World versus World

From Guild Wars 2 Wiki
(Redirected from World versus world)
Jump to: navigation, search
Disambig icon.png 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.
The five World versus World Maps

World versus World (also known as WvW) is a combination Player versus Player/Player versus Environment game mode where players from three different worlds (which can involve 6+ servers), battle in the Mists. It features open-world combat on five large maps with up to several dozen players per map. In World versus World, players can besiege objectives such as Keeps and Towers with siege weapons, and battle over resources, as well as complete other PvE-type content to win World Experience for themselves.

Players joining WvW will have their level and attributes dynamically adjusted to level 80. However, their equipment stats will remain locked to their equipment level, so entering at a low level is not recommended. Although equipment can be obtained within WvW, WvW does not reward normal experience, only World Experience that increases a player's World Rank. Character levels may instead be gained by using Tomes of Knowledge, obtained from rank increase rewards and WvW reward tracks. Each character on an account utilizes their own pool of World Ability Points and subsequently purchased WvW traits, but World Experience and World Rank gained on one character are account-wide.

World versus World user interface.

Getting there[edit]

Stonemist Castle being besieged.
  • WvW Menu Bar icon.png
    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 gate (map icon).png
    Asura gates located at Lion's Arch
    Point of interest.png
    Mist Portals lead to each WvW map. Each WvW map has asura gates to travel to other WvW maps.
  • Waypoint (tango icon).png
    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 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[edit]

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[edit]

WvW Match Overview

World versus World has a reward system that includes rewards that are passively earned over time and rewards that are actively earned through successful gameplay. In addition to a standard loot system, where enemy players and NPCs drop gear and bags, WvW utilizes a participation system similar to Verdant Brink, with some alterations.

Primary article: WvW Reward Track#Increasing Participation

Maintaining Participation allows the player to gain progress points towards their chosen WvW Reward Track and awards Pips towards their Skirmish reward track. These two tracks are the primary reward sources in WvW.

In addition to progress points and reward pips, the players can gain the following as rewards:

Mistforged Triumphant Hero's Armor (Light)
L.80 Gold Contribution (Capture)
Event Type WXP Karma
Castle 1000 1,700 Karma.png
Keep 800 1,360 Karma.png
Tower 400 680 Karma.png
Camp 200 340 Karma.png
Shrine 100 Karma.png
Sentry 100 170 Karma.png
Dolyak 50 85 Karma.png
L.80 Gold Contribution (Defense)
Event Type WXP Karma
Castle 200 340 Karma.png
Keep 200 340 Karma.png
Tower 150 255 Karma.png
Camp 85 170 Karma.png
Shrine 0 Karma.png
Sentry 0 Karma.png
Dolyak 0 Karma.png
Eternal Battlegrounds events
Event Type WXP Karma
EB Dredge 200 340 Karma.png
EB Ogres 200 340 Karma.png
EB Hyleks 200 340 Karma.png

There is no reward for capturing Alpine Borderland's Ruins (except for Dailies).

Mechanics[edit]

Interface at the top of your screen.

Interface[edit]

The image to the right illustrates the 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) Amount of supplies you are holding.
  • (6) Amount of time left in current Skirmish
  • (7) 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)

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.
Reward Tracks
  • 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[edit]

WvW relies heavily /Squad chat, /Map chat, and /Team chat. Enemy players cannot read /Say, /Map, or /Team chat.

  • Party chat will broadcast messages only to the sub-group of the squad you are in, or to your party when not in a squad.
  • Squad chat will broadcast messages only to the squad you are in.
  • Map chat will broadcast messages to the map you are currently on.
  • Team chat will broadcast messages across all maps. Options are available to show what borderland a player is on in the chat menu.

See Common Terms and Abbreviations for more information.

Combat[edit]

WvW is first and foremost, a Player vs. Player game-mode. You are rewarded with both loot and Points-Per-Kill (PPK) for killing enemy players.

