)
The recommended upgrade order for the Garrison is :-
Reinforced Walls > Second Worker + Cannon > Mortar > Reinforced Gates > Waypoint > Fortification

The reason for getting cannons before gates in this keep is similar to the one mentioned above, the cannons are well placed and require less supply than reinforced gates. In this instance specifically the solitary cannon at inner water gate is able to destroy any siege (Golems, Catapults, Flame Rams) that the enemy might try to use on the outer water gate. There is another reason why mortars (800 supply) are preferred to reinforced gates as well (1000 supply), this is because the inner water gate does not upgrade. It stays a tier one gate (wooden) and therefore is the prime viable offensive route for the enemy. However, if Mortars are up it can be used to defend against enemies at outer water gate extremely easy as well at inner water gate. The extra 200 supply can be used to siege up the lords room with two to three catapults to hit any siege attempting to damage the inner water gate.
TIP Mortar placed on the south eastern wall of Garrison (which is difficult to AOE) can be turned 180degrees and tapped to directly hit the outer water gate. This concept that I have titled 'opposite mortaring' is extremely effective in all keeps. Just turn the mortar around on the gate opposite of the one getting sieged and use it effectively to destroy their siege.
TIP The Hills Keep is the most difficult keep to take, even more so than Garrison and Bay Keep. There is a reason for this and that is that there is no exposed water gate in Hills Keep, it only has two gates one in the south and one in the north. Secondly, people who might consider Garrison to be easier to defend than Hills must recognize that the inner water gate is never upgraded. The only plausible positives of garrison being easier to defend is a) Its closer to the citadel spawnpoint and b) It gains supply from three supply camps instead of two. However a Hills Keep with a waypoint and some supply in it is much harder to take therefore if we have an upgraded hills it should be prioritized above Bay Keep and in my opinion sometimes even more so than Garrison.

Keep Assault Tips
NOTE: All tower tips also apply
DO:
- Prevent the enemy from getting a superior position. If there is high ground, take it. If there is a kill-room of defensive siege, put up offensive siege to remove it.
- Consider using a trebuchet to breach the walls and defending the trebuchet instead of attacking the gate head-on.
- Be ready for the long haul. A defended keep takes a while to capture, and if time is of the essence, wailing at it is a waste.
- Take advantage of hard-to-reach gates and walls. Why attack the NE Gate of West Keep when you could attack the NW one? It's much harder to defend.
- Try to exploit any holes in the enemy defense. If they are too strong at gate defense, build a trebuchet and shoot from range. If they are occupied somewhere else, zerg up some siege golems and speed-cap.
- Build siege on the outer wall once breached to support an inner wall assault. At worst, the enemy's own reinforcements are cut off by the built siege. At best, it's critical to taking the inner wall. Repeat for inner to lord's room if necessary.
- Be ready for warning signals that it's time to leave to defend an already-owned objective.


DO NOT:
- Keep on attacking a keep that is getting more and more defensive forces. Any repel or wipe will immediately cause an organized counter-push into the nearest thing we own. Fall back to a defensive position and wipe out any who decide to chase before that happens.
- Expect a keep to be easy. Even the speed-caps required a lot of coordination to be possible, and the enemy was thoroughly occupied elsewhere.
- Leave a keep to go to the next objective after capturing. Any taken keep needs to be immediately defended against an attempted counter-push from whoever you took it from. Remember that it's for the long haul that a keep is taken.
- Focus on the keep at exception to anything already held. A fully-focused assault on a keep can cause half the map to be lost and the taken keep not held.


Keep Defense Tips
DO:
- Make the keep a hard target. Nothing will scare the enemy from doing anything to you than to break them into bits the second they try to arrive. Man the siege, destroy theirs, chase them away for a short distance. If they can't even approach the nearest gate without you already attacking them, you're doing it right.
- Have a standing defense force of at least 10 ready to repel or stall any attack.
- Build defensive siege in unhittable locations.
- Abuse height or terrain advantages to the maximum extent possible.
- Discourage the enemy from pushing in by creating AoE walls of death.
- Resurrect the Keep Lord as able. It resets capture progress, disappears the circle, and forces them to kill the Lord all over again. This is especially effective if they pulled the Lord to the edge of the room.


DO NOT:
- Leave a keep undefended. With enough people, a keep can be speedcapped in 3 minutes or less (we've got proof on this very forum).
- Leave a keep under-defended. This is especially true with garrison. If both teams have zergs handy, it might be necessary to put more people in the keep to defend a two-front assault.
- Prioritize defending other objectives over a keep (unless it's Stonemist). Supply camps can be recaptured quickly by a small force. Keeps cannot and earn far more points per tick.
- Let the enemy get the drop on you. See the warning signs of an attack and be ready for it.
- Assume that because the Keep Lord is dead that all is lost. Numerous keep attacks have been defeated after both gates are down and the lord is a corpse on the floor.





« Last Edit: August 27, 2017, 05:24:17 pm by Bellatrixa »

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Re: WvW For Dummies
« Reply #4 on: August 27, 2017, 09:29:29 am »
2c. Roaming and Scouting

Roaming
Groups and parties of players below 10 players, when they are not with a tagged commander, have the option to roam. Roamers strike out into enemy territory to control supply camps, kill yaks, take down individual players who stray from the safety of their own zerg, and irritate the enemy in every way possible. Roamers are often traited for higher damage than the zerg-support builds that are most often recommended, so they are easily able to dispatch small groups of zerg build players.

Small Group Objectives
Small groups will be most effective hitting camps and un-guarded towers or keeps. When hitting keeps with limited numbers, its generally wise to use catapults that can hit interior as well as exterior walls.

If you don't want to participate in the main zerg but still want to contribute to your server on WvW there are different activities you can do either solo or in a small group:
Harass the enemy backlines - This consists on killing enemy light classes, such as elementalists, necros and thieves, and defend your backlines. Any enemy you take down will be a big loss for the enemy zerg.
Tour camps - You basically take all camps in the map in a circle, they will grant your server supplies and points, and prevent the enemy structures from getting supplies.
Supply customs - Sometimes a siege on an enemy structure lasts for an extended duration, at this point you want to prevent any supply caravan from entering your siege target. Capture nearby camps to stop the flow of supply completely. You can also do this with players, especially when your zerg is inside a keep and still fighting, wait outside the structure and kill anyone who tries to enter.
Camp Flipping / Yakslapping - Camp flipping and Yakslapping are forms of supply control. See below for more information.

