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 combination Player versus Player/Player versus Environment game mode where players from three different servers (worlds), or more, battle in the Mists. It features open-world combat on five large maps with up to several dozens of 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 still be as they were, so entering as a low level is not recommended. Although equipment can be obtained within WvW, WvW does not reward normal experience, only World Experience. Character levels may instead be gained by using Tomes of Knowledge obtained as rewards from ranking 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.
- 1 Getting there
- 2 Rewards
- 3 Mechanics
- 3.1 Interface
- 3.2 Communication
- 3.3 Combat
- 3.4 Supply
- 3.5 Objectives and Territories
- 3.6 Movement
- 3.7 Score
- 3.8 Guild Claiming and Tactics
- 3.9 Map-specific mechanics
- 4 Match-making and Server Linking
- 5 Roles
- 6 Common Terms and Abbreviations
- 7 Jumping puzzles
- 8 Tournament system
- 9 Trivia
- 10 References
- World vs. World panel (default )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.
- 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.
The various maps can hold a limited number of players. If this cap is reached, the map will gain a queue. The player 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.
World versus World has rewards that may be passively worked towards and those that may be gained by actively playing. 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
In addition, the player will gain
- Loot bags from killing enemy players
- Badges of Honor
- World Experience (WXP)
- WvW Rank titles and Achievement titles
- Guild Commendations and Guild Favor (while a Guild Mission is active)
- A variety of unique WvW-only armor and weapon skins, including a Legendary armor WvW equivalent and the Legendary WvW Backpiece, Warbringer:
- Triumphant armor (Tier 1 Exotic WvW Armor, obtained via the Triumphant Armor Reward Track)
- Triumphant Hero's armor (Tier 2 Ascended WvW Armor)
- Mistforged Triumphant Hero's armor (Tier 3 Ascended WvW Armor, Mystic Forge Component)
- The Legendary version of the Mistforged Triumphant Hero's armor via the Mystic Forge
- Non-game-mode specific ascended stat-resettable trinkets.
- WvW Specific stat-infusions
There is no reward for capturing Alpine Borderland's Shrines (except for Dailies).
- (1) Clicking the arrow at the top of your screen will open a new 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) 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. 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 speficic abilities, such as Build Master or Flame Ram Mastery
For Information on Objective UI options, see Objective upgrades.
WvW heavily uses /Squad chat, /Map chat, and /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.
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.
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 they 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>". 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.
Players on enemy servers cannot see your name or anything you type, in any chat except whisper or guild chat. They can see emotes, though it will read as "Silver Invader laughs with Bronze Soldier", eliminating any names.
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 to camp a spawn directly, as players and most NPCs in the spawn area are invulnerable. 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.
You can only interact with downed/dead players of the same team. If you are in combat, you cannot revive a player that is fully dead.The same mechanism is valid for any NPCs. If you enter combat while reviving a dead player/npc you may continue reviving them, but if you break the revive channel, you will be unable to restart reviving them until you 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.
Waypointing to the spawn waypoint of any map will fully repair your armor.
- Primary article: Supply
Supply is a special resource in WvW used for the following:
- Constructing Siege weapon.
- Repairing the gates 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, up to 15 while traited and unbuffed and up to 25 traited and buffed (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.
- 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.
Tricks and Traps
Objectives and Territories
- Primary article: Objective
There are four different types of major objectives: Camps, Towers, Keeps and one Castle. 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 or Supervisor must be defeated. The Lord is near the center, most fortified section of their objective. Keep and Tower walls or gates must be destroyed to enter the objective. Mesmers can portal players past walls if walls or doors are rebuilt. After defeating the Lord of the objective, a capture circle will appear. Alive or downed enemy players, or NPCs inside the capture circle prevent capturing. Invulnerable or Stealthed players or NPCs cannot contest a capture circle.
- Primary article: Territory
Once an objective has been captured, the area surrounding it will gain a team-colored border. While within that border, players of that team's color will be able to Glide and the Warclaw will run faster. Capturing and completing the bloodlust event for 3 Ruins will capture the territory for all 5 ruin sections. 3 more must be captured and held to retake all 5 sections.
