WvW 101: basic TIPS

WvW 101: basic TIPS

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Posted by: Sigmar.2185

Sigmar.2185

List of DO and DO NOT in WvW – Part 1 of 4

General:
DO:
-commanders to ask say often in map chat, press x if u need a party, then everyone who presses x make sure they get in a party.
- 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. This is something that we are VERY weak on and need to improve.
- Have supply at all times if at all possible.
- Have at least one siege blueprint, more suggested.
-Upgrade all siege to superior when possible.
- Fall back to a defensive position when outnumbered or outflanked
- Push through AoE walls and attack on the other side. Dodge roll 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. Team chat 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:
- 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)
- Do not clutter team chat with random talk
- Do not insult other people who you disagree with
- Do not get wiped out attacking an objective
- Do not claim a location for your guild when you do not intend to put up guild buffs.
-NEVER claim a camp unless you are going to give it +5 camp buff.
- Do not get stalled at a chokepoint. Any numbers advantage disappears if they can just AoE everyone at once.
- Do not 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.
- Do not 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.
- Do not 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.

Dolyaks, from opponent servers:
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. What your repair bill costs is nothing compared to the upgrade that just got stalled.
- Force the enemy to station full groups as escort just to keep you from killing them.

DO NOT:
- 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.
- Do not 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.

[ALPH] – Gandara

(edited by Sigmar.2185)

WvW 101: basic TIPS

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Posted by: Sigmar.2185

Sigmar.2185

List of DO and DO NOT in WvW – Part 2 of 4

Supply Camp:
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.
- Check for the Righteous Indignation buff, if it is active, you will not be able to damage it, not even with life leech anymore. Come back when the buff is gone.
-If you have the +5 supply buff running, always make sure it is at a camp you are active at. If you flip a camp, and you are able to activate the buff on the camp, do so.

DO NOT:
- Do not attack a supply camp if the Righteous Indignation buff is up on the supervisor.
- Do not have 20 people out of your way to attack a supply camp unless supply is an immediate issue.
- Do not take all available supply when someone intends to upgrade it. Upgrades require supply to be there already, and typically max supply at that.

Tower:
DO:
- Have siege equipment and supply. Rams are good on lightly or undefended towers. Catapults are better for a heavily defended one. Ballista’s 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:
- 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.
- Do not stick around when clearly outnumbered. Abandon the assault and regroup somewhere else to figure out what to do.
- Do not 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.
- Do not be a sitting duck target for enemy siege. If ballista’s are present, continually move around to make them hitting you much harder. If arrow carts are around, try to avoid their range.

Keep: All tower assault Do’s and Don’ts 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:
- 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.
- Do not 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.
- Do not 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.
- Do not 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.

[ALPH] – Gandara

(edited by Sigmar.2185)

WvW 101: basic TIPS

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Posted by: Sigmar.2185

Sigmar.2185

List of DO and DO NOT in WvW – Part 3 of 4

Dolyaks, friendly ones:
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:
- Do not ignore our dolyaks. Ever.
- Do not complain about no supply in a keep or tower without making sure the dolyaks are making it.
- Do not think that because there is no escort reward that the job isn’t important.

Supply Camps:
DO:
- Build siege equipment to defend the location. With ballista’s and arrow carts (and sometimes even a catapult), 5 can hold off 20 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:
- 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.
- Do not leave a supply camp under defended. If zergs of 20+ have been seen taking supply camps, station 10 or more to counter them with siege to match.
- Do not 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.
- Do not 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:
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 arrow carts facing the gate, arrow carts on the very inner edge of the wall, ballista 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:
- 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.
- Do not ignore the warning signs of an impending zerg when the nearest supply camp gets captured.
- Do not 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.
- Do not 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.
- Do not 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.
- Do not chase retreating enemies so far away that you don’t make it back to the tower.

