- Terminology
- Supply
- Upgrades and Guild Claiming
- Siege Blueprints
- Contested and Swords
- Callouts
- Zerging
- Havoc/Roaming
- Sentry/Scout
- Tactics and General Gameplay
- Defending Your Stuff
- Maps of Things to Do
ATTENTION: As I've been reviewing/revising older posts, I noticed that there were missing pictures and slideshows. I am aware of a few other blog posts that are suffering this as well. I am doing my best to fix these asap.
So you wanna get into WvW? Think that only joining the herd and following the tag around the map is the only thing to do? Don’t like the current tag on the map and wanna go PvE or something because there isn’t anything else to do? Think again. There are plenty of things to do in WvW AND get participation for your pips.
This guide will cover a lot of information for individuals to truly enjoy and make the most out of their WvW time. WvW is a game of knowledge and information, although the sources may vary. I will cover topics such as group terms in the battlefield, how to communicate effectively, strategies, and even provide pictures for towers and keeps. A lot of hard work has been put into this, so please utilize it and share.
One quick note: if you are interested in group play, find out if the people you are playing with are using any type of voice communication (comms). The most common types right now are Teamspeak and Discord. There are usually some steps in joining in on these, but it helps tremendously with communicating situations to other players. It's also faster than typing!
TERMINOLOGY
Supply
Upgrades and Guild Claiming
NOTE: Tiers are noted as T0 - T3.
- -T0
- -nothing available
- -T1 (after 20 yaks)
- -Caravan Guards - Adds 2 guards to escort the yak to their destination.
- -Storage Expansion - Increases the maximum supply by 100 (200 total).
- -T2 (after 40 yaks)
- -Additional Guards - Adds more guards to protect the camp.
- -Guard Training - Increases the level of all guards in camp.
- -T3 (after 80 yaks)
- -Recruit Patrol - Adds guards to patrol the camp.
- -Storage Expansion - Increases the maximum supply by 100 (300 total).
- -T0
- -nothing available
- -T1 (after 20 yaks)
- -Build Pot of Oil - Builds a pot of oil over all gates.
- -Build Cannon - Builds a cannon on walls.
- -Recruit Outfitter - Adds a general merchant in the tower.
- -Storage Expansion - Increases the maximum supply by 200 (300 in total).
- -T2 (after 40 yaks)
- -Reinforced Walls - Increases the health and defense pool of the walls and gates.
- -Build Mortar - Builds a mortar for long distance attacks.
- -Recruit Siegemaster - Adds a siege merchant in the tower.
- -Additional Guards - Adds more guards to protect the tower.
- -T3 (after 80 yaks)
- -Reinforced Walls - Increases the health and defense pool of the walls and gates.
- -Recruit Patrol - Adds guards to patrol the tower.
- -Guard Training - Increases the level of all guards in tower.
- -Storage Expansion - Increases the maximum supply by 200 (500 total).
- -T0
- -nothing available
- -T1 (after 20 yaks)
- -Build Pot of Oil - Builds a pot of oil over all gates.
- -Build Cannon - Builds a cannon on walls.
- -Additional Guards - Adds more guards to protect the keep.
- -Storage Expansion - Increases the maximum supply by 400 (700 in total).
- -T2 (after 40 yaks)
- -Reinforced Walls - Increases the health and defense pool of the walls and gates.
- -Build Mortar - Builds a mortar for long distance attacks.
- -Recruit Services - Adds a siege merchant, banker, and armor repair in the keep.
- -Recruit Patrols - Adds guards to patrol the keep.
- -T3 (after 80 yaks)
- -Fortified Walls - Increases the health and defense pool of the walls and gates.
- -Build Waypoint - Builds the waypoint.
- -Guard Training - Increases the level of all guards in keep.
- -Storage Expansion - Increases the maximum supply by 400 (1,100total).
- -T0
- -nothing available
- -T1 (after 20 yaks)
- -Build Pot of Oil - Builds a pot of oil over all gates.
