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Siege weapon

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Gwwlogo.png 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.

Contents

[edit] Player siege weapons

Castle under attack of 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 Supply.png Omega Siege Golem 150 Supply.png 225 10 Deals heavy damage to gates. The only mobile siege weapon.
Arrow Cart 30 Supply.png Superior Arrow Cart 40 Supply.png 2500 50 Deals lethal area damage to infantry.
Ballista 30 Supply.png Superior Ballista 40 Supply.png 3000 10 Deals heavy single target damage to siege equipment and infantry.
Catapult 50 Supply.png Superior Catapult 60 Supply.png 4000 50 Deals heavy area damage to walls and moderate damage to gates.
Flame Ram 40 Supply.png Superior Flame Ram 50 Supply.png 360 50 Deals heavy damage to gates.
Trebuchet 100 Supply.png Superior Trebuchet 120 Supply.png 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

Siege Golem and Burning Oil used to defend Castle walls.

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.

Anomaly.Flame rams, ballistae, arrow carts and catapults sometimes fail to despawn after 30 minutes of idle time.[verification requested]

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]

[edit] References

  1. ^ https://forum-en.guildwars2.com/forum/pvp/wuvwuv/Siege-Weapons-and-AOE-Limits/first#post1213795
  2. ^ https://forum-en.guildwars2.com/forum/pvp/wuvwuv/Arenanet-willing-to-share-WvW-details
  3. ^ https://forum-en.guildwars2.com/forum/pvp/wuvwuv/Arenanet-willing-to-share-WvW-details
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