Contesting
Waypoints in structures will close as soon as the structure is attacked. After 3 minutes the waypoint will open again. By contesting it you deny the enemy a spawn point. Contesting can also be used to mislead the enemy about the location of your forces, however it is useless if an enemy scout sees through your trickery. In order to contest a structure it is sufficient to hit a gate once. Note that you as the attacker will see no difference until 30 seconds after, but for the opposing team the waypoint is disabled instantly. Note also that the guards at the gates can blind, so make sure you actually hit the gate. Roamers can be particularly effective at keeping enemy keep waypoints contested to force them to waypoint back to spawn if they die.

Ninja-ing Structures
Ninjaing towers is taking advantage of a combat situation elsewhere on the map to take objectives. Example: Server 1 has orange swords in Stonemist Castle. Server 2 goes to defend Stonemist. Server 3 storms server 1’s keep, taking advantage of the fight in Stonemist to breach into a distracted server’s structures.

Yakslapping
An army marches on its stomach. If you’re facing an opponent who is solidly entrenched and actively defending, you need to camp flip and yak slap. Over time, if you consistently do damage to their structures, you will drain their corner of supply which they need to sustain their defense.

Assaulting Dolyaks:
DO:
- Always attempt to deny the enemy dolyaks. No dolyaks making it to their structures means no upgrades.
- Use 1-3 people to snipe a dolyak.
- Never be afraid to suicide to kill the dolyak.
- Force the enemy to station full groups as escort just to keep you from killing them.


DO NOT:
- Let dolyaks supply run unimpeded. This is especially true on enemy borderlands where the northern routes out of North Supply are extremely long.
- Worry about numbers defending if you can wipe out the dolyak fast enough. Again, the cost to the enemy is far higher than the cost to you.


Defending Dolyaks:
DO:
- Realize the importance of dolyaks successfully making it to our towers and keeps. Upgrades don't happen without them.
- Know the routes that our dolyaks take.
- Be paying attention to whether a dolyak icon suddenly disappears from the map.
- Act as impromptu caravan guard if the enemy is attempting to snipe them.
- Remove any enemy snipers from the north of the map.
- Keep attacking enemies from actually reaching the dolyak. CC as required to keep them away.


DO NOT:
- Ignore our dolyaks. Ever.
- Complain about no supply in a keep or tower without making sure the dolyaks are making it.
- Think that because there is no escort reward that the job isn't important. Some commanders may share squad participation if you ask nicely and explain what you're doing.


Calls
One thing you want to do if you see any enemy movement that could become a threat (do not report single players unless they are killing dolyaks or otherwise having an impact) is to report it in map or team chat. Team chat broadcasts to all four maps, EBG and Borderlands, map chat will only broadcast to the map you are on. Use team chat if a critical objective is under attack and the map is not queued (If you aren't sure, just use team chat, better safe than sorry.). Critical objectives are: North Towers on Home Borderland, Inner Towers on EBG, any keep on Home Borderland, EBG keep and Reinforced or Fortified SMC.

Good communication requires concise information: do not write in chat "2 rangers, 10 warriors, 4 guardians and 7 necromancers from blue server are coming to our keep from the right".
A skeleton for a proper callout is:
[Number] [Server] [Guild Tag] [Objective] [Borderland] (Except for Map Chat) [Siege] [Objective %].
For example this could translate to:
5 FA [VAC] @ SWT, 1 Ram, Gate 80%.
or
70+ YB [FoW] @ Garri WG Inner 10 Rams 15 Omegas Gate 5%
or
~15 BG Trebbing Garri on BBL from NCamp, 3 trebs outer 45%

It is OK to exclude or estimate some of this information, for example if there isn't one or more guilds filling a significant portion of the enemy force then leave out the guild tag. You can also add relevant information such as Siege Disabled or EWP ready. Not all things are worth defending, you do not want to report someone capturing a sentry or a ruin.

Directions are always given using cardinal directions ("north", "south", "east", "west", etc.). Do not use "left", "right", "up", or "down", because they are relative to your own position. Towers and camps in borderlands are referred to by their position on the map; SE tower (SET), N camp, etc. while in Eternal Battlegrounds tower and camp names are used.
While in Eternal Battlegrounds you can say Keep (In map chat only, not team chat) because your server only has one, while on borderlands always use a more descriptive keep name: Garri, Bay (west keep), or Hills (east keep). Some places have their own names:
Watergate: Garrison's south central gate, accessed from the water, the inner gate has the particularity to not upgrade along with keep upgrades.
Bay/Hills cataspot: The strength of these places is that you can hit both inner and outer walls by placing catapults on one place.
Lord Room: Where the lord and capture point resides in every keep/tower.
Even while an objective is under attack, stay for as long as possible, reporting what siege the enemy is using and the health of gates/walls as a percentage.

Scouting
Scouting is one of the pillars to win a matchup. The term covers both reporting intelligence in general, and also staying on a particular map or in an objective to watch for enemy movements.
People will wait inside an objective to scout it because it takes 30 seconds after an attack on an objective before the "crossed swords" contested indicator will appear on the map however a "Defend the objective" event will pop immediately when an objective is contested. The extra time can be the difference between being able to reach an objective to defend and losing it without a fight. Scouts can delay the enemy with defensive siege, traps, and siege disablers.

Player Sentries
One of World Vs. Worlds most vital and most thankless task, next to Dolyak escorting for supplies. A player sentry’s duty or job is to stand watch over a section of territory which mostly happen to be towers and keeps. Open field sentries are called “Scouts” since they’re actively looking for enemy movement and tracking, and if willing and able engage in small scrimishes to eliminate foes. People who engage in a “Roaming” style of play can be considered and should be considered as scouts and make reports on any and all enemy movement unless the threat has been eliminated. Sentries in towers and keeps not only have to keep look out over there territory but perform routine maintenance and Dolyak escorts when they enter their territory.

Fortification maintenance by sentries are as follows:
Refreshing of current player placed siege, placement/replacement of defensive siege, positioning of fortification place siege(mortars, cannons, ect..) for better defense, performing fortification upgrades in between fighting, policing supply usage, Stealth/Mesmer sweeps after capture, repairing walls and doors after a fight, Haste/Swiftness workings on upgrades (If able), and removal of abandoned enemy siege.

The rewards are little and far in between and at time watching can be rather boring and uneventful for many hours.
Though without player sentries time and effort placed into a fortification can be lost in a mater of moments and be needless if properly maintained, and in the worse cases be unrecoverable for many hours.
The silver lining of the job as a player sentry is that it earns you a currency that is rare and very valuable, respect. Player sentry jobs are the most highly respected job in the game and people who put much work and do updates (even if there is nothing to report) can gain more respect then being a commander.
Commanders who value their scouts and there duties will often reward, share squad participation, or give player sentries money or siege and in some cases spoils of war for there effort in protecting the server’s towers and keeps. Also nothing is more satisfying then calling out an enemy and watching it get obliterated by your siege and your fellow server mates and getting a hearty back pat for a job well done.




