Wednesday, December 25, 2013

Be Brave

All Talk

There are techniques, tricks, and strategies to win in open field combat but what I find most important of all is courage.  Why?  Because when you fear the numbers in front of you, your hands will falter, and you won't be able to move.  Be steady and hold fast and push forward, dodge when needed, skill one when able, and aoe at the front line, and cleave through the backline.  By then the enemy will fall and falter. :3

No fear

While life is a game, in a virtual game the dangers are lesser, which allows you as the player to make bold moves and harness your courage.  :3  Be strong young one and you'll find your heart.

-

Push! Cleave! Kill with no fear, and the enemies will worship your feats. ;3

Sunday, December 22, 2013

Defining a healthy competitive server's WVW population

Melting Pot

WVW is the end game of gw2 where players roleplay as heroes defending their land and invading enemy territory.  Because of this game play anet provided players objectives as well as sieges to use in taking or defending territory.  However, when truly competing to be the number 1 server in gw2 history it is best to define what a healthy competitive wvw population is.

Coverage

The server with the most coverage has a big chance of winning a matchup however this isn't enough because coverage needs to be defined more clear.  So the question is what sort of coverage does a server need?

24 hour wvw coverage is the ideal but you'll only see this in t1 servers.  And what sort of players? WVW guild groups, commanders, havok squads are necessary, keep upgraders, siege placers, and a fun community.

Role

Many servers below tier 1 has good coverage but lacks the combinations said above; so they end up losing to more competitive server.  Because numbers isn't enough, which can be busted by a good guild zerg busting group consisting of at least 15 players, it is most essential to train your zerg to be fearless, to push, and to keep pressing aoe skills, skill 1s, and condition cleanses while dodging and dancing in the fire.

Havok squads deal with taking out camps, hitting targets asked by the commander, and being good roaming scouts/distractions.

Upgraders make your keeps and territory upgraded.

Scouts watch over the area; so the team can respond fast.

Siege placers put good superior sieges to defend against the swarm.

A fun community makes the atmosphere worth playing with.

Check your server and see if it has the following.  Else, you should develop your server to be such if you want to survive and become the king of the hill.

---

Recruit wvw guilds.  :3

Tuesday, December 17, 2013

2v1

Why and how

Not all servers have the same player base and if your server has little to know population then seeking help from another server will secure a win.

So, if you're the stronger server seek the help of the weaker enemy; so they can ride the wave of victory into second place.

And if you're the weaker server seek the help of either the strongest or the stronger one, thus taking advantage of what your amoral stance may be.

Both Allied Server's Target

Only hit the target enemy's land; so even if you the weaker server's being hit by your ally, don't worry, just focus on erasing the target server's land no matter the result at the end of the week.

Voip

Allied servers can achieve this by using some form of voice communication that is separate from the official server's voip.  Raidcall is good, as long as you guys just talk - commander to commander to setup the tactic.

Avoid official forums

This way you will not be distracted of what happens since in the end of the day what other people think only matter if you let it. ;3

-

Sov

friends matter. ;3

Wednesday, December 11, 2013

Thoughts about ascended armor

It doesn't matter

All you need to be effective in wvw is to wear exotics.  So, if you're reading this relax, you are good to go for the long run.

Caveat

Warning though, you will eventually get bored.  What to do you ask?  Gear yourself with better items slowly.  This way your character will look different and you'll fall in love with your character all over again.

Realization

My ciel is very strong, however when I changed her hairstyle I found I seldom play here anymore, and when I changed her hairstyle again, I found myself exclusively playing her as my main.

How to get money for ascended?

If and when you do decided to gear your character with ascended, and if you followed my tips above you should be rolling in with 400+gold or more now since you didn't change build, waste money and stuff.  However, if you don't know how, simply salvage everything you get from wvw, and when your stash is full - level up your crafting, and then sell the stuff in tp - those mats you're no longer using.  Just repeat the process and eventually you will have your ascended stuff.

-sov

Worried about ascended gear?  Don't, just enjoy the game.

Monday, December 9, 2013

The importance of openfield fighters

Why Openfield?

