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Super Hero George's SPvP Guide 9-12 Updated

Ridire de na Faolchu
SuperHeroGeorge
Ridire de na Faolchu
Posted On: 09/11/2012 at 02:01 PM
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Super Hero George's SPvP Guide

A Super Hero George Guide to become a Champion in Guild Wars 2 Structured Player vs Player

 

During the time that Guild Wars 2 has been up I've played alot of Structured Player vs Player, to the point in which I know the exact range of all skills in the game. This is a guide to help rookie pvpers to become champions in GW2 SPvP.

 

 Table of Contents

Part 1: What is Structured Player vs Player.

Part 2: Maps of Structured Player vs Player.

Part 3: Skills and Abilities that will save your life.

Part 4: Play Styles.

Part 5: Unique Skills and Abilities.

Part 6: Battle of Kyhlo.

Part 7: Forest of Niflhel.

Part 8: Legacy of the Foefire.

Part 9: Raid on the Capricorn.

Part 10: Build Synergies.

Part 11: Ideal Team Composition.

Part 12: Fighting agaisnt Classes.

Part 13: Proffession vs Proffession, which ones beat which. (In Progress)

Part 14: Ranks of Structured Player vs Player. (In Progress)

Part 15: The Rewards of Structured Player vs Player. (In Progress)

 

Part 1: What is Structured Player vs Player

Structured PvP is a Player versus Player mode which allows competition on an even footing. There are two primary modes of play; tournament and hot join play.

Any character used to enter structured PvP retains their race and profession. The character is given a fixed maximum level, and all skills and items are available without the need to unlock them first. Scores are tracked on the scoreboard. Player statistics are tracked and used to generate a player ranking.

Unlike WvW, structured PvP doesn't grant rewards usable in PvE. Instead, players earn glory and rank which are used to obtain better looking gear for use only in structured PvP.

There are several different maps for structured PvP, all of which are conquest, although other objective types are planned for the future.


Tournaments

are the more organized side of structured PvP. Talk to the tournament master located in the Heart of the Mist to join. Tournament play is always 5v5 and matches take place on the same maps that are used for hot join play. Tournaments run with varying frequency, and different reward levels allow some players to get their feet wet in the smaller tournaments while more-organized teams battle it out in the larger tournaments.

Each tournament pits eight teams of five players against each other. Teams that excel during the three-round, single-elimination tournament are rewarded with tournament chests full of valuable loot.

Tournaments come in the following flavors:

  • Pickup: single-elimination tournaments wait for 8 teams to join before starting. This tournament has 3 rounds of eliminations, with winners receiving qualifier points.
  • Monthly: Require an amount of qualifier points from the pickup tournaments to join.
  • Yearly: These grand tournaments feature the winners from the monthly tournaments slugging it out for the right to call themselves the best PvP players of the year.
  • Player-Run: customized by players, these tournaments allow for great flexibility and unique bragging rights.

Quick join play

Quick join play uses a game selection system similar to many first-person shooter games which allows individuals or groups to join a game based on map, available space, and other settings. It has variable team sizes which can be different per server so might be one versus one, five versus five or ten versus ten.

Games can be joined by finding the PvP Browser NPC by going through the Heart of the Mists and then to the Hall of Memories. The WvW Asura gate hub in Lion's Arch has a gate that leads to the Heart of the Mists. The PvP Browser NPC will show a list of current games or allow you to create a new one.

Players will be able to join the same server regularly, forming groups of players that frequently play together.

Players are matched based on a similar amount of total glory earned. 

Game modes

Conquest - Capture all points on the map in an effort to be the first team to achieve 500 points.

Maps

Conquest

  • Battle of Kyhlo
  • Forest of Niflhel
  • Legacy of the Foefire
  • Raid on the Capricorn

Rewards

The PvP reward system has a two-tier reward structure that involves glory and rank.

Glory is a currency that players can spend on reward chests filled with random loot, while rank is a measurement of your total accumulated glory. As your rank increases, you unlock new tiers of reward chests, and thus access to more impressive looking equipment.

All PvP rewards are account bound, and can be stored in a collection in your PvP Locker. This means that even if you obtain items which your current character cannot equip, you can store it for later use.

