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Difference between revisions of "How to spend WvW Ability Points"

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==Types of Upgrades==
 
==Types of Upgrades==
 
===Account Upgrades===
 
===Account Upgrades===
[[File:Provisions Master.png|frameless|Picture of the Provisions Master WvW mastery.]] <span style="color:#00ffff ">'''Provisions Master'''</span>
+
[[File:Provisions Master.png|Provisions Master WvW mastery|link=]] <span style="color:#00ffff; margin-left: 0.75rem;">'''Provisions Master'''</span>
 
* 4/6 gives access to autoloot, making this the biggest convenience upgrade in the entire mastery system
 
* 4/6 gives access to autoloot, making this the biggest convenience upgrade in the entire mastery system
 
* 6/6 is an important mastery but can be taken on an unused alt for full benefits without spending points on main characters
 
* 6/6 is an important mastery but can be taken on an unused alt for full benefits without spending points on main characters
[[File:Warclaw Mastery.png|frameless|Picture of the Warclaw Mastery WvW mastery.]] <span style="color:#00ffff ">'''Warclaw Mastery'''</span>
+
[[File:Warclaw Mastery.png|Warclaw Mastery WvW mastery|link=]] <span style="color:#00ffff; margin-left: 0.75rem;">'''Warclaw Mastery'''</span>
 
* 1/7 is critical to unlock warclaw use.  
 
* 1/7 is critical to unlock warclaw use.  
 
** Make sure to take a look at [[Guide:How_to_Get_the_Warclaw_Mount|How to Get the Warclaw Mount]] once you've spent this point to help finish the unlock
 
** Make sure to take a look at [[Guide:How_to_Get_the_Warclaw_Mount|How to Get the Warclaw Mount]] once you've spent this point to help finish the unlock
 
* 3/7 makes it very difficult to fall behind groups
 
* 3/7 makes it very difficult to fall behind groups
 
* 7/7 the dismounting lance is an extremely important upgrade for roamers, but not very important for zerging, especially with the steep cost
 
* 7/7 the dismounting lance is an extremely important upgrade for roamers, but not very important for zerging, especially with the steep cost
[[File:War Gliding Mastery.png|frameless|Picture of the War Gliding Mastery WvW mastery.]]<span style="color:#00ffff ">'''War Gliding Mastery'''</span>
+
[[File:War Gliding Mastery.png| War Gliding Mastery WvW mastery|link=]]<span style="color:#00ffff; margin-left: 0.75rem;">'''War Gliding Mastery'''</span>
 
* As with the warclaw, 1/5 is very important to unlock gliding
 
* As with the warclaw, 1/5 is very important to unlock gliding
 
* 3/5 is important to make a few glides but more importantly to avoid falling behind allies
 
* 3/5 is important to make a few glides but more importantly to avoid falling behind allies
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===Combat===
 
===Combat===
[[File:Defense_Against_Guards.png|frameless|Picture of the Defense Against Guards WvW mastery.]] <span style="color:#00ffff ">'''Defense Against Guards'''</span>
+
[[File:Defense_Against_Guards.png|Defense Against Guards WvW mastery|link=]] <span style="color:#00ffff; margin-left: 0.75rem;">'''Defense Against Guards'''</span>
 
* Reducing lord damage is nice for zerging, but for those that want to solo camps this is even more important
 
* Reducing lord damage is nice for zerging, but for those that want to solo camps this is even more important
 
* Take this before siege bunker if roaming focused, but take siege bunker first if zerging focused
 
* Take this before siege bunker if roaming focused, but take siege bunker first if zerging focused
[[File:Guard Killer.png|frameless|Picture of the Guard Killer WvW mastery.]] <span style="color:#00ff00">'''Guard Killer'''</span>
+
[[File:Guard Killer.png|frameless|Picture of the Guard Killer WvW mastery.]] <span style="color:#00ff00; margin-left: 0.75rem;">'''Guard Killer'''</span>
 
* Extremely useful for all styles of play, this is bigger DPS increase than the jump between rare and ascended gear.
 
