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How to spend WvW Ability Points

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

Picture of the Provisions Master WvW mastery. Provisions Master

  • 4/5 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

Picture of the 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

Picture of the War Gliding Mastery WvW mastery.War 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

Picture of the 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.

Picture of the 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.

Picture of the Siege Bunker WvW mastery. Siege Bunker

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


Utility

Picture of the 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.

Picture of the Repair Master WvW mastery. Repair Master

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

Picture of the 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.

Picture of the 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

Picture of the 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

Picture of the 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

Picture of the 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

Picture of the 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.

Picture of the 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.

Picture of the 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.

Picture of the 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

Picture of the 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

Picture of the 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

Picture of the Siege Might WvW mastery. Siege Might

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

Picture of the 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

Picture of a player 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

Picture of a player 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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