Enemy Players[edit]

Killing an enemy player in WvW will result in gaining world experience, loot, and Points-Per-Kill (PPK). Loot often includes Badges of Honor, but is otherwise randomly generated. The defeated player does not actually lose anything through being defeated, but may still take durability damage as with any other death. The only areas safe from combat are Spawn Points.

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.

Spawn points[edit]

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.

Permanent Waypoints

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 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 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 at times impossible to block. Waypointing to a permanent waypoint will automatically repair your armor.

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.

Reviving players[edit]

Players in WvW may only interact to revive downed or dead players from their same team. Reviving a fully dead player requires you to be outside of combat; the same mechanism is valid for any NPCs. If a player enters combat while reviving a dead player or NPC, they may continue the revive channel, but if the revive channel is broken, they will be unable to restart reviving the player or NPC until they are out of combat once more.

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 fully dead 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[edit]

Primary article: Supply

Supply is a special resource in WvW, used for the following:

Supply is therefore the basic resource around which WvW revolves.

Supply does not show up in your inventory, but the number of currently held supply is shown on the WvW interface.

Siege weapons[edit]

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 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.

Certain siege weapons can be acquired through objective upgrades. These siege weapons do not require blueprints.

Tricks and Traps[edit]

Objectives and Territories[edit]

Objectives[edit]

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:

Resource camp Tower Keep Stonemist Castle
Guards 1Yes 1Yes 1Yes 1Yes
Walls/Door 0No 1Yes 1Yes 1Yes
Lord1 0No 1Yes 1Yes 1Yes
Inner Walls 0No 0No 1Yes 1Yes

1. Champion Tower Lord, Champion Keep Lord or Legendary Castle Lord.

Objective Upgrades[edit]
Primary article: Objective upgrade

Held objectives immediately begin progressing towards automatic upgrade tiers that improve that objective's defense and offense. These upgrades are obtained by Supply Dolyaks successfully reaching the objective and by total continuous claimed time passed.

Territories[edit]

Primary article: Territory

Once an objective has been captured by a team, the area surrounding it will gain a border of that team's representative color. While within that border, players from the capturing team will be able to Glide (provided they have the first rank in War Gliding Mastery) and their Warclaw will run faster (provided they have the second rank in Warclaw Mastery). Completing the Bloodlust in the Borderlands event by capturing three ruins in a Borderlands map will capture the territory for all five ruin sections. If lost to another team, three more ruins must be captured and held to retake all five sections.

Movement[edit]

Gliding[edit]

Gliding in WvW is unlocked separately from PvE, through spending World Ability Points for the War Gliding Mastery. It requires purchase of Heart of Thorns to unlock. Gliding is possible only in territories controlled by one's own world.

Mounts[edit]

Warclaw 1.jpg
Primary article: Warclaw

The Warclaw is a mount announced by ArenaNet in February 2019 and released on March 5th of the same year. Use requires purchase of the Path of Fire expansion and completion of a WvW-based unlocking chain. It features several abilities to help players move faster, take down gates, or engage in battle, and several skills to supplement, but not replace, other typical WvW activities.

Score[edit]

Skirmishes[edit]

Matches are 1 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, the War Score is reset, but the actual state of the map and objectives remains unchanged.

Skirmishes award Victory Points based on placement (1st — 5 Victory Points, 2nd — 4 Victory Points, 3rd — 3 Victory Points). After 84 Skirmishes (one week with 12 skirmishes/day), Victory Points are used to determine first, second and third place.

War Score[edit]

All objectives controlled by each world provide an amount of points based on the tier of each objective (see table below). Every 5 minutes ("tick"), the points gained from objectives are added to the War Score of each world (PPT = Points Per Tick). Additionally, capping an enemy's objective will also add points to the War Score, based on the tier of the objective (see table below).

Points per tick/capture Base Points Secured Reinforced Fortified
Camp 2 3 4 5
Tower 4 6 8 10
Keep 8 12 16 20
Castle 12 18 24 30

Killing or finishing (stomping) an enemy will add two points to the War Score (PPK = Points Per Kill). Stomping an enemy with the Borderlands Bloodlust effect will add one extra point.