* Extremely useful for all styles of play, this is bigger DPS increase than the jump between rare and ascended gear.
[[File:Mercenary's Bane.png|frameless|Picture of the Mercenary's Bane WvW mastery.]] <span style="color:#ff0000">'''Mercenary's Bane'''</span>
+
[[File:Mercenary's Bane.png|Mercenary's Bane WvW mastery|link=]] <span style="color:#ff0000; margin-left: 0.75rem;">'''Mercenary's Bane'''</span>
 
* There are very few mercenaries in the game, most players will only ever see the ones in EBG at the hylek and dredge camps. Because of their low impact this should be one of the last masteries you take.
 
* There are very few mercenaries in the game, most players will only ever see the ones in EBG at the hylek and dredge camps. Because of their low impact this should be one of the last masteries you take.
[[File:Siege Bunker.png|frameless|Picture of the Siege Bunker WvW mastery.]] <span style="color:#00ffff ">'''Siege Bunker'''</span>
+
[[File:Siege Bunker.png|Siege Bunker WvW mastery|link=]] <span style="color:#00ffff; margin-left: 0.75rem;">'''Siege Bunker'''</span>
 
* Massive damage reduction against siege makes this a critical early upgrade.
 
* Massive damage reduction against siege makes this a critical early upgrade.
  
  
 
===Utility===
 
===Utility===
[[File:Build Master.png|frameless|Picture of the Build Master WvW mastery.]] <span style="color:#ffff00">'''Build Master'''</span>
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[[File:Build Master.png|Build Master WvW mastery|link=]] <span style="color:#ffff00; margin-left: 0.75rem;">'''Build Master'''</span>
 
* Faster build speed is nice and the early points are cheap, but diminishes in value for each subsequent point. 1/5 or 2/5 is enough until late in your mastery progress.
 
* Faster build speed is nice and the early points are cheap, but diminishes in value for each subsequent point. 1/5 or 2/5 is enough until late in your mastery progress.
[[File:Repair Master.png|frameless|Picture of the Repair Master WvW mastery.]] <span style="color:#ffff00">'''Repair Master'''</span>
+
[[File:Repair Master.png|Repair Master WvW mastery|link=]] <span style="color:#ffff00; margin-left: 0.75rem;">'''Repair Master'''</span>
 
* Similarly to Build Master, 1/5 or 2/5 is enough until late in your mastery progress.
 
* Similarly to Build Master, 1/5 or 2/5 is enough until late in your mastery progress.
[[File:Supply Capacity.png|frameless|Picture of the Supply Capacity WvW mastery.]] <span style="color:#00ff00">'''Supply Capacity'''</span>
+
[[File:Supply Capacity.png|Supply Capacity WvW mastery|link=]] <span style="color:#00ff00; margin-left: 0.75rem;">'''Supply Capacity'''</span>
 
* This mastery is extremely expensive, but since most large groups will have many people with maxxed masteries it can be one of the best upgrades for new players to support their team.
 
* This mastery is extremely expensive, but since most large groups will have many people with maxxed masteries it can be one of the best upgrades for new players to support their team.
 
* If you plan to use siege yourself this needs to be delayed until after the critical siege masteries are done.
 
* If you plan to use siege yourself this needs to be delayed until after the critical siege masteries are done.
[[File:Supply Master.png|frameless|Picture of the Supply Master WvW mastery.]] <span style="color:#00ff00">'''Supply Master''' </span>
+
[[File:Supply Master.png|Supply Master WvW mastery|link=]] <span style="color:#00ff00; margin-left: 0.75rem;">'''Supply Master''' </span>
 
* 1/5 is a nice convenience, making gathering supply instant
 
* 1/5 is a nice convenience, making gathering supply instant
 
* 4/5 is the most valuable part of this mastery and very cheap. It isn't much extra supply but is way more efficient than Supply Capacity.
 
