WvW Quick Guide Basics

WvW Quick Guide Basics

in WvW

Posted by: Slyther.1297

Slyther.1297

Hello! I wrote up a guide for my guild and figured I’d copy and paste the WvW section here on the forums as well.

I hadn’t realized there was already a much more in-depth guide pinned here, but I figure I’ll post the guide I wrote up anyway as it’s a much more compact “Quick Guide” of sorts and feel it will help out our new players.

If you have the time, go read the much more in-depth sticky here! https://forum-en.gw2archive.eu/forum/game/wuv/The-Basics-of-WvW-guide-and-more/


World versus World
Note to F2P accounts, you will need to reach level 60 before you can enter WvW. Paid accounts can enter immediately, though if you are on a paid account that has not yet ‘unlocked’ WvW through the leveling tips, you can enter anyway by walking through the LA portals.

Remember the world you picked when you started the game? That’s your home world and the world you represent on the battlefield. If you don’t know what your world is, you can press b and the world with the house icon is your home.

WvW is a three-way battle consisting of teams green, blue, and red. When you press b you will notice the window is divided into halves, the “Mist War” on the left, and “Edge of the Mists” on the right. The Mist War is three specific servers facing off against each other, server a vs server b vs server c, while EotM combines all servers together for effectively an 8v8v8 based on server colours, team green vs team blue vs team red. EotM is considered an overflow map of sorts, and as it is not directly tied into the Mist War people tend to use it as a Ktrain map with occasional fights. Most of my explanations of WvW will be about the Mist War itself while EotM can be summarized as “Find the tag, follow the tag, listen to instructions”.

Battle Length: Each Mist War battle is an entire week long, with resets occurring on Fridays roughly an hour after the daily resets, or roughly 6PM Pacific. EotM is an exception, with resets every 4 hours.

The UI: At the top of the screen you will see a special UI with some information. The red/blue/green bar at the top is a visual representation of the current control of the maps, and you can see the pie chart version of this when you press b. The number on the left represents your points per tick, or ppt, and tells you how much the objectives your team currently holds are worth. The middle number is a timer, counting down from 15 minutes, adding each teams current ppt to their war scores once it reaches 0. The number on your right is supply, explained below.

Supply: Supply is your lifeblood, and it’s required to perform tasks such as building siege blueprints and repairing objectives. You can pick up supply at supply depots located in camps, towers, and keeps that you control. Your cap starts at 10 which can be increased up to 15 through World Ability Points, with a further +5 possible when a guild applies the buff to objectives that they claim for a possible capacity of 20. Generally if you’re running with a Commander, only spend your supply on blueprints that they drop or other instructions they may give.

World Ability Points: WvW has it’s own progression system, and the WXP you earn gives you points you can spend. You will have an Ability Points tab in your WvW menu. My personal recommendation is to put 4 ticks into Supply Master first (Not Supply Capacity). Once you have four ticks in Supply Master it’s really personal preference where you put future points.

Siege Masteries: Respect the Masteries of others around you, especially for catapults and rams! Don’t use rams unless you have a minimum of 3 ticks in ram mastery, and I’d say have a minimum of T4 catapult mastery. Of course the exception is if the siege is sitting empty and unused, remember that no mastery is better than empty siege.

Camps: Camps are worth 5 ppt and have no physical defense structures. You capture camps by killing the Veteran Supervisor that will be protected by a few guards. You may not be able to solo camps right away, but many players eventually become capable of solo capping camps. The function of camps is to spawn dolyaks that deliver supplies to nearby objectives that the team owns. Camps also have the unique trait of being the only objectives the regenerate their own supplies, and thus it is highly recommended that you refill your supply at camps whenever possible.

Towers: Towers are worth 10 ppt and lightly fortified, consisting of a single layer of walls and gates. Once a team gains entry into a tower by either destroying a wall or the gate you then must kill the Champion Tower Lord to claim the tower. Being as towers do not regenerate their own supply and rely on dolyak deliveries, it is recommended to not take supply from a tower, allowing for a stockpile that can be used to defend and repair the tower during attacks.

Keeps: Keeps are worth 25 ppt and are heavily fortified, consisting of two layers of walls and multiple gates. Once broken through the outer keep, a team must also break through a second inner layer before they can get to the Champion Keep Lord and claim the keep. As above, keeps do not regenerate their own supply and rely on dolyak deliveries. Keeps have a significantly higher supply capacity, allowing for massive stockpiles of supply that can be used during defence.

Stonemist Castle: There is only one castle and it is located in Eternal Battleground, being worth 35 ppt. The castle is heavily fortified, similar to a keep in that it has two layers, but the inner castle lacks destructible walls and therefore you must break one of the three inner gates for entry. Due to it’s location the castle can be difficult to hold, but if a team is able to hold it long enough and upgrade it can provide a massive advantage to that team, especially if the waypoint gets built. Once inside you must kill the Legendary Castle Lord to claim the castle. As above the castle also does not generate supply and relies on dolyaks, however every single supply camp on Eternal Battlegrounds will supply Stonemist if you can manage to hold them. Stonemist also boasts the largest supply capacity possible.

Upgrades: With the release of Hot closing in, the current upgrade system is being replaced and therefore I will explain how the new upgrade system will work. With the information that we’ve been provided about changes to WvW upgrades, players will no longer have to spend their own gold to activate upgrades. Under the new system upgrades will be automatic based on how long you’ve held an objective, with successful dolyak deliveries reducing the time of the upgrades by several minutes. Upgrades will also no longer use the supply delivered to their depots by dolyaks, and thus the supply will be freely usable by players. However I imagine it will still be a good idea to leave stockpiles of supplies in objectives and to continue resupplying at camps when possible.

Glicko: Match-ups are determined by a rating system. Each server has a rating based on past performance, and are matched up against similarly rated opponents. There is a small RNG factor as well, as each server is given a random value between +75 and -75 to fudge ratings with the intent to provide some match-up variety. Once ratings are determined the 24 NA servers are divided into tiers of three servers for a total of 8 tiers. Colours are determined by your position in the tier, green being the top seed, blue being middle, and red the low seed. To give an example, if your server is placed into rank 7 for the week that means that you will be the top server of tier 3, placing you on the green team.

(edited by Slyther.1297)