2d. Havoc/Fight Groups

Small Group Composition
A roaming group can be a variety of different compositions. Parties are built for five players because most skills and boons are limited to five players. For both, the closest party members are affected first. As long as you are in a party of five or less and its members are within your skill's range, they will receive the effect. Party View is highly recommended - toggle by clicking portrait icon then unchecking View as Grid.
    Skill and boon priority, from highest to lowest:
        1. Party/Subgroup
        2. Squad
        3. Allied players (Players not within your party/squad)
        4. Your pets, minions, and illusions
        5. Allied players' pets, minions, and illusions
        6. All other allies (notably NPCs)

    A frontline party primarily revolves around two guardians – the other three slots prioritize FL revs, FL eles, and FL necros first, then warriors and mesmers.
    Typical party composition: GRD / GRD / FL REV / FL ELE / FL NECRO
     Variant: GRD / SUPPORT MES / FL REV / FL ELE / FL NECRO. Support Mes fills in as a guardian.

Small Unit Tactics
Call a target for your group, and everyone burst them into the downed state. The single most common mistake that small groups make is that they do not fight together. Pick your targets and bring them down together. Don’t have everyone engaging different opponents, as an opporunistic enemy will quickly focus down your less skilled players.
In small fights, there never really is a commander. Everyone is directing the flow of combat, hopefully by calling out their skills in voice chat, and notifying their allies when an enemy is low (sub 50% hp) so that everyone can switch targets to focus on the low enemy.
Never run ahead of your leader. Someone in front of the leader can give advanced warning, and they will also lead unknowing players to follow you instead of the commander tag. Those people may accidentally lead allies to their deaths. In a fight, the commander may suddenly stop and change directions to react to an enemy’s push, and if you are not behind them, you will not be able to react in time to save yourself.
When you move as one, you can strike as one. Your goal is to always be in a tight ball while moving and while standing still. When you are a ball, you can all hit the same area, thus guranteeing the deaths of your enemies where you initially strike.

Utilizing Fields with Small Groups
With small groups, and while fighting small groups, managing your boons is extremely important to victory. If you have an ele around, you should might stack at some point before or during your combat with other groups. Thieves are excellent for blasting fields, and 3 clusterbombs in a fire field before you engage will help push your dps up to give you an edge in fights. Pay attention to fields in order to know when to use your leap and blast finishers. Keeping Auras up by leaping through fire and light fields goes a long way to success in small fights.




« Last Edit: August 27, 2017, 01:53:33 pm by Bellatrixa »

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Re: WvW For Dummies
« Reply #5 on: August 27, 2017, 09:29:46 am »
2e. Zerging

When running in a zerg it is your singular duty to be at the commander’s position, right on their tag. This is normally much more challenging than it sounds, as commanders are moving all the time in order to react to map conditions. It is the Commander’s duty to lead you away from volatile locations and into the weak spots of an enemy zerg or defense.
Moving as a zerg is challenging, especially for classes with limited ability to apply swiftness to themseleves. It is essential that you stay near the commander (within 200 units) so that you can recieve the benefits of any buffs which the zerg will generate. Staying close to the commander tag will also give you the benefit of damage mitigation - most skills are capped at 3 or 5 people who can be hit. If 10 people are standing in a field, then only 5 of them will take damage, and there stands to be a good chance that the field will proc on you once, then move to another player in the stack.
Another thing to note when running with a zerg is that it's generally good manners to donate any siege blueprints to your commander to help you take/defend structures.

To put things into perspective, here’s your typical BALANCED comp for a 25-man raid:
 8 Guardians
 5 Necros
 3 Revenants
 3 Elementalists
 2 Warriors
 2 Mesmers
 1 Thief
 1 Misc

As you can see, Heavy armor classes make up just under 1/2 of the zerg. This is for a few reasons:
Guardians, Revenants and Warriors when traited properly, are nearly indestructible engines of condition clearing. They can and will cycle your entire zerg’s conditions into boons, or clear them entirely. Maintaining condition clearing with your front and back line, will be critical to sustaining in prolonged fights (greater than 3 minutes).

Ideally, your parties will not be completely full, so that boons can flow from one party to another, but if you want to optimize how your parties are, you should have:
2 Guardians, 1 or 2 Warriors, 1 or 2 Necromancers
Elementalists partied together so they can watch attunements and avoid overlap
Gank all together (Thieves, Mesmers)

Front Line / Back Line
Your positioning can make all of the difference in a zerg on zerg fight. Heavy armor classes warriors and guardians, also known as the Frontline) and the tankier builds (a support bomb engineer for example) should do their best to be standing on the commander AT ALL TIMES. This is especcially important when the commander kamikaze dives into an enemy zerg.
Our heavies are there to decimate anything that comes within hammer reach of the commander. For our light armor classes and support / squishies, you should be doing your best to keep the commander and our frontline between you and the enemy zerg.

Might Stacking
Every fight starts with the zerg stacking together and buffing might. This is done by blasting Fire fields with Combo Finishers, the most common examples of which are Lava Font with Call to Arms or Mighty Blow, but any other Blast Finisher is fine. Make sure not to use skills that provide a Combo Field or a Combo Finisher that have long cooldown only to blast might. A bad example of might stacking would be using Purging Flamesand Supply Crate to blast Might. The other main source of Might is Empower. If you can manage to do both combos as a guardian, do them, but if you can't always go for Empower instead of blasting with Mighty Blow.
Adding multiple same fields won't increase their effect; in order to keep a permanent field, don't put two fields of the same type at the same moment. Try to maintain a permanent common field instead.

Engagement
This part is critical to the outcome of the overall fight. After everyone is buffed with might, the Mesmer makes its move by placing a Veil on the way to the enemy zerg. It will give stealth to whoever crosses it, which is likely to confuse the enemy zerg. After everyone is stealthed, the Elementalists will cast a Static Field in the middle of the enemy zerg. It will stun enemies not using the Stability buff and will allow your allies to focus their entire burst on them. If the enemy zerg is far away you can use Lightning Flash to teleport closer to them and surprise them with an early Static Field.
If you are a melee class and your commander calls for a "leap", it means that you have to use these skills; make sure to do it only if the commander calls for it or you will find yourself alone in the enemy zerg.
Do the Leap starting on the Veil so you combine a combo field Light with a combo finisher Leap which will give you Light Aura
Warrior - Savage Leap
Guardian- Leap of Faith
Mesmer - Veil
Elementalist - Lightning Flash/Static Field

Bombing/Bursting
There are many names for this: Bombing, Burst, DPS, Spike Damage being some of many, but all have the same meaning. Here is where you will use all of your burst rotation.

