Post by Xxsuperheroxx on May 9, 2024 21:29:54 GMT -6
World versus World WvW
wiki.guildwars2.com/wiki/World_versus_World
Storm castles and conquer territories in World versus World! Enter the Mists through Eternal Battlegrounds asura gates in major cities, or by clicking the castle icon in the top left corner of your screen. Press (B) to see your WvW progress.
— Level 60 and level 80 rewards.
World vs. World (WvW), lorewise known as the Mist War, is a game mode combining PvP and PvE elements, where players, divided into three teams based on their worlds (game servers), engage in open-world combat against each other for objectives and resource control. World versus World is one of the three main game modes, along with the Player versus Environment and Structured PvP.
WvW takes place across five large maps with up to several dozen players per map, which may involve six or more worlds. Besides open field battles, players can besiege and defend objectives such as Keeps and Towers with siege weapons, skirmish over resource camps, and participate in PvE-type dynamic events.
Players joining WvW will have their level and attributes dynamically adjusted to level 80. However, their equipment attributes will remain locked to their equipment level, so entering at a low level is not recommended. Although equipment can be obtained within WvW, this game mode does not reward normal experience. Character levels may instead be gained by using Tomes of Knowledge, obtained from rank increase rewards and WvW reward tracks.
Instead of experience, participating in WvW grants World Experience (WXP), a system of account and character progression. Accumulating enough WXP increases a player's World Rank and provides access to new abilities through WXP upgrades.
WvW has a hybrid reward system that allows to gain rewards both passively over time, and through active gameplay. The passive reward system consists of the always enabled Skirmish reward track and selectable WvW Reward Tracks, both based on continuous participation in WvW activities. Active rewards are granted for successful capture or defense of objectives, as well as defeating enemy players and NPCs. In addition, currencies and certain items, exclusive to the game mode, can be traded to a vendor in exchange for extra weekly reward.
Getting there
Leaving
Map capacity
The various maps can hold a limited number of players. If this cap is reached, the map will gain a queue. Players can swap maps while in a queue without losing their place, but swapping characters will drop them from the queue. Edge of the Mists technically has no queue, as a new map will open as required.
Player limits are based on the server resources being used. The limit number is split equally among all three worlds.[1]
Rewards
World versus World has a hybrid reward system that allows to gain rewards both passively over time, and through active gameplay.
Passive Rewards
See also: Participation (WvW)
The passive reward system consists of two types of reward tracks, Skirmish reward track and WvW Reward Tracks, both based on earning points in 5 minute intervals ("ticks") while participating in WvW activities. Reward tracks require maintaining a certain level of participation in WvW activities in order to gain "pips", points that progress the track. Rewards are provided in tiers when sufficient number of points is accumulated for each tier.
The Skirmish reward track, which is always enabled, serves as the primary source of WvW Skirmish Claim Ticket WvW Skirmish Claim Ticket currency, used for purchasing various rewards from the vendors, including WvW-exclusive legendary equipment.
WvW Reward Tracks are activated by the player in the World vs. World panel and provide a wide variety of rewards, ranging from crafting materials to equipment. Some WvW Reward Tracks can be repeated infinitely, other – only completed once.
Loot Based/Active Rewards
For active rewards, successful capture of defense of objectives, as well as defeating enemy players and NPCs, provides various equipment, crafting materials, and loot bags, including a chance for rare high value items. Additional items can be purchased from vendor Dugan in exchange for WvW-exclusive currencies and items obtained from loot.
Below is an incomplete list of rewards that can be primarily received through active gameplay and, partially, through the reward tracks:
Objective Scaling Rewards
Primary article: Objective#Objective Scaling Rewards
There are additional rewards for participating in objective events: assaulting or defending towers, keeps, and castles, specifically.
Event Rewards (at level 80, gold contribution reward)
Capture
Defense
Eternal Battlegrounds events
There is no reward for capturing Alpine Borderland's Ruins (except for Dailies).
Equipment
Players may earn a variety of unique WvW-exclusive armor and weapon skins, including WvW Legendary armor and the WvW Legendary Backpiece, Warbringer
General equipment
Armor
Weapons
Non-game-mode specific ascended stat-resettable trinkets.
Mechanics
Interface
The image to the right illustrates the score interface used in Borderlands and Eternal Battlegrounds, located at the top of your screen when inside those locations. Edge of the Mists uses a different interface.
