What is wvw gw2




















Camps are the objectives which generate supply over time. Just grab them from the depot which can be found on the minimap as a keg icon. You can also get supply from other objectives like towers and keeps, because supply caravans dolyaks will periodically deliver supply to the depots of nearby objectives. There is also a chance to get supply when you kill enemy dolyaks.

To build siege weapons a player needs to use a Blueprint, a consumable which can be purchased on the trading post or through vendors. When consumed it will give you a bundle which you can throw on the ground to create a build site. Then players need to spend their supply on it to finally build the siege weapon. Usually if you are following a group, you should wait for your commander to drop the siege and use your supply to build the weapons.

If your commander drops multiple siege blueprints at a time, the unspoken rule is that you should build from left to right to ensure at least one gets built instead of building multiple incomplete siege. If you would like more information on the specifics of tactics, objectives, and building your territory up, check the guide below:.

WvW has a unique system to reward players that is a hybrid between the PvP one and the participation one that we can see in some PvE maps like for example Verdant Brink.

Just like PvP there are reward tracks that you can choose which reward you get, and then there is a second reward track based on skirmish pips that everyone progresses. You will get rewards over time through active gameplay.

You need to do events like taking objectives, defending, or killing enemies in order to maintain your participation. Participation is also the way you progress the themed Reward Tracks:. You need a minimum of Tier 3 90 participation to be able to gain pips, which will progress the rewards for the weekly chests. While these chests gives you progress towards the reward track, you will aim to maintain your participation to max level Tier 6 for faster progress in the reward track. I suggest you read these guides in order to know more how to get ascended and legendary equipment:.

You will earn this by completing relevant WvW activities, including killing enemies, capturing objectives, defending, etc. So instead of getting levels, you will get ranks, and these ranks gives you World Ability Points and other rewards. There is a maximum of 10, ranks that can be achieved; WXP rank rewards passed rank 10, will not include additional ability points.

However, currently to max out all the abilities you will need just 1, points. Each rank will also give you a title. Your rank title, together with your server name, is shown to enemy players instead of your character name. These five are without doubt the most important and the ones you should start with, start with the Warclaw Mount and follow this guide to unlock:. This is generally caused by the large number of players that can be in one place at one time.

Sometimes this is unavoidable, but there are some things you can do to minimize your performance lag while also maintaining decent graphics. Will make everyone of a certain team have a solid color appearance Blue, Red, or Green rather than a bunch of complex dyes they chose. This can reduce the amount your PC has to render and will also make it very clear who is on what team.

When enabled will make every player of a certain class have an identical appearance. So every Ranger will look the same, but they will look different to a Warrior or a Mesmer.

This can help you to learn the animations of certain classes better because different races can have different animations for the same skill. This can also remove a lot of the flashy equipment effects that players use because the standard model is very simple and will make your game look much cleaner and run better. I personally do not use standard models because I feel that it removes a lot of the fun of knowing who you are fighting. However, if you are having performance issues this can be sacrificed.

Will change the name tags above each character from a lengthy text that includes their server and rank to simply their guild tag and a colored shape to denote their team. You can still see their rank by targeting them, but all the necessary information is made much more concise which is especially good for large scale situations where all the nameplates can clutter your screen.

In smaller scale situations it may be better to have more information on the screen so you can disable this option if you feel that is the case. The second tab of your settings menu is the Graphics Options. The most important things to reduce are Reflections and Shadows if you want to improve your performance.

They provide the least amount of detail for the amount of strain they give to your PC. Affects how much detail characters other than your own character are given. I put this to low because it is not that important for me to see how much detail they have in the middle of a fight, but just a general idea of what they are wearing is enough for me. Affects how many players and to what degree they are animated from your perspective. Turning this on will remove a lot of spell effects that you may not even be able to pay attention to anyway, so in a lot of cases you wont see a difference because there is so much going on anyway.

However, it can also remove very specific spell animations that you really need to watch out for. Decide for yourself whether you want to see everything that comes at you or you want a little better PC performance. Also, if you have a hard time focusing on animations when there are too many present this can be good to enable. Guild Wars 2 combat is a mix between action combat and tab targeting , so you need to be able to look at the User Interface and quickly gather information while also having good visibility of the animations of each player.

Here are some of the main elements of the UI and how you should interpret the information they provide you. Whether you are in a squad or party you will be able to see the health of your teammates and be able to target allies by clicking on their health bars.

Targeting them will highlight their character in the world and make them easier to find which will allow healers to get in range of them. Chatting can be useful while moving between objectives and fights, but with all of the information that goes on in WvW, it is hard to communicate with people during battle.

Use concise but specific information to help your team. The on screen score does not tell you all of the information you will need. Generally you will open the WvW Panel to look at score, but while in combat or scouting you may not have that luxury. It will tell you how much time is left in the tick, so if you are really trying hard to cap something to make it count for the next tick you will be racing that countdown. 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. To capture an objective the Lord has to be defeated. The Lord is at the center of the objective, in case of Towers and Keeps, inside the walls.

In these cases, the only way to attack the Lord is to bring down the walls or gates first. Mesmers can portal players past walls, but there has to be a breach for the mesmer to enter in the first place. After defeating the Lord of the objective, a capture circle will appear. Alive or downed enemy players that are not invulnerable nor invisible or NPCs inside the capture circle prevent capping.

The longer a world holds an objective, the more it will be upgraded to make it harder to capture but also the more valuable. Upgrade defenses to control objectives longer and increase your team's war score. There are two kinds of upgrade:. Use the WvW objective UI, which is available by speaking to a quartermaster or left-clicking an objective map icon.

It allows:. Siege Weapons are environmental weapons that can be built to accomplish a particular purpose. For instance, arrow carts and cannons are very effective against clustered enemies, ballistae at destroying enemy siege equipment, trebuchets for breaking down doors and walls, and shield generators to disrupt enemy movement and support allies.

Player damage is severely limited against doors, and zero against walls. Therefore siege weapons are an integral part of capturing a walled objective. 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. It is OK to exclude or estimate some of this information, for example if there isn't one or more guilds filling a significant portion of the enemy force then leave out the guild tag. Not all things are worth defending, you do not want to report someone capturing a sentry or a ruin. Directions are always given using cardinal directions "north", "south", "east", "west", etc.

While in Eternal Battlegrounds you can say Keep In map chat only, not team chat because your server only has one, while on borderlands always use a more descriptive keep name: Garri north keep , Bay west keep , or Hills east keep. Supply is the currency in WvW for building siege equipment and upgrading structures. Supply originates from supply camps and must be delivered by supply caravans to structures.

Players can pick up supply from any owned camp or structure. It is generally safe to take supply from any objective, but players should take care to avoid draining supply from heavily contested objectives that need it for defense. The exception being structures that are in heavily contested areas and not expected to be held for long. Players can carry up to 10 supply by default, there are three ways to increase this amount each by up to 5 extra supply:.

Scouting is one of the pillars to win a matchup. The term covers both reporting intelligence in general, and also staying on a particular map or in an objective to watch for enemy movements.

People will wait inside an objective to scout it because it takes 30 seconds after an attack on an objective before the "crossed swords" contested indicator will appear on the map however a "Defend the objective" event will pop immediately when an objective is contested.

The extra time can be the difference between being able to reach an objective to defend and losing it without a fight. Scouts can delay the enemy with defensive siege, traps, and siege disablers. Sieging up means to place siege on a structure to be used to repel attackers. There are three kinds of siege:. Normal siege can be acquired via Badges of Honor or at the Trading Post and are cheap. Guild siege is the most expensive and deals the damage of Superior with the supply cost of Normal siege.



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