The old veterans understood that to increase morale of a server, the team must wipe the enemy and not merely take their land.  By doing so the enemy will falter and switch targets or bls and their fairweather will disappear.  So, it is really important to cultivate your militia's wvw openfield tactics.

How to improve?

A small guild of 10-15 can run guild raids/gvg's to hone their skills, and support the map zerg by defending spots, havoking, clearing up the enemy, and improving their gear.

All Out war!!!

This is what wvw is all about, that king of the hill who wipes the enemy despite the numbers, and you can start this by never backing out of the fight to show to the enemy that you are fearless and will come again and again and again.

Tips

1. Don't bring berserker gear because you will only get wiped fast and be a rally bot.
2. Be confident in yourself and your team because that confidence brings the death of your enemy.
3. Trust each other because by doing so you not only make friends, but make long lasting bonds that will tighten your community.

-sov

Do your best, learn to fight openfield, and be that guy who never backs down from a fight.

Friday, December 6, 2013

Account Bound WXP

Account Bound WXP

We had a problem with character bound wxp; thus we were forced to use only our main or two heroes which we have leveled up over time out of love.  But now good news because wxp is about to be account bound.

Advantages

Because you only need to have at least exo gear to be efficient in wvw, you can now take advantage of this update to build alts which might be used to support the team in wvw.  So, we're no longer limited to just that one hero or two but now be able to make new heroes again and relive the adventure.

Suggested Alts

Guardian because of their team heal, stability support, condition removal, and tankiness.

Warrior because of their speed buffs, banners, and ccs as well as condition removal and heals.

Elementalists because of their team heals and speed buffs and high dps against a group.

Necromances because of their wells and viruses.

Mesmers because of their portals, time warps, and group invisibilities.

Thiefs because of their fast movement speed and stealthiness to contest keeps, assassinate commanders, and roaming scouts.

In sum

You can now make what you like other than what you started with and have fun again. ;3

-
sov

Wednesday, November 27, 2013

In re: When to heal

Zerg, havok squad, and solo play

There are three classifications in which you should pay attention when using your healing skills.  They are when you're in the zerg, havok squad, or in solo play.

Why is this important?

It is important because you don't want to waste your heals, and you should keep these skills in check whether it be your main heal, normally skill 6, or that which comes along with your skills like dodge rolls, heal per skill, or shouts.

Zerg

You must heal on the engage when your hp goes 75-80 percent because the enemy can burst your health down from their coordinated attack; so don't be choosy when you cast it, when your hp is down to such hp, burst your healing - dodge/shouts/basic skill 6 heal.

The next best thing if your group is coordinated is to heal when your commander asks for a refresh, this is normally done with empowering from staff guardians, waterfields from ele or ranger, and blast from warrior warhorn or guardian hammer 2.

Havok squad

The healing here should be in tune with your commander or at your own discretion because the enemy isn't that many but as a general rule if your hp is nearing 50-60 percent, it's time to burst your heal.

Solo

You know when to heal depending on the enemy; so pay attention in this case. Trust your own judgment.

Items that may help healing

Omnomberry compote, mango pies, sigil of restoration are among the few that I know of; so take advantage of these.


-sov


Suggested Runes and Sigils and Food combination and a little bit about guardian warrior and elementalist unity

Of Food, Runes, and Sigils

Many players experiment and use what they feel is best but only through constant testing through new patches will you see what works best.

For now I've found the best possible combination which may help your toon as well as your wvw gameplay.

Important ingame commands.
1. /wiki food
2. /wiki runes
3. /wiki sigils

The following:

1. Sigil of energy - this is very good for dodging the enemy and works good with omnombery compote; so everytime you kill the enemy you get healed and the dodge will help you survive the enemy pushes.

2. Sigil of restoration - for every enemy you kill, if you're in a zerg, heals you, and  this works best with lemon grass paultry soup or mango pies and loafs of saffron bread

3. Rune of melandru - very good for warriors who use sword warhorn and hammer; this way the warrios can focus on stances and stunning the enemy and blasting combo fields.

4. Runes of the soldier - very good for guardians, so they can focus on empower, taking off conditions and giving boons to allies.