Your team is indicated by the background color of both [3] and [5]
Opening your World vs World window (default B) will reveal 4 tabs:
Mist War
Match Overview
Rank and Abilities
For Information on Objective UI options, see Objective upgrades.
Communication
Primary article: Chat panel
WvW relies heavily on /Squad chat, /Map chat, and /Team chat. Enemy players cannot read the opposing teams' /Say, /Map, or /Team chats. Many servers and guilds utilize community Voice chats in addition to in-game text-chats. Locating a voice server address is generally as easy as asking Map or Team chat once within a Borderland.
Tips:
Combat
Primary article: Combat
WvW is first and foremost, a Player vs. Player game-mode. You are rewarded with loot and World Experience for killing enemy players. Killing players also awards Points-Per-Kill (PPK) that go toward your server's War Score (see below).
Enemy Players
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 lose anything through being defeated.
The names of players from other worlds are not shown. Instead, they appear as "<world> <rank title>". For example, a player from the Darkhaven world at World Experience Rank 3 will be "Darkhaven Invader". Guild tags are still shown, appended to their name.
Enemy players cannot see your name or anything you type in any chat, with the exception of whisper or guild chat. Emotes still log a description in emote chat, though the description will read as "Silver Invader laughs with Bronze Soldier", eliminating any names. "RP" chat (/e chat) will not appear to enemy players.
Spawn points
Spawn points are waypoints that exist in each battleground. There are two types of spawn points: those which are permanently open and those that must be activated or built towards.
Permanent Waypoints
Each World versus World map includes three permanent waypoints, one for each team (see table below), to allow basic access to the map regardless of which team is dominating. These waypoints cannot be used by enemy teams and are protected by Legendary Defenders. Each spawn point includes a set of NPCs where players may reinforce their armor, sell loot, or buy blueprints. There are several paths out of each spawn location. It is difficult for an enemy team to camp a spawn directly, as players and most NPCs in the spawn area are invulnerable and the multiple exits are usually impossible to block.
Objective Waypoints
Other waypoints can be added to some objectives through objective upgrades and the Emergency Waypoint Tactic. These waypoints provide 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. Emergency Waypoints are visible even if you are on a different WvW map.
Reviving players
Players in WvW may only revive downed or defeated players from their own team. Reviving a defeated player requires the reviver to be out of combat; the same mechanism is valid for any NPCs. If a player enters combat while reviving a defeated player or NPC, they may continue the revive channel. If the revive channel is broken, the reviver will be unable to restart reviving the player or NPC until they are once again out of combat.
Unlike in PvE, only one player may rally off a single kill. Rallying prioritizes the nearest downed player with damage qualification, and players cannot rally by killing basic creatures.
A defeated player will have a 5 minute timer applied to them. When the time runs out, the player will be automatically revived at their team's spawn point for that map.
Supply
Primary article: Supply
Supply is a special resource in WvW, used for the following:
Siege weapons
Primary article: Siege weapon
Siege Weapons are environmental weapons that can be built to accomplish a particular purpose.
Player damage is severely limited against doors, and reduced to zero against walls, therefore, siege weapons such as Flame Rams and Catapults 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. Counter-Siege weapons such as Ballistas and Shield Generators are also used to mitigate or destroy enemy siege.
Certain siege weapons like Cannons or Burning Oil can be acquired through objective upgrades. These siege weapons do not require blueprints.
Traps and Tricks
Primary articles: Trick (environmental weapon), Trap (environmental weapon)
Much like siege weapons, Traps (placed on the ground; marks the enemy team or removes their supply) and Tricks (thrown directly at the enemy; marks the enemy or disables their siege weapons) are gizmos which can be deployed by spending war supply. They can be purchased from the Traps and Tricks vendor, purchased from the Permanent Portable Provisioner, or received as possible rewards from various WvW chests and boxes.
Objectives and Territories
Objectives
Primary article: Objective
There are four different types of major objectives: Camps, Towers, Keeps, and one Castle. These locations can be captured and held for War Score points. Depending on the type of objective, there are a number of obstacles that must be overcome before it can be captured. The following table lists the defenses that each objective type possesses:
wiki.guildwars2.com/wiki/World_versus_World
Storm castles and conquer territories in World versus World! Enter the Mists through Eternal Battlegrounds asura gates in major cities, or by clicking the castle icon in the top left corner of your screen. Press (B) to see your WvW progress.
