After a big kind resonance on my old thread and ppl complaining about it not being up to date I rewrote/worked the whole thing here for you!
Here is the link to a somewhat beginners guide (it’s not that good yet).
https://forum-en.gw2archive.eu/forum/pvp/pvp/A-Guide-to-sPvP-0-Beginners-Guide/first#post3326168
Introduction
This guide is aimed at everyone who is interested in spvp. I will explain how a good teamcomp looks and also talk about rotations (how you move who on the map).
I want to give starters the possibility to make a good teambuild together with their friends based on this guide
1. GENERAL STRATEGIES REGARDING CAPTUREPOINTS
All teamcompilations have one goal: to be most efficient on a 3 point capturesystem (thanks capt. Obvious).
But actually think of it:
You have 3 points (+ secondary objectives..) which give you 1 point per 2 seconds each. So the team who has more points (nodes) over time wins the game. Simple as that.
All the teamcompilations come from different mindsets regarding the 3 point principle.
1.1 Secure 2 Points
So if you win and secure 2 points you will logically get more points than your opponent.
This strategy -usually- involves 2 Bunkers sitting on each node. The last 3 players are Roamers (may also be bunkers). The idea behind this strategy is, that you have 2 ppl for each node, who defend it, while your damage dealers/ guardian roam between the points and you just win every fight.
If you manage to win teamfights well, this strategy proves very successful and is the most used strategy by teams in my opinion.
The whole teambuild should be based on teamfights. And you will only push far, after you won the fight for decapping it quickly and play safe on 2 points again.
1.2 Secure 2 but invade far
You also play 2 bunkers (one watches mid, one close) but only 2 roamers for the teamfight. You have 1 class who is dedicated to decapping the opponents point or just keeping it decapped.
(NOT a thief who just leaves midfight to decap quickly).
This class is ususally a hardcore bunker and the opponent team has to send at least 2 people to their node (2v1) to get it capped. While you have a 1v2 on farpoint your team should win the midfight because you outnumber the enemy.
1.3 Just win fast
“We just win the fights on 2 points”
You play only one midbunker, no dedicated closepoint defender and no dedicated decapper. You decap after you won the fights (or after somebody died, or your thief is low). You have 4 dmg roamers, move fast and win fights fast. This strategy doesn’t work that well
1.4 Bunker them
There are teams out there who play with 4 or more bunkers (usually the 5th is a decapper which is also a bunkerish class.) The idea behind this is, that you inc every point. Keep them decapped and cap over time using knockbacks. And just win by outsustaining the fights
(edited by Django.5923)