So far these combinations are worth contemplating and hopefully it helps your basic gameplay to be better.

Guardian Warrior Elementalist and Combo fields Update

It has been awhile since I've added something on the combo fields and professions synergy but here are some that may help you get your team in gear.

1. Staff/hammer guardians are very good, but as an alternative staff/greatsword guardians can do wonders too.  How?  Staff for empower and greatswords to pull the enemy for a fast kill.  Who then deals with the blast finisher?

2. Sword/warhorn/hammer warriors.  These babies deal with the blasting, stunning, and pushing whereas the staff/gs guardians can focus on the pulling empowering and staff spamming.  It's a good synergy between these two professions.

3. Staff elementalists.  Our basic sustain professions of whom work best with guardians together with their empower skills.  These are your main sustain troops, so keep them in check and well fed. :3

Try it out - sov


Thursday, November 21, 2013

An alternative to zerging


2zhfqrn.png

 By applying the methods here, we took almost everything in our borderlands against SOR and MAG at our offpeak time, meaning when we had at least 1/3 the number of SOR or Mag but pressured them off.

The Zerg

A group of players stacking and following a commander.  This means is one of the best ways to win in wvw.  This group is fully stacked, coordinated, and a great fighting force.  If this group is supported by one or two teams of 10-15 players, it can push and take stuff faster and scarier than anything in this game.

However, many players find this means of fighting boring, too lagy, and extremely unfair and became the excuse of why a server wins.  i.e. that server has more players and coverage.  That brings us to this issue, what is the alternative to zerging?

Coordinated Teams

Teams composed of 15 members working together under a common goal to hit different targets on the map at the same time and commit to it regardless of losing stuff.  If your map is queued, you can have 6 teams of 15 and 1 team of 10.  That gives you 7 teams to hit different targets at the same time and commit to it until it is taken.  A group of this size can defend itself against a zerg by smartly manuevering around the map and doing hit and run strategies.  Think TPVP, each team hits supply camps rather than everyone stays to cap one point camp.  This is what these teams of 15 do.

To start

A commander gathers everyone in citadel, and composes the team composition ala gvg or who ever is available focusing on speed versus damage, and tankiness over burst.  Simply, you take your team of 15 including the commander and move to one spot, ask another commander or a good team player to lead another team of 15 to hit another spot, and so on.  This can be done with 15 or 10 players in a group depending on the map population of your time zone.  Then one team will commit and hit the most upgraded stuff of the enemy - your team of 10.  The rest teams of 15 will hit everything else, securing camps, towers, and other keeps as well as defending every now and then.

Note however

You are most likely to never defend in this case because the pressure is on the enemy.  They will choose to defend rather than attack because they don't want to lose an upgraded stuff.  In your case you must strengthen your resolve and commit and accept that losing stuff is okay, and you can take it back.

This is a gamble!!!

The only weakness of this means is that it requires team effort and cooperation.

The upside is enemy will always have one structure left of which you can only take by zerging it with your map.   But hey, at least you have everything else done w/o zerging.

Try this, play tpvp style and abandon zerging.

-sov

To win, play as a team and keep the communication flowing.  There is no other way.
 

Saturday, November 16, 2013

Resupplying

 Dillema

The problem with inexperienced players is they only defend and stick to the structure, and by doing so eventually such structure loses all the sieges from the enemy attacks, and the repairs that are used consume all the supplies; therefore leaving said structure empty and defenseless.

The Art of Resupplying

The smart player always has supplies but once such players uses the supply what does he doe?  Such player resupplies; so said player is always ready when it is needed.  However, players can't always have supply in hand or should such player leave a group or a zerg.  It means that such player must choose when to resupply.

The following are situations in which a player should resupply from camps

1. zero supplies
2. after using supplies to rebuild and repair or build defenses
3. if in keep battle, and used siege to build but it has been destroyed, use supplies to build, and resupply
4. if dead in battle, revive get supplies from camp and run back
5. if keep has no supplies, or tower has no supplies, you can get supplies to repair and build your sieges especially if you die.