Warrior
Hammer Shock, Staggering Blow, Earthshaker/Flurryand Final Thrust.
All this while using "For Great Justice!" and eventually Balanced Stance. Both of the Warrior Bursts are good and it's up to you which one you choose. Usually on the first fight the enemies will have Stability so it's better to go for Flurry. Don't use it for it's entire cast time, because the Bleeding stacks are useless. Use it and interrupt it after 1 second; this way you will apply up to 4 seconds of Immobilize and will make your targets blow in your melee train. Use Balanced Stanceonly when you don't have Stability. Usually at the first engagement Guardians will provide it so check your buffs before using it.

Greatsword Guardian
Binding Blade, Symbol of Wrath and Whirling Wrath, while using "Hold the Line!" and "Stand Your Ground!". The chain skill of Binding Blade won't work if the enemy has Stability but will still deal regular damage. If you're doing it on the melee train on the first impact they'll all have stability so just use it and continue the burst. If you're going for the backlines instead also use Pull, as the ranged classes tend not to have much stability.

Hammer Guardian
Zealot's Embrace, Ring of Warding and Mighty Blow. This rotation has lot of CC which will help hold the enemies in your zerg Bombing. If you are good enough you can use Banish on an enemy near a ravine in order to push them out of the fight or kill them with falling damage.

Elementalist
Static Field, Meteor Shower, Unsteady Ground, Eruption, Shockwave and Healing Rain/Geyser.
This is the most inconsistent rotation. It changes a lot depending on the situation, and it will be your job to use the right skills at the right moment. The one written here will suit every occasion and it's a very good one but not the best one for many fights. Make sure to call the Water fields on TeamSpeak/Chat to let people know they have to blast.

Necromancer
Start by using all of your Wells and Marks, then go on the melee train and use Unholy Feast, Wail of Doom, Locust Swarm and Life Transfer.
Since your Wells have a long Cooldown time, keep the Elite for another Burst.
With Unholy Feast you will grant yourself up to 15 seconds of Retaliation, and Wail of Doom is a classic CC. Locust Swarm effect will keep working with Locust Swarm. This is a huge burst and if done correctly, is combined with Retaliation. You can stay on the Melee train by using the Death Shroud life, don't feel afraid to push.

Mesmer
Time Warp, Null Field, Phantasmal Berserker, Temporal Curtain, Illusionary Leap/Swap and Blurred Frenzy. It's very important that you place Time Warp only when your melee train is impacting. Null Field will remove boons from the enemies. It's very powerful since it can remove important buffs such as Stability and Protection. You can make Phantasmal Berserker explode as it does it's skill since it will explode anyway in the middle of the enemy zerg. Pay attention with Temporal Curtain because it will also Reflect Projectiles with Warden's Feedback and this can give you a lot of damage with Retaliation. Use the chain skill to pull enemies if you're not using it on the melee train. The last combo is also powerful because it allows you to immobilize and then deal lot of damage while being invulnerable. After this rotation you will likely need to get on the backlines to heal yourself.

Portal Bombing
 Portal bombing have become a meta aspect of WvW and combined with the culling that already exists in the game engine results in devastating results. There are a few keys to knowing how to successfully portal bomb. First off the mesmer has to have the correct utilities equipped.

Recommended Utilities for Mesmer: Portal, Blink, Decoy/Feedback: The Blink is essentially on a shorter cool down than decoy and it is a gap closer as well therefore it helps in getting to the designated spot to throw the exit portal. The choice between decoy and feedback depends on if there is a thief to shadow refuge the mesmer or not, if there is a thief to shadow refuge him then he can opt for feedback which will enable him to drop it on the enemies and reduce chances of getting cut down by AOE while running to the designated spot.
Partner with a thief: Partnering with a thief brings wonders to portal bombing. It allows for four seconds of stealth due to shadow refuge and allows the mesmer to get much further or get behind enemy zergs with smart movement.
Understanding the duration: Understanding that a mesmer has 60 seconds since his opening portal to get to his destination is something many mesmers do not grasp, they try to run straight through the enemy zerg to get to their destination quickly, 60 seconds is a lot of time to get to your destination and you can take your time to get there.
Take the path of least resistance: Due to having 60 seconds the mesmer should often try to take the path of least resistance for e.g. If Greenlake (SE Tower) is being trebbed from hills it will open two breaks in the wall, the mesmer can drop his entry portal on the group next to the front wall (next to gate) but go around the back and enter from the other hole in the wall (least resistance) and get off a successful portal bomb. Similarly in Stonemist Inner, a mesmer does not have to go to the lord room from the inner gate/wall they broke through, he can drop his entry there but can run around and use another entrance with the help of a thief and make it in.
Understanding the Distance: Portal distance are measured in straight lines, does not matter if they are going through mountains / keeps / towers, its a straight distance, therefore understand that you can have shortcuts with portal bombing by utilizing this.
There is no vertical limit to the portals.

Party Harasser/Roaming Party
If you're running a roaming build do not, for any reason, go into the enemy melee train. Your role is to hunt for, in the enemy backlines, any 'squishy' classes who use light armour: Elementalist, Necromancers, Mesmers, and Thieves.
You are also responsible for stomping players, as this way your Melee Train will keep moving and pressuring the enemies.

Target Priority
Since most zerg damage is derived from the back line, the squishy targets are your first priority. A Hammertrain without elementalists will die extremely quickly, and a zerg without necromancers will struggle mightily to deal enough damage to kill you. Always be sure to decimate some of your enemy’s back line before you shift your attention to the hammers.

Pushing
Stay with the commander; charge through enemies like cavalry. You run through, attack things as you go, but never stop. Where you initiate the push, you gurantee an enemy death and thus a rally if your train starts to die. Frontliners, you should be standing with the commander. Backline, make sure that you use your skills from range (if you have 1,200 range, USE IT). You have the option of diving to the sides, as you can support the commander without having to stand near him or her.

