World versus World
- This article is about the game mechanic. For the achievements category, see World vs World (achievements). For World Experience and Ability Points, see World Experience.
World versus World (also known as WvW) is a Player versus Player game mode where players from three different servers, or worlds, battle in the Mists. It features open-world combat on five large maps with up to several hundreds of players per map. In World versus World, players can besiege objectives such as Keeps and Towers with siege weapons, and battle over resources, to win rewards for their world and World Experience for themselves.
- 1 Getting there
- 2 Participation
- 3 Rewards
- 4 Mechanics
- 5 Matching of worlds
- 6 Tournament system
- 7 Jumping puzzles
- 8 Roles
- 9 Notes
- 10 Trivia
- 11 References
- World vs. World panel (default ), then at the top select the WvW map to enter. Free-to-play accounts will gain access to this panel at level 60
- 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.
LeavingYou may return to your location prior to entering the mists anytime that you are not in combat by selecting Leave the Mists in the lower-right corner of the World vs. World panel (default ). If that location was an instance then you will be returned to your location prior to entering the instance. Relogging has the same effect. If you would prefer, go to Lion's Arch using the Asura gate in the starting area.
WvW is designed to accommodate players that would not normally participate in PvP. For instance, the high player limit means that a new player can get involved without immediately feeling pressured to contribute. In addition, objectives are available for a variety of group sizes, so players don't need to be members of dedicated guilds in order to be productive. There are also PvE objectives in the world such as hero challenges, events and jumping puzzles.
Player limits are based on the server resources being used. If too many players try to log onto a map, additional players will be placed in a queue (and can continue playing on other maps, including other WvW maps). The limit number is split equally among all three worlds.
Players joining WvW will have their level and attributes dynamically adjusted to level 80. Although equipment can be obtained within WvW, WvW does not reward normal experience, only World Experience. Character levels can nonetheless be gained by using Tomes of Knowledge obtained as rewards from rank up and WvW reward tracks. Each character on an account has separate lists of WvW traits, but world experience gained on one character is account-wide.
Players may leave or join WvW at any time with only a few restrictions:
- Players who attempt to join a map that is full can queue for a space while joining one of the other maps in the meantime.
- Players who are idle for 15 minutes will be automatically removed from WvW, but can rejoin at any time (unless the current map has a queue).
- Players who are idle for 14 minutes will receive a warning every 10 seconds prior to being removed from WVW. Removed players will return to character selection screen.
"Unless you move or use a skill, you will be kicked in 60 seconds."
Participation in World versus World may result in various rewards:
- Power of the Mists is a mechanic that rewards all players in WvW and PvE with 8 bonuses based on their home world's war score. It includes bonuses to health, gathering and crafting among others. A player will receive the bonuses of their home world even when guesting on other worlds.
- Karma and possibly loot from killing enemies. A bag of loot or a chest, spawned at your location contains random items including Badges of Honor.
- World Experience (WXP) may increase WvW Rank resulting in World Ability Points, which can be spent on various WXP upgrade progression tracks such as: passive bonuses, siege weapon skills, and on-kill effects. Achieving a new rank of World Experience rewards a chest containing Badges, coin, Tome of Knowledge, Proof of Heroics and items. Specific rewards may be obtained by exchanging Badges of Honor to NPCs located in the WvW maps.
- Completing WvW dailies awards Transcendent Chests.
- Completing WvW Guild Missions awards Guild Commendations, coin, rare equipment and favor.
- WvW Reward Tracks, similar to PvP Reward Tracks, allow the player to choose which track to receive participating points based on activities done. Points are rewarded every 5 minutes.
WXP upgrades may be purchased with World Ability Points. One is received for every WvW rank achieved. These may be used by clicking the rank and abilities icon on the World vs. World panel. World ability points are accumulated account-wide, but may be allocated differently for each character. WvW Rank titles are displayed above a character's head while in WvW.
|EB Dredge||1 96||200||340|
|EB Ogres||1 96||200||340|
|EB Hyleks||1 96||200||340|
There is no reward for capturing Alpine Borderland's Shrines (except for Dailys).
Matches are 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, War Score is reset, but actual map state and objective status remains unchanged.
