Free Time Players Guild
World versus World - WvW
World versus World
World versus World (also known as WvW) is a Player versus Player game mode where players from three different servers, or worlds, battle in the Mists. It features open-world combat on five large maps with up to several hundreds of players per map. In World versus World, players can besiege structures such as Keeps and Towers with siege weapons, and battle over resources, to win rewards for their world and World Experience for themselves.
Source:WvWvW Intel Live Maps
- Our time to help You out
- All the Guild stuff (what we have and what we will get with Your help)
- WvW guild raids with one ore more commanders
- WvW guild partys
- Traits tips
Getting there
World vs. World panel (default key B), then at the top select the WvW map to enter.
Asura gates located at Lion's Arch 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.
Far Shiverpeaks Commander Tags
In World versus World Far Shiverpeaks community decided to use all the available commander tags. Each commander tag has a specific job assigned to their colour.
Blue Commander is the common commander, that leads PUGS, Zergs or Blobs.
Yellow Commander is the Guild raid commander.
Purple Commander is part of Guild raid with a
specific job given by the Guild raid commander - flanking, scouting, zerg bait, ...
Red Commander tag is reserved for scouts or capture point guards
(Camps, Towers, Keeps). They usually take care of upgrades.
Participation in WvW
WvW is designed to accommodate players that would not normally participate in PvP. For instance, the high player limit means that a new player can get involved without immediately feeling pressured to contribute. In addition, objectives are available for a variety of group sizes, so players don't need to be members of dedicated guilds in order to be productive. There are also PvE objectives in the world such as skill challenges, events and jumping puzzles.
Player limits are based on the server resources being used. If too many players try to log onto a map, additional players will be placed in a queue (and can continue playing on other maps, including other WvW maps). The limit number is split equally among all three worlds.
Players joining WvW will have their level and attributes dynamically adjusted to level 80. Skills, traits, experience and equipment can be obtained within WvW, so character progression can be done without ever needing to switch to PvE. Each character on an account has separate lists of WvW traits, but experience gained on one character is account-wide.
- Players who are idle for a certain amount of time will be automatically removed from WvW, but can rejoin at any time.
- Players who attempt to join a map that is full can queue for a space while joining one of the other maps in the meantime.
War score
Structures
WvW matches take place across four maps each containing four different types of structures. Every 15 minutes, the structures controlled by each world are totalled and added to that world's cumulative score. The score is added at the start of the next 15 minute interval, so objectives flipped before the timer starts again (during the --:-- phase) will also count for points. The aim of WvW is to achieve a higher war score than the opposing worlds by the end of a week of battle. The following table shows the types of structures, their distribution on the maps, and how many points each of them is worth.
For example, if a world owns six resource camps (30 points), eight towers (80 points) and four keeps (100 points), 210 points will be added to their war score every 15 minutes. At the beginning of each one-week battle, many of these objectives are neutral and must be captured.
Sentries
Across the World versus World maps are also minor capture points marked by a flag. These are guarded by solitary Veteran Guards called sentries. Immediately when the point is captured the war score of the claiming world is increased by one.
Bloodlust
When a world holds the bloodlust buff, finishing an opponent will increase the world score by 1.
Defences
Depending on the type of objective, there are a number of obstacles that must be overcome before it can be captured.
Guards are capable of holding out against small strike teams, their main purpose however is to buy time and assist allied players.
To capture a structure the Lord has to be defeated. The Lord is at the center of the structure, in case of Towers and Keeps, inside the walls. In these cases, the only way to attack the Lord is to bring down the walls or gates first. Mesmers can portal players past walls, but there has to be a breach for the mesmer to enter in the first place. After defeating the Lord of the structure, a capture circle will appear. Alive or downed enemy players (that are not invulnerable nor invisible) or NPCs inside the capture circle prevent capping.
Structures can be upgraded to make them even harder to capture.
