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WvW Basic Training

Seaimpin de na Aracos
Maegor
Seaimpin de na Aracos
  • GW2: Xaranor.7264
  • ESO: @Maegor
Posted On: 11/06/2012 at 03:46 PM

I didn't create this guide, a friend of mine did. But I thought you all would appreciate it.  Its basics with a couple good tidbits especially in the vids.

Maegor

 

~Basic/Intermediate Tactics of WvW~
 

This game comes down to supply & siege. Even if you are level 1, in WvW your stats are automatically level 80 and you can use any siege weapons available. Battles are won by siege, the side with more will usually win. Siege will balance any player number imbalance. This makes supply the key to WvW.

If you every played a resouce war game like Red Alert or Command and Conquer, its the same principal. The suppliesare the resources we need to get and own to beat the enemy.



Supply Camps & Supply (the basics)

-you can hold 10 max.
-build siege weapons (w/ blueprints), or repair objects(walls, gates, defensive siege weapons)
-if a guild is upgrading a position it maybe better to take run out to the closest supply camp and resupply there instead.

+You always want to be carrying supplies when possible





Supply Camps and Control of Supply Movement is very important!!

Obviously choking out enemy supply so they cant upgrade or buy siege is a major factor in dominating any map.

-Always take supply camps before any objective attack - resupply there if you need to.
-We will need to break up into 2 or more groups so we can hold what we take and still keep the conquest going on other points of the map. We should have a full time group always harassing enemy supply.



-KILL enemy Caravans!!!
-Defend our Caravans!!! - especially when close to your objectives in sieges.




Mercenaries = Extra Attackers & Defenders

-Always take mercenary camps when close, especially the centaurs in the home world. They add defenders to our stuff, and attack the enemy. (located NE on Map) This is PvE dynamic event stuff. (They do give skill points)




AI Mobs (very important!)

-Even in PvE The mob AI seems to attack the closest target, so you can drag them to enemy/other players if you have to.
-There are a lot of AI Mobs on the map, dont run into them when possible, and try to use them to our advantage, by possibly positioning were attackers have to run into them.




SIEGE WINS BATTLES!

-Stay Supplied as much as possible! - again just reinforcing the importance of owning the map supply movement. (siege weapons take a lot of supply to build.)

-use arrow carts for quick attack and defense. Cheap, they fire fast and dorp pretty big AoE attacks. (place them behind walls and such you only need your line of sight to shoot them! stand in a good spot and move your camera to look where you want to bomb. Stand in as much cover as possible) - only 20 supplies to build these. (2 people - w/ full supply)
 
The best spot to stand when shooting siege is where the enemy cant see you and you can see them. Walls or any other object you can stand behind can offer great cover, just work with the camera to shoot)

-overall when you see something siege being built, turn all attacks on it asap. Especially like the boiling oil over the gates.

-more then anything - communication and supply+siege will pretty much win all battles. When you drop down 2-3 weapons any battle is over pretty quick. Its just the coordination of instantly supplying the siege stuff when it is build so it goes up as soon as possible. I find the AoE weapons can usually clear things out very fast - which is why I recommend the arrow cart. Cheap and very effective.

-Trebs are the powerhouse of siege, and controlling them on the battlefield is important, we need to take down enemy treabs as soon as possible. (if possible) And we will use them for long range bombardment - it is good sometimes to have people spot for the treb or mortar helping them zero in on the targets. When you fire the treb you can hold down the mouse button and charge the power.

look for hi-ground places further out to place trebs and bombard enemy cities [good tactic at stalemates].

-Cannons are pretty evil. if you are attacking a castle look for the cannons [on the walls] and kill them asap! they will absolutely wreak havoc on any attackers. (Again you should stand behind objects and give yourself cover, just move your camera around where you want to shot.)

-Some people will be tempted to buy siege weapons with the badges you get - I would advise against this, as you can get really good armor and weapons when you save up a lot of them. Like 350-500 badges a piece. The vendors are located N side of the spawn home world castle, check out what they got so you see what I mean.

You can make some decent money killing people, especially with siege, remember to hop off and grab your loot once awhile. If you built the siege weapon, you will auto kick off anyone else who tries to use it.

- Gates go down pretty easy with someone working a ram, the ram has 2 fire abilities, 1 is bash the door, the other is a fire aoe, which is good if people are attacking melee or repairing the door from the inside. If no repairs are going on just bash it.