Killing a hostile dolyak is worth one point, while escorting a friendly delivering dolyak provides one point at each destination.

Guild Claiming and Tactics[edit]

Primary article: Objective upgrade
Guild Claim Priority Indicator

On capturing an objective, an option to claim the objective for your guild will appear. Generally the guild with the highest number of people within the objective on capping will be able to claim the objective first, followed by the 2nd largest, and so on. Claiming an objective allows guilds to activate unique effects known as Improvements, which are passive, and Tactics, which must be actively used, through the use of War Chest Schematics.

Map-specific mechanics[edit]

Eternal Battlegrounds mercenaries[edit]

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. They then begin attacking, capturing, and reinforcing nearby supply camps.

Monuments[edit]

Monuments are present in each Borderlands: nine shrines in the Desert Borderlands, and five ruins in the center of both Desert and Alpine Borderlands. Shrines grant stacking bonuses to nearby keeps, and provide a Blessing of Elements to players who capture or interact with the shrine. Ruins grant team-wide bonuses to the team that holds them.

Bloodlust[edit]
Primary article: Borderlands Bloodlust

The ruin monuments in each of the Borderlands maps are used to gain the Borderlands Bloodlust effect, which grants players under the effect various bonuses.

Map-based differences[edit]

Eternal Battlegrounds[edit]

  • Green, Blue, and Red Keeps on Eternal Battlegrounds differ from one another in terms of Offensive and Defensive capability.
    • Green is easily defensible with its extensive moat.
    • Blue is fairly neutral, containing both moderate terrain hazards and more easily siege-able walls.
    • Red has multiple points where Trebuchets can hit enemy objectives, making it a good offensive keep.

Borderlands[edit]

  • The Garrison in each borderlands is very close to the spawn of the home team, giving them a significant advantage when defending.
  • Other teams' spawns are closer to the lesser Keep objectives, in comparison.

Match-making and Server Linking[edit]

Matchmaking[edit]

Eternal Battlegrounds just after weekly reset

In 2017, Anet implemented a 1-up, 1-down system, where a match's 1st place team (with the most world score) would go up a tier, 2nd place would stay in their current tier, and 3rd place would go down a tier. In the next match, the server that moved up is designated the Red team, the server that stayed is the Blue team, and the server that went down a tier is designated Green team. Leaderboards for WvW rankings are updated online for both North America and Europe.

Home Borderlands[edit]

  • Your team's "Home Borderland" is denoted by a little House icon in the WvW Map Selection panel next to your server's (or host server's) name. (i.e. If your server is Fort Aspenwood, your Home Borderland is Fort Aspenwood Borderland.)

Previous Matchmaking System[edit]

Before 2017, Worlds in WvW were typically matched based on a modified Glicko rating,[2] so that high-ranked worlds would battle other high-ranked worlds, and low-ranked worlds would battle other low-ranked worlds. This attempted to ensure that every world had a fair chance of winning matches despite differing levels of player participation or skill.[3] First place gained 5 points, second place 4 points, and third place 3 points.


Server Linking[edit]

See also: World#Currently linked worlds

In April 2016, Anet implemented Server Linking to combat low-population servers in WvW. [4] Lower population servers are "linked" with higher population ("host") servers, allowing them to play together. In the case of EU servers, the server's primary language is usually a factor in how they are matched. Servers are relinked every 2 months, and a parent server may be linked with more than one link-server.

Weekly WvW reset[edit]

See also: Server reset#Weekly reset

At Weekly Reset, the Scoring window from the WvW UI will pop-up and show the final calculated scores for all teams in the match. With the current matchmaking system, this score determines your team's placement for the next week. After a short while, players will receive a warning in yellow text saying that reset has begun and that they will be kicked out of WvW while the new match-ups are being calculated. Approximately 5-10 minutes later, players will be able to enter WvW again. (Generally, matches are fully reset roughly 3 minutes after the hour, though exceptions may occur.)