 

Back to Table of Contents

 

Part 2: Maps of Structured Player vs Player.

Below Are the Current Maps to Structured Player vs Player

Raid on the Capricorn map

 

Legacy of the Foefire

 

Forest of Niflhel

 

Battle of Kyhlo


Back to Table of Contents


Part 3: Skills and Abilities that will save your life.

In Structured Player vs Player there are certain skills and abilities that can easily tip the scale of the battle. And in my experience are almost needed in order to succeed.


    - Stability -

Ignore control effects such as stun, knockback, launch, knockdown, sink, float, fear, and daze.

  • Note that cripple and imoblize are not on this list. That is because they are currently not seen as control effects since you still remain in control of your Character.

Stability in my book is a must have In Structured Player vs Player for a couple of reasons.

  1. Its the only way to guaruntee a player spike.
  2. It can be used to almost completely shut down some builds.

 

 - Condition Removal -

Abilites that remove Condtions such as Bleeding, Blind, Burning, Chilled, Confusion, Crippled, Fear, Immobilized, Poison, Vulnerability, Weakness.

  • Note that Fear is listed here because it is both a condition as well as a Control effect.

Condition removal isn't exactly needed in Structured Player vs Player. Although it can be an ability that can become extremely usefull in certain situations. 

  1. It can give you a sever advantage over certain builds such as a bleed ranger.
  2. Certain skills can be used to get rid of Fear.

  - De - Target -

The Ability to create a decoy of yourself or de-target your self from an enemy.

De-Target abilities can be extremely useful in multiple ways.

  1. If used with correct timing you can go an entire fight without getting hit but a few times.
  2. It can save you from certain burst builds.
  3. It can help you from being spiked with certain proffesions.
  4. If you can use these well you can almost completely control a fight.

Back to Table of Contents


Part 4: Play Styles.

There are alot of different playstyles and Builds that one can use in Guild Wars 2. I'm going to try my best to try to explain most of these play styles when related to Structured Player vs Player.

Tank

Tanks are when you build your character with the intention of being extremely hard to kill.

Over all I think the idea of being extremely hard to kill can be usefull in certain maps of Structured Player vs Player. But in certain maps this build can almost entirely be useless and can actually impair the team your on.

In the end I would recommend to have your character with the ability to survive a burst if forced into one, but would highly recommend your Dont build purely tank since you will do very little damage which can heavily impair your team in team fights.

Support

Support are when your build your character with the intention of buffing your friendly units and impairing your enemy units.

Over all I find that these type of builds can be very usefully in all of the Structured Player vs Player. But in certain situations these type of builds can be almost useless.

In the end I would recommend these types of builds if your on a tournament team of 8v8 and plan on being in a constant group. Though some of these builds can be used in 1v1 situations; which can and will eventually happen, these builds tend to survive quite some time but failed to have enough damage to defeat an opponent.

Glass Cannon

Glass Cannon is when you build your character with the intention of doing as much damage in a burst as possible. 

Over all I find that these type of builds can be very effective in all of the Structured Player vs Player. But while having a huge amount of burst these builds tend to be very fragile so in team fights, yes you can do alot of damage, but if focus'd you Will go down.

In the end I would recommend these types of builds to anyone. Overall these types of builds have a strong effect in almost any situation outside of a team fight, and in team fights there are still very effective. Certain classes can pull off these type of builds to be extremely dominant of the fight but keep in mind certain classes can't, at least not without the right build.

Condition Damage

Condition Damage is when you build your character with the intention of doing as much damage in condtions as possible.

Over all I find that these type of build can be effective in all of the Structed Player vs Player. But while having the highest sustain damage, most of these builds rely of bleed damage and thus have an almost fatal flaw.

In the end I would recommend these types of builds be used sparingly. These builds tend to rely heavily on bleed damage with certain classes; which leaves you with a fatal flaw in the fact that if your opponent has a condition removal ability it can severly cripple your damage and as most of these builds sacrifice survival for damage you will be at a sever disadvanatage.

 

Back to Table of Contents

 

Part 5: Unique Skills and Abilities.

There are certain Skills and Abilities that are unique in certain functions and can be handy to have.

