The Zerg: An operators Manual

The Zerg: An operators Manual

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Posted by: Rakudrak.9534

Rakudrak.9534

I primarily WvW in GW2. I’ve always mainly done WvW, but I am not a Commander. I suck at farming gold, always have in most games. I sat down to write this more for my benefit, but thought I would share it. This is my first submission like this so try to keep that in mind. Also this is my own creation, I have not copied any part of it.

At times the Zerg can be much like the herding of cats. They seemingly want to go in every direction, except that of the will of the commander. An effective commander however cannot only steer the Zerg, but use it to its fullest potential and win the field of battle.

The Zerg is not dissimilar to a cell. It has the Cell membrane, a nucleus and all that crap in the middle that you’ve forgotten about. If you understand how the Zerg works, you’ll be one step closer to winning the field of battle. You must have a strong membrane comprised of Rangers, Warriors, and other stalwart ranged. Rangers and warriors seem to be extremely effective at this with their shortbow and rifle combos. Rangers themselves are extremely effective at catching and guiding the enemy and gaining the flank effectively. A Ranger with a good eye and a Commander with the initiative can flank in a quick and effective manner before the opposing team has the chance to react. This coupled with the slight delay that occurs in most MMO’s is an effective means to win. It can take a combination as little as 4-5 Ranger/Warrior combo to create an effective flank and panic the enemy in short time. Rangers seem to be extremely effective at this with their pets, which take up more screen space and create the illusion of more enemies than there really are. Warriors with their aoe burst of Rifle and GS combo push the opposing force and help guide them in the direction they need to go. Rangers with their entangling roots and traps can quickly disperse any opposing enemy force as well; this is extremely effective at breaking up large groups and making it easier for the Zerg to focus down small groups of players.

Guardians are also an important aspect of the Zerg. A good Guardian is worth a lot in the Zerg, I would honestly like to see more Guardians in WvWvW, especially Guardian Commanders. A good Guardian can create more panic in an opposing force than just about any other class. This is because a good GS guardian can charge in and take a beating, which in turn pushes the enemy force back. Guardians charging forward or leaping into the frontlines of an opposing Zerg, and then charging through the initial wall of players to get at the soft core and “spin it to win it” while simultaneously throwing up Wall of Reflection can cause great mayhem among enemy players. This will cause Guardian deaths until a Guardian can get substantial toughness and health pools.

The Zerg: An operators Manual

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Posted by: Rakudrak.9534

Rakudrak.9534

Gaurdians are also extremely effective at keeping the Zerg alive and buffed. Use this to your advantage. You may get less personal glory as a buffing Gaurdian, but your Realm will do well. Keep this in mind.

Mesmer’s are also key for guiding the Zerg. A Mesmer with Veil and Temporal Curtain can guide a Zerg and get them to their destination in a quick manner. A good Zerg will have 3+ Mesmer’s in it. Obviously Mesmer’s have more tools in their tool box, but I lack a complete understanding of this class primarily because my Mesmer is only level 45 or so at the time of this writing. A good GS Mesmer can be very effective at breaking up an opposing Zerg as well due to their many clones and the quickness in which they can be summoned. Mesmer’s are also really great for sieging for obvious reasons. In case you’re not sure what those obvious reasons are here are a few: Phantasmal Berserker for clearing walls. Into the Void for pulling enemies off the walls and down to your Zerg, Feedback for pushing opposing players back on the wall, Portal Entre for when you get inside and the list can go on and on. Mesmer’s are super important for Sieging.

Thieves are another great asset for both the Zerg and WvWvW in general. Groups of five Thieves running around behind enemy lines, killing Yaks, capping points and camps is a great way to interrupt the enemies flow of supplies. A Thief or two in the Zerg never huts either, especially with short bows or hiding in the Nucleus of the Zerg to protect your lighter armor members.

Obviously there are other classes in Guild Wars 2, however I do not feel I fully understand these classes, nor know enough about them to comment on them. I will say that Ranged classes generally trump melee in the Zerg, this is because you can reach out further to engage the enemy.

An effective Commander will communicate with the Zerg, regardless if they have good voice communication means or not. On my server there are more than a few Commanders that do not use voice command programs primarily and are very effective at communicating (even if they do type in caps to much!). The point is that, they are willing to do whatever it takes to get other players attention, even when many of us are not willing or are unable to use voice communication programs. Because they are able to effectively communicate and the server as a whole is very vocal about who is seen where, the server has maintained a Tier 1 presence since week long matches have been around.