Skirmishes award Victory Points based on placement (1st—3 Victory Points, 2nd—2 Victory Points, 3rd—1 Victory Point) which are used to determine the match victor.
- (1) The blue-ish bar at the top of the display shows your current WvW experience until reaching the next rank. This is now displayed at the bottom of the screen, as you no longer gain traditional XP in WvW.
- (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) Amount of supplies you are holding.
- (6) Breakdown of potential points for all 3 teams - Displayed when hovering over (3)
- Your team is indicated by the background color of both (3) and (5)
- Primary article: Objective upgrade
Upgrade defenses to control objectives longer and increase your team's war score. There are two kinds of upgrade:
- Automatic Upgrades, which are timed-based (30 minutes, 2 hours and 6 hours) from the point the objective was captured.
- Guild Claiming, which are time-based (10 minutes, 30 minutes and one hour) after the objective has been claimed by a guild. Tactics and improvements must be manually slotted (configured) to become available. A guild may claim any objective held by their team that has not already been claimed, but only one objective at a time on a map may be claimed by a guild.
- Display of the current status of objective upgrades.
- Claiming the objective and optionally checking the Public Tactic Activation box.
- Slotting (configuring) Tactics and Improvements for claimed objectives.
You may view the upgrade status of any objective, even those held by an enemy team.
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:
|Resource camp||Tower||Keep||Stonemist Castle|
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.
- Primary article: Siege weapon
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. Operation of the weapon is on a first-come/first-served basis. 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.
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 impossible to camp a spawn, 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.
Killing an enemy player in WvW will result in 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 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. Instead, they appear as "<world> <rank>". For instance, a player from the Darkhaven world at World Experience Rank 3 will be "Darkhaven Invader". Guild tags are still shown, appended to their name.
When a player is defeated in WvW, a 5 minute timer starts. The player can choose to revive at an uncontested waypoint immediately, however 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, can only interact with downed players of the same team. The same mechanism is valid for any NPCs.
Supply is a special resource in WvW used for the following:
- Constructing Siege weapon.
- Repairing the doors and walls of towers, keeps and Stonemist Castle.
- Using Siege Disablers and special traps, purchased at the Traps and Tricks vendor.
- Supplies can be drained by enemy Trebuchet with the skill #2 Fire Rotting Cow when traited.
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 and up to 15 while traited and unbuffed (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.
Eternal Battlegrounds' mercenaries
Three groups of NPC mercenaries are present in the Eternal Battlegrounds:
Helping out the mercenaries by completing a dynamic event to earn their loyalty will result in them joining your world's side. E.g. saving Orgath Uplands from hostile harpies will result in Ogres joining your cause; thus, attacking, capturing, and reinforcing nearby supply camps.
Shrines grant stacking bonuses to nearby keeps.
Capturing and holding three ruins grants the effect Borderlands Bloodlust. Unlike other objectives, ownership of ruins is not permanent but, without a player present, slowly fades until the ruin is once again unclaimed. This prevents one player from single-handedly completing the event.
Matching of worlds
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.
Weekly WvW reset
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 15-20 minutes later, players will be able to enter WvW again.
Periodically, tournaments (previously known as a season) will be held for World versus World. Worlds fight other worlds over the course of multiple weeks to earn points; 1st place gives 5 points, 2nd place gives 3 points, and 3rd place gives 1 point. At the end of the tournament, players in each world receive rewards for their world's ranking based on points earned. Throughout the tournament, players can earn individual rewards through limited time achievements and achievement rewards.
Players who participate in tournaments receive WvW Tournament Claim Tickets to trade for other rewards from the Battle Historian. These rewards include Hero's weapons, Mistforged Hero's weapons, Mini Dolyak, ascended accessories, and more.
- Tournaments held so far
- World vs. World Season 1 (October 16 - December 6, 2013)
- WvW Spring Tournament 2014 (March 28 - May 30, 2014)
- WvW Fall Tournament 2014 (September 12 - October 10, 2014)
Each Alpine Borderlands map and Eternal Battlegrounds contains a jumping puzzle; the Mistwrought Vault in the north-west of the borderlands, and the Obsidian Sanctum in the eternal battlegrounds, accessible from the WvW menu. The Mistwrought Vault is achievable each day on each of the maps. Completing one does not deny rewards for the other two. At the end of each of the four puzzles is a chest that rewards some equipment, siege blueprints and badges of honour, as well as the associated achievement from completing it. They are also notably difficult to complete because they are shared across the competing worlds, forcing players to encounter hostile players while trying to navigate the puzzle.