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.
- Primary article: Warclaw
The Warclaw is a mount announced by ArenaNet in February 2019. It was released on March 5th. It features several abilities to help players move faster, take down gates, or engage in battle.
- Its speed in allied WvW territory is about 539 u/s, which is an 83% increase over standard movement out of combat or a 37% increase over out of combat movement speed with Swiftness.
- Its speed in enemy controlled WvW territory is about 453 u/s, which is a 54% increase over standard movement out of combat or a 16% increase over out of combat movement speed with Swiftness.
- Its speed in PvE is the same as in allied WvW territory.
It features several skills to supplement, but not replace, other typical WvW activities. See the main Warclaw article for how to unlock this mount.
- The Warclaw leaps forward, dealing damage on landing and dismounting the player. Downed enemies hit by the Pounce are Defeated. Living enemies take moderate damage.
- The Warclaw sniffs the air, pinging and marking enemy players within 5000 unit radius of the player. This ping does not reveal stealthed enemies. It is not blocked by walls.
- Chain pull
- The Warclaw attaches a chain to a gate and pulls, dealing 2000 damage.
- Only 3 Warclaws may be attached to a gate at once.
- Each Pull costs 1 supply.
- This skill will always deal 2000 damage, despite any buffs or debuffs applied to the door.
- Advantages and Disadvantages
- The Warclaw is not affected by Crowd Control skills.
- The Warclaw has a reduced health pool.
- The Warclaw does not benefit from the player's armor, traits, or weapons.
- The Warclaw will not prevent death from fall damage.
- Any conditions still in effect when the player is dismounted will be applied to the player.
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 will remain 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 the first, second and third place.
All objectives controlled by each world provide an amount of points, based on the tier of each objective (see table below). Every 5 minutes, the points gained from objectives are added to the War Score of each world (PPT = Points Per Tick). Additionally, capping an enemies' 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|
Killing a hostile dolyak is worth 1 point, while escorting a friendly delivering dolyak provides 1 point at each destination.
Guild Claiming and Tactics
- Primary article: Objective upgrade
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 first, followed by the 2nd largest, and so on. Claiming an objective allows Schematicss to be slotted into the objective. These are Improvements and Tactics. They are typically both referred to as Tactics or Schematics.
- Passive Improvements provide buffs to Objective NPCs, walls, gates, or objective generated seige. They can also be used to grant permanent vision of the objective no matter where on the map you may be.
- Active Tactics are activated by pulling their corresponding lever (of which there are 3, max). These can be anything from spawning a temporary waypoint to spawning a banner for a single person to use.
- Only the claimant guild may remove a slotted tactic.
- Any person with sufficient permissions from their own guild (even if the guild is not the claimant) may slot a tactic into an empty slot.
- A claimant guild may choose to allow anyone to activate a tactic, or limit it to guild members only.
- Once a tactic is slotted, that is the only cost the guild will incur. If a Dragon Banner Tactic is pulled 5 times, the guild will have only spent 1 tactic to place it in the objective.
- You may view the upgrade status of any objective, even those held by an enemy team by clicking on the objective's circle marker.
As time passes, the objective will slowly increase the number of slots available for improvements and tactics. (10, 30, and 60 minutes, respectively to their tiers) In addition, as dolyak supply deliveries are successfully delivered, the objective will Fortify in defensive strength. (Secured: 20 dolyaks, Reinforced: 40 dolyaks, Fortified: 80 dolyaks)
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. They then begin attacking, capturing, and reinforcing nearby supply camps.
Shrines grant stacking bonuses to nearby keeps and provide a Blessing of Elements to players who capture or interact with the shrine.