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Posted by: sachiel.8051

sachiel.8051

Eles just sucks, am i right? The Definitive WVW Zerg guide and not even a shout out. What’s up?

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Posted by: Rakudrak.9534

Rakudrak.9534

Eles just sucks, am i right? The Definitive WVW Zerg guide and not even a shout out. What’s up?

As I stated, these are primarily the classes I have leveled and done WvW with. My Elementalist is only level 25 or so. I’m hardly the best person to comment on them.

Nor is this the be all end all guide to a Zerg. It’s just a suggestion =)

Thanks for the suggestion.

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Posted by: MarzAttakz.9608

MarzAttakz.9608

We’ll keep the truth about Elementalists among ourselves rather Sachiel since we’re doing everything possible to not be further “fixed” however I will state that I break small clusters and front lines up far faster and far harder than any Guardian or Warrior I’ve played with, they usually arrive for mop up duty once I’ve cleared out.

YOU KNOW THERE AIN’T NO REST FOR THE WICKED, TILL WE CLOSE OUR EYES FOR GOOD.

Once proud member of Extraordinary Gentlemen [EXG]{DESO4LIFE}

The Zerg: An operators Manual

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Posted by: sachiel.8051

sachiel.8051

We’ll keep the truth about Elementalists among ourselves rather Sachiel since we’re doing everything possible to not be further “fixed” however I will state that I break small clusters and front lines up far faster and far harder than any Guardian or Warrior I’ve played with, they usually arrive for mop up duty once I’ve cleared out.

Hard class to play is hard. Ele for life.

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Posted by: BAEK.8561

BAEK.8561

I play ele, ranger, and warrior in WvW and there’s no class better than ele at offensive/defensive siege situation. Eles have the most potent AoE skills and with instantly available mistform in down state, you literally have 0 risk of dying in a siege.

{Sanctum of Rall} Since Day -3
Weekend Guardian/Elementalist
No Guild Affiliation

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Posted by: naphack.9346

naphack.9346

Rangers

stopped reading there.

edit:

0 risk

there is no such thing.

The only crime, turrets committed, is being good against the celestial meta.
The mob has spoken and the turrets shall be burnt at the stake.

(edited by naphack.9346)

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Posted by: Aratoa.7398

Aratoa.7398

That was a good read, thank you.

Audun

(edited by Aratoa.7398)

The Zerg: An operators Manual

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Posted by: Rakudrak.9534

Rakudrak.9534

Rangers

stopped reading there.

edit:

0 risk

there is no such thing.

That’s unfortunate. Whatever Rangers are lacking in sPvP or PvE, they’re quite effective in a Zerg. Remember this is about the Zerg, Pugs and WvW.

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Posted by: Ilesyt.7084

Ilesyt.7084

I stopped reading we started organizing the zerg.
Rule nr 1: The zerg is unorganized.

What you’re talking about is how according to you an organized guild group should run.

Leader of Deus Ex Machina [DEX]
Ruins of Surmia

The Zerg: An operators Manual

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Posted by: Rakudrak.9534

Rakudrak.9534

I stopped reading we started organizing the zerg.
Rule nr 1: The zerg is unorganized.

What you’re talking about is how according to you an organized guild group should run.

A good Zerg is organised. Simply stating that a Zerg is total chaos is an inability to understand how a force like the Zerg can work.

The Zerg: An operators Manual

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Posted by: Ilesyt.7084

Ilesyt.7084

I stopped reading we started organizing the zerg.
Rule nr 1: The zerg is unorganized.

What you’re talking about is how according to you an organized guild group should run.

A good Zerg is organised. Simply stating that a Zerg is total chaos is an inability to understand how a force like the Zerg can work.

A zerg in it’s purest form is unorganized you can’t change it.
What you can have is organized Guild groups with enough ppl that change the flow.
The moment you start to organize the zerg you start talking about organized guild groups.

You can NEVER organize a zerg to have that many of that class and this many the other class. NEVERRRRRR, the zerg is everchanging.

Leader of Deus Ex Machina [DEX]
Ruins of Surmia

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Posted by: Xavi.6591

Xavi.6591

Mesmer’s are not very good for sieging.

Fantasme Bloodwen [R.I.P. Mesmer] | Andi Runi [Warrior] | Bonedoggle [Necro] | Zooerasty [Ranger]
Angry Intent [AI] | Yak’s Bend |