I don’t know about the rest of you but my favorite thing to do in WvW is mad rush for the orb and head back to my keep while the enemy team is constantly trying to gank me. If I’m on their borderlands then sometimes I will run around with it just for kicks and giggles. However, one thing I do hate is the lack of organization in parties and the fact that my allies will run from a fight that I thought we were clearly winning. So I thought, “What If I could only do the fun stuff?” Then I realized, I can and I can do it whenever I want in tPvP. So why should you try tPvP? (TL;DR version at the bottom, or you could just read it…)
1. General:
PvP can teach things:
– HB wars will punish you for rezzing or stomping at inappropriate times.
– You only need 1 person to cap a point. Therefore, you can go off and don’t need to all stand at the supply camp (unless you need supply).
– Great practice against thieves.
– Great practice for team coordination.
– Punishment for not regrouping with your team and taking on multiple enemies solo.
– Great practice in 1 on 1s and what to do once outnumbered (run).
2. Kyhlo: There are many different strategies: defend/repair treb, kill enemy treb, abandon treb altogether, out maneuver, or lure into team fights. From personal experience I have found that teams that defend their treb do the best because they constantly have that extra support where they need it. I see this as a direct correlation to WvW. However, unlike WvW no mass zerg is going to sweep through and destroy our treb and wipe us in seconds. Instead they have to send equal numbers through a chokepoint to get up to treb and then once they are up there people can be easily knocked off the ledges. Sounds like great potential for treb defending against small groups.
3. Foefire: This map can easily teach the possibilities of defending your base/lord while simultaneously going out and capping enemy points, winning skirmishes, and keeping track of enemy numbers. The secondary mechanic of the Guild Lord can provide many unique opporunities to either defend the lord or attack the lord depending on the situation.
4. Forest: This map is highly made for skirmishes on point. However, there are also many chokepoints that could potentially be used by skilled teams to dominate the map.
5. Silent Storm: Similar to forest map this map focuses mainly on skirmishes around map and not as much as holding various points. For our team this is one of our favorite maps because no one likes to bunker and we’d much rather roam around with 5 DPS and just win the small fights that occur all over the map.
6. Most importantly the new map Spirit Watch: The secondary mechanic for Spirit Watch is that teams will run an orb around the map while simultaneously holding points. When the orb is brought to a controlled point you get 30 points. If one takes the orb to an enemy points your team gets 15 points and their point is decaptured. What really makes this map potentially appealing to WvW players is the large amount of running and chasing that is very prevalent in WvW.
6. Raid on Capricorn: not a tPvP map.
I don’t know about you guys but maybe tPvP can be a way for many potential WvW guilds to pick up some organization and battle tactics (Ranger healing spring + ele blast finishers anyone?). For those worried about not gaining guild recognition every good PvP team is a part of some guild. For example, we always know we are in for a good fight against Element Gaming [EG] yet that we are going to steamroll Champion Slayer [tPvP].
TL;DR. tPvP has a lot of mechanics that could help guilds and 5 people parties become better organized and used when they go to WvW. Specifically treb defense, communication, and orb running.
Am I good?… I’m good.
(edited by Eurantien.4632)
hehe