- -Build Cannon - Builds a cannon on walls.
- -Additional Guards - Adds more guards to protect the keep.
- -Storage Expansion - Increases the maximum supply by 400(1,400 in total).
- -T2 (after 40 yaks)
- -Reinforced Walls - Increases the health and defense pool of the walls and gates.
- -Build Mortar - Builds a mortar for long distance attacks.
- -Recruit Services - Adds a siege merchant, banker, and armor repair in the keep.
- -Recruit Patrols - Adds guards to patrol the castle.
- -T3 (after 80 yaks)
- -Fortified Walls - Increases the health and defense pool of the walls and gates.
- -Build Waypoint - Builds the waypoint.
- -Guard Training - Increases the level of all guards in keep.
- -Storage Expansion - Increases the maximum supply by 400(1,800 total).
- -T0
- -nothing available
- -T1 (held for 10 min)
- -Minor Supply Drop - Gives an option for 100 additional supply to be dropped.
- -Chilling Fog - Provides a temporarily summoned chill which chills the enemies.
- -Invulnerable Dolyaks - Makes yaks who are leaving invincible to enemy attacks.
- -Dune Roller - Summons a dune roller in camp. Player transforms into it, adding increased mobility and siege damage.
- -T2 (held for 30 min)
- -Centaur Banner - Provides a banner that gives the wielder access to powerful offensive skills and a break bar.
- -Turtle Banner - Provides a banner that gives the wielder access to powerful defensive skills and a break bar.
- -Dragon Banner - Provides a banner that gives the wielder access to powerful offensive skills and a break bar.
- -T3 (held for 60 min)
- -Emergency Waypoint - Activating this creates a temporary and uncontested waypoint that allies can take.
- -Invulnerable Fortifications - Activating this creates all walls and gates to be temporarily invulnerable to enemies.
- -Airship Defense - Activating this creates a fleet of airships raining down bombs to take out the enemies, temporarily.
- -T0
- -nothing available
- -T1 (held for 10 min)
- -Sabotage Depot - Deploys bombs for the supply at the objective once captured by an enemy team, destroying all supply.
- -Hardened Gates - Activating this makes all gates take damage from siege weapons, not enemy damage.
- -Armored Dolyaks - Creates a higher health and toughness pool for the yaks.
- -Packed Dolyaks - Yaks carry twice as much supply.
- -Speedy Dolyaks - Yaks are grated superspeed.
- -T2 (held for 30 min)
- -Iron Guards - Grants Iron Hide to all guards, thus reducing their incoming damage by 50%.
- -Hardened Siege - Activating this greatly reduces enemy damage to cannons, oil, and mortars, as long as it's from non-siege weapons.
- -T3 (held for 60 min)
- -Auto Turrets - Creates automatic turrets at all gates.
- -Watchtower - Provides an eagle-eye view of enemy movements around the objective.
- -Presence of the Keep - Provides double effectiveness of the keep's objective aura while within the perimeter.
- -Cloaking Waters - Provides a stealth capability in the fountains of SMC for allies.
Siege Blueprints
Siege blueprints, or just collectively termed siege, are objects that can be built in WvW to apply damage to enemies or objectives. There are arrowcarts, ballistas, rams, golems, catapults, shield generators, and trebuchets. For each of these, there are 3 types such as regular, superior, and guild.