[ALPH] – Gandara

(edited by Sigmar.2185)

WvW 101: basic TIPS

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Posted by: Sigmar.2185

Sigmar.2185

List of DO and DO NOT in WvW – Part 4 of 4

Keeps: All tower defense Do’s and Don’ts also apply
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:
- Do not leave a keep undefended. With enough people, a keep can be speed capped in 3 minutes or less (we’ve got proof on this very forum).
- Do not 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.
- Do not prioritize defending other objectives over a keep in our borderland (not even Stonemist). Supply camps can be recaptured quickly by a small force. Keeps cannot and earn far more points per tick.
- Do not let the enemy get the drop on you. See the warning signs of an attack and be ready for it.
- Do not 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.
———- <0> —-——

Credits to: Motto & TaCktiX (both from Stormbluff Isle), DtC Justice (from Borlis Pass) and my self to bring it to discussion here for the benefit of all GW2 community.

Really hope this “old” tips help the new players as can remind the respected veteran of how can they have better performance in World versus World gaming play.

Good games, better matchups and my regards

[ALPH] – Gandara

(edited by Sigmar.2185)

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Posted by: hihey.1075

hihey.1075

For PvErs that have just jumped into WvW, it is definitely a useful guide.

Pillow Cake
Worst Thief EU
One Handed One vs One Videos

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Posted by: ich.7086

ich.7086

Should be sticky and be available in game.

I Am An Intruder – War 80
Ich Bin Marc – Thief 80
All Your Dolyaks Are Belong To [Us] (Fort Ranik)

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Posted by: Dabachelor.1736

Dabachelor.1736

good write up man! Lengthy but good stuff although you know scouting is a crappy job but it has to be done.

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Posted by: Zephyrus.9680

Zephyrus.9680

Good writeup. Though some of it is very conditional and not a hard rule.

good write up man! Lengthy but good stuff although you know scouting is a crappy job but it has to be done.

Lies, roaming is fun!

Zefyres – Ele | Maguuma | (ex) top100 solo/teamQ casual | Youtube

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Posted by: Rigel.3092

Rigel.3092

Nothing, nothing new being given here, nothing.

WvW 101: basic TIPS

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Posted by: Zephyrus.9680

Zephyrus.9680

Nothing, nothing new being given here, nothing.

Your server is all seasoned veterans with no PvErs visiting WvW? Pay for my transfer to your server plz.

Zefyres – Ele | Maguuma | (ex) top100 solo/teamQ casual | Youtube

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Posted by: shocking.3269

shocking.3269

For PvErs that have just jumped into WvW, it is definitely a useful guide.

For newbie players like me who plan on WvW Levelling and playing WvW for 90% of gametime, it is definitely a useful guide.

Savajj Blayde Lvl 80 Thief
Hrafn Skaarsgard Lvl 80 Healadin Guard
Beastgate – 2vs1? Who cares! We are just here for the fight! ;)

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Posted by: JohnCrow.7482

JohnCrow.7482

Good write-up. Shame a lot of the people that need this information don’t read forums. Sad reality.

Only 1 small thing I’d add to it – If for whatever reason you’re tired or need to take your hands off the keyboard for a minute. That’s a good time to Fall back to a keep and get a decent camera angle and “scout” maybe build some siege to help defend it. I do this often for smoke breaks for example. You’re just a rally bot waiting to activate if you’re occupied with something else trying to keep up with the zerg.

Frequent devil’s advocate.

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Posted by: RedOwl.7496

RedOwl.7496

In other words, ‘be everywhere at once with more players than the enemy.’

Must be nice to have enough players to guard Dolyaks, and guard camps and towers. Good luck trying to do all that on lower population servers.

Look at some of the matchups now where some servers are frequently ticking over 600. How exactly do you think the ones losing are supposed to do half of the things you say to “DO NOT” and “DO.”

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Posted by: rhodoc.2381

rhodoc.2381

This should be "I accept " survey for those who never comes for the WvW for a month.

[VcY] Velocity – Gargamell

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Posted by: Sigmar.2185

Sigmar.2185

1- Those “TIPS” can be “old / nothing new” for the usually players in WvW, in fact the main reason lead me to post here was to be pointed for every new player, either motivated by the “hunting” done to achievements points (AP) or either just curious enough to experience a new gameplay mode inside the offers Guild Wars 2 provide for open minds.

2- I strongly advise any lost soul out there to copy + paste this sort of guide into your server forum, to help or giving clues to newbies in WvW, please do, and about the credits, give them to the way it comes to you, I’ve done my share by the way those tips come to my knowledge.

All Knowledge Must Be Shared, otherwise isn’t Knowledge at All.

[ALPH] – Gandara