— Level 60 and level 80 rewards.
World vs. World (WvW), lorewise known as the Mist War, is a game mode combining PvP and PvE elements, where players, divided into three teams based on their worlds (game servers), engage in open-world combat against each other for objectives and resource control. World versus World is one of the three main game modes, along with the Player versus Environment and Structured PvP.
WvW takes place across five large maps with up to several dozen players per map, which may involve six or more worlds. Besides open field battles, players can besiege and defend objectives such as Keeps and Towers with siege weapons, skirmish over resource camps, and participate in PvE-type dynamic events.
Players joining WvW will have their level and attributes dynamically adjusted to level 80. However, their equipment attributes will remain locked to their equipment level, so entering at a low level is not recommended. Although equipment can be obtained within WvW, this game mode does not reward normal experience. Character levels may instead be gained by using Tomes of Knowledge, obtained from rank increase rewards and WvW reward tracks.
Instead of experience, participating in WvW grants World Experience (WXP), a system of account and character progression. Accumulating enough WXP increases a player's World Rank and provides access to new abilities through WXP upgrades.
WvW has a hybrid reward system that allows to gain rewards both passively over time, and through active gameplay. The passive reward system consists of the always enabled Skirmish reward track and selectable WvW Reward Tracks, both based on continuous participation in WvW activities. Active rewards are granted for successful capture or defense of objectives, as well as defeating enemy players and NPCs. In addition, currencies and certain items, exclusive to the game mode, can be traded to a vendor in exchange for extra weekly reward.
Getting there
- Open the World vs. World panel (default B)and select which WvW map to enter.
- Free-to-play accounts will gain access to this panel account-wide once one character reaches level 60.
- Paid accounts may access this panel at level 31.
- Asura gates located at Lion's Arch Mist Portals lead to each WvW map. Each WvW map has asura gates to travel to other WvW maps.
- Waypoints can be used to travel between WvW maps if the player is already in a WvW map.
Leaving
- You may leave the Mists through the World vs World UI window, through a Lion's Arch Asura Portal, or through relogging/swapping characters.
- You may also leave by using teleportation Gizmos such as the Royal Terrace Pass.
- You will be forcibly kicked to the character selection screen if your character is idle for 15 minutes.
- You will always be returned to the map you were in before entering WvW. You cannot be returned to a Player instanced map, such as story missions or home instances.
Map capacity
The various maps can hold a limited number of players. If this cap is reached, the map will gain a queue. Players can swap maps while in a queue without losing their place, but swapping characters will drop them from the queue. Edge of the Mists technically has no queue, as a new map will open as required.
Player limits are based on the server resources being used. The limit number is split equally among all three worlds.[1]
Rewards
World versus World has a hybrid reward system that allows to gain rewards both passively over time, and through active gameplay.
Passive Rewards
See also: Participation (WvW)
The passive reward system consists of two types of reward tracks, Skirmish reward track and WvW Reward Tracks, both based on earning points in 5 minute intervals ("ticks") while participating in WvW activities. Reward tracks require maintaining a certain level of participation in WvW activities in order to gain "pips", points that progress the track. Rewards are provided in tiers when sufficient number of points is accumulated for each tier.
The Skirmish reward track, which is always enabled, serves as the primary source of WvW Skirmish Claim Ticket WvW Skirmish Claim Ticket currency, used for purchasing various rewards from the vendors, including WvW-exclusive legendary equipment.
WvW Reward Tracks are activated by the player in the World vs. World panel and provide a wide variety of rewards, ranging from crafting materials to equipment. Some WvW Reward Tracks can be repeated infinitely, other – only completed once.
Loot Based/Active Rewards
For active rewards, successful capture of defense of objectives, as well as defeating enemy players and NPCs, provides various equipment, crafting materials, and loot bags, including a chance for rare high value items. Additional items can be purchased from vendor Dugan in exchange for WvW-exclusive currencies and items obtained from loot.