- -Regular
- -Purchased from siege master NPCs
- -Purchased from laurel vendors
- -Chests in WvW
- -Purchased from the TP
- -Ranking up in WvW
- -Achievement chest rewards
- -Superior
- -From the Mystic Forge
- -Purchased from the TP
- -Ranking up in WvW
- -Achievement chest rewards
- -Purchased from Heroics Notary NPC
- -Guild
- -Purchased from the TP
- -Loot drop in WvW (super rare)
- -Crafted by a scribe and available in the guild storage
- -Flame Ram (Range of 360 and AoE limit of 50)
- -40
- -50
- -40
- -Arrow Cart (Range of 2500 and AoE limit of 50)
- -40
- -50
- -40
- -Ballista (Range of 3000 and AoE limit of 10)
- -30
- -40
- -30
- -Catapult (Range of 4000 and AoE limit of 50)
- -40
- -50
- -40
- -Trebuchet (Range of 10,000 and AoE limit of 50)
- -100
- -120
- -100
- -Golem - both Alpha and Omega (Range of 225 and AoE limit of 10)
- -100
- -150
- -50
- -Shield Generator (See below)
- -40 (Range of 2200 and no AoE)
- -50 (Range of 3300 and no AoE)
- -40 (Range of 3750 and no AoE)
Contested and Swords
OJs |
Contested |
Contested |
Timer notification of an attack |
Blue hue of a supervisor |
Callouts
- -Who: Who do you see? Colors are the best to use here. Since the matchups change each week, a lot of people can't remember who is what color or who is a bigger threat. Make it easy for everyone and call the color. If there is a vast majority of them in a guild, call the tag too. Some guilds are a bigger threat than others, thus a commander might not respond as quickly than others.
- -What: What are they doing? Things like "clearing siege" or "dropping catas/rams" or even "golems!!!" helps communicate as to what is going on. Even if they are running by from a camp or something, they are aiming for something else. Groups don't just run around the map to do nothing. Also call out wall/gate %. It helps reinforcements gauge how much time they have before the threat level increases.
- -Where: Where are you and where are they? Are they on the south side of bay? Maybe they're running by air keep and heading north. Use directions.
- -How many: Numbers are key to either victory or loss. I'm not saying that you need to count every single person, but give an approximate number. If a commander responds with 15 people and the enemies are 30+, I'm going to bet that the enemy group is going to win. Let people know what they are going to respond to.
- -You see a bunch of reds running by set: "20+ reds running by set from ruins towards sec". Keep in mind that there are some people who use watercamp in reference to sec and vale to swc. These terms are from the tournament/season era so they're pretty common.
- -You respond to a contested nwt: "10 blues at nwt. catas up on north side. wall 47%".
- -You are getting supply at north camp: "need help at north camp. 3 greens on supervisor" or "need help at north camp. 3 greens. ring up."
- -SWC = Vale (Bluevale Refuge / Redvale Refuge)
- -SWT = Briar (Bluebriar / Redbriar)
- -SET = Lake ( Redlake / Greenlake)
- -SEC = Water camp (Redwater Lowlands / Greenwater Lowlands)
- -NWC = Faithleap / Godslore
- -NWT = Sunnyhill / Woodhaven
- -NET = Cragtop / Dawn's Eyrie
- -NEC = Foghaven / Stargrove
- -NC = The Titanpaw / The Spirithome
- -Garri = Garrison
- -Hills = Shadaran Hills / Askalion Hills
- -Bay = Dreadfall Bay / Ascension Bay
- -SC = Hero's Lodge / Champion's Demesne
Zerging
Some general terms that you might see:
- -frontline
- -mostly melee classes
- -need to know where the tag is at 99.9% of the time
- -need to be able to survive a lot of damage
- -midline
- -rarely seen but usually those who provide support for the frontline and can provide some guarding to the backline
- -usually cannot survive a frontline push but isn't a backline caster
- -provide some AoE
- -can be those who focus out of position enemies
- -backline
- -mostly squishy classes
- -provide that added support and some AoE
- -can be those who focus out of position enemies
Havoc/Roaming
This is a group of people that are not big enough for a zerg classification. Usually, this group can take towers with no problem, flip camps, and poke some larger objectives to draw the enemies away from something else. Sometimes these groups form into a "gank squad" in which they pick off solo enemies that are running to an objective. They can also respond quicker than zergs (minus a sentry/scout). The reason why is because they generally don't have a long commitment to anything and can run quickly to check out what is going on. A commander tag may or may not be in this type of grouping. Sometimes these groups are just formed on the fly by the militia (aka random people following each other around), or they can be a guild coordinated group. These groups can also grow into a zerg. This group may be open or closed to the public, much like a zerg.There can be the occasional solo roamer. These people are those who flip camps, flip sentries, kill yaks, and tap objectives. Most of the time they are pretty tanky and can dish out damage. If you come across one, be careful to not let your guard down.
