Difference between revisions of "WvW Zerg Fights"
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Latest revision as of 20:53, 3 June 2017
- 1 Introduction
- 2 Might Stacking
- 3 Engagement
- 4 Bombing/Bursting
- 5 Regroup
- 6 Party
- 7 Vocabulary
- 8 Videos
This is a guide on how to behave in a typical World vs World fight. The role you play will change depending on your class; this build will cover all the passages saying on each moment what to do with which class. There are lots of different tactics during a fight but they all follow the "meta". The most important thing is always to trust your commander, even if you feel like he's doing a bad movement. If he calls for your skill, just use it.
A very important thing is that you do not place any random fields during any of the following processes. Adding a combo field on top of another one will delete the old field's effect, which means that if you place a Light combo field on top of a Water field, your zerg will blast Retaliation instead of Healing, which could ruin your fight.
Please note that the whole guide is based on the Meta Builds for World vs World. Before you start using it make sure you are using the right build. This also means that not all classes will be in this guide since not all of them are in the WvW Zerg Meta.
Before reading the guide, if you're not used to the World vs World common vocabulary, visit the section at the end of the page.
Every fight starts with the zerg stacking together and buffing might. This is done by blasting Fire fields with Combo Finishers, the most common examples of which are
, but any other Blast Finisher is fine. Make sure not to use skills that provide a Combo Field or a Combo Finisher that have long cooldown only to blast might. A bad example of might stacking would be using
to blast Might. The other main source of Might is
. If you can manage to do both combos as a guardian, do them, but if you can't always go for
instead of blasting with
Adding multiple same fields won't increase their effect; in order to keep a permanent field, don't put two fields of the same type at the same moment. Try to maintain a permanent common field instead.
Combo Finisher Area Might
This part is critical to the outcome of the overall fight. After everyone is buffed with might, the Mesmer makes its move by placing a
on the way to the enemy zerg. It will give stealth to whoever crosses it, which is likely to confuse the enemy zerg. After everyone is stealthed, the Elementalists will cast a
in the middle of the enemy zerg. It will stun enemies not using the Stability buff and will allow your allies to focus their entire burst on them. If the enemy zerg is far away you can use
to teleport closer to them and surprise them with an early
If you are a melee class and your commander calls for a "leap", it means that you have to use these skills; make sure to do it only if the commander calls for it or you will find yourself alone in the enemy zerg.
Do the Leap starting on the
so you combine a combo field Light with a combo finisher Leap which will give you Light Aura
Combo Finishers & Retaliation
There are many names for this: Bombing, Burst, DPS, Spike Damage being some of many, but all have the same meaning. Here is where you will use all of your burst rotation.
. All this while using
Both of the Warrior Bursts are good and it's up to you which one you choose. Usually on the first fight the enemies will have Stability so it's better to go for
. Don't use it for it's entire cast time, because the Bleeding stacks are useless. Use it and interrupt it after 1 second; this way you will apply up to 4 seconds of Immobilize and will make your targets blow in your melee train. Use
only when you don't have Stability. Usually at the first engagement Guardians will provide it so check your buffs before using it.
, while using
The chain skill of
won't work if the enemy has Stability but will still deal regular damage. If you're doing it on the melee train on the first impact they'll all have stability so just use it and continue the burst. If you're going for the backlines instead also use
, as the ranged classes tend not to have much stability.
This rotation has lot of CC which will help hold the enemies in your zerg Bombing. If you are good enough you can use
on an enemy near a ravine in order to push them out of the fight or kill them with falling damage.
This is the most inconsistent rotation. It changes a lot depending on the situation, and it will be your job to use the right skills at the right moment. The one written here will suit every occasion and it's a very good one but not the best one for many fights. Make sure to call the Water fields on TeamSpeak/Chat to let people know they have to blast.
Start by using all of your Wells, then go on the melee train and use
Since your Wells have a long Cooldown time, keep the Elite for another Burst.
you will grant yourself up to 15 seconds of Retaliation, and
is a classic CC.
effect will keep working with
. This is a huge burst and if done correctly, is combined with Retaliation. You can stay on the Melee train by using the
life, don't feel afraid to push.
. It's very important that you place
only when your melee train is impacting.
will remove boons from the enemies. It's very powerful since it can remove important buffs such as Stability and Protection. You can make
explode as it does it's skill since it will explode anyway in the middle of the enemy zerg. Pay attention with
because it will also Reflect Projectiles with
and this can give you a lot of damage with Retaliation. Use the chain skill to pull enemies if you're not using it on the melee train. The last combo is also powerful because it allows you to immobilize and then deal lot of damage while being invulnerable. After this rotation you will likely need to get on the backlines to heal yourself.
Party Harasser/Roaming Party
If you're running a roaming build do not, for any reason, go into the enemy melee train. Your role is to hunt for, in the enemy backlines, any 'squishy' classes who use light armour: Elementalist, Necromancers, Mesmers, and Thieves.
You are also responsible for stomping players, as this way your Melee Train will keep moving and pressuring the enemies.
Now that you have passed the first fight you will need to heal up and get ready for the second round. At this point Elementalists will put and call Water fields on the ground.
Your job is to Blast them in order to provide Area Healing, don't think only about your personal healing, WvW is about playing as a team. If you are a Guardian use
to provide Might and Healing, if you are running Hammer also Blast with
, Warriors will instead use
Any other form of Blast with a short cooldown will help. Make sure not to place any other field because it will give another Combo. This part is the same as Might Buffing just with Healing.
Now the commander will call any of these 3 main steps according to what the fight needs until one zerg will be defeated.
Combo Finisher Area Healing
Another important thing to do while in World Vs World is to party up. Since the boon sharing has a party priority, if you have a guardian in your party you will be sure to have stability and other important boons when needed, the same applies with other classes, Warriors will use
when they see you downed.
Once you are in a party coordinate with your mates on who will use which skill first. If you are two guardians on the same party do not use both Stability at the same time, same with the other classes.
The best compositions are Melee with Melee and Ranged with Ranged.
Here are the most common words used to talk on World Vs World.
- CC = Crowd Control Skills.
- DPS = Damage Per Seconds. Basically is how much you hurt your enemy.
- Melee/Hammer Train = It's the heavily armored part of the zerg. It is mainly composed of Warriors and Guardians. It's extremely important, if you are on the Melee Train, that you move as close as possible on your commander.
- Backlines/Ranged Classes = It's the light part of the zerg. Mainly composed of Elementalists, Necromancers and Mesmers. The main job of this group of players is to deal the DPS. They are squishier so they move around the Melee Train.
- Backwards/About Face = Turn back 180 degrees. It's mainly used after taking a
- Disengage/Retreat = This is when not everyone is dead but the fight is clearly lost for you. Run away and save your stacks.
- WvW = Short form for World vs World
- Rallybot = Derogatory word to say someone always dies and make the enemy rally.
Every guild has its own play style but there are some that do it better than other. Here you can find some of the historical WvW guilds on their best raids. Note that some videos are old so some skills and rotation may have change.