* 4/5 is the most valuable part of this mastery and very cheap. It isn't much extra supply but is way more efficient than Supply Capacity.
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===Siege===
 
===Siege===
[[File:Arrow Cart Mastery.png|frameless|Picture of the Arrow Cart Mastery WvW mastery.]] <span style="color:#00ff00">'''Arrow Cart Mastery'''</span>
+
[[File:Arrow Cart Mastery.png|Arrow Cart Mastery WvW mastery|link=]] <span style="color:#00ff00; margin-left: 0.75rem;">'''Arrow Cart Mastery'''</span>
 
* Arrow carts are one of the most used pieces of defensive siege and they are used in the highest numbers of any defensive siege, which makes this a good choice to take early.
 
* Arrow carts are one of the most used pieces of defensive siege and they are used in the highest numbers of any defensive siege, which makes this a good choice to take early.
 
* 4/5 is all you really need here, Toxic Unveiling Shot is rarely useful and can be left till much later
 
* 4/5 is all you really need here, Toxic Unveiling Shot is rarely useful and can be left till much later
[[File:Ballista Mastery.png|frameless|Picture of the Ballista Mastery WvW mastery.]] <span style="color:#ff0000">'''Ballista Mastery''' </span>
+
[[File:Ballista Mastery.png|Ballista Mastery WvW mastery|link=]] <span style="color:#ff0000; margin-left: 0.75rem;">'''Ballista Mastery''' </span>
 
* Ballista are useful for destroying enemy siege, but a bit niche and not often used en masse. This is a mastery best taken later unless you really enjoy siege vs siege gameplay.
 
* Ballista are useful for destroying enemy siege, but a bit niche and not often used en masse. This is a mastery best taken later unless you really enjoy siege vs siege gameplay.
 
* 4/5 is very important for using ballista, but 5/5 is again only a minor improvement and can be delayed
 
* 4/5 is very important for using ballista, but 5/5 is again only a minor improvement and can be delayed
[[File:Burning Oil Mastery.png|frameless|Picture of the Burning Oil Mastery WvW mastery.]] <span style="color:#ffff00">'''Burning Oil Mastery''' </span>
+
[[File:Burning Oil Mastery.png|Burning Oil Mastery WvW mastery|link=]] <span style="color:#ffff00; margin-left: 0.75rem;">'''Burning Oil Mastery''' </span>
 
* With only one oil per gate it is very likely another player with masteries will be able to man it. That said, oil is extremely powerful at clearing a sneaky ram attack and has very strong masteries, so can be worth picking up early if you like scouting and defending.
 
* With only one oil per gate it is very likely another player with masteries will be able to man it. That said, oil is extremely powerful at clearing a sneaky ram attack and has very strong masteries, so can be worth picking up early if you like scouting and defending.
 
* 3/5 provides CC immunity while manning the oil and massive damage reduction, making it a solid breakpoint, but 5/5 is also useful
 
* 3/5 provides CC immunity while manning the oil and massive damage reduction, making it a solid breakpoint, but 5/5 is also useful
[[File:Cannon Mastery.png|frameless|Picture of the Cannon Mastery WvW mastery.]] <span style="color:#ffff00">'''Cannon Mastery'''</span>
+
[[File:Cannon Mastery.png|Cannon Mastery WvW mastery|link=]] <span style="color:#ffff00; margin-left: 0.75rem;">'''Cannon Mastery'''</span>
 
* Much like oil, cannons will often be used by other players. Unlike oil however the cannon masteries are less useful since the base siege is already very powerful.
 
* Much like oil, cannons will often be used by other players. Unlike oil however the cannon masteries are less useful since the base siege is already very powerful.
 
* 2/5 is usually more than enough, though 4/5 may allow you to hit some siege positions just beyond the max range.
 