The following are situations in which a players should resupply from towers and keeps

1. When there are influx of yaks coming in and the tower or keep is full.
2. Where it's an emergency to close a door or wall and the siege breaking it is destroyed to keep the enemy in and kill them inside
3. When in case the enemy is inside and about to cap the keep, must deny supplies
4. When the commander says so.

Solution

So, don't just defend, also make sure you get supplies to repair stuff, especially when you get killed because you need to revive fast, get supplies, and come back to your team.

 


Wednesday, November 13, 2013

No tag, no players

I read lots of good ideas about players holding the fort if there is no commander, but I see different.  I would map hop in Tarnished Coast and see nobody playing at a borderland during prime time if there is no tag.

Of course there would be camp flippers, but that usually is it.  To take and maintain a wvw population base a commander is necessary, or in the least a capably player without a tag but is coordinating everyone; so they can rally to said player.





I find that picture is sufficient evidence to show that in tarnished coast primetime, the main borderland holds little to no land because there are no tagged up commander/s or a person coordinating a strategy.

Because wvw is a team play, which requires a lot of coordination, the server with no coordination despite the population will lose.

I find to win, a server must have the following at least:

1. Team work where the wvw players coordinate with each other, which means there should be many wvw guilds working together and commanders working together, and players working together for a common goal.

2. There must be supply, which is gold, for taking defending and keeping stuff.

3. Player coverage in relation to 1 and 2.

If you find your server suffering from wvw ills, take the stand, man up and be that guy who tags up.  You might hear bullshit from shitty players who don't know, but you are actually helping the server by just being that focal point because people will start following your lead.

-S

Monday, November 11, 2013

Second Best

Second Best

Problem

The best gear is expensive.  It means you will have to spend ample time gathering money before you can buy a piece.  You will have little or no savings. i.e. expensive food to support your wvw gaming.

Solution

Choose the second best gear.  If the best gear for weapons is the legendary, then the second best is ascended or if the best in your point of view is ascended, then exos are the next best thing.

However, the reason I wrote this is more inline for wvw food.  Check /wiki food to see your choices of that which you wish to use.  You then research the food in tp and see w/c you can afford.  You will be surprised that the second best food is almost as good as the best one; so you simply stack the 2nd best food and enjoy your wvw gaming.

-S

Wednesday, November 6, 2013

How to Support your WVW toon

The Problem

We don't make much as wvw players.  Thus, we can't easily buy gear, setup our heroes, and play as we wish.

The Solution

I'll share a few tips I do to make gold.  Some of which you already know, and some you haven't tried.  But by doing these tricks you can setup your hero to have at least exo gear, support your server, and have fun.

1. Karma.  You exchange your karma for your first exo armor sets at orr temples.  You get your first set of exo weapons from wvw or buy them from tp.

When you're geared up, you will get karma over time.  The karma you gather over the week- you should exchange for karma boxes in orr, and sell the mats therein to tp or use them.

2. Skill Points.  Once you've gotten all the skills, you'll be gaining lots of skill points.  You can use this to make normal sieges into superior.  You can buy the sieges from tp, transmute them with the necessary mats, and forge them into superiors.

3. Dailies. You need the laurel for ascended trinkets.  Do this first, it won't take long.

4. Salvage. The white, and blue gear you collect are things you should salvage for the mats and that which increases your magic find.  It might take a while but as time passes, your toon will be able to get more blues and greens from the loots rather than whites.  And you either use the mats or sell them in TP.

5. Mystic Forge. Forge greens, yellows into exos.  You can sell those exos or use them.  And you might get a precursor.   This is a nice way to make gold and get gear.  But don't buy the rares or anything, unless making sieges via the skill point trick.

---

Your toon will be setup and you'll end up with a good amount of gold to start with and enjoy playing wvw and gear up your toon.

-s

Monday, November 4, 2013

The importance of pressure

Pressure

We players may queue up a map but get stacked defending a structure.  When this happens we are either duty bound to defend or take pressure off our structure by having a group attack something else.  So, depending on the situation we strategize into either choosing to defend wholeheartedly until the enemy decides to give up or make a havok push.  Either way are good but there are optimal choices depending on our man power, supply, and the enemy.  This is pressure.