Using Crowd Control (CC)
Crowd control skills are extremely useful, as the right kind of CC can stop a zerg dead in its tracks and provides you an opportunity to smash them into dust while they’re controlled, or give you time to disengage for a regroup. Some of the control effects include: Stun, Daze, Knockdown, Launch, Float, and Sink. Crowd control is countered by Stability. When fighting large groups, the process of boon stripping and corruption is essential to sucessfully locking down an enemy zerg with CC.

Movement
Never stop without a purpose. Stopping in middle of a fight can separate you from your teammates and leave you vulnerable to attack. This is notable when attempting to resurrect an ally, who may be the target of enemy damage; the damage can kill if you continue trying to resurrect them. Guilds will call to regroup (on tag/pin) in order to heal and engage as a group – this is a purposeful pause. An Staff Empower regroup is the most common.
 It is intimidating to see a tight and organized group charge directly towards you. Players may panic and scatter if they are unexperienced. Your group, and the enemy's, can easily kill single players streaming in, but it is harder to kill a group of players. A comparison: catching one ball at a time VS catching all twenty balls at once.
 If you can avoid red circles, avoid them. If you are trying to regroup with tag, but there is a string of red circles, go around them – not through them.
 Please stay with the group, especially if your class role is meant to be with the tag. Do not split off, trying to make a heroic play by yourself. Work with your team.
 When retreating, do NOT backpedal/move backwards unless tag says slow retreat. You can cast behind your character while running forward. Do this by repositioning your camera (look behind keybind or free camera). Most ground targeted skills, like necro marks, allow this.
   
                                 Base Speed (range/second)
                               Forward | Strafe | Backpedal
   Out of Combat |   294   |   180    |   105
    In Combat         |   210   |   180    |   105

Holding/Contesting
Commanders may ask you to "hold, contest, and stay in the circle". This mean you have to contest the capturing of the keep by standing on the circle that will appear once the lord dies. While you're doing this your commander will move the zerg to your position to save the objective. Use all your dodges and your defensive skills such as Shield Stance or Endure Pain. Note that skills that make you invulnerable, like Mist Form or Renewed Focus, or invisible, like Hide in Shadows or Mass Invisibility, will prevent capture point contribution (as long as you are invulnerable/invisible).

Regroup
Now that you have passed the first fight you will need to heal up and get ready for the second round. At this point Elementalists will put and call Water fields on the ground.
Your job is to Blast them in order to provide Area Healing, don't think only about your personal healing, WvW is about playing as a team. If you are a Guardian use Empower to provide Might and Healing, if you are running Hammer also Blast with Mighty Blow, Warriors will instead use Call to Arms.
Any other form of Blast with a short cooldown will help. Make sure not to place any other field because it will give another Combo. This part is the same as Might Buffing just with Healing.

Now the commander will call any of these 3 main steps according to what the fight needs until one zerg will be defeated.
Elementalist - Healing Rain/Geyser.
Guardian - Empower/Mighty Blow
Warrior - Call to Arms

Waypointing
When you die in combat (and you will mostly die alot in the beginning), respawn as long as the fight goes on. Especially in big scale zerg fights, whilst attacking an objective, we need you back with fresh ressource. Run together back with other zerglings. Look when more blue dots appear on the minimap and run as a group to avoid being ganked.




2f. Additional Tactics

Contesting and Swords
This is a foreign concept for more inexperienced and even experienced WvWers; so many times I have noticed commanders attempt to take an objective with full blown orange swords and obviously failing.
There are two types of swords that pop up when something is attacked:
White Swords: These can occur due to various mechanics in the game therefore they are considered 'low threat' by enemies. White Swords i.e. Contested appears when
a) Quaggan Weather Node hits a keep
b) Quaggans / Skritt / Centaurs attack a camp
c) Four or less people attack a gate/cannon/pot of oil or guards in front of gate
d) Bugged NPC guards spawning (Hills Keep)
Orange Swords/OJs: These only occur when more than four people attack a supply camp npc, guards in front of gate, cannon/oil/gate of tower or keep. Typically a zerg will drop orange swords unless managed very well.

Why should one try to avoid orange swords most of the time?
It is really simple, it has to do with enemy response time. If an enemy only spots white swords at hills, they will send one or two people to go check it out, sometimes they will not send anyone and just jump to assumptions "Oh It must be the Quaggan weather node" or "Its probably the bugged guard." This allows for seamless execution of set offense before the enemy is even onto your plans. Think of white swords like the story about the boy who cried wolf, the first time the white sword pops a defender goes then and finds out its just a bugged guard, 2nd time its quaggan, eventually they are just going to assume and not go check. This time you are actually executing your plan.
There are times when orange swords are viable, this is as a misdirection i.e. to cause the enemy to look elsewhere an example of this is to start a breakout event which pops orange swords at a tower while an efficient large group of people go and hit a keep without dropping orange swords. The enemy is more likely to try to check out and stop the breakout event before they go check out the keep (unless its on the way).

Why should someone contest waypoints?
When a waypoint is contested an enemy can't use that fast travel location for a total of three minutes. This means that they have to run a longer distance to reach their defensive target. This 'Repel the enemy attacker' timer is created to give defensive rewards (karma, gold, experience). This is a very efficient way to cut off enemy reinforcements for example if you have breached outer gate of the hills keep and are moving towards inner you just need to send one player to go attack the gate of a waypointed garrison, now enemies will have to run all the way from citadel or bay to to defend hills.

What is the repel timer?
The repel timer is a timer of three minutes that pops up when a tower or keep is attacked. As mentioned above when this is contested there is no way for people to fast travel here, however when the timer winds down to zero there are a few seconds when the keep becomes uncontested allowing people to spam the waypoint and make it into the keep instead of having to run through hordes of enemies.
TIP When defending a waypointed keep it is always good to constantly update map chat with the repel timer and inform people when it is nearing zero so they can waypoint in and help man additional defensive siege or increase our defensive numbers to make a push on their zerg.
TIP If you want to suicide rush their siege i.e. catapults or trebuchets then it is a good idea to do it when the repel timer is at 45 or 30 seconds because after you die you can instantly respawn back at the keep.

Facials
Facials are a tactic developed by Pink Commanders (Jadon specifically) which are utilized very efficiently in certain instances. The whole logic behind the facial is to gather behind a gate and rush out into the enemy zerg catching them by surprise (opposite of portal bomb) instead of attacking from the back they get hit from the front again taking advantage of the culling.