Sentry/Scout
Sentries. Now, a sentry/scout can be a bunch of things. It can be someone who is in a zerg (see the zerging section earlier) or it can be someone who wants to just help out. Sentry/scout duty doesn't mean you sit in an objective and just wait for something to happen. Nope, not at all. Below is a list of what you can do:- -Tick siege (siege disappears after an hour of 0 interaction)
- -Build siege (make sure you have adequate supply in the tower/keep before building)
- -Repair walls or gates from a previous battle
- -Make call outs of enemy movements (see the section before here on how to do call outs)
- -Flip nearby sentry posts
- -Escort yaks that are nearby (gives participation for your pips)
- -Check out nearby objectives (ticking/building/repairing can happen at these as well)
- -Throwing Siege Disablers on enemy siege to buy time for a response
Alpine BL |
Desert BL |
EBG BL |
Tactics and General Gameplay
In a Zerg
In a Havoc/Roaming Group
Not wanting to partake in that kind of scenario? Okay, how about utilizing the group for doing prep work? Havoc/roaming groups can go ahead of a zerg and start dropping siege and building it before the zerg shows up. They can also start attacking something else on a map (usually something way more important to the enemies than what they are attacking at the moment) to pull the enemies away from an objective. If you get really bored or ballsy, you can even attempt to take an objective to see response times or if you can get away with capping it.
Whatever you do, make sure you know what you are in for. If you are in a closed havoc/roaming group, generally that means that you are working with others and all are on the same page of coordination. Synergistic builds are generally used and having eyes and ears are vital to either living or dying. If you are in an open havoc/roaming group, you may not be in the squad (tag may or may not exist in a squad) and you are generally playing with players whose skill levels are unknown. These types of havocs are usually the ones that form on the fly and are aiming to flip objectives. Positioning is key and knowing when to run away is vital. If you see a giant enemy group coming and your havoc group is cata'ing a tower, most likely your havoc group will not win that engagement. Pull off and regroup or port.
When it comes to camp flipping, there is a small trick to it. Since the group is smaller than a zerg, you can wait until a camp's timer comes down to 30 seconds before attacking it. Why wait? If you start attacking it before then, you are going to be stuck waiting for the timer to cool down off of the supervisor, whilst popping swords, NOTIFYING the enemies that "hey, there's enemies here". Then there is the chance that enemies respond to that camp, thus preventing you from actually flipping it. Just wait for the timer. Also, take out the scouts first and foremost. They really jack up your timing with their almost constant blinds and cripples.
As a solo roamer, most of this can apply to you. Especially the camp flipping part of notifying the enemies of where you are. You are also free to join in groups for a little bit and then break off to do your own solo roaming thing. Whatever you do, make sure to do callouts when needed.