Roles[edit]

WvW battles generally fall into a spectrum between one-on-one combat and zergs.

Zerg[edit]

Commander tag (blue).png
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 one or more Commander tag (blue).png Commander Tags . This allows friendly players who are not part of the zerg to know the current position of the zerg. The number of players in a zerg may vary, but is usually between 20-40 players. A small "zerg" (10 players or less) is typically called a group, a normal zerg (20+ players) a zerg, and a large zerg (40+ players) a blob, with a large blob (50-60+ players) generally referred to as a map queue, though these terms are generalized, and individual servers may have varying definitions and terms depending on the tier they are used to fighting in.

Roles

Zergs don't require strict role definitions for individual players, however most players tend to fall under a standard RPG archetype:

  • Front-line / Tank
  • DPS
  • Support
  • Crowd Control/Utility

These roles will have overlap as determined by class abilities and traits.

Zerg combat

Combat among zergs can be divided into open field fighting and sieging. Open field fights, as indicated by their name, generally occur away from walls and even away from objectives, with little to no siege gameplay involved. Sieging, in contrast, involves an attacking zerg dropping blueprints and building siege to take an objective. This can be as simple as creating a couple of Flame Rams, or as complicated as dropping Trebuchets, Shield Generators, and Ballistas all at once. Similarly, defending zergs may drop their own siege, such as a multitude of arrow carts, counter-trebuchets, and shield generators. These states of being are fluid, and zergs tend to flow between them as needed.

Tips for Zerging
  • Many commanders utilize Voice Communication programs such Discord or Teamspeak to easily and quickly send orders and receive scouting information. If it is not supplied, ask your squad (/squad) or your team (/team) if they can send you the associated link to their program of choice. Communication is important to successfully fighting other organized groups.
  • Join your zerg's squad, either through asking for an invitation or manually adding yourself to an open one. This can easily be done by right clicking on a commander tag on the map and selecting "Join squad". If you are not in a squad, you are far less likely to receive any party buffs, healing, or support, as these skills target party members first.
  • Play a class and use traits and gear that will benefit the zerg. Servers, guilds, and community websites will all provide examples of preferred builds to bring. If you're unsure of what to use, ask team chat. A zerg of players with synergistic builds will do far better than one without.

See Common Terms and Abbreviations for more information.

Roamer[edit]

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 diversions for enemy zergs

Roamers generally require high survivability and escapability.

Scout (Scouting)[edit]

Scouts are those individuals who tend to look out for or babysit one or more objectives, focusing on broadcasting enemy movements and aiding in the defense of key objectives. Scouting an objective may vary from Keeps, Towers, Camps, or even enemy zergs, but the responsibilities of a scout may include:

  • Stay and keep lookout for a specified objective even if there are fights happening in the same map
  • Upgrading an objective and providing defence
  • Calling for assistance if needed against an enemy zerg
    • Slowing enemies from taking the objective via  Siege Disabler.png Siege Disablers and the use of defensive siege
  • Keeping the siege refreshed in the objective
  • Provide precise intel on numbers and siege placement if the objective is tagged or is being attacked
  • In many cases, scouts may also help run dolyaks to the objective in order to upgrade and resupply

To provide rewards to a scout, the commander can share participation for the WvW Reward Track if the person has joined the squad, and the squad has a minimum of 5 members.

Successful scout reports should be abbreviated while still conveying relevant information. A good call out will have enemy numbers, server or guild group, nearest relevant objective, possible siege status, and other relevant information. Scouts should also keep in mind whether it's best to use Team chat (/T) or Map chat (/M) when making a call out.

