Difference between revisions of "WvW Zerg Fights"

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==Introduction==     
 
==Introduction==     
  

Latest revision as of 20:53, 3 June 2017

Introduction

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.

Might StackingMight.png

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

Lava Font Lava Font
6Recharge.png
Lava Font
Make lava erupt from the target area.
Damage.png4Damage: 780
Book.pngNumber of Targets: 5
Duration.pngDuration: 4 seconds
Radius.pngRadius: 120
Combo.pngCombo Field: Fire
Range.pngRange: 1,200

with

Call to Arms Call to Arms
½Activation.png
20Recharge.png
Call to Arms
Grant vigor to yourself and allies, while weakening nearby foes.
Vigor.pngVigor (10s): 100% Endurance Regeneration
Weakness.pngWeakness (6s): -50% Endurance Regeneration, 50% Fumble (Unrestricted)
Radius.pngRadius: 600
Combo.pngCombo Finisher: Blast
Unblockable.pngUnblockable

or

Mighty Blow Mighty Blow
¾Activation.png
5Recharge.png
Mighty Blow
Damages nearby foes with a mighty ground slam.
Damage.pngDamage: 426
Book.pngNumber of Targets: 5
Radius.pngRadius: 180
Combo.pngCombo Finisher: Blast
Range.pngRange: 300

, 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

Purging Flames Purging Flames
¾Activation.png
35Recharge.png
Purging Flames
Consecration. Create a ring of fire that burns foes and cures conditions on allies.
Burn.png3Burning (5s): 1,965 Damage
Purging Flames.pngPurging Flames: Condition duration is reduced by 33%
Book.pngConditions Removed: 3
Book.pngNumber of Targets: 5
Duration.pngDuration: 5 seconds
Radius.pngRadius: 240
Combo.pngCombo Field: Fire

and

Supply Crate Supply Crate
1Activation.png
180Recharge.png
Supply Crate
Turret. Request a supply drop of turrets.
Damage.pngDamage: 266
Stun.pngStun (2s): Unable to use skills or move.
Duration.pngDuration: 60 seconds
Radius.pngRadius: 240
Combo.pngCombo Finisher: Blast
Range.pngRange: 1,200

to blast Might. The other main source of Might is

Empower Empower
Activation.png
20Recharge.png
Empower
Channel might to yourself and allies around you. Heal nearby allies when it ends.
Heal.pngHealing: 1,500
Might.png12Might (10s): 360 Power, 360 Condition Damage
Book.pngNumber of Targets: 5
Radius.pngRadius: 600

. If you can manage to do both combos as a guardian, do them, but if you can't always go for

Empower Empower
Activation.png
20Recharge.png
Empower
Channel might to yourself and allies around you. Heal nearby allies when it ends.
Heal.pngHealing: 1,500
Might.png12Might (10s): 360 Power, 360 Condition Damage
Book.pngNumber of Targets: 5
Radius.pngRadius: 600

instead of blasting with

Mighty Blow Mighty Blow
¾Activation.png
5Recharge.png
Mighty Blow
Damages nearby foes with a mighty ground slam.
Damage.pngDamage: 426
Book.pngNumber of Targets: 5
Radius.pngRadius: 180
Combo.pngCombo Finisher: Blast
Range.pngRange: 300

.

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

Engagement

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

Veil Veil
¼Activation.png
72Recharge.png
Veil
Glamour. Create a wall that grants stealth to you and your allies.
Stealth.pngStealth (2s): Invisible to foes.
Duration.pngCurtain duration: 6 seconds
Combo.pngCombo Field: Light
Range.pngRange: 900

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

Static Field Static Field
¾Activation.png
40Recharge.png
Static Field
Create an electrical field that stuns foes crossing it.
Damage.pngDamage: 122
Stun.pngStun (2s): Unable to use skills or move.
Duration.pngDuration: 4 seconds
Radius.pngRadius: 180
Combo.pngCombo Field: Lightning
Range.pngRange: 1,200
Unblockable.pngUnblockable

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

Lightning Flash Lightning Flash
40Recharge.png
Lightning Flash
Cantrip. Teleport to target area.
Damage.pngDamage: 365
Book.pngNumber of Targets: 1
Radius.pngRadius: 120
Range.pngRange: 900

to teleport closer to them and surprise them with an early

Static Field Static Field
¾Activation.png
40Recharge.png
Static Field
Create an electrical field that stuns foes crossing it.
Damage.pngDamage: 122
Stun.pngStun (2s): Unable to use skills or move.
Duration.pngDuration: 4 seconds
Radius.pngRadius: 180
Combo.pngCombo Field: Lightning
Range.pngRange: 1,200
Unblockable.pngUnblockable

.