As a Sentry/Scout
The PPT Game
- -Camp
- -T0 - 2 points
- -T1 - 3 points
- -T2 - 4 points
- -T3 - 5 points
- -Tower
- -T0 - 4 points
- -T1 - 6 points
- -T2 - 8 points
- -T3 - 10 points
- -Keep
- -T0 - 8 points
- -T1 - 12 points
- -T2 - 16 points
- -T3 - 20 points
- -Castle
- -T0 - 12 points
- -T1 - 18 points
- -T2 - 24 points
- -T3 - 30 points
- -Killing or stomping an enemy - 2 points
- -Killing or stomping an enemy with borderland bloodlust - 3 points
- -Killing an enemy yak - 1 point
- -Escorting a yak - 1 point per destination
Defending Your Stuff
- -Home BL
- -Garrison
- -Hills
- -NET
- -NWT
- -Bay
- -T3 objectives on EBG
- -Our keep
- -Surrounding towers (any of the 4 in our 3rd)
- -SMC
- -BL that has a keep or has something that is upgraded
- -Any keeps
- -Any towers
- -Lower tier objectives on EBG
- -Any towers
- -Enemy objectives that we own
- -Anything located in the enemy territory
Camps
Upgrades to use if you claimed a camp:
- -Packed Dolyaks (closeby objectives)
- -Speedy Dolyaks (far away objectives)
- -Chilling Fog (gives an edge in fights)
- -Invulnerable Dolyaks (keeps yaks alive on their routes, also great if they stay in camps)
Towers
On the Alpine maps, all towers have pros and cons for defense. Oils and cannons act as an "extra health" for gates against enemies. The oil has a 600 range and an AoE limit of 50 while a cannon offers a 3,750 range and an AoE limit of 50. That's a lot, especially coming from siege that spawns with tower upgrades. Even though the skills are slow to fire and the cooldowns suck, they can put some serious pressure when you need to push enemies off. If you ever find yourself in need of rebuilding one of these, timewarp can help make it go faster.
Mortars are a slightly different story. There are good mortars and then there are bad mortars. Below is a list of well placed mortars, away from easy AoE damage. Usually, these are placed in hard to reach areas.
- -Alpine's NET
- -Alpine's SWT
- -Desert's NWT
- -Desert's NET
- -Desert's SWT
- -Desert's SET
- -EBG's Mendons
- -EBG's Anz
- -EBG's Jerri
- -EBG's Langs
- -EBG's QL
Upgrades to use if you claimed a tower:
T1
- -Hardened Gates (buys time)
- -Minor Supply Drop (gives extra supply)
- -Chilling Fog (gives extra time for a response in help)
- -Iron Guards (increases time required for killing NPCs)
- -Banners (helps put up a fight)
- -Watchtower (ALWAYS use this - it helps show the enemy orange dots nearby)
- -Emergency Waypoint (aka EWP since it provides a portal for 40 seconds)
- -Invulnerable Fortifications (gives invuln to walls and gates for a good bit of time)
Keeps
Bay is the western keep on the Alpine maps. It's super easy to attack, mostly from long ranged treb shots spawning from SWC and SWT. It has quite a few gates which are the easiest to take down with siege. Best option for this is to get it to T3 and keep it like that. Building defensive siege on inner is the best situation for keeping it from enemies. If you build defensive siege on outer, usually it is for deterring smaller try-hards. An example of this is when a group builds catas on outer SE wall, having 3 acs firing upon them will generally make them think twice about their choice.
Hills is probably the most impenetrable keeps in this game. Depending on how the map is, responding to Hills over Garri might be a tough choice. The strategic placement of already placed siege that occurs with upgrades is amazing. The cannon that is located on the inner center wall can hit the north outer gate. This can take out rams and golems, or at least hit them for some serious damage. The south outer cannon that is located on the east side is SUPER hard for enemy AoEs. This means that the cannon can apply some nice pressure to enemies below. There is also the fact that Hills is the only keep that has 2 outer gates for entry. Gates are much easier to take down when compared to walls.
Garrison comes in as a tie for most important keep on the Alpine maps, with Hills being a close second. The cannon near the inner water gate can hit pretty much everything in the choke point at outer water gate. It's also up high and can't take enemy AoEs easily. The mortar on the SE wall can be turned 180 degrees and tapped to directly hit the outer water gate as well. The only thing that tends to put Garri before Hills is that its closer to spawn and that it gets supply from 3 camps rather than 2.
When it comes to the Desert map keeps, these things are monstrous in comparison to others. The outer perimeters are pretty hard to defend against because everything is pretty spaced out. The outer siege is mostly there to deter the little groups and slow the larger groups. Inner is more of where the defense is at. For most servers, the outer is usually monitored and managed with whoever is there at the time. Best defense is honestly on inner walls or on the lord itself.