When are they effective? - They are effective to do when the enemy has little land to play with for e.g. at Inner gates of Bay Keep they are very effective as the enemy is usually repelled into the water rendering them useless. Similarly, Inner Water Gate of Garrison also has very little land for the enemy to utilize so it can result in them scattering quite easily and if organized throw quite a few of them off the cliffs.
When to do them? - The best way to maximize facials is to do it in Waypointed Keeps with the repel timer in mind, once the repel timer is <1minute then its a great time to do a facial tactic and if we do get wiped by superior zerg numbers we can instantly respawn at the keep again and attempt it again. Repeated facials can easily clear out siege. Another thing to have in mind when to opt for the facial strategy is if you are drained from supply and are unable to build counter-siege. Its a last ditch effort to take out their siege.

Ballista Flanking
Ballista flanking is personally my favorite strategy, it is by far the most effective way to take out enemy trebuchets and catapults that are attacking our towers/keeps. In order to do it efficiently one has to always be supplied up and understand how to flank the enemy without getting noticed. It is essential to have a mesmer to do this effectively as his timewarp allows to build the ballista up successfully without the enemy taking notice. Combining a mesmer with a thief increase the chance of success because it allows to build the ballista in stealth.

Turtling Tactics
Turtling tactics can only be employed by guild groups as they require a lot of coordination and definitely require VOIP communication. The idea of turtle tactics is to take advantage of the AOE mechanic which can't hit more than five targets and consistently focus fire while still sharing boons, AOE heals and stability.
Countering turtle tactics are not harder, the importance is not to go for straight damage as retaliation and other boon stacks like aegis can completely nullify it. The key is to utilize any knockdowns, knockbacks, pulls, pushes and combine that with on the fly siege placement; specifically arrow carts and ballistas in open field combat to wipe them.

Foreplay
Foreplay is utilized only on upgraded keeps and towers. The idea of foreplay is to send a small team with supply ahead of time and setup a ballista to take out their cannons and oil. This means that when the main zerg comes to hit that target there is very little chance of popping orange swords or worrying about someone manning the siege. It is best used ahead of any golem portaling attacks.
TIP: If you leave the cannon and oil at a sliver of health and then clear it out when the zerg finally arrives their build sites won't respawn so there is no chance for the enemy to quickly rebuild them and use them. If you completely destroy them and the zerg is delayed for some reason or the other the build sites might be back by the time you actually hit the destination.

Sealing The Breach
Sealing the breach is essentially utilized in Keeps. Once the enemy has gotten through the outer walls or gates and are pushing hard on inner it is a good idea to go behind them and repair the gate/walls to at least 10% and destroy the siege they used to destroy said wall/gate, now the enemy has to fully commit to inner and their reinforcements have been cut off as well. If we managed to wipe them successfully then it's a successful keep defense and they have to start the whole process all over again.

Rez The Claimer
This is utilized in supply camps most of the time and sometimes in Keeps, the idea is to reset the capture timer by resurrecting the veteran claimer (camps) or the champion lord (keeps). This can buy your main zerg precious seconds to come defend and wipe the enemies. A thief is able to revive the claimer while stealthed and a mesmer can timewarp revive the claimer quite quickly, combining the two again makes it seamless.

Enjoy Your Walk
This tactic refers to contesting waypointed keeps where reinforcements might arrive from, any class is capable of doing this all it takes is to hit any outer gate once or twice. For e,g, when trying to take Hills Keep in an enemy borderland if one person goes and tags the water gate of garrison now the enemies can't fast travel to garrison for a total of 3 minutes. (Repel Timer).

Golem Portaling
Similar to how Elementalists and Trebuchets are married to each other, mesmers and golems are engaged as well. Without having a couple of Mesmers any golem rush is extremely inefficient in this tier. Mesmers are required to quickly portal golems and are also essential in stacking Time Warps on golems which rapidly quickens the rate at which the gate goes down.

Rally Chains
Rallying is going from a downed state to being alive. This happens when something you “tagged” dies. There is no limit on how many things you can tag, so always try to tag enemies for rallies and loot. Rallying heals you for 25% of your health, and gives you 2 seconds of invulnerability. In group-fights, you can have rally “chains”. A rally chain is the snowball effect of a team rallying, downing more enemies, and rallying more. Think of it like a chain reaction. The more times your allies rally, the more likely you are to win. It snowballs into a victory. Carefully maintaining control of the rally chain is how you will win most even fights, where the skill level of each group is fairly equal. Make sure to carefully call for and use warbanners to deny your enemies rallies on your downed allies. Rally chains and the snowballing that occurs are why Upscaled heroes are frowned upon in WvW.

Chain Veils
Chain veils are a skilled maneuver with multiple mesmers. Veils are frequently used to mask the position of a zerg to cover the first part of their push toward an enemy. With multiple mesmers, you are able to time veils (all infront of the path of the zerg) to keep the whole zerg invisible as they move. This takes practice, and when is done correctly, makes the approach to an enemy much more exciting, and the sense of accomplishment upon smashing your enemy much greater.
Chain veils can be complicated by traiting. Mesmer’s Prismatic Understanding trait adds 1 second to the invisibility period of the veil. If our mesmers are not both on the same page, one of them will drop the second veil 1 second too early, as they were expecting a regular veil, not a traited one.

Warbanner
The mighty warbanner is an incredible elite skill that Warriors may equip. One of its uses is for reviving downed players. This particular mechanic is quite useful in a number of places in the WvW environment. A few examples include: rapidly reviving up to five downed allies. Extra DPS in open field combat (just remember to fight near your warbanners to recieve their buffs, but don’t drop them just for the buffs. Be sure to revive someone with it if you’re going to use it.) For everyone else, it’s EXTREMELY helpful to the warriors if you can say in voice chat: “I’m about to go down” so that they can prepare to drop the banners for you. Without notifying the warriors that the banner will be needed there is a 50/50 chance that you will get a banner.

Dealing with Hammertrains
Hammertrains push LINEARLY, so you always know where they’re pushing and where they’ll end up. Dodge to the left or the right to avoid their Earthshaker/Zealot’s Embrace. You can also dodge THROUGH their push if you know there’s no hard CC on the other end / if you have stability Improve your movement and tempo. Hammertrains are slow and lumbering, so if you regroup and push faster than them, you’ll put them on their back foot quickly. Use hard CC and boon strips wisely. They may have double stability, but it doesn’t last forever. Coordinate boon strips with bombs and pushes to split people from the mothership and nuke them down. Hard CC is especially effective with boon strip.
Do your best to isolate backliners from the frontline.Backliners in hammertrains tend to not know positioning once they’ve been split off and will die in the wilderness as a result.