Siege weapons
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, ballista at destroying enemy siege equipment, and trebuchets for breaking down doors and walls. 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 structure upgrades. These siege weapons do not require blueprints.
Spawn points
Spawn points are waypoints on each of the battlegrounds. There are two types of spawn points; those which provide permanent access and those within objectives. Each World versus World map includes three permanent waypoints, one for each team, to allow basic access to the map regardless of which team is dominating. These waypoints cannot be used by other worlds and are housed in structures protected by Legendary Defenders. Each spawn point includes a set of NPCs where players may repair their armor, sell loot, or buy blueprints. There are several paths out of each spawn location. It is impossible to camp a spawn, as players and most NPCs in the spawn area are invulnerable. Other waypoints can be added to some objectives through structure upgrades. These waypoints provide fast travel, allowing quicker access across the map. A waypoint cannot be used if the objective it is housed in is under attack.
Enemy players
Killing an enemy player in WvW will result in experience and loot. Loot often includes Badges of Honor but is otherwise randomly generated; the defeated player does not actually lose anything through being defeated, but they still take durability damage as with any other death. As a result, combat will usually occur when attacking or defending an objective. The names of players from other worlds are not shown. Instead, they appear as "(world) (rank)". For instance, a player from the Darkhaven world at World Experience Rank 3 will be "Darkhaven Invader". Guild tags are still shown, appended to their name.
Resurrection timer
When a player is defeated in WvW, a 5 minute timer starts. The player can choose to revive at an uncontested waypoint immediately, however after 5 minutes the player is automatically revived at their spawn point for that map.
Supply
- Constructing siege weapons.
- Repairing the doors and walls of towers, keeps and Stonemist Castle.
- Purchasing structure upgrades from a Quartermaster.
- Using Siege Disablers and special traps, purchased at the Traps and Tricks vendor.
Each tower, keep and castle has a stockpile of supply that is replenished by supply caravans delivering from resource camps. Stockpiled supply can be collected by players, each of whom may carry a maximum of 10 units untraited and up to 15 while traited and unbuffed (With an additional 5 possible through Art of War). 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.
Breakout
When a team owns no defensible objectives (Tower, Keep, Castle) on a map for a full tick, it will be offered a breakout event. The events are started by champion-grade charr NPCs with the surnames of Siegecrusher or Siegerazer located near the spawn point. After five players gather near them, everyone will receive 10 supply and they will then proceed to the nearest tower. Once there, a pair of capture zones appear. If the attacking team can hold these for a short duration, the NPC places partially-built arrow carts, ballistae, and catapults in the area, each with a protective bubble that protects them and allies inside from damage for two minutes. Once the gate is down, the NPC will join in the charge to capture the tower. A supply dolyak also joins the event, and should it survive until the tower is captured, it will add 100 supply to the tower. Starting a breakout event towards a structure that is already owned (e.g. when the players take the structure first, without using the breakout event), causes the NPC to walk towards the tower. Once there, no capture zones will appear, the NPC will simply add supply to the already owned tower.
Guild claiming
Whenever an objective is captured, any guild may claim it. A claimed objective will display its guild's banner and benefit from any Art of War upgrades. Guilds can claim only one objective per map. A guild can claim an objective at the respective guild claiming NPC three minutes after the objective is taken. If the guild formed the majority of players taking over this objective, they may claim it immediately.
- Guild Fortified Power Increase — Power Increased by 40
- Guild Fortified Precision Increase — Precision Increased by 40
- Guild Fortified Toughness Increase — Toughness Increased by 40
- Guild Fortified Vitality Increase — Vitality Increased by 40
- Guild Fortified Fortitude — Maximum health increased by 10%
- Guild Fortified Healing Increase — Healing skills are more[sic] 10% more effective.
- Guild Fortified Quickness — Movement speed increased by 5%
- Guild Fortified Transporter — Allies Supply Capacity Increased by 5
- Guild Fortified Salvage — Rare loot chance increased by 10%
- Guild Fortified Training — Experience from kills increased by 10%