  - Shouts -

Shouts are unique in the fact that one can use them not matter what as long as their alive and thier not on cooldown.

Shouts can be extremely usefull as they can provide major buffs to allies while impairing your enemies. But the factor that you can use them even while under control effects such as stun or Fear makes these abilities very usefull.

 

  - Pet Abilities -

Pet Abilties are unique in the fact that they can be used as long as your pet is alive and not under a control effect.

Pet abilties very effective when playing a ranger. Certain abilties can actually help turn a fight in your favor really quick. They are unique in the fact that they can be used when the player is under control effects such as stun or fear.

 

  - Evade Abilities -

Abilities that when used give you the chance to evade your opponent and their attacks in a since making it so you can't be hit for that time.

Some of these abilties can completely flip over the table in your favor. These abilities make it so your opponent can't directly hit you. In certain situtations these abilities can not only make you survive certain builds but also Completely devastate an enemy build.

 

Back to Table of Contents

 

Part 6: Battle of Kyhlo.

  Battle of Kyhlo.

Objective

Two teams of five to eight players are matched up against each other. The objective is to be the first team to reach 500 points. Points are awarded through holding capture points and kills. There are 3 capture points on the map, and when captured, each location grants one point every two seconds. Each player kill grants five points. If neither team reaches 500 points, the team with the most points will be declared the winner after the 15 minute time limit. The average time for a game is 8-13 minutes, depending on the balance of the teams contesting.

Capture points

  • Windmill
  • Clocktower
  • Mansion

Layout

The general map layout is symmetric with a good amount of choke points where it is effective to engage the enemy. The blue team spawns in the east and the red team in the west. The center of the map is dominated by a clocktower. The mansion lies to the south of it, and the windmill can be found on the opposite side to the north.

Secondary Mechanics

Each team has access to a trebuchet which can bombard any enemy or area on the battlefield. It causes massive damage to enemy players and causes knockback to players who get caught in the area of effect. It does no friendly-fire damage or knockback. It can also be used to destroy buildings and objects in your way. This can help create easier access routes to capture points from a team's base, or to provide additional routes to flank the opposing team. It is not possible to destroy the enemy's trebuchet with your own trebuchet as it is out of range, but it can be destroyed by enemy players. When this happens a repair kit will spawn on the map, which must be brought out to and used on the trebuchet in order to repair it and make it functional again. While carrying the Repair kit, the player can not use his Weapon Skills.

Tips

The best way to win in this map is controling its Secondary Mechanics, the trebuchet. This piece of siege can deal 12k dmg pet hit to all targets within its projectiles blast radius. Thus if you have a trebuchet aimed at a certain Capture point it makes it almost impossible for an enemy to capture that point from you unless in extreme cases or if the enemy trebuchet is siegeing the same point. 

Another interesting fact is that the trebuchet can be used to destroy almost any structure in this map including walls and paths.

If possible I would recommend trying to take out your enemy trebuchet as soon as possible at it is a device that can easily tip the battle in a teams favor.

 

Back to Table of Contents

 

Part 7: Forest of Niflhel.

 Forest of Niflheh

Objective

Two teams are matched up against each other. The objective is to be the first team to reach 500 points. Points are awarded through holding capture points and kills. There are 3 capture points on the map, and when captured, each location grants one point every two seconds. Each player kill grants five points. If neither team reaches 500 points, the team with the most points will be declared the winner after the 15 minute time limit.

Capture points

  • Henge (west)
  • Keep (north)
  • Mine (east)

Respawn areas

  • Blue (south-west)
  • Red (south-east)

Secondary Mechanics

NPC monsters spawn after some time and then after every 3 minutes in the north-western and north-eastern corner. Defeating them grants your team 25 points and a short-time buff of +50 to all stats. NPCs include:

  • Chieftain Utahein
  • Svanir

Tips

I would highly recommend trying to get the kills on The Chieftain and Svanir. You not only grant your team 25 points build also provide your entire team a buff of +50 to all stats and the buff from both npc's are stackable so your team at a time can have +100 to all stats, giving your team quite the Edge.

In 5v5s I would recommomend having a single guard at each point and having 2 roamers to provide back up to a point if needed.

 

Back to Table of Contents

 

Part 8: Legacy of the Foefire.

 Legacy of Foefire

Objective

Two teams are matched up against each other. The objective is to be the first team to reach 500 points. Points are awarded through holding capture points and kills. There are 3 capture points on the map, and when captured, each location grants one point every two seconds. Each player kill grants five points. If neither team reaches 500 points, the team with the most points will be declared the winner after the 15 minute time limit.

Capture points

  • Waterfall (north)
  • Graveyard (middle)
  • Quarry (south)

Respawn areas

  • Blue (north-east)
  • Red (south-west)

Secondary Mechanics

NPC guards and 'guild lords' spawn at the beginning of each match in the starting zones of their respective team. In order to get to the guild lord, the enemy team has to take down a Gate first. Gates can only be damaged by direct damage. Defeating the Team Lord grants 150 points. NPCs include:

  • Red/Blue Lord
  • Two Caster
  • Two Soldier

Tips

I would highly recommend at least attempting to kill the enemy Team Lord, as well as denying them from killing your Team Lord. 150 points in a 500 point match is extremely significant. It can win a game in an instant in certain situations. I wouldn't advise having a someone guard the your team lord but if your base comes under attack be sure to send someone to go check on the lord.

Try to control the Graveyard as much as possible since this a perfect mid point, Meaning you can get to any point on the map in a very short time.

 

Back to Table of Contents

 

Part 9: Raid on the Capricorn

 Raid on the capricorn

Objective

Two teams are matched up against each other. The objective is to be the first team to reach 500 points. Points are awarded through holding capture points and kills. There are 3 capture points on the map, and when captured, each location grants one point every two seconds. Each player kill grants five points. If neither team reaches 500 points, the team with the most points will be declared the winner after the 15 minute time limit.

Capture points

  • Beach (east)
  • Dock (west)
  • Ruins (north)

Respawn areas

  • Blue (north-east)
  • Red (north-west)

Secondary Mechanics

Hostile sharks roam the waters of the map, but when a team captures the Ruins point they turn friendly toward them and will attack the opposing team.

There are cannon balls on the ship in the middle of the map. These cannon balls can be thrown at enemies to knock them down and damage them for little damage or be used to fire the cannon located at the very south of the map.

Tips

I highly recommend trying to control the Secondary Mechanics on this map.  Those being capturing the ruins to control the sharks thus giving your team a huge advantage in water.

And controling and using the cannon at the very south of the map. This cannon will deal 6k damage to everything within its projectiles impact and knock back anything directly hit with the projectile.

 

Back to Table of Contents

 

Part 10: Build Synergies.

Build Synergy Is when you have a prefered or perfect synergy with your Trait points, Gear, Runes, and Utility skills.

Trait Points

Trait points are in my opinion the most important thing in Structured Player vs Player. Trait points are points used in up to five different fields of your choosing. Utilitizing these points you can build you Proffession with a purpose behind it, for example Maxing out an offensive line in order to have alot of damage.

When spending your trait points I would highly suggest looking at what special skills you can unlock by maxing out a trait line. These abilities can be a clutch moment in Structured Player vs Player, such as  a warriors trait ability that if they down another player after using vegeance they always rally.

Of course though you can't max out every trait line on your character so be sure to spend them wisely.

Gear and Runes

The second most important thing in Structured Player vs Player. After completing your Trait skills you will noticed that certain weapons will benifit you alot more than others, for example a thief trait that allows you to do 5% more damge with daggers.

It is very important when building your character to have a good synergy between your traits and the gear you use. Be also sure to check what runes are available, certain runes can greatly effect your build as well. For example Runes of Rage; if you have all 6, you gain 5% more damage if you have fury active.

Utility Skills

Ranking third in importance is the Utility skills(6-0). These skills can be utilized base on your build, whether it be having Frenzy and bulls Charge on a warrior so that you can burst your enemy with little retribution or having alot of evasive moves so that your survive longer due to your lack of built in survivalbility. 

Overall

Though I did list all three of these in how important they are to you as a pvper. It is most important that all three of these are in sync. If they are, you'll find yourself dominating your enemies with 12k crits, or find yourself being demolished by your enemy because you didn't notice that fatal flaw with your build. 

 

Back to Table of Contents

 

Part 11: Ideal Team Composition.

Ideal Team Composition. Where your team is intentionally built to not only sync well together but also thrive on each other. This is mostly limited to Tournament play since non-tournament games could have you against your team mates.

Bruiser Teams

Bruiser Teams is where your team is designed where three of your team mate build to survive a 1v1 fight and deal alot of damage their enemy, even possibly winning over their opponent. And have the remaining two people of your team build Glass Cannons build and have them roam to any camp needed.  The aim of this team is to have a Bruiser at each capture point and have the Glass Cannons rush to any camp their needed at while constantly roaming. 

Over all this Team Composition if done correctly can be very hard to beat and usually comes down to the skill of the players rather than their builds.

ZERG Teams

ZERG Teams is where your entire team is designed as Glass Cannons and have four of your team mates constantly roam and one team mate at a key point of your choosing. The aim of this team is to over run your typical Bruiser Teams with significant burst damage and numbers, while almost always having one point of their choosing under their control.

Over all this Team Composition if done correctly can be a very dominate Team, but you run into the risk that if your up agaisnt a similar team composition then it will really come down to builds rather than player skill.

Full Muscle Teams

Full Muscle Teams is where your entire team is designed as bruisers and having two team mates at each point and one at one point, usually a point you feel the enemy wont come for. The aim of this team is to have as little roaming as possible and have these two team mates hold down a single capture point for the entire game.

Over all this Team Composition if built correctly can be quite effect, but if wouldn't recommend it. Roaming in certain maps can be very important, for example Forest of Niflheh; you have to get those NPC bosses, and you can't do this if your team isn't designed for roaming at all.

Over All

Over all there are actually alot of Team Compositions. I choose these three as their the most beginner friendly. In the end there are some really complex Team Compositions that rely heavily on what class a team mate is playing and how all of you are built. 

Having a good Team Composition in tournaments is the difference between almost ALWAYS losing, and being a force to reckon with.

 

Back to Table of Contents

 

Part 12: Fighting agaisnt Classes.

Classes. Ever fight a 2hd Sword Burst Warrior and get Decimated and wonder, How do you stomp this guy into the ground. Well here are a few Quick tips about fighting certain classes. Be forewarned though, this only tells you the flaws in their builds and player skill can often make up for those flaws. Due to all the possible builds you can create in guild wars 2 I'm mainly going to be focusing on the beginner level builds so that players know how to get their feet wet.

Warrior

Perhaps my favorite class in Structured Player vs Player, but we do have our fatal flaws. 

Warriors tend to specialize in melee, having potentially insane burst in this range. Warriors can also perform quite well using only a rifle as well. 

Warrios tend to be weak in the fact that they usually have to be in close combat in order to achieve their highest damage output. So if possible try to keep distance on them unless you yourself are designed to go into melee.

2HD Sword Burst Warrior - This build is designed purely with beginner skill in mind. Though for that it does have nice perks for it such as High burst damage, reasonable mobility, and the ability to block if they have the right weapon. The fatal flaw on this build is that it heavily relies on the warriors Bull Charge and Frenzy abilities.  Meaning if you see warrior suddenly put on frenzy you can do one of two things to counter the build. Move the warrior, or move yourself. If you knock back the warrior as he puts up frenzy it will destroy the momentum of damage that he's capable of putting out giving you a large advantage over them. Though after a while you'll notice just how far a warrior needs to be in order to use bulls charge on you and you can simple dodge to the side and evade the attack all together.

Theif

A class that is severly hated or loved in Structured Player vs Player, either you love to use a theif or you hate to fight them lol.

Theifs have a very low base health pool and with medium armor this usually leaves them being a bit squishier than most. Though they make up for this with their evasions and stealths.

If possible try to focus entirely on the theif and going melee if their ranged and vice versa. Be wary of their Theifs Guild or Dagger Storm Elites as these abilities can cause alot of damage,

Dagger Storm Thief - This build is designed with nothing but bursting your opponent down in mind. Although in order to achieve this with daggers most rookie theifs will sacrifice alot if not all defense abilities. Meaning that they have roughly only 14k Health which if you think about it Is not alot at all in SPvP. This build you wanna aim to either kill them before they get to you, or have a way to survive their burst and then kill them.

Although I must warn you. Once a thief starts to know what their doing.. Their a huge force to be reckon with. which lands them in the seat of being hated by alot of players out there.

Necromancer

A caster class that alot of people don't seem to realize is extremely tanky at times. In my opinion this class is the tankiest in game.

Necromancers wells tend to be their highest damage output, if possible do your best not do be in them and advoid stepping onto their staff ground traps.

Necromancer though having alot of health and being tanky. are subsceptible to sustain damage, meaning if you can keep on them then usually you can down them.

Minion Master Necro - This build is designed to have tremendous survival on the Necromancer and dealing majority of their damage with Wells and Flesh Golems. I must warn you, that this build; though a beginner skill level build, is among the top 5 SPvP builds out there. Meaning fighting this class comes down to more player skill than having the right build. The weakness to this build is the Necromancer themself. Try to focus as much damage on them as possible and advoid their wells at any cost. And if you can, try bringing a friend.

Engineer

A class that is both complex, yet very fun to play. If built correctly this class is amoung the top three in SPvP in my book.

Be wary of a Engineers turrets. All of them have a special abiltiy can disrupt you or do a decent amount of damage to you.

Also be wary of an Potion master engineer. This is in my opinion a member of the top 5 builds in game for SPvP. 

Supply Drop Engineer - This build is centered around an engineers Supply Drop skill and then bursting your enemy with pistols and turret special abilties. This build ironicly has a tremendous amount of burst if pulled of right and is designed really for holding capture points rather than roaming across the map. This build does have a flaw though. I consider Supply Drop to be a 5-10 second moment of the engineer being very strong in the area of the supply drop. though if lead outside of the area of the supply drop or you can survive the intial burst. most classes can over power this build.

Guardians

A heavy armor class that actually has the lowest max health pool in game. Though if built correctly this class can have the highest ranged burst in game or Highest Survivalability in game.

Guardians tend to tip towards either being super tanky or high burst, usually sacrificing one for the other.

Spin to Win Guardian - This build is designed around the Guardians greatsword spin abilty. where they teleport to you setting you on fire and spinning on you in an attempt to burst you done. Though the downfall is Guardians ironicly arn't really designed to do this. This build can usually be countered by simply going at them head on since their most likely to have less health than you.

Although if you really want to be fully prepared to best a Guadrian in battle I would heavily suggest to carry a skill that lets you break out of an immobilize. 

Rangers

The pet class of Guild Wars 2. Yes, believe it or not 60% of your damage usually comes from your pet.

Rangers themselves tend to be squishy and usually don't have a way to put distance between themselves and you if you catch up to them. 

Rangers though percieved as a range only class can actually perform very well in melee.

Bleed Build Ranger - This build is designed so that the Ranger can put the max stacks of bleed on you(25). and wither you down at an extreme rate. This is usually achieve by combo'ing sharpen blades and the bird attack of the rangers warhorn skills. Though this build has a tremendous sustain damage on an opponent it has a fatal flaw. If you can block/advoid their bird attack that puts you already at an advanatage, and if you have a condition removal then you can almost shut down alot of their damage outputl. Simply use your condition removal if they get a stack of bleed on you and your good to go.

another thing to note about rangers is that they rarely have a way to put stability on themselves.

Mesmers

The clone Master of Guild Wars 2. The most complex class to learn but in the end one of the strongest in Structured Player vs Player.

Be wary of specialty clones of a mesmer such as illusionist rouge and Illusionist bersker. these clones are capable of high damage.

Mesmers themselves tend to be quite squishy and weak in melee range.

Clone Master Mesmer - This build is designed so that the Mesmer can control the momentum of the fight by constantly creating clones and de-targeting themselves from you. Though this build has a Heavy Flaw that is a fault in the Game design more than anything. Clones that are generated in the game will not share a Guild Tag like the player themself, so if the mesmer is in a guild then you can almost always know who the real mesmer is.

Elementalist

Usually built to be tremoundously squishy the Elementalist can actually take quite the beating. The main difference between a good ele and a Bad ele is the ability to manage all their Attunements in perfect sync.

