Rated PvP basics - Conquest
This guide is for beginners who still aren't familiar with the gamemode or only played Hot join so far. Here you can read about some basic rules and tips that can improve your performance.
Communication is an important part of Conquest - therefore you must learn some expressions your team (and this guide) will use.
- Close/Home = this refers to the capture point closest to your team's base where you respawn. An example: on Battle of Khylo, Blue Team's close point is the Mansion.
- Mid = the capture point equally far from both teams.
- Far = the capture point farthest from your base (this is the Close point of the enemy team).
- Free cap = a capture point is a "free-cap" if nobody's defending it.
- Decap = de-capturing a point means the point will turn neutral. It's often used to quickly prevent the enemy from earning score - decap is faster than actually capturing the point for your team - and you can force the enemy team to send someone to full-cap it, which takes a lot longer.
- Temple of the Silent Storm:
- Upper (buff): Meditation of Stillness - grabbing this buff will double the score your team recieves after each captured capture point for a brief time.
- Lower (buff): Meditation of Tranquility - grabbing this buff will capture all 3 points for your team and knocks off enemies standing on the points.
- Side buff: Meditation of Ferocity - grabbing this buff will give your team 3 extra score for each enemy you kill for 2 minutes 8this buff stacks intensity, having both buffs will give 11 points instead of the usual 5 while it lasts) - tip: this buff is insignificant in most cases, this should be your lowest priority, you can lose precious time while going for it, your presence in a fight is much more important.
- Forest of Niflhel:
- NPC / Boss / Neutral : this refers to Svanir and Chieftain Utahein - killing them awards your team 25 score and a temporary stat buff - tip: capture points are a lot more important than the secondary objectives of this map.
- Legacy of the Foefire:
- Lord: each team has a guild lord. Killing the enemy lord awards 150 points - tip: don't push lord unless your team has 350 points, and even then it should be plan B - it's usually a desperate action to win the match even if your enemy is ahead, but pushing lord can make you lose every capture point, that's why you shouldn't do it with less then 350 team score.
A working build
If you are familiar with the site, you likely already have a build. Grabbing a build from the Meta or Great sections is recommended for beginners.
Never free-cap in a group
A common mistake that people bring over from Hotjoin. Capturing an empty point won't be any faster if multiple allies are standing on the point - this is the most pointless waste of team members. This makes the enemy team heavily outnumber your allies on other capture points, which often resuls at your team losing the other 2 nodes and then the enemy snowballs to the 3rd, outnumbering you yet again.
Never rush into a lost team fight, and don't be afraid to disengage
Another common mistake. An example: if you see a 3v1 and only you can aid that guy, then don't. You will only make it 2v3, and make 2/5 of your team wipe. Simply just be happy that the enemy can be outnumbered on 2 other capture points, and help those. Or if your team is clearly losing a fight, you are outnumbered and your teammates are going down and there is no way you could make them rally from downed state, just escape while you can and help elsewhere/regroup.
Help the downed but don't die reviving
It's just not worth to get yourself downed for tryharding. Try to res immediately, but if you are getting focused and bursted, just leave your buddy alone, there is no point at getting yourself killed for no reason.
If you can, give Swiftness before match starts
Swiftness is vital, because you get to the point faster at the start, which can really boost your performance. For example a bunker Guardian with staff can use
or an Elementalist with staff can create a
for the combo field before the match starts.
Guard the capture points you have
It's not hotjoin anymore. 2 capture points = win if you can defend them, so don't give them up easily. But being afk on a point that's not being invaded ever forces your team into a 4v5 situation, which means you will make your team lose the match. The solution usually is to entrust a mobile profession with defending close point, usually an Engineer, Warrior, Ranger or Ele - the one filling this role must also be able to fight on the point to keep it contested, that's why some squishier professions should stay away from this role (like Thieves) unless nobody else can do it. Being mobile, they can move up to team fights on most maps while still keeping an eye on the unguarded side point and can run back if they see an enemy approaching (or after killing 1-2 guys in the midfight, predicting respawners pushing the unguarded capture point).
The rules of pushing Far
De-capping/full-capping farpoint is always a huge blow to the enemy. However, don't do this if:
- 1: You make your team lose a teamfight. Not worth it.
- 2: An enemy is there during the match. Be glad he is paranoid. If you let him stay there doing nothing for the entire match that means your team can 5v4 their team thus keeping 2 points for sure which means you will likely win.
Thieves are especially effective when it comes to harassing Far, because of the mobility provided by
- and stealth can help to hide your movement.
A common thing you can do is to leave the team fight once it's certainly lost and try to get another capture point of your enemy.
Capture point contribution
Here you can find a list about things that prevent capture point contribution - this means even if you are standing on the point, you can't keep it contested unless another party member is standing on it as well.
Combos (via gaining Stealth)
- Smoke Field + Blast finisher / Leap finisher
- Blinding Tuft (stolen skill)