Running out Boons
Much of the time in WvW, your opening strike, or counterstrike can heavily dictate the flow of a fight. A common tactic to make sure that the opener is in your favor is to kite out your enemy’s boons. The easiest and most obvious way to do this is to wait for an enemy group to empower (or veil), and when they push you move away from them for a few seconds. This is so that instead of running into an enemy who has 12 seconds of 25 might stacks, you can run into an enemy who has 3 seconds of 25 might stacks. That alone stands a good chance of tipping the battle in your team’s favor. Timing is, literally everything in ZvZ.

Forcing Cooldowns
When you’re fighting, it is a common tactic to open with a Static field (Elementalist, Staff Air 5) on your enemy. There are a few reasons for this. First among them, is that it will put your enemy in combat, and they will move slower. There is a chance that the opening static will stun them - this does not happen very often because of the high stability uptime that well composed groups will have. Even if you don’t stun them, you’ve forced their first stability, which means that the longer you now wait to get into melee range, the more advantage you will have, due to your team having more stability available. (to a point, stability skills have fairly short cooldowns, 3 seconds of waiting to close the gap would be sufficient)

Baiting the Bomb
Baiting the bomb is a very valuable team skill to master. This typically requires the majority of your players to be in voice communication with the driver. The core concept, is that you are going to feign a push, and reverse or change direction at the last second in order to force the enemy to drop their static/wells/meteor showers, without hitting anything. It is easiest to do this on a wall, or in a tower fight. When you do successfully bait the bomb, you’re able to wait out the damage (on a wall) or run clear around it (open field), and your opponent has very little spike damage (mostly necros) remaining for 45 seconds, so you can commit to a big melee push without fear of a big counter bomb. Be vigilant while trying to bait the bomb. If you fail, you eat the bomb instead.

Resetting
The single most important thing in ZvZ is how you reset your fights. This normally is when the commander decides to stop a Push / Bomb in order to restack, blast water fields, and re-empower. I give a “PEEL OUT (right, left, behind)” command, which means that all players should break combat and get to the regroup. To do this safely, you need to move clear away from your enemies, (run away for 3-5 seconds) so that you can have clean fields for blasting, and you can’t be leaped onto from your opponents. Be aware, that while you are restacked and empowering, you are extremely vulnerable to an enemy well-bomb and boonripping.
« Last Edit: August 27, 2017, 02:01:43 pm by Bellatrixa »

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Re: WvW For Dummies
« Reply #6 on: August 27, 2017, 09:33:24 am »
Section 3 - Scoring and Rewards

3a. Skirmish and War Scores
Each objective is worth a set number of points, and a score is calculated at the end of every 15 minutes. Your server's war score accumulates over the week based on the performances over how it performs in constant skirmishes. This is why WvW is a Coverage game and a server needs available players in each part of the world. These groupings are commonly called North America (NA), Australia (AUS/OCX), Asia (SEA), and Europe (EU).
The servers you are matched against are decided by Glicko Rating, which is a numeric value assigned to the server based on your performance in WvW. At the end of each week, the winner of a tier will move up to the division above, and the server with the lowest war score will move down into the tier below. This 1 Up, 1 Down system is still technically in beta at the time of writing (26th Aug 2017), however it seems much better than the old system of letting the moves be purely determined by Glicko.

Ticks, Pips and Participation
A 'tick' is each 5 minute division of time in WvW either in EBG or the Borderlands. EotM also has ticks, however points aren't earned for each structure claimed by a server.

World Vs. World is divided into 4 maps, Eternal Battlegrounds and the Borderlands for each server; two Alpine, one Desert. Your world and all of its holdings are identified by a colour, which you can reference from the WvW menu by pressing “B” on your keyboard.
There are a few types of items on the maps, these include, in ascending value of Points Per Tick -

Sentries (Flags) - worth 2 points on capture
Camps - worth 5 PPT
Towers - worth 10 PPT
Keeps - worth 25 PPT
and Stonemist Castle - worth 35 PPT

Pips are earned with each tick while having at least Tier 3 participation. Although the interface states as long as you have Tier 3 participation, any participation Tier greater than or equal to 3 will count for earning pips.
Since each two-hour-long skirmish ends with a tick (24th tick of the skirmish, one tick every 5 minutes) and an overview of the current finished skirmish shows the achieved pips, it might appear that winning a skirmish awards pips. This is not the case.



Participation is how the game measures your activity in WvW.

Participation can be increased in two ways:

By actively participating in events, securing objectives, and killing enemies. The amount of participation depends on the task and current participation tier, as shown in the table below.
By joining a squad and being marked to receive shared participation, a player can receive participation from their entire squad. One player can be marked to receive shared credit for every five players in the squad. This feature allows players to focus on scouting and defending while still making progress.
Every 100% participation will increase the player's participation tier. Participation beyond 100% will roll over to the next level with the remainder scaled down according to the next level. For example, joining WvW at participation tier 0 and defeating two invaders will award 150% participation, promoting the player to participation tier 1 with 16.67% participation towards tier 2. While under the effect of Outnumbered, participation gains are increased by 50%.

Participation has a variable inactivity timer, which obeys the following rules:

The exact time remaining is visible on the participation bar, which also changes color as follows:
When more than 90 seconds remain on the inactivity timer, the participation bar is green.
When 90 seconds or less remain on the inactivity timer, the participation bar will turn orange.
When 60 seconds or less remain, it will turn red.
Once the timer reaches 0, participation will rapidly decay to 0%, and then through any remaining tiers.
At this point, the timer show much time remains until participation decays to tier 0 at 0%. This timer will always start at 15 minutes, regardless of participation.
This decay can be stopped by gaining participation, as shown in the below table. The timer can be reset in the same way.
When participation is gained, if its participation period is more than the time left on the inactivity timer, then the timer is reset to that participation period. There is otherwise no effect. For instance, if a player captures a ruin and then captures a tower, his inactivity timer will be reset to 10 minutes, even though it started at 2 minutes. Similarly, if a player captures a tower, and then captures a ruin 2 minutes later, his inactivity timer will not be reset, and it will continue to tick downwards from 8 minutes.
Participation is kept when traveling between the core WvW maps or when switching characters, but reward track progress is not awarded at each scoring tick unless you are present in the core WvW maps at the moment of the tick's rewards are processed.

Edge of the Mists has a participation meter that works the same way but is independent of core WvW participation.




3b. WvW Reward Track

Each WvW Reward Track has 8 tiers, with each tier containing 4 minor and 1 major reward. Each reward track contains 40 rewards in total: 32 minor and 8 major, where the last reward is generally the most valuable. To complete a reward track 20,000 points are needed, and a reward is received every 500 points. The progress in reward track is awarded at the end of each 5- minute scoring tick based on the player's current participation tier (see the table below), and whether the player is in a core WvW map.