-Tower lords, etc - the NPCs are pretty tough, it would be good to have a good tank backed up by a healing like you would on a raid. They are tough but soon as you kill them, they switch to your side and start killing enemy.

-Choke Points - there are natural points on the map that will funnel players into small areas, like tunnels, doorways, bridges, etc. Figuring out good choke points and defending them with siege can change battles.

Think of '300', the Spartans defended a choke point there, that limited the number of attackers that could come at them at a time. Same concept. If you know they have to group in one small area and you can nuke it out, you have effective control of that area. Traps also work great here.



FOLLOW THE LEADER

As simple as it sounds, know who you leader is and just follow them around the map as much as possible. Dont atatck until they do, etc. This makes it easy for officer to conduct better field movement, which will make us that much tougher.

You want to avoid everyone just rushing in the minute they see an enemy, this can lead to bad situations, a lot of the time these people dont even know what they are chairing into blindly at. It is easy to set up ambushes like this. Its all fun and games until you run into some people camping a choke point(door way, bridge, tunnel, etc) with some siege...



Other Notes

-Mobility is key, if you are at an objective that is over defended, consider switching off to another objective that will be more open. Some times you can catch the enemy in the field this way and kill them outside the walls. Warhorns and move buffs are huge in WvW. You can still treb it from long range to open up weakness for when you come back.

-Knowing when to pull back - very simple aspect here, and very important, when you are your team is taking some hits, retreat to the back of our line and break the attacks from you. This will obviously keep you alive and it will also frustrate attackers when you get out of range of them. Dont wait till you are at 25% break off at like 60% and allow your self some error. heal up and then head back in.

A great tactic is a fake retreat, that pulls some of your enemy in and over extend them. Turn around and kill the extended ones and then head back into the main battle.

-Remember you can change skills in the field, so tailor your skills for what is going on. There are really 4 aspects to fights. Standoff(ranged only), charge/chase, retreat and full battle(melee chaos). During retreat, charge/chase, and full battle, control of movement on the battlefield is important. The more we can slow them down and speed ourselves up, the more advantage we will have. Snares = kills.

-The ORBS - something to consider, if you capture all 3 orbs it is 50% health bonus! - to cap an orb you have to assault the top center north of the enemy map and kill the orb defender(he is a champion so dont think you are going to solo him). grab the orb and run it to your map portal on the bottom of the map where you start (re-spawn). Captured orbs are taken to the west and east keeps on our home world.

 
WHEN You cant take the main objective in the eternal battle grounds, you can switch up and go for the orbs and or different sub objectives, dont get too stalemated at well defended keeps. Take the other objectives to get the defenders out.


-if we capture a keep we want to defend, upgrade the cannons as soon as possible. Upgrades can free up forces from defense - (we will make a lot of gold from killing people in the field)

-The extra worker is another great upgrade early on for faster upgrades.


Good Videos to watch ->


Borderlands Map Part 1 (basics)


Borderlands Siege Part 1 (basics/intermediate)



EBG Part 1 (basics)


EBG Part 2 (basics/intermediate)




Even Advanced Players should watch this video, it gives a lot of good siege spots, back entrances, etc...

EBG Part 3 (intermediate)


EBG Part 4 (intermediate)

 

Some good ideas on team division/roles in WvW

If Anet does the WvW format well (and I expect they will) then division of labor will be critical. I think it would be a wise strategy to form a few different sized groups of players with a specific WvW playstyle and have them focus primarily on one objective or another. Here are some ideas modeled loosely after a combination of US military structure and terrorist network organization:

1) Keep Aquisition Team (Marines) - This will be a relatively large group that will be focused on bringing down walls and taking keeps for our own. They will be the larger land aquisition forces responsible for the big push strategic objectives in blitzkreig fashion. Once a keep has come under our world's control this team will leave to assault another objective point. Larger objectives (like stonemist) might take 2 or 3 of these teams to bring down. The idea is to have a large enough force to strike quickly and take the objective down with maximum speed following the philosophy of the best defense is a good offense. Nearly everyone on the team should have substantial DPS capability. Deaths are inevitable, because reckless haste is the ideal performance.