Below is an incomplete list of rewards that can be primarily received through active gameplay and, partially, through the reward tracks:
- Loot bags from killing enemy players or NPCs
- Badges of Honor
- World Experience (WXP)
- WvW Rank titles and Achievement titles
- Guild Commendations and Guild Favor (while a Guild Mission is active)
Objective Scaling Rewards
Primary article: Objective#Objective Scaling Rewards
There are additional rewards for participating in objective events: assaulting or defending towers, keeps, and castles, specifically.
Event Rewards (at level 80, gold contribution reward)
Capture
Event Type | WXP | Karma |
Castle | 1,000 | 1,700 |
Keep | 800 | 1,360 |
Tower | 400 | 360 |
Camp | 200 | 340 |
Shrine | 100 | 0 |
Sentry | 100 | 170 |
Dolyak | 50 | 85 |
Defense
Event Type | WXP | Karma |
Castle | 200 | 340 |
Keep | 200 | 340 |
Tower | 150 | 255 |
Camp | 85 | 170 |
Shrine | 0 | 0 |
Sentry | 0 | 0 |
Dolyak | 0 | 0 |
Eternal Battlegrounds events
Event Type | WXP | Karma |
Dredge Camp | 200 | 340 |
Ogre Camp | 200 | 340 |
Hylek Camp | 200 | 340 |
There is no reward for capturing Alpine Borderland's Ruins (except for Dailies).
Equipment
Players may earn a variety of unique WvW-exclusive armor and weapon skins, including WvW Legendary armor and the WvW Legendary Backpiece, Warbringer
General equipment
- Armor, weapons, and trinkets of Exotic rarity with selectable attribute combinations — purchased from the merchant TEID-07 Unified Vendor System
Armor
- Triumphant armor (Tier 1 Exotic WvW Armor, obtained via the Triumphant Armor Reward Track)
- Triumphant Hero's armor (Tier 2 Exotic, Ascended, or Legendary WvW Armor)
- Mistforged Triumphant Hero's armor (Tier 3 Ascended or Legendary WvW Armor)
Weapons
- Mistforged Obsidian weapons (ascended, requires respective exotic Obsidian weapon)
- Obsidian weapons (exotic)
- Mistforged Hero's weapons (both exotic and ascended variants, requires respective rare Hero weapon)
- Hero's weapons (rare, obtained via the Hero Weapon Reward Track)
- Mist Lord's weapons (ascended)
- Officer's Remnant weapons (exotic, a rare chance from Mist-Hardened Lockbox or from Trading Post)
Non-game-mode specific ascended stat-resettable trinkets.
- WvW attribute infusions
- Mistwalker Infusion — a WvW-exclusive cosmetic infusion
Mechanics
Interface
The image to the right illustrates the score interface used in Borderlands and Eternal Battlegrounds, located at the top of your screen when inside those locations. Edge of the Mists uses a different interface.
- [1] Click this arrow at the top of your screen to open the Skirmish Details window.
- [2] The current war score of all 3 teams, cumulative throughout all Borderlands and Eternal Battlegrounds.
- [3] Potential points that may be added to the war score of your team when the current tick timer expires.
- [4] Current Tick Timer: the time remaining until those points are applied.
- [5] Number of supplies you are holding.
- [6] Amount of time left in current Skirmish
- [7] Mouseover window with breakdown of potential points for all 3 teams
Your team is indicated by the background color of both [3] and [5]
Opening your World vs World window (default B) will reveal 4 tabs:
Mist War
- Swap borderlands, queue for filled maps, view the current skirmish timers and scoring.
Match Overview
- Detailed overview of the current match scoring. May be further limited by Skirmish Details or Match History tabs at the top of the window.
- Visual representation of Current Match Rewards for Skirmish reward track progress.
- View and select locked and unlocked reward tracks to determine which rewards to receive. If the reward track is repeatable, players can click the infinity symbol next to a track name to loop it endlessly.
Rank and Abilities
- View your current WvW Rank, Rank name, future title progression rank
- View and upgrade various WvW specific abilities, such as Build Master or Flame Ram Mastery
For Information on Objective UI options, see Objective upgrades.
Communication
Primary article: Chat panel
WvW relies heavily on /Squad chat, /Map chat, and /Team chat. Enemy players cannot read the opposing teams' /Say, /Map, or /Team chats. Many servers and guilds utilize community Voice chats in addition to in-game text-chats. Locating a voice server address is generally as easy as asking Map or Team chat once within a Borderland.