* 2/5 is usually more than enough, though 4/5 may allow you to hit some siege positions just beyond the max range.
[[File:Catapult Mastery.png|frameless|Picture of the Catapult Mastery WvW mastery.]] <span style="color:#00ff00">'''Catapult Mastery'''</span>
+
[[File:Catapult Mastery.png|Catapult Mastery WvW mastery|link=]] <span style="color:#00ff00; margin-left: 0.75rem;">'''Catapult Mastery'''</span>
 
* Probably the most important piece of siege in the game, this mastery should be taken early if not first by anyone that wants to use siege
 
* Probably the most important piece of siege in the game, this mastery should be taken early if not first by anyone that wants to use siege
 
* 4/5 is a good breakpoint before swapping to Siege Might for max DPS
 
* 4/5 is a good breakpoint before swapping to Siege Might for max DPS
 
* 5/5 is useful to stop siege disablers.
 
* 5/5 is useful to stop siege disablers.
[[File:Flame Ram Mastery.png|frameless|Picture of the Flame Ram Mastery WvW mastery.]] <span style="color:#00ff00">'''Flame Ram Mastery''' </span>
+
[[File:Flame Ram Mastery.png|Flame Ram Mastery WvW mastery|link=]] <span style="color:#00ff00; margin-left: 0.75rem;">'''Flame Ram Mastery''' </span>
 
* Flame rams are the most used offensive siege alongside catapults. Picking up some early points here is useful, though if you play a squishy build and zerg often it may be better to let tankier players take on the burden.
 
* Flame rams are the most used offensive siege alongside catapults. Picking up some early points here is useful, though if you play a squishy build and zerg often it may be better to let tankier players take on the burden.
 
* 3/5 is the most important mastery for rams, but take 5/5 if you have points to spare.
 
* 3/5 is the most important mastery for rams, but take 5/5 if you have points to spare.
[[File:Mortar Mastery.png|frameless|Picture of the Mortar Mastery WvW mastery.]] <span style="color:#ff0000">'''Mortar Mastery''' </span>
+
[[File:Mortar Mastery.png|Mortar Mastery WvW mastery|link=]] <span style="color:#ff0000; margin-left: 0.75rem;">'''Mortar Mastery''' </span>
 
* Mortars are pretty difficult to use and generally only helpful for counter siege. Unless you love mastering difficult siege v siege gameplay, leave this one until later.
 
* Mortars are pretty difficult to use and generally only helpful for counter siege. Unless you love mastering difficult siege v siege gameplay, leave this one until later.
 
* 4/5 is all you really need on mortars, but 5/5 makes them much easier to use by letting the siege aim itself
 
* 4/5 is all you really need on mortars, but 5/5 makes them much easier to use by letting the siege aim itself
[[File:Shield Generator Mastery.png|frameless|Picture of the Shield Generator Mastery WvW mastery.]] <span style="color:#ffff00">'''Shield Generator Mastery''' </span>
+
[[File:Shield Generator Mastery.png|Shield Generator Mastery WvW mastery|link=]] <span style="color:#ffff00; margin-left: 0.75rem;">'''Shield Generator Mastery''' </span>
 
* Shield generators don't get used in large numbers often and generally require either all 5 points or none at all to do their job, making this a good mastery to skip until later.
 
* Shield generators don't get used in large numbers often and generally require either all 5 points or none at all to do their job, making this a good mastery to skip until later.
 
* 4/5 is very important for defensive countersieging
 
* 4/5 is very important for defensive countersieging
 
* 5/5 is crucial for enabling sieges unheavy heavy pressure
 
* 5/5 is crucial for enabling sieges unheavy heavy pressure
[[File:Siege Golem Mastery.png|frameless|Picture of the Siege Golem Mastery WvW mastery.]] <span style="color:#ffff00">'''Siege Golem Mastery''' </span>
+
[[File:Siege Golem Mastery.png|Siege Golem Mastery WvW mastery|link=]] <span style="color:#ffff00; margin-left: 0.75rem;">'''Siege Golem Mastery''' </span>
 
* Golems are a somewhat rarely used siege but do get thrown down for sneak attacks and to defend camps.
 
* Golems are a somewhat rarely used siege but do get thrown down for sneak attacks and to defend camps.
 
* 2/5 is enough for sneak attacks, but get to 5/5 if you can
 
* 2/5 is enough for sneak attacks, but get to 5/5 if you can
 
* 5/5 is needed to effectively use golems to defend camps
 
* 5/5 is needed to effectively use golems to defend camps
[[File:Siege Might.png|frameless|Picture of the Siege Might WvW mastery.]] <span style="color:#00ff00">'''Siege Might'''</span>
+
[[File:Siege Might.png|Siege Might WvW mastery|link=]] <span style="color:#00ff00; margin-left: 0.75rem;">'''Siege Might'''</span>
 
* Very important but always secondary to the critical siege skills.
 
* Very important but always secondary to the critical siege skills.
[[File:Trebuchet Mastery.png|frameless|Picture of the Trebuchet Mastery WvW mastery.]] <span style="color:#ffff00">'''Trebuchet Mastery''' </span>
+
[[File:Trebuchet Mastery.png|Trebuchet Mastery WvW mastery|link=]] <span style="color:#ffff00; margin-left: 0.75rem;">'''Trebuchet Mastery''' </span>
 
* Much like the mortar, this is usually a pretty niche anti-siege weapon and often a safe place to skip on spending points. That said, it does have some use as offensive siege that makes it a better place to spend points than mortars.
 
* Much like the mortar, this is usually a pretty niche anti-siege weapon and often a safe place to skip on spending points. That said, it does have some use as offensive siege that makes it a better place to spend points than mortars.
 
* 3/5 is enough to get everything useful, don't take the last two points until much later
 
* 3/5 is enough to get everything useful, don't take the last two points until much later
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===The Zerger===
 
===The Zerger===
[[File:wvw zerging example.jpg|720px|frameless|Picture of a player zerg fighting in WvW.]]
+
[[File:wvw zerging example.jpg|720px|Zerg fighting in WvW|class=img-fluid]]
 
=====Core Priorities=====
 
=====Core Priorities=====
 
# Supply Master 4/5
 
# Supply Master 4/5
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===The Roamer===
 
===The Roamer===
[[File:Wvw_roaming_example.jpg|720px|frameless|Picture of a player roaming in WvW.]]
+
[[File:Wvw_roaming_example.jpg|720px|Roaming in WvW|class=img-fluid]]
 
====Core Priorities====
 
====Core Priorities====
 
# Warclaw Mastery 7/7
 
# Warclaw Mastery 7/7

Revision as of 20:56, 7 February 2023

Introduction

Where you put your WvW mastery points should be determined by your personal playstyle, this guide aims to explain why you might want particular upgrades, but feel free to use the sidebar to jump to suggested builds if you prefer. Throughout this guide you'll see mastery names accompanied by a fraction (#/#), this indicates the number of ranks out of the maximum in that mastery. This is because it is often more efficient to take some ranks in a mastery without maxing it out until later. The point costs of abilities jumps dramatically at later levels and isn't always accompanied by a corresponding leap in value.

Each mastery will be color coded as follows:

  • Red: Bad option, not worth taking until everything else is finished
  • Yellow: Average or niche options. Sometimes useful but best to wait till later unless it fits your playstyle exactly.
  • Green: Good options, should be taken early.
  • Blue: Most important options, critical for every playstyle.

See the wiki page for a reference on the abilities.


Types of Upgrades

Account Upgrades

Provisions Master WvW mastery Provisions Master

  • 4/6 gives access to autoloot, making this the biggest convenience upgrade in the entire mastery system
  • 6/6 is an important mastery but can be taken on an unused alt for full benefits without spending points on main characters

Warclaw Mastery WvW mastery Warclaw Mastery

  • 1/7 is critical to unlock warclaw use.
  • 3/7 makes it very difficult to fall behind groups
  • 7/7 the dismounting lance is an extremely important upgrade for roamers, but not very important for zerging, especially with the steep cost

War Gliding Mastery WvW masteryWar Gliding Mastery

  • As with the warclaw, 1/5 is very important to unlock gliding
  • 3/5 is important to make a few glides but more importantly to avoid falling behind allies
  • 5/5 is not strictly needed except for a couple niche situations and could be delayed, but it is very convenient


Combat

Defense Against Guards WvW mastery Defense Against Guards

  • Reducing lord damage is nice for zerging, but for those that want to solo camps this is even more important
  • Take this before siege bunker if roaming focused, but take siege bunker first if zerging focused

Picture of the Guard Killer WvW mastery. Guard Killer

  • Extremely useful for all styles of play, this is bigger DPS increase than the jump between rare and ascended gear.