The keeps in EBG are pretty well defensive no matter where. Outer has great cannon and mortar placements and if the enemies break outer, they gotta fight inner next. Inner is where most of the fights are decided. For red keep, the NE inner mortar and sole North mortar can both hit the south outer gate. For green keep, the inner SE mortar can hit the outer north gate, as well as the 2 outer mortars that are near that same gate. The inner mortars can hit the outer gates while the outer mortars can hit the inner gates as well as some outer gates. That last scenario, however, proves to be a hard-to-gauge-distance. It is beneficial to try at first though since mortars provide a large AoE of damage.
Upgrades to use if you claimed a keep:
T1
- -Hardened Gates (buys time)
- -Minor Supply Drop (gives extra supply)
- -Chilling Fog (gives extra time for a response in help)
- -Iron Guards (increases time required for killing NPCs)
- -Banners (helps put up a fight)
- -Presence of the Keep (doubles the guild objective aura)
- -Emergency Waypoint (aka EWP since it provides a portal for 40 seconds)
- -Invulnerable Fortifications (gives invuln to walls and gates for a good bit of time)
SMC
Upgrades to use if you claimed SMC:
T1
- -Hardened Gates (buys time)
- -Minor Supply Drop (gives extra supply)
- -Chilling Fog (gives extra time for a response in help)
- -Sabotage Depot (something for consideration if you have the supply and will lose SMC)
- -Iron Guards (increases time required for killing NPCs)
- -Banners (helps put up a fight)
- -Auto Turrets (helps delay the building on gates) (most of the time not used due to effectiveness)
- -Hardened Siege (helps protect the siege that comes with the upgrades for a little longer) (most of the time not used due to effectiveness)
- -Emergency Waypoint (aka EWP since it provides a portal for 40 seconds)
- -Invulnerable Fortifications (gives invuln to walls and gates for a good bit of time)
- -Airship Defense (lots of AoE damage)
- -Cloaking Waters (makes the group invisible to the enemies for a decent amount of time)
OJs and WP Contesting
Bringing the Offensive Out
- -Tap things
- -Misdirection is one of the best tactics that any server can do. It spreads the enemies and makes it harder for them to respond when there is a commitment where they don't think one is.
- -Contest waypoints
- -This prevents enemies from responding and regrouping faster.
- -Doing this when the group is really far in a tower or keep helps out SIGNIFICANTLY. You will most likely succeed in flipping that objective due to the enemies having to run further.
- -Be aware of your surroundings
- -Don't stand there and wait for the enemies to gather and push out. That's stupid, especially when the enemies outnumber you by a lot.
- -Don't overcommit
- -Pretty sensible. See above for reasons.
Maps of Things to Do
Maps for Breaking Down Stuff
Each tower and keep have breakable walls and gates. Below are images of each with color coding over the breakables.Maps for Siege Defensive
Each tower and keep have siege that get built as it upgrades, mostly T1 and T2. Below are images of each location for these. There are also ideal spots for building defensive siege. Those are shown as well.This has to be one of the unloved maps in WvW, just like EotM. Because it is so vast in size, there are benefits for holding down your objectives - no one really wants to play on this map and take your things. Use it to your advantage!
Upgraded Defense
Built Defense
Legend: catapult, ballista, trebuchet, shield generator, golem, arrow cart.
The traditional maps of WvW. These are basically cookie cutter maps with a few renamings of objectives. See the sections above to find out names and the used terminology most players utilize while making references.
Upgraded Defense
Legend: catapult, ballista, trebuchet, shield generator, golem, arrow cart.
The "main" map that a lot of people either love or hate. This map is generally the most que'd map and that all forces have an equal share in it. The largest objective, SMC, is one of the biggest targets people aim for. Once captured, it is best to hold onto it since it provides a large advantage strategically for you.
Upgraded Defense
Legend: catapult, ballista, trebuchet, shield generator, golem, arrow cart.