WvW battles generally fall into a spectrum between one-on-one combat and zergs.
- Primary article: Zerg
In most WvW, there is some form of zerg where large numbers of players congregate to capture objectives. Zergs are usually led by 1 or more commanders. This allows friendly players who are not part of the zerg to know the current position of the zerg.
The role of an individual player in a zerg is not clearly defined; however, they tend to follow standard RPG archetypes:
- Front-line / Tank
The combat among zergs can also be divided into open field and wall fighting, where the latter describes the situation of one team fighting from the top of the walls of a tower, keep or castle. Front-line role occurs in open area combat. It is usually filled by tank professions such as Guardian or Warrior. They can push the line or flank the enemy zerg in an open area fight. In the case of wall fighting, front-line role is at a minimal.
Number of players in a zerg may vary, but it usually between ten and forty players. A small zerg (less than 10 players) is called simply a group, and large zerg (over 40 players) is called a blob. Extremely large zerg, with 60 or more players, is sometimes referred to as zone blob.
The name comes from Starcraft, a 1998 video game in which Zerg were a playable race known for swarming enemies with masses of cheap, weak units, defeating them with sheer numbers rather than skill.
Roamers are usually individuals or very small groups that go behind enemy lines to achieve objectives that would normally be impractical or impossible for a zerg. They include:
- Killing or deterring enemy stragglers and reinforcements
- Defending and destroying supply caravans
- Capturing enemy camps
- Tagging (or tapping) - Attacking an enemy keep sufficiently that it (and its waypoint, if any) becomes contested
- Providing intel about enemy zerg size and position
- Creating diversion for enemy zerg
Roamers generally require high survivability and escapability.
Scouts are those individuals who tend to look out or babysit one objective. Scouting an objective may vary from, Keeps, Towers, Camps to even some points. Scouts are useful to a purpose which even sometimes roamers cannot fulfil.
- Tend to stay and keep lookout for a specified objective even if there are fights happening in the same map.
- Responsible for upgrading and keeping it safe.
- Calling for assistance if enemy zerg hits your objective, the response is faster.
- Responsible for keeping the siege refreshed in the objective.
- Provides precise intel if the objective is tagged or is being attacked.
- And in most cases, run dolyaks to the objective in order to upgrade it and keeping check on the supply.
To provide rewards to a scout, the commander can share partecipation for the WvW Reward Track if the person has joined the squad, and the squad has a minumum of 5 members.
Successfull scout report example:
- N players X server attacking Y objective on MAP with Z sieges, wall/gate %, the objective is Tx. = 50 men desolation blob attacking t3 briar home border with 3 rams, gate 50%.
- Free accounts unlock World versus World account-wide when one character reaches level 60.
- The amount of points awarded for holding Stonemist Castle was reduced from 50 to 35 points in the September 14th, 2012 update. This was done because Stonemist became easier to capture, because the Legendary Castle Lord was moved to the lower floor (the initial placement of the Castle Lord on the second floor resulted in abuse of Arrow Carts, firing from other floors into the lord room).
- Orbs of Power were removed in the November 1st, 2012 update.
- Before April 17th, 2013, WvW matches reset at Saturday 00:00 UTC.
- The inspiration for World versus World came from Dark Age of Camelot's realm vs. realm battles.
- WvW and World vs World are the terms used by both players and by ArenaNet to refer to what is technically World vs World vs World. In game, NPCs refer to it as the Mist War or Battle for the Mists.
- Map completion used to include waypoints, poi and vista in wvw maps.
- ^ https://forum-en.guildwars2.com/forum/game/wuv/Willing-to-share-WvW-details
- ^ IncGamers’ Guild Wars 2 Interview - Part 2, IncGamers
- ^ Mike Ferguson, I’m a Guild Wars 2 Developer. AMA about the next Beta Weekend. Reddit
- ^ Mike Ferguson on Guild Wars 2 World vs. World ArenaNet Blog