The minimum time for completing a reward track (without boosters) is 8h 35m (103 ticks), where 195 points are earned per tick. The overall minimal time to complete a reward track is 4h 40m (56 ticks), where all available boosters increases the points per tick from 195 to 361.

Progress is also awarded on consuming Potion of WvW Rewards, or receiving Instant Reward Track Progress. Potion of WvW Rewards are obtained from Daily achievement reward chests that have a WvW objective and grant 250 points. For the completion of a reward track 80 Potion of WvW Rewards are needed. Instant Reward Track Progress is obtained on opening a chest from the Skirmish reward track, granting 25 points each. Both potions grant points to the currently selected reward track, and are not affected by boosts.





Dungeon tracks are available on a two week rotating cycle. Players can complete the story mode of the associated dungeon—or in the case of Arah, completion of Victory or Death or explorable mode—to unlock its reward track permanently.

Every two tiers of a reward track, players may choose a weapon and will be given 60 dungeon tokens. Completing a reward track gives a total of 180 dungeon tokens. At the end of a reward track a player may choose a single piece of armor associated with the dungeon.






Players can only make progress on a single reward track at a time, with one exception[1]. Switching between tracks will save any progress made, and players can return to where they left off. There is no known way to reset a reward track without finishing it. Upon completion of a reward track, the next reward track with the most progress is automatically activated. If all reward tracks are at maximum progress, a randomly chosen reward track will be reset and activated.

[1]^ If finishing a track would bring its progress to above 20,000 points, any "extra" points are granted an incomplete reward track at random, meaning that they are not lost.

There are several effects that increase the amount of reward track progress earned. These modifiers do not affect Potion of WvW Rewards and Instant Reward Track Progress.
The maximal progress is +361 for the core WvW maps and +270 for Edge of the Mists.




3c. Skirmish Reward Track





Every week a maximum of 365 WvW Skirmish Claim Tickets can be obtained, requiring 1450 pips in total. The Skirmish Reward Track resets on the weekly WvW reset.



Skirmish Chest Rewards
Wood: 5 Skirmish Chests
Bronze: 5 Skirmish Chests
Silver: 6 Skirmish Chests
Gold: 6 Skirmish Chests
Platinum: 6 Skirmish Chests
Mithril: 7 Skirmish Chests
Diamond: 7 Skirmish Chests
Diamond (Repeatable): 6 Skirmish Chests


3d. Legendary and Ascended Armour
The first step in obtaining Legendary armour via WvW is to unlock the relevant weight Triumphant armour set through the Triumphant Armor Reward Track.
The complete list of available prefixes is: Apothecary's, Assassin's, Berserker's, Carrion, Cavalier's, Celestial, Cleric's, Commander's, Crusader, Dire, Knight's, Magi's, Marauder, Minstrel's, Nomad's, Rabid, Rampager's, Sentinel's, Seraph, Settler's, Shaman's, Sinister, Soldier's, Trailblazer's, Valkyrie, Vigilant, Viper's, Wanderer's, Zealot's.
Once you have all the pieces of exotic that you require unlocked, you can take a trip to the Skirmish Supervisor found at the spawn in WvW maps (including EotM).

Unlike Legendary Armour obtained via PvE, in WvW you are able to craft it from the T2 set of armour, Triumphant Hero's Ascended Armor. This can be purchased from the Skirmish Supervisor for the following costs:



Set Cost Summary

T2
The Marks are what really jack up the cost of getting ascended via this method. The costs to make the amounts for T2 armour are as follows:

Complete Light Set: 13g + 20 Grandmaster Tailor's Mark + 1310 WvW Skirmish Claim Tickets + 1.5k  Memories of Battle

Complete Medium Set: 13g + 20 Grandmaster Leatherworker's Mark + 1310 WvW Skirmish Claim Tickets + 1.5k  Memories of Battle

Complete Heavy Set: 13g + 20 Grandmaster Armoursmith's Mark + WvW Skirmish Claim Tickets + 1.5k  Memories of Battle

(click to show/hide)



T3
Note: Before saving for this set, bear in mind that on top of the T2 armour requirement, there is also a minimum WvW rank requirement of 1500-2000.

Complete Armour Set: 13g + 2620 WvW Skirmish Claim Tickets + 1.5k  Memories of Battle



Whether you go for the T3 set or not depends on how much you love WvW, and how much time you decide to spend in it. While the rank requirement for T3 seems incredibly steep, bear in mind that when this set was released, it was meant to be more accessible for those who had already played the game mode for almost 5 years with little in the way of rewards.
If you really and truly want the T3 skin as legendary armour, you'll put in the work for it. Obtaining the functionality of legendary by upgrading T2 armour has no rank restriction and is an option if you simply want stat swappable armour.


3e. Legendary Backpack

The Legendary WvW backpiece is called Warbringer, and is earned via WvW Skirmish Claim Tickets.

Bear in mind any costs are representative of date of writing and therefore may be wildly different.



Let's break that down by component:





You will need a WvW rank of 350 and 2450 WvW Skirmish Claim Tickets to acquire all parts of Warcry. To create it, combine 1 Recruit's Wings of War, 1 Soldier's Wings of War, 1 General's Wings of War and 1 Commander's Wings of War, in the Mystic Forge. You are not allowed to view links. Register or Login sells these 4 backpieces at every WvW spawn point.




« Last Edit: August 27, 2017, 05:22:18 pm by Bellatrixa »

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Re: WvW For Dummies
« Reply #7 on: August 27, 2017, 09:38:41 am »
Section 4 - Resources, Acknowledgements and Further Reading

You are not allowed to view links. Register or Login
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You are not allowed to view links. Register or Login, as referenced from DB's server TS info
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(Ep.1 Guild Wars 2 WvW Crash Course (Updated Version) - Youtube)
(Shin's Top 10 Tips for New Roamers in GW2 - Youtube)

Changelog

- 27th August '17  - v1.0 - Guide posted
- 7th September '17  - v1.1 - Corrected Standard Enemy Models working in WvW, corrected ruins only being in Alpine BL and clarified definition, noted that Provisions Master and War Gliding Mastery ability tracks require HoT, added extra information about World Ability Masteries and included point calculations for each stage of suggested point distribution to clarify ranks in relation to masteries. Added to Commander and Squad introduction section before main meat of section.
Note to self - include section about territories when capable before moving onto more Section 2 edits.

« Last Edit: September 08, 2017, 01:21:26 pm by Bellatrixa »