Examples:

  • [# of players] [server/guild group] @ [objective+objective upgrade status] [siege status], [wall/gate %], [additional info]
    • Mag blob @ t3 hills outer, sgate FABL, with 3 rams, gate 50%
    • 20 [Guild] @ NWC (North West Camp), heading north towards Blue Tag.
    • 5 SBI @ Garri. Outer wall down, inner wall @ 80%. No tag on map.

Keep in mind that some servers will have their own abbreviations for certain terms. See below for common terms.

Common Terms and Abbreviations[edit]

The following is a list of common terms and abbreviations that many, if not all servers use.

Useful Scouting/Roamer terminology

Objectives:

  • XBL - where X denotes initials or color of the primary server. (Fort Aspenwood Borderlands becomes FABL, Green Borderlands becomes GBL)
  • Garri, Garrison - The northern-most Keep on Alpine or Desert Borderlands.
  • Hills - Eastern Keep on Alpine or Desert Borderlands
    • AKA Air-keep on Desert Borderland
  • Bay - Western Keep on Alpine or Desert Borderlands
    • AKA Fire-keep on Desert Borderland
  • [Cardinal Direction] Objective - Shorthand use of NSWE to denote camps or towers. (Names of objectives change slightly depending on the color of the Borderland, e.g. Bluebriar tower is situated in the same relative area as Redbriar and Parched Outpost. To concisely name a Borderlands objective without having to memorize tower names across all borderlands, cardinal direction is used. In this case, all three aforementioned objectives are referred to as "southwest tower", or simply "SWT".)
    • "NWC" signifies North West Camp.
    • "SET" signifies South East Tower.
    • South and North Camps are usually referred to as "S camp", "SC" "N camp", or "NC" respectively.

Players:

  • Pug/PUG - Pick Up Group, slang for player(s) not involved with a guild or organized group
  • Pick (Pick Squad) - A squad leader might designate 2-4 players in a zerg as "Pick". Their job is to focus high-priority targets and quickly take them down. (For example, sniping the enemy Commander)
  • Roaming group/roamers - 1-5 people
  • Havoc - small group of 5-10 people whose purpose is to assist by splitting forces out from the main enemy zerg, either by attacking alternate objectives or harassing stragglers in the zerg.
  • Zerg - anywhere between 15-30 people, depending on the tier your server is used to.
  • Blob/map-queue - 30-50 players, depending on the tier your server is used to.
  • Ram, cata, balli, treb - Flame Ram, Catapult, Ballista, Trebuchet.
  • Tap - Hitting an objective solely to cause it to become Contested. No siege is placed and those attacking the objective are only trying to hinder using the associated waypoints or cause confusion.
  • OJs - Orange Swords will appear on the map to mark when 25 players have engaged in combat. Nicknamed OJs (oh-jays) for their orange color.
  • AJ - When an enemy group engages (generally) behind another two groups that are already fighting.
Useful Zerging terminology (usually spoken by the commander)
  • "Blast"- Commander tells to use Blast finisher skills on certain fields.
  • "Bomb" - Commander tells players to place high damage skills in a certain area.
  • "Bubble" or "Bad bubble" - Commander either tells allied Spellbreakers to use their elite skill,  
    Winds of Disenchantment.png
     Winds of Disenchantment, which appears as a large orange bubble or to avoid a bad one, which appear as a brown bubble. Some organized groups may assign multiple bubbles, as done with Stab1/Stab2 (see below).
  • "Bunker" or "Brick Wall" - Commander tells players to bunker. The Squad/Party hold their ground and place AoE in front of them and let the enemy run into it.
  • "Cleanse" - Commander calls for abilities that cleanse conditions.
  • "Corrupts/Strip" - Commander calls for classes with boon corruption or removal skills to focus them in a certain area. (Usually Necromancers.)
  • "Empower" - Commander calls for guardians to use Empower, generating Might.png Might.
  • "Hard CC" - Commander calls for crowd control skills to be used.
  • "Lines/Rings/Statics" - Commander calls for "line" type skills like  
    Line of Warding.png
     Line of Warding, 
    Unsteady Ground.png
     Unsteady Ground,  
    Ring of Warding.png
     Ring of Warding, or  
    Static Field.png
     Static Field.
  • "Pump Boons" - Commander calls for classes that share boons, such as Mesmers and Elementalists, to begin using boon distribution skills.
  • "Purges" - Commander calls for players to use Condition Clearing skills on allies, most notably,  
    Purging Flames.png
     Purging Flames.
  • "Resistance" - Commander calls for classes that give Resistance.png Resistance, such as Firebrands, Heralds, and Mesmers to share it with allies.
  • "Shades" - Commander calls for Scourges to use Shade skills.
  • "Soft CC" - Commander calls for soft crowd control skills to be used. (Condition based CC)
  • "Stab1/Stab2" - Commander calls for 1 person per party to use stability. In an organized group, stability 1 and stability 2 will be assigned to certain party members, typically guardians.
  • "Water" - Commander calls for a Water field to be placed on the ground. The player that places it might say "small/large water on tag" depending on the type of water field that was dropped.
  • "Wells" - Commander calls for Necromancers to use their Well skills. (Typically  
    Well of Suffering.png
     Well of Suffering or  
    Well of Corruption.png
     Well of Corruption)