How to take advantage of pressure?

You as a commander or a sovereign must decide the best choice of action of which your team will rely.  If you only have one structure left, the best way to deal with this is to have a havok squad make a small push on a structure owned by the enemy.  Knowing this, you will split their group, thus be able to fail taking the havok target but successfully defend your land or vice versa or lose.  But doing something is the better than doing nothing.

I.E.  You have stonemist.  Your opponents solely push there.  You decide to defend it while sending a group of 10 to attack the enemy camps/tower/keep and consistently push on it till they get the enemy forces on their tracks or succeed.  By doing so, the enemy will feel pressure; thus exhaunt energy and thinking power.  Where you already knowing the tactic can smile with glee.

I.E. You have little or no structure in your land.  The enemy defends to their most.  Thus, you can't do anything here, you choose to hop maps and hit their keeps which will force them to jump to such location and defend or risk losing it, where you in turn can hop back and take land in your borderland.

Pressure Advantages

The enemy will be forced to choose which land to defend or give it away.  EIther way it is a PPT win for your team.

Disadvantage

The only disadvantage of this strategy is whether you have troops to deploy.  Else, it's best to fight to your last, rest, and try again a few minutes after break.

DO IT

So, do this.  Develop your own pressuring tactics while using my basic template as a guide.

-S

Monday, October 28, 2013

Project Borderlands

Ideal

You have enough forces to cover all maps all the time; therefore prioritizing each of them with your coverage.  But I find reality dictates differently.  I mean it like this, your server may only have enough numbers to cover at least one map or less, or sometimes more, and the same applies to your other two counterparts.

I do hope you won't get to face stacked servers, but what if you do?  I think that is the problem we're trying to fix.

Which Borderlands to Focus On?

You might have pondered this questions before.  You might prefer one borderland over the other.  But I'll let you in a little secret which will help you do better.

You must consider the whole four maps as one big map.

Why you ask?  Because the points from all those maps refer to the total points per tick which you aim to gain as much of at the end of the match.  So, I trust it doesn't matter where you get those points as long as you have more than your enemies.

Should prioritize certain maps?

Yes, because your enemy servers will attack one map more than others.  So, if you see w/c land turns more than others, you should bring your team on a different map to take stuff and fortify.  It doesn't have to be your borderland home.

EB versus Borderlands.

I would prioritize any borderland before EB because you can get bloodlust from a borderland, and you can't get that from EB.

I wish the developers made the bloodlust bonus solely limited to the borderland in which it was taken and not apply to all the maps.  But meh, let's work with what we've got.

This means, any forces that you bring in other maps are extras unless your server has the coverage to cover more than one map at a time, you will have to do lots of map hopping.

CHOICE?

You will make the choice in the end, but I do hope you take this into consideration.

-sov


 

Monday, October 21, 2013

In re: Voip

I find talking in voice programs to be the best way to coordinate with your server, guild, or party.  But there will always be problems like people not getting into your channel or using voice programs.

Why is this bad? 

To win, you must communicate with your team and coordinate.  Typing keeps you busy, but speaking keeps your hands free.  So, those who use voip will always win against those who don't use such.

Solution

Let one volunteer commander lead the people not in voip.  And those in voip can coordinate with the commander in doing the necessary jobs to ensure a win.

Why is this awesome?

The team in voip will do less mistakes, keep coordinated, and will be able to fight with little to no distractions.

Application

You must rally everyone to yourself or a voluntary commander.  You must be on mumble and guide those who are in mumble or let one good commander do that part.  Then you coordinate with the tagged commander or let the one's in voip coordinate with you.

Result

See your PPT rise higher by at least 50 percent.

Wednesday, October 16, 2013

Sov's Ciel Warrior Build

Build 1 - soldier rune build

Build 2 - melandru stance build

Being a commander requires me to be tanky, but at the same time I can be a zerg warrior.  This is an old build w/c I've used prior to and still during the new patch.  The only change is my healing now is greater than before.

The key here is to speed buff your team, and take away negative buffs from them.  To use your warhorn for blast.  And to cc your enemy with hammer skill 3, 4 and your f1.  And use your normal attack in case of doubt.

Your sword will allow you to be mobile - to get in and get out.  It's a very good initiator.  Your shouts will condi cleans and heal your team.

-sov

Monday, October 14, 2013

Combo fields


I will talk about the basics of why it is important to use combo fields.  You will see in the above link the information required.  However, for purpose of simplicity without simplifying things we shall focus solely on three types of fields and blast finishers which you may use either in PVE/PVP/WVW.

The following are the three fields in order of importance in WVW

1. Water
2. Lightning
3. Fire

 And you as a player should cast blast finishers on them.

 The most sought after professions w/c is best used to utilize these are the elementalist and guardian.  The former being the initiator and the latter the finisher.  The weapons these professions use are staff and hammer respectively.  The different magic atunement dictates w/c initiation is made, and the hammer skill 2 blasts it.

If your elementalist casts water, and your guardian casts the blast finisher, everyone around within 360 range will be healed.  And the strength of the heal isn't depended on the elementalist but on the guardian's healing power.

If your elementalist casts lightning fields, and your guardian casts the blast finisher, everyone around within 360 range will receive speed buff.

If your elementalist casts fire fields, and your guardian casts the blast finisher, everyone around within 360 range will receive might.

This is why these fields are extremely important.

When to use these fields?

You use lightning fields when you need your group to move fast from one location to another.  You use fire prior to engaging; so you might want a few elementalists to cast fire fields, then save their lightning for stopping the enemy.  You use waterfields upon gathering after an engage to ensure everyone is healed before fighting again.

So, master the use of these three fields.






Thursday, October 10, 2013

WVW Support Guardian Build: Athena

Athena Build V2

Build 2 - GS/Hammer/Staff

hammer staff medition with healing symbols

I believe this to be the optimal zerg guardian at the moment.  This guardian will take away your troop's conditions, secure boons, and sustain the team.

I find the key is taking advantage of the hammer's mighty blow on your ally elementalist's combo field.  But that is not limited to such, since you can blast any and all fields to support yourself and your team.

Rangers/Engineers work well with waterfields and guardians combos too.

-sov

Sunday, October 6, 2013

Point Per Tick

Table of Contents

What is point per tick?

Why is it important?

How to maximize this?

Point Per Tick

It is the point you gain after killing a sentry and capping it, killing a dolyak, capping a camp, capping a tower, capping a keep, capping a castle, and finishing a downed player when your server has bloodlust buff.

Why is Point Per Tick important?

It is important because the higher your point per tick the higher the bonus buffs your server receives. 

It is important because it shows how dominant your server is against the other servers.

It is important because it also serves as a means of measuring which server should be paired against which.

 How to Maximize Point Per Tick?

For world versus world purposes other than the above three, it is important because of the following reasons.

1. The Point per tick timer can serve as a means for your server to rest and take priority targets based on your numbers.

2. The point per tick timer can serve as a means for your server to determine whether something should be defended and how long it should be defended depending on your numbers.

3. The point per tick as referenced to http://mos.millenium.org/na/matchups/map/1036 will easily show you w/c has invulnerability and which is claimed by guilds.

4. When taking a target, be sure to cap it after at Point Per Tick timer less then 5:00 to ensure it double ticks after countdown. And

5. When defending a target, if you have the numbers, hold a land as long as you get to maximize the points per tick.

---

Sov

Thursday, October 3, 2013

Tactics and Strategies


Table of Contents

Basics

Tactics

Promoting Your Server

Taking Opportunity

Fun Facts About Sieges

Tip about Rank skills and what you should prioritize

Basics
 
You must talk to the instructor of each borderland.  The instructor will share basic information of how the game is to be played.

55nlti.png



1.  You must have at least one partner while playing gw2.

2. You must at least be level 30 with rare gear and elite skill to be effective.

3. You must use the following sigils while running with the zerg: sigil of energy, stamina, and restoration.

4. You must have a stacking sigil such as sigil of bloodlust or sigil of corruption.

5. You must eat lemongrass paultry soup prior to engaging in a guild raid or invading a structure when it is defended.

6.  You must have a range weapon to attack those defending in the walls of the enemy, such as riffles, long bow, staff, scepter, etc.