Capturing and holding three ruins grants the Minor Borderlands Bloodlust effect to all players in the realm. Controlling the ruins on 2 maps grants Major Borderlands Bloodlust, and controlling the ruins on 3 maps grants Superior Borderlands Bloodlust. Unlike other objectives, ownership of ruins is not permanent. Without a player present, capture progress slowly fades until the ruin is once again unclaimed. This prevents one player from single-handedly completing the event. Bloodlust grants a buff to Power, Precision, Toughness, Vitality, Condition damage, and Healing power. In addition to this, Stomping enemies will award one extra point towards your team's warscore.
|3 Ruins Held on _ maps||Bloodlust Granted||Stat bonus|
|3 Ruins Held on 1 map (3 total)||Minor Borderlands Bloodlust||+30 Stat points|
|3 Ruins Held on 2 maps (6 total)||Major Borderlands Bloodlust||+50 Stat points|
|3 Ruins Held on 3 maps (9 total)||Superior Borderlands Bloodlust||+60 Stat points|
Match-making and Server Linking
In 2017, Anet decided to move towards a 1-up, 1-down system, where the server that obtained first place would go up a tier, and the server that obtained 3rd place would go down a tier. In general, when reset occurs, your world's team color and home borderland will be determined by your team's War score. 1st Place is Green, 2nd Place is Blue, and 3rd Place is Red. Because of the 1-up-1-down system, winning the round may not mean your team is green next week. This is especially true when Servers are re-linked.
- Home Borderlands
- Your team's "Home Borderland" is denoted by a little House icon in the WvW Map Selection panel next to your server's name. (i.e. If your server is Fort Aspenwood, your Home Borderland is Fort Aspenwood Borderland.)
- The Green and Blue Teams will have the Alpine Borderlands map type as their home borderlands.
- The Red Team will have the Desert Borderlands map type as their home borderland.
- Borderland differences
Green, Blue, and Red Keeps on Eternal Battlegrounds are different 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 siegeable walls. Red has multiple points where Trebuchets can hit enemy objectives, making it a good Offensive keep.
- Your home borderland gives a significant advantage to your server, as the map's Garrison objective will be quite close to Spawn.
- Enemy teams will be closer to lesser Keep objectives, in comparison.
- Previous Matchmaking System
Before 2017, Worlds in WvW were typically matched based on 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 attempted to ensure that every world had a fair chance of winning matches despite differing levels of player participation or skill.
In April 2016, Anet began testing and implementing Server Linking as a way to combat low-population servers in WvW.  Lower population servers were "linked" with higher population servers, allowing them to play together. In the case of EU servers, the server's primary language was usually a factor in how they were matched. Servers are evaluated for relinking about every 3 months, and a parent server may be linked with more than one link-server.
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 5-10 minutes later, players will be able to enter WvW again.
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, Warrior or Revenant. 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 is usually between twenty and forty players. A small "zerg" (10 players or less) is called a group, A normal zerg (20+ players) is called zerg, and a large zerg (40+ players) is called a 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.
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 for or babysit one or more objectives. Scouting an objective may vary from Keeps, Towers, Camps, or even enemy zergs. Scouts should focus on broadcasting enemy movements and aiding in the defense of key objectives.
- Tend to stay and keep lookout for a specified objective even if there are fights happening in the same map.
- Responsible for upgrading an objective and keeping it safe.
- Should call for assistance if an enemy zerg hits their objective.
- Slows enemies from taking the objective via Siege Disablers and use of defensive siege.
- Responsible for keeping the siege refreshed in the objective.
- Provides 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 it.
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 () or Map chat ( ) when making a call out.
- [# 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
The following is a list of common terms and abbreviations that many, if not all servers use.
- Useful Scouting terminology
- 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.
- 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 the main zerg 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 to 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, 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.
- "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.
- "Hard CC" - Commander calls for crowd control skills to be used.
- "Lines/Rings/Statics" - Commander calls for "line" type skills like Line of Warding, Unsteady Ground, Ring of Warding, or 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.
- "Resistance" - Commander calls for classes that give 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 or Well of Corruption)
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 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.
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.
Previously, tournaments (previously known 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.
Players who participated in tournaments receivde 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
- 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)
- 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.
- After April 17th, 2013, until 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.
- ^ https://forum-en.gw2archive.eu/forum/game/wuv/Willing-to-share-WvW-details
- ^ /r/GuildWars2 - The Warclaw: speedtests and intel
- ^ 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
- ^ Massivelyop.com Guild Wars 2 begins testing WvW world linking today