Jumping puzzles[edit]

Entrance to one of the Mistwrought Vault jumping puzzles.

The various WvW maps allow access to three jumping puzzles: Obsidian Sanctum, Emerald Sanctum, and Sapphire Sanctum (with Emerald and Sapphire collectively known as Mistwrought Vault). At the end of each of the puzzles is a chest that rewards some equipment, siege blueprints, and badges of honor, as well as the associated achievement from completing it. They may be difficult to complete as they are shared across the competing worlds, and players might encounter hostile players while trying to navigate the puzzle.

Mistwrought Vault[edit]

Primary article: Mistwrought Vault

Mistwrought Vault is a jumping puzzle in the north-west of every Alpine Borderlands map. This puzzle can be completed once per day on either Alpine maps (Blue or Green Borderlands). Completing one does not deny rewards for the other. There is no jumping puzzle in the Desert Borderlands.

Obsidian Sanctum[edit]

Primary article: Obsidian Sanctum

Obsidian Sanctum is a jumping puzzle which can be accessed via the WvW menu, or through a door in any of the keeps in Eternal Battlegrounds. It is a separate instance from any of the other WvW maps, though players will continue to receive rewards each tick if they had sufficient participation before entering.

WvW bonus events[edit]

Occasionally, there is a bonus event with unique effects or mechanics taking place in World versus World.

Tournament system[edit]

Previously, tournaments (known at the time as a season) were held for World versus World. Worlds fought other worlds over the course of multiple weeks to earn points; 1st place gave 5 points, 2nd place gave 3 points, and 3rd place gave 1 point. At the end of the tournament, players in each world would receive rewards for their world's ranking based on points earned. Throughout the tournaments, players could earn individual rewards through limited time achievements and achievement rewards.

Rewards

Players who participated in tournaments received WvW Tournament Claim Tickets to trade for other rewards from the Battle Historian. These rewards included Hero's weapons, Mistforged Hero's weapons, Mini Dolyak, ascended accessories, and more.

Tournaments held[edit]

Trivia[edit]

Citadel during Wintersday.
  • 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, due to the Legendary Castle Lord being 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.
  • Between April 17th, 2013 and February 23rd, 2016, switching between NA, EU, and AUS servers removed your WvW ranking.
  • Before April 11th, 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, point of interests and vistas in WvW maps.

References[edit]

  1. ^ https://forum-en.gw2archive.eu/forum/game/wuv/Willing-to-share-WvW-details
  2. ^ Mike Ferguson, I’m a Guild Wars 2 Developer. AMA about the next Beta Weekend. Reddit
  3. ^ Mike Ferguson on Guild Wars 2 World vs. World ArenaNet Blog
  4. ^ Massivelyop.com Guild Wars 2 begins testing WvW world linking today