Though its not common, water elementalist can actually be very strong in teamfights and if possible you will want to focus them down.

Elementalist though weak in melee range tend to have enough utility to get themselfs away or move you away from them. If possible try to have an immoblize or stun if you plan to melee them.

Fire Fire Elementalist - This build is designed around the high mobility Fire attunement has along with utlitizing the fact you can almost constantly keep burning on your opponent and have a decent amount of burst as well. The downfall to this build is that the Elementalist is extremely squishy and usually can be killed rather easily. That is why if your going to play this class be sure to learn to use all your attunments.

 

Back to Table of Contents

 

Part 13: Proffession vs Proffession, which ones beat which. (Coming Soon)






» Edited on: 2012-09-13 11:08:36

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Replied On: 09/11/2012 at 06:59 PM PDT
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@ George Excellent post!!!! This will help a lot of people familiarize with what spvp is. Something that you did not touch on is the build synergies available between gear, talent points, and utilities. This synergy is suggested to be successful and survive in spvp. After the starter area of the spvp tutorial, you are ported into the Heart of the Mists. Once in this area you can buy new gear, weapons, and runes used only in spvp. The gear runes offer set bonuses that are very fun and offer some pretty interesting proc effects. Again, most excellent post George. Rank 15: Condition Elementalist: Scepter / Focus Point Defender Guardian: Shield / Sword , Longsword P.S. This link has some pretty tremendous information in it on spvp from the guardian presepective. http://www.guildwars2guru.com/topic/47278-tome-of-conquest-your-guardian-competitive-pvp-guide/

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SuperHeroGeorge
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Replied On: 09/11/2012 at 10:23 PM PDT
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@ Jibb actually i was torn between adding in build synergies.. but decided not to do so in the end. I may decide to change it later on though. Depends on you guys, if you want to I'll include the Build synergies part, also known as Hidden Part 2. There are a couple of things I do have for SPvP that are finished. but currently off the guide. :)

» Edited on: 2012-09-11 22:25:45

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SuperHeroGeorge
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Replied On: 09/11/2012 at 10:40 PM PDT
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Update - New Parts soon to be added. Part 10: Build Synergies. (In Progress) Part 11: Ideal Team Composition. (In Progress) Part 12: Fighting agaisnt Classes. (In Progress) Part 13: Proffession vs Proffession, which ones beat which. (In Progress) Part 14: Ranks of Structured Player vs Player. (In Progress) Part 15: The Rewards of Structured Player vs Player. (In Progress)

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JibbitsJr
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Replied On: 09/11/2012 at 10:43 PM PDT
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I was just reading you response. lol I am totally looking forward to reading the other sections. The 12k crit thief is a real turd bird.

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FaolLupar
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Replied On: 09/12/2012 at 03:37 PM PDT
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Awesome guide, George! Look forward to the new parts!

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Pet
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Replied On: 09/12/2012 at 04:17 PM PDT
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This is great! Thanks for the primer. Structured pvp is just the sort of thing I hate to jump into not knowing anything. Now I can prep up!

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SuperHeroGeorge
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Replied On: 09/12/2012 at 07:27 PM PDT
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updated added parts Part 10: Build Synergies. Part 11: Ideal Team Composition. Part 12: Fighting agaisnt Classes.

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SuperHeroGeorge
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Replied On: 09/13/2012 at 01:26 PM PDT
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updated added quick links to help navigate easier.

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Gam3on
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Replied On: 09/14/2012 at 06:10 AM PDT

Thanks for the great guide! One thing I would consider adding is communication on your team! And maybe use of 'ctl-T' for targeting & 'T' to assist. I'm kind of new to GW2 pvp & have a few questions; 1) I was having a tough time last night spotting the 'real' mesmer in pvp. He was wreaking havoc on our team! Is there a way to know which one is the 'real' one?! Or somehow counter his clones/phantasms? 2) Is there a way a party/group can join the same pvp instance w/o each party member having to select the same server? 3) Is there a way to keep your party/group on the same team in pvp? It kept switching our group between red/blue & we had to do our best to switch before or during the match to get on the same team.

» Edited on: 2012-09-14 06:39:53

» Edited on: 2012-09-14 07:09:42

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