Tips:
- You can display which borderland a player is in next to their name within the chat box, by clicking the chat cogwheel and checking the box marked "Show Channel Tag".
- Party chat may be used while within a squad to broadcast only to the sub-group and not to the entire squad.
- See Common Terms and Abbreviations for more information.
Combat
Primary article: Combat
WvW is first and foremost, a Player vs. Player game-mode. You are rewarded with loot and World Experience for killing enemy players. Killing players also awards Points-Per-Kill (PPK) that go toward your server's War Score (see below).
Enemy Players
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 lose anything through being defeated.
The names of players from other worlds are not shown. Instead, they appear as "<world> <rank title>". For example, a player from the Darkhaven world at World Experience Rank 3 will be "Darkhaven Invader". Guild tags are still shown, appended to their name.
Enemy players cannot see your name or anything you type in any chat, with the exception of whisper or guild chat. Emotes still log a description in emote chat, though the description will read as "Silver Invader laughs with Bronze Soldier", eliminating any names. "RP" chat (/e chat) will not appear to enemy players.
Spawn points
Spawn points are waypoints that exist in each battleground. There are two types of spawn points: those which are permanently open and those that must be activated or built towards.
Permanent Waypoints
Each World versus World map includes three permanent waypoints, one for each team (see table below), to allow basic access to the map regardless of which team is dominating. These waypoints cannot be used by enemy teams and are protected by Legendary Defenders. Each spawn point includes a set of NPCs where players may reinforce their armor, sell loot, or buy blueprints. There are several paths out of each spawn location. It is difficult for an enemy team to camp a spawn directly, as players and most NPCs in the spawn area are invulnerable and the multiple exits are usually impossible to block.
Location | Green Team | Blue Team | Red Team |
Green Alpine Borderlands | Green World Citadel | Blue World Border | Red World Border |
Blue Alpine Borderlands | Green World Border | Blue World Citadel | Red World Border |
Red Desert Borderlands | Green World Border | Blue World Border | Red World Citadel |
Eternal Battlegrounds | Green World Hill | Blue World Hill | Red World Hill |
Objective Waypoints
Other waypoints can be added to some objectives through objective upgrades and the Emergency Waypoint Tactic. These waypoints provide 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. Emergency Waypoints are visible even if you are on a different WvW map.
Reviving players
Players in WvW may only revive downed or defeated players from their own team. Reviving a defeated player requires the reviver to be out of combat; the same mechanism is valid for any NPCs. If a player enters combat while reviving a defeated player or NPC, they may continue the revive channel. If the revive channel is broken, the reviver will be unable to restart reviving the player or NPC until they are once again out of combat.
Unlike in PvE, only one player may rally off a single kill. Rallying prioritizes the nearest downed player with damage qualification, and players cannot rally by killing basic creatures.
A defeated player will have a 5 minute timer applied to them. When the time runs out, the player will be automatically revived at their team's spawn point for that map.
Supply
Primary article: Supply
Supply is a special resource in WvW, used for the following:
- Constructing Siege Weapons.
- Repairing the gates and walls of Towers, Keeps, and Stonemist Castle.
- Using traps and tricks.
Siege weapons
Primary article: Siege weapon
Siege Weapons are environmental weapons that can be built to accomplish a particular purpose.
Player damage is severely limited against doors, and reduced to zero against walls, therefore, siege weapons such as Flame Rams and Catapults 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. Counter-Siege weapons such as Ballistas and Shield Generators are also used to mitigate or destroy enemy siege.
Certain siege weapons like Cannons or Burning Oil can be acquired through objective upgrades. These siege weapons do not require blueprints.
Traps and Tricks
Primary articles: Trick (environmental weapon), Trap (environmental weapon)
Much like siege weapons, Traps (placed on the ground; marks the enemy team or removes their supply) and Tricks (thrown directly at the enemy; marks the enemy or disables their siege weapons) are gizmos which can be deployed by spending war supply. They can be purchased from the Traps and Tricks vendor, purchased from the Permanent Portable Provisioner, or received as possible rewards from various WvW chests and boxes.
Objectives and Territories
Objectives
Primary article: Objective
There are four different types of major objectives: Camps, Towers, Keeps, and one Castle. These locations can be captured and held for War Score points. Depending on the type of objective, there are a number of obstacles that must be overcome before it can be captured. The following table lists the defenses that each objective type possesses: