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Siege weapon
| The Guild Wars Wiki has an article on Siege weapon. |
Siege weapons are environmental weapons used in PvP. They are fixed to their build site location, except for siege golems (which can be moved). These weapons can only be used by the team that created them; opponents can attack (and damage) the structures. Important for both offense and defense in World versus World combat, Siege weapons are often the key to winning an otherwise impossible battle.
When placed, a build site is created and requires players to use supply to complete before it is usable. The progress is indicated by a yellow life bar. The build site can take damage during this time, and the more damage it takes, the more supply you will need to reach completion. If the build site is destroyed, the siege weapon and all supply used on it is lost.
Siege weapons can hit more targets than player skills can: either 10 or 50 targets depending on the weapon[1] compared to the limit of five for player skills.
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[edit] Player siege weapons
There are six types of siege weapons that players can build. Siege weapons require the corresponding blueprint to place, which can be bought from a Siege Master, obtained as a reward from the end chests in the WvW jumping puzzles or looted as a rare drop from NPCs.
Each type has a superior version available, which deals 50% extra damage at the cost of requiring slightly more supply to complete. The exception is the Alpha Siege Golem, which upgrades to the Omega Siege Golem, a ranged version with improved skills. Superior blueprints must be created at the mystic forge.
The available siege weapons are:
| Type | Cost | Superior Version | Cost | Range | AoE Limit | Description |
|---|---|---|---|---|---|---|
| Alpha Siege Golem | 100 |
Omega Siege Golem | 150 |
225 | 10 | Deals heavy damage to gates. The only mobile siege weapon. |
| Arrow Cart | 30 |
Superior Arrow Cart | 40 |
2500 | 50 | Deals lethal area damage to infantry. |
| Ballista | 30 |
Superior Ballista | 40 |
3000 | 10 | Deals heavy single target damage to siege equipment and infantry. |
| Catapult | 50 |
Superior Catapult | 60 |
4000 | 50 | Deals heavy area damage to walls and moderate damage to gates. |
| Flame Ram | 40 |
Superior Flame Ram | 50 |
360 | 50 | Deals heavy damage to gates. |
| Trebuchet | 100 |
Superior Trebuchet | 120 |
10,000 | 50 | Deals heavy area damage to walls and moderate damage to gates. |
Guilds can also build Guild Catapults and Guild Siege Suits, which are identical to the regular Catapult and Alpha Siege Golem except that they require half as much supply to complete.
[edit] Structural siege weapons
Castles, Keeps, and Towers can be upgraded to have their own defensive siege weapons. These are stationary on the structure and must be purchased as a structure upgrade via the Quartermaster.
| Type | Range | AoE Limit | Description |
|---|---|---|---|
| Burning Oil | 600 | 50 | Deals heavy area damage to infantry. |
| Cannon | 6,000 | 50 | Deals heavy area damage to infantry. |
| Mortar | 7000+ | 50 | Deals heavy area damage to siege equipment and infantry. |
Once the upgrade is complete, the siege weapons will appear on the structure. If they are destroyed, a build site will spawn after a period of time to allow the weapon to be rebuilt by players.
[edit] Notes
- The player who placed the siege weapon is considered its owner. While any ally can use the siege weapon, the owner can take control of the weapon at any time.
- Siege blueprints are account bound; however, there is a way to trade blueprints to other players. A player can use the blueprint by double clicking it, and then drop the bundle with their weapon swap key. A blueprint item then appears on the ground, which can be picked up by other players. It has been confirmed by ArenaNet that this is intended and not a bug.[2]
[edit] Siege weapons despawning
Player-placed siege weapons despawn if they are not manned for 30 minutes. The time remaining is shown by the Siege Decay Timer buff on the weapon; players can reset it by briefly manning the weapon.
Build sites for siege initially have a despawn timer of 2 minutes. Every time a player contributes supply to the build site, the timer is reset to 5 minutes.
Structural siege weapons (and their build sites) do not despawn.
[edit] Siege weapon map limit
There are two basic hard limits to siege placement.
There is a limit to how many siege weapons can be placed within a certain radius of each other. 5 weapons (sites or completed weapons) can be set within any 1000 unit radius. If players try to place a new site somewhere within a radius that already has hit its limit, the placement will fail but the player will retain the weapon bundle in their hands.
There is also a hard limit to how many weapons can be placed on the map. This map limit is explained by Mike Ferguson of ArenaNet as "basically anything that is not a ram counts towards one ‘limit’ for the purpose of this explanation and each team can have up to 100 of these types of weapons out at any time per map. Each team can also have up to 100 rams placed on a map."[3]