Mercenary's Bane WvW mastery Mercenary's Bane

  • There are very few mercenaries in the game, most players will only ever see the ones in EBG at the hylek and dredge camps. Because of their low impact this should be one of the last masteries you take.

Siege Bunker WvW mastery Siege Bunker

  • Massive damage reduction against siege makes this a critical early upgrade.


Utility

Build Master WvW mastery Build Master

  • Faster build speed is nice and the early points are cheap, but diminishes in value for each subsequent point. 1/5 or 2/5 is enough until late in your mastery progress.

Repair Master WvW mastery Repair Master

  • Similarly to Build Master, 1/5 or 2/5 is enough until late in your mastery progress.

Supply Capacity WvW mastery Supply Capacity

  • This mastery is extremely expensive, but since most large groups will have many people with maxxed masteries it can be one of the best upgrades for new players to support their team.
  • If you plan to use siege yourself this needs to be delayed until after the critical siege masteries are done.

Supply Master WvW mastery Supply Master

  • 1/5 is a nice convenience, making gathering supply instant
  • 4/5 is the most valuable part of this mastery and very cheap. It isn't much extra supply but is way more efficient than Supply Capacity.
  • 5/5 is good for commanders and anyone else dropping their own siege, but otherwise useless.


Siege

Arrow Cart Mastery WvW mastery Arrow Cart Mastery

  • Arrow carts are one of the most used pieces of defensive siege and they are used in the highest numbers of any defensive siege, which makes this a good choice to take early.
  • 4/5 is all you really need here, Toxic Unveiling Shot is rarely useful and can be left till much later

Ballista Mastery WvW mastery Ballista Mastery

  • Ballista are useful for destroying enemy siege, but a bit niche and not often used en masse. This is a mastery best taken later unless you really enjoy siege vs siege gameplay.
  • 4/5 is very important for using ballista, but 5/5 is again only a minor improvement and can be delayed

Burning Oil Mastery WvW mastery Burning Oil Mastery

  • With only one oil per gate it is very likely another player with masteries will be able to man it. That said, oil is extremely powerful at clearing a sneaky ram attack and has very strong masteries, so can be worth picking up early if you like scouting and defending.
  • 3/5 provides CC immunity while manning the oil and massive damage reduction, making it a solid breakpoint, but 5/5 is also useful

Cannon Mastery WvW mastery Cannon Mastery

  • Much like oil, cannons will often be used by other players. Unlike oil however the cannon masteries are less useful since the base siege is already very powerful.
  • 2/5 is usually more than enough, though 4/5 may allow you to hit some siege positions just beyond the max range.

Catapult Mastery WvW mastery Catapult Mastery

  • Probably the most important piece of siege in the game, this mastery should be taken early if not first by anyone that wants to use siege
  • 4/5 is a good breakpoint before swapping to Siege Might for max DPS
  • 5/5 is useful to stop siege disablers.

Flame Ram Mastery WvW mastery Flame Ram Mastery

  • Flame rams are the most used offensive siege alongside catapults. Picking up some early points here is useful, though if you play a squishy build and zerg often it may be better to let tankier players take on the burden.
  • 3/5 is the most important mastery for rams, but take 5/5 if you have points to spare.

Mortar Mastery WvW mastery Mortar Mastery

  • Mortars are pretty difficult to use and generally only helpful for counter siege. Unless you love mastering difficult siege v siege gameplay, leave this one until later.
  • 4/5 is all you really need on mortars, but 5/5 makes them much easier to use by letting the siege aim itself

Shield Generator Mastery WvW mastery Shield Generator Mastery

  • Shield generators don't get used in large numbers often and generally require either all 5 points or none at all to do their job, making this a good mastery to skip until later.
  • 4/5 is very important for defensive countersieging
  • 5/5 is crucial for enabling sieges unheavy heavy pressure

Siege Golem Mastery WvW mastery Siege Golem Mastery

  • Golems are a somewhat rarely used siege but do get thrown down for sneak attacks and to defend camps.
  • 2/5 is enough for sneak attacks, but get to 5/5 if you can
  • 5/5 is needed to effectively use golems to defend camps

Siege Might WvW mastery Siege Might

  • Very important but always secondary to the critical siege skills.

Trebuchet Mastery WvW mastery Trebuchet Mastery

  • Much like the mortar, this is usually a pretty niche anti-siege weapon and often a safe place to skip on spending points. That said, it does have some use as offensive siege that makes it a better place to spend points than mortars.
  • 3/5 is enough to get everything useful, don't take the last two points until much later


Build Orders

All builds start with the same initial spend since the account upgrades they give are too good to pass up. After the initial ranks there are three paths: The generalist that wants access to a bit of everything, the zerger that wants to run with large groups only and doesn't much care about using siege themselves if it helps their team win, and finally the roamer, for those that know they want to play in a small group at most and need to rely on themselves to do everything.

Make sure you keep an alt with 6/6 Provisions Master so you can save the points on your main.


First Points

  1. Warclaw Mastery 1/7
  2. War Gliding Master 1/5
  3. Provisions Master 4/6
  4. Warclaw Mastery 3/7
  5. War Gliding 3/5
  6. Defense Against Guards 5/5
  7. Siege Bunker 5/5
  8. Guard Killer 5/5 - (Roamers should take this before Siege Bunker)
  9. War Gliding 5/5


The Generalist

Core Priorities

  1. Supply Master 4/5
  2. Build Master 2/4
  3. Repair Master 1/4
  4. Provisions Master 5/6
  5. Catapult Mastery 4/5
  6. Siege Might 5/5
  7. Arrow Cart Mastery 4/5
  8. Flame Ram Mastery 3/5
  9. Warclaw Mastery 7/7
  10. Repair Master 4/4

Secondary Priorities

  1. Supply Capacity 5/5
  2. Shield Generator Mastery 5/5
  3. Burning Oil Mastery 5/5
  4. Cannon Mastery 5/5
  5. Golem Mastery 5/5
  6. Trebuchet Mastery 5/5
  7. Mortar Mastery 5/5
  8. Ballista Mastery 5/5


The Zerger

Zerg fighting in WvW

Core Priorities
  1. Supply Master 4/5
  2. Build Master 2/4
  3. Repair Master 1/4
  4. Provisions Master 5/6
  5. Supply Capacity 5/5
  6. Warclaw Mastery 5/7
  7. Build Master 4/4
  8. Repair Master 4/4

Secondary Priorities

  1. Shield Generator Mastery 5/5
  2. Burning Oil Mastery 5/5
  3. Cannon Mastery 5/5
  4. Golem Mastery 5/5
  5. Trebuchet Mastery 5/5
  6. Mortar Mastery 5/5
  7. Ballista Mastery 5/5


The Roamer

Roaming in WvW

Core Priorities

  1. Warclaw Mastery 7/7
  2. Catapult Mastery 4/5
  3. Siege Might 5/5
  4. Catapult Mastery 5/5
  5. Build Master 2/4
  6. Supply Master 4/5
  7. Provisions Master 5/6
  8. Build Master 4/4


Secondary Priorities

  1. Shield Generator Mastery 5/5
  2. Burning Oil Mastery 5/5
  3. Cannon Mastery 5/5
  4. Golem Mastery 5/5
  5. Trebuchet Mastery 5/5
  6. Mortar Mastery 5/5
  7. Ballista Mastery 5/5

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