2) Keep Defense Team (Army) - Heavy support team. Smaller in number than the aquisition teams, but still relatively high numbers. They are not really an active combat squad, but more like a patroling sentry system. They will focus entirely in the direct vicinity of the keeps held, preparing seige weapons and keeping an active watch to quickly alert the rest of the server of an attempt to take their hold. When not under pressure of an assault they should try to keep supply lines operational and wipe any small wandering groups that come too near to their objective point, particularly any that threaten supply. When their keep comes under assault, they are built to STALL, not to REPEL the invaders. The idea is that with enough support skills and open supply lines, they can turtle up and hold the line at the gate long enough for nearby allies to organize a pincer attack on the assaulting team.

3) Tactical Harassment Team (SEALS) - These would be small groups, probably 4-8 in number dedicated to quick, opportunistic hits. If XoO doesn't hold an objective in an area, then these would be the guys knocking out supply lines to the keep while an assault is going on. These are the quickmover, black ops types that will have a lot of action in enemy territory utilizing stealth and surprise. These are first in to a hostile area taking tactical objectives and scorching the path the Group 1 teams to follow.

4) Roamers (RANGERS) - These groups would be similar to the harassment teams, but a bit more balanced and multi-purpose. These are they guys that get a little bit of everything. They would jump from project to project fairly frequently, escorting supply, raiding opponent supply, rushing to the aid of nearby keeps, or helping seal the deal when the Group 1 teams are knocking on the door. They are first responders in areas that we already hold the keeps and should be able to knock off stragglers that are late to the seige of a keep lightening the load for the Group 2's while the counter-offensive is arranged.

I think following a general division of labor that follows this over simplified model is ultimately a road map to success. There would need to be multiple groups of each type on the map at all times to make it effective, and without everyone (including the rest of the server we are on unless our numbers sky rocket in the near future) knowing the strategy it will fall flat. As far as build discussion I think we are putting cart before horse at this point. There is a lot of beta left, many of the game mechanics aren't fully understood and all of it is still subject to change before release. I think conceptually planning strategy is more important at this juncture, than specifically plotting based on variables that are likely to change. Anybody have input?


 
The WvWvW World Maps

-4 maps, 1 home world for each server and 1 eternal battle ground.
- 3 Home Worlds (1 for each server)
+ The Eternal Battle Grounds Map (center super keep)

Main Objective is eternal battle ground keep
Secondary objective is the 3 home world orbs

Just because you hold the main objective dont mean you will win. The keep is to always be taking and defending objectives.





NOTE ON FULL WORLDS!!

World will get full! So Queue up for a battle ground and then you can teleport to another world and play while you wait. If your world iis empty, there are jump puzzles and PvE camps to take out and or level.


 

@28 minute mark - check out the puzzle for siege weaponry. @26 for the start of how he gets there on the NE side of a borderlands map. He opens it at aroundd the 28 minute mark.


Other videos (extra odds and ends, not specifically siege related) ~

Objective Upgrades (old) -
http://www.youtube.com/watch?v=Khy5O-ZRsx0

3 Exits per Portal keep -
http://www.youtube.com/watch?v=iuPKKlqAf-w

Entrances to Mini-Dungeon -
http://www.youtube.com/watch?v=-96NNxySYlM

Mystic Forge -
http://www.youtube.com/watch?v=1D90iptWeD0

 

 A good guide from stormbluffisle.com

http://knights-templar.com/pages/wvwguide 

 

 

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Response:

Curadh de na Faolchu
Arowefell
Curadh de na Faolchu
  • GW2: Quigley.9236
Replied On: 11/07/2012 at 12:53 PM PST
  • Twitch

Good guide, thanks for sharing! If you're running a harassment team, don't forget to do a little counter-intelligence work as you run from objective to objective: Kill mobs and guards to get those tasty crossed swords on the map - the enemy commander will think this is the main zerg. Do this well enough, and the enemy will no longer be able to trust the map for situational awareness. Take a minute to knock on keep doors as you run by to contest them, making those waypoints unavailable to the enemy for several minutes. This also causes a crossed sword on the keep, making the enemy think it's under attack. You might be able to lead them on a wild goose chase. Drop a flame ram at an unattended tower door. Leave one person to run it, and one or two to guard them. This should be enough to cause enemy scouts to panic and call in the zerg to defend against three people. If not, get the door to 10%, then call in your zerg - it's a free tower. Every swing of the ram is 3 or 4 supply that the enemy has to use to clean up after you. Wreck siege on enemy keep and tower walls. It's expensive, and won't be there when they need it to defend. Find the enemy zerg, and tag along behind them for a few minutes. If they aren't moving as a group, you can eat the stragglers, weakening the zerg and damaging morale.

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