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

Veil Veil
¼Activation.png
72Recharge.png
Veil
Glamour. Create a wall that grants stealth to you and your allies.
Stealth.pngStealth (2s): Invisible to foes.
Duration.pngCurtain duration: 6 seconds
Combo.pngCombo Field: Light
Range.pngRange: 900

so you combine a combo field Light with a combo finisher Leap which will give you Light Aura Light Aura

Warrior

Savage Leap Savage Leap
¾Activation.png
8Recharge.png
Savage Leap
Lunge at your foe, striking them with your sword.
Damage.pngDamage: 183
Cripple.pngCripple (3s): -50% Movement Speed
Combo.pngCombo Finisher: Leap
Range.pngRange: 600

Guardian

Leap of Faith Leap of Faith
½Activation.png
15Recharge.png
Leap of Faith
Leap at your foe. On hit, blind nearby foes.
Damage.pngDamage: 268
Blind.pngBlindness (3s): Next outgoing attack misses.
Book.pngNumber of Targets: 5
Combo.pngCombo Finisher: Leap
Range.pngRange: 600

Mesmer

Veil Veil
¼Activation.png
72Recharge.png
Veil
Glamour. Create a wall that grants stealth to you and your allies.
Stealth.pngStealth (2s): Invisible to foes.
Duration.pngCurtain duration: 6 seconds
Combo.pngCombo Field: Light
Range.pngRange: 900

Elementalist

Lightning Flash Lightning Flash
40Recharge.png
Lightning Flash
Cantrip. Teleport to target area.
Damage.pngDamage: 365
Book.pngNumber of Targets: 1
Radius.pngRadius: 120
Range.pngRange: 900

/

Static Field Static Field
¾Activation.png
40Recharge.png
Static Field
Create an electrical field that stuns foes crossing it.
Damage.pngDamage: 122
Stun.pngStun (2s): Unable to use skills or move.
Duration.pngDuration: 4 seconds
Radius.pngRadius: 180
Combo.pngCombo Field: Lightning
Range.pngRange: 1,200
Unblockable.pngUnblockable

Combo Finishers & Retaliation

Bombing/Bursting

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.

Warrior

Hammer Shock Hammer Shock
½Activation.png
12Recharge.png
Hammer Shock
Smash the ground and send out a crippling wave.
Damage.pngDamage: 170
Cripple.pngCripple (7s): -50% Movement Speed
Range.pngRange: 600

,

Staggering Blow Staggering Blow
½Activation.png
20Recharge.png
Staggering Blow
Push back nearby foes with a staggering blow.
Damage.pngDamage: 244
Knockback.pngKnockback: 180
Combo.pngCombo Finisher: Whirl
Range.pngRange: 130

,

Earthshaker Earthshaker
¾Activation.png
8Recharge.png
Earthshaker
Burst. Jump to the targeted location and slam your hammer down, damaging and stunning foes.
Damage.pngDamage: 391
Stun.pngLevel 1 Stun (1s): Unable to use skills or move.
Stun.pngLevel 2 Stun (1½s): Unable to use skills or move.
Stun.pngLevel 3 Stun (2s): Unable to use skills or move.
Radius.pngRadius: 240
Combo.pngCombo Finisher: Blast
Range.pngRange: 600

/

Flurry Flurry
½Activation.png
8Recharge.png
Flurry
Burst. Immobilize your foes with a flurry of bleeding strikes. Effect increases with adrenaline level.
Damage.png8Damage: 368
Bleed.png8Bleeding (2s): 352 Damage
Immobilize.pngLevel 1 Immobilize (2s): Unable to move.
Immobilize.pngLevel 2 Immobilize (3s): Unable to move.
Immobilize.pngLevel 3 Immobilize (4s): Unable to move.
Book.pngNumber of targets: 3
Range.pngRange: 130

and

Final Thrust Final Thrust
¾Activation.png
15Recharge.png
Final Thrust
Strike your foe with a final powerful thrust that does extra damage against injured foes.
Damage.pngDamage: 365
Damage.pngDamage against foes under 50% health: 731
Range.pngRange: 130

. All this while using

"For Great Justice!" "For Great Justice!"
25Recharge.png
"For Great Justice!"
Shout. Grant fury and might to yourself and nearby allies.
Fury.pngFury (8s): 20% Critical Chance
Might.png3Might (25s): 90 Power, 90 Condition Damage
Radius.pngRadius: 600

and eventually

Balanced Stance Balanced Stance
40Recharge.png
Balanced Stance
Stance. You enter into a balanced stance.
Stability.png5Stability (8s): Cannot be knocked down, pushed back, pulled, launched, stunned, dazed, floated, sunk, feared, or taunted.
Swiftness.pngSwiftness (8s): 33% Movement Speed
Stun-Break.pngBreaks stun

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

Flurry Flurry
½Activation.png
8Recharge.png
Flurry
Burst. Immobilize your foes with a flurry of bleