With the exception of the siege golem, all siege weapons are stationary and cannot be moved. To create a siege weapon, a player must create a build site by using a blueprint at the desired location.
The weapon is constructed after it receives enough supply from players. However, the player who placed the blueprint has priority, even if someone else is already using the weapon -- they can remove other players from any siege weapon except for golems. Certain siege weapons can be acquired through objective upgrades. These siege weapons do not require blueprints. Each tower, keep and castle has a stockpile of supply that is replenished by supply caravans delivering from resource camps.
Stockpiled supply can be collected by players, each of whom may carry a maximum of 10 units untraited, up to 15 while traited and unbuffed and up to 25 traited and buffed With an additional 5 possible through Guild Objective Aura I and another 5 bonus from the Presence of the Keep.
Supplies do not show up in your inventory, but you can see the number of supplies you carry at the top of your screen in WvW.
A stockpile of supply will allow defenders to keep their doors and walls repaired or to build defensive siege weapons. Similarly, attackers need supply to construct their offensive siege weapons.
Supply is therefore the basic resource around which WvW revolves. Killing an enemy player in WvW will result in gaining world experience and loot. Loot often includes Badges of Honor but is otherwise randomly generated; the defeated player does not actually lose anything through being defeated, but they may still take durability damage as with any other death.
As a result, combat will usually occur when attacking or defending an objective. The names of players from other worlds are not shown. Guild tags are still shown, appended to their name. Spawn points are waypoints on each of the battlegrounds. There are two types of spawn points; those which provide permanent access and those within objectives.
Each World versus World map includes three permanent waypoints, one for each team, to allow basic access to the map regardless of which team is dominating.
These waypoints cannot be used by other worlds and are housed in objectives protected by Legendary Defenders. Each spawn point includes a set of NPCs where players may repair their armor, sell loot, or buy blueprints. There are several paths out of each spawn location. It is difficult to camp a spawn directly, as players and most NPCs in the spawn area are invulnerable. Other waypoints can be added to some objectives through objective upgrades.
These waypoints provide fast travel, allowing quicker access across the map. A waypoint cannot be used if the objective it is housed in is under attack, with the exception of Emergency Waypoints. When a player is defeated in WvW, a 5 minute timer starts. The player can choose to revive at an uncontested waypoint immediately or to wait.
After 5 minutes, the player is automatically revived at their spawn point for that map. Unlike in PvE, if you are in combat mode you can't revive a player that is fully dead. You can only interact with downed players of the same team. The same mechanism is valid for any NPCs.
Additionally, unlike in PvE, only one player may rally off a single kill. Rallying prioritizes the nearest downed player, and players cannot rally by killing basic creatures. Matches are 1 week long, split into 2-hour time slices called Skirmishes. During a skirmish, worlds will earn War Score based on how many objectives are held, with War Score being used to determine the winner of each skirmish.
When each 2-hour skirmish ends, the War Score is reset, but the actual state of the map and objectives will remain unchanged. All objectives controlled by each world provide an amount of points, based on the tier of each objective see table below. Additionally, capping an enemies' objective will also add points to the War Score, based on the tier of the objective see table below. Stomping an enemy with the Borderlands Bloodlust effect will add 1 point extra.
Killing a hostile dolyak is worth 1 point, while escorting a friendly delivering dolyak provides 1 point at each destination. Helping out the mercenaries by completing a dynamic event to earn their loyalty will result in them joining your world's side. They then begin attacking, capturing, and reinforcing nearby supply camps. Monuments are present in each Borderlands, nine shrines in each Desert Borderlands map, and five ruins in the center of both Desert and Alpine Borderlands.
Shrines grant stacking bonuses to nearby keeps and provide a Blessing of Elements to players who capture or interact with the shrine. Capturing and holding three ruins grants the effect Borderlands Bloodlust. Unlike other objectives, ownership of ruins is not permanent. Without a player present, capture progress slowly fades until the ruin is once again unclaimed.
This prevents one player from single-handedly completing the event. Worlds in WvW are matched up based on their ranking using a modified Glicko rating, so that high-ranked worlds will battle other high-ranked worlds, and low-ranked worlds will battle other low-ranked worlds.
This attempts to ensure that every world has a fair chance of winning matches despite differing levels of player participation or skill. At reset players will see a dialog that shows the end score and it states at which position your server is. After a short while they will receive a warning in yellow text that states reset is in motion and they will be sent to Lion's Arch.
Approximately minutes later, players will be able to enter WvW again. Periodically, tournaments previously known as a season will be held for World versus World. Worlds fight other worlds over the course of multiple weeks to earn points; 1st place gives 5 points, 2nd place gives 3 points, and 3rd place gives 1 point. At the end of the tournament, players in each world receive rewards for their world's ranking based on points earned.
Throughout the tournament, players can earn individual rewards through limited time achievements and achievement rewards. These rewards include Hero's weapons, Mistforged Hero's weapons, Mini Dolyak, ascended accessories, and more.
Mistwrought Vault is a jumping puzzle in the north-west of every Alpine Borderlands map. This puzzle can be completed once per day on each of the maps. Completing one does not deny rewards for the other. There is no jumping puzzle in the Desert Borderlands. Obsidian Sanctum is a jumping puzzle which can be accessed via the WvW menu, or through a door in any of the keeps in Eternal Battlegrounds.
It is a separate instance from any of the other WvW maps, though players will continue to receive rewards each tick if they had sufficient participation before entering. At the end of each of the puzzles is a chest that rewards some equipment, siege blueprints and badges of honour, as well as the associated achievement from completing it.
They are also notably difficult to complete because they are shared across the competing worlds, and players might encounter hostile players while trying to navigate the puzzle. Then below it will also show how much time is left in the skirmish, which is like a longer term tick giving victory score the final points that decide who wins the matchup. Also it will tell you how much supply you have.
Hovering over elements of the score UI will tell you more specific information. Hovering over the symbol to the left of your score will tell you information about the objective in which territory you are in such as who owns it important to know because you cannot glide in enemy territory , what kind of objective it is and what it is worth, and how upgraded it is. Learn these icons well because like any RPG how you play depends on what you are up against.
Seeing the Guardian icon means that they are not using an elite specialization. However, seeing the Dragonhunter or Firebrand icons which are the two elite specializations for Guardian tell you what one of their trait lines is immediately. When targeting an enemy you can get a lot of information about them. If they have the aegis boon blocks next attack you want to do a low investment quick attack to remove it.
If they have stability ignores one CC per stack wait to use your CC skills or use boon rips. Resistance ignores condition effects during its duration can be countered by CCing them while they have it or saving your conditions and only using power damage. Your daily achievements and any nearby objectives will appear in the top right of your screen. These can show the progress of a capture point and who owns it. You can also see how much supply is left in an objective which can give you a general idea of how long it will take to siege if players are willing to defend it.
Your mini map is a tool to provide you with a lot of information. You can hover over it and use your mouse scroll wheel to zoom in and out depending on whether you are trying to find something and need a wider view or if you are in an engagement and need a more focused view. You can also hover over objectives to see whether they have RI, if they are contested, and whether they have upgrades or tactics.
You can also left click commander tags to easily join their squad. If you see Orange Crossed Swords on the map it means that at least 25 players are in combat in that area. Also objectives that have been contested within the last 3 minutes will have White Crossed Swords on their icons.
If you are looking for fights, look for these. Whenever you hit an enemy for damage or heal an ally you will see a numerical value near that character. White numbers represent damage dealt and white letters with a red explosive background represent critical damage. Green numbers represent healing and blue represents barrier given or received. Here you mainly want to check which conditions are on you and whether or not you need to cleanse them.
If you have a lot of damaging conditions on you, cleansing is important. The priority of condition cleanse can sometimes be unreliable but generally the conditions to the left on your buff bar get cleansed first. Your health and endurance meters are good indicators for how much of a buffer you have to overextend. If you are at full endurance you can overextend a bit and then dodge back to safety. If you are low on health you should stay back and resustain.
Hovering over the chest icon above the mini map will give you more detailed information about your participation levels, including exactly how much time is left until you start decaying participation and what tier of reward you are on. Reward chests will also pop up here when the 5 minute scoring tick occurs.
A: If there are others running back with you, take the most travelled paths or the dirt roads and stick together. If you are running back alone, take side routes because gankers usually look for kills on players in the places they can find them the easiest.
Also you can utilize build templates to make a set of traits and utilities, which cost nothing to make and can use your normal build gear, to give you extra mobility through swiftness and have invulnerabilities to survive long enough to make it to a safe point. Then swap back to your normal build template when you reconvene with the squad. Q: My server is dead during the times I play, how do I keep up my participation to gain pip rewards while outnumbered? A: Camps and Sentries are the best objectives to capture for increasing your participation.
Once your participation is high you can maintain it by simply defending towers you already own or using siege to damage walls. Hitting a wall with a catapult or trebuchet from the safety of a high ledge or tower can help you to keep participation. Repairing a wall or fending off attackers who tag your objective triggering the 3 minute defense event that contests that objective will also give participation. It represents how many objectives your team holds on all maps and how upgraded they are.
Players tend to want to interact with other players through fights around the objectives, but some players will try to avoid fights to focus on capturing objectives that go undefended, or focusing purely on the PPT.
While this may be frowned upon as an unfun playstyle, what most players do is a combination of PPT and fights. It is necessary to engage in PPT even if you want fights because you need to entice enemy players to defend their objectives which will often create the engaging content players look for.
If you are interested in more about World vs World, check out my other guides, and also I recommend that you check these tools and content creators who put effort to promote this game mode. I do mention GW2Stats, and actually I did modify this guide many times trying to make it shorter each time, so the information about the coverage and about tiers is no longer there.
Guild Wars 2 Achievements and Guides! GuildJen is a humble website dedicated to the GW2 community. Your support helps a lot! Contents hide. WvW Roaming Builds. WvW Zerg Meta Builds. Ascended Gear — The complete guide. WvW Legendary Armor Guide.
Legendary Back Item Warbringer Guide. Legendary Ring Conflux Guide. Warclaw Mount Achievement Guide. Share this: Twitter Facebook.
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These cookies track visitors across websites and collect information to provide customized ads. Others Others. Another issue occurred on the overflow map, Edge of the Mists.
Since the player turnout was so high for the new beta, players flocked to Edge of the Mists to kill time while waiting in queues. What happened with Edge of the Mists is that more instances were being created even though there was plenty of rooms in the existing instances.
Errors were cropping up in these logs, which forced the team to figure out a way to move forward, and ultimately ended up putting a stop to the beta. The team behind WvW has come up with a list of ten must-fix bugs before they try another beta.
Some progress has been made on those, but there is still a lot of work to be completed. The team is hoping to have the bugs fixed by Nov.
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