7. You must join the voip of your server.

8. You must listen to the commander.

9. You must have supplies.

10. You must be opportunistic, by which means you should check the environment if it requires you to attack the zerg or use structures and siege weapons to defend against them.

Tactics

Rush tactics are best used during reset or when the enemy is not fast in defending.

1. You must have at least 15 supplies prior to reset day.

2. Your team must use a 3 golem rush to take paper towers, keeps, or the whole map.

3. Your team should use a 5 golem to 8 golem rush if the target is reinforced.

4. Your team must be at least 15 for speed capping.

5. You must have more than one party of 15 for multiple targets.

6. You and other commanders must work together to confuse the enemy.

7. You must have a team of 2 to 5 to cap the blood nodes of your server.

Slow Tactics are best used when the enemy defends or when you do not have the manpower.

1. You must cap the bloodlust first.

2. You must send roaming scouts to check possible targets for combat.

3. You must gather your team of 15.

4. You must use superior sieges for invading and defending.

5. You must aim for stealth and surprise.  Kill and hit first.  Else, run.

6. You must know ninja spots to surprise the undefended structure and take it.

Defending what you own for point per tick and glory

1. You must send thieves to recap the taken blood nodes and harass enemies who wish to cap it.

2. You must use only superior sieges for defense.

3. You must have the second treb skill to hit the enemy zerg to destroy their supply.

4. You must have an omega golem at your lord's keep for contesting.

5.You must have a superior ram and a player with max ram mastery in middle of the lord's room for contesting with iron will.

6. You must have a team of elementalist, necros, and mesmers to delay the incoming enemy with their static fields, wells, confusion, and ballistas and arrowcarts, and trebs to hit the incoming zerg in choke points.

7. You must hide a mesmer in case your structure cannot be defended for an easy cap back.

Open field Tactics

1. You must learn your profession and optimize it for team play builds.

2. You must have a balanced team or numbers.

3. You must find and strike the enemy first.  If they see you, run away, hide, and reposition yourselves for a portal bomb/veil attack.

4. You must know the map terrain and use shortcuts to hit the enemy or position the enemy to be at your mercy.

5. You must be tight as a ball to avoid being focused fired by the aoes which has a max cap of 5.

6. You must learn to double dodge left or right when the enemy attacks with the aid of your energy sigils; so the enemy will waste their skills.  You must count to three before doing so.

7. You must recruit guardians, necromancers, elementalists, and warriors to your openfield team.

8. You must not fear the bloodlust.  The kill or be killed part of openfield combat is all about the element of surprise and speed, and focused Aoe and killing the downed.

9. You must use openfield sieges when you have the opportunity.


Tactics in fighting a bigger server.

1. You must turn the emoticons off.

2. You may take a break from the game.

3. You must ignore the ppt.

4.You must not visit the matchup threads.

5. You must not give up.

Promoting your server.

1. You must advertise your server.

2. You must give information on the things your server can provide.

3. You must donate sieges to active commanders.



4. You must use toughness based and sustainable builds.



5. You must join wvw guilds.

6. You must play at least 45 minutes of WVW.

Taking opportunity

1. You must always attack the server with more land.

2. You must defend when the enemy attacks a primary structure.

3. You must attack the server with more land if it attacks the server other than your own.

4. You must accept that you cannot defend everything at all times.


And finally and most important

You must break the above rules if it is no longer necessary.

Fun Facts about Siege Weapons

1. You using superior AC's can deter a 50+ man zerg.

2. You using superior ballistas in good locations can kill incoming 50+ man zergs who are stuck in elementalist statics.

3. You using superior trebs can kill incoming enemy golems and their invading sieges.

4. You using range sieges such as ac's, ballistas, trebs, catapults, or omega golems can kill enemy defensive sieges.

5. You cannot attack with a golem underwater.

Tip about Rank skills and what you should prioritize

1. You must max siege bunker first.
2. You must put at least one point in build, repair, and supply mastery.
3. You must max defense against guards.
4. You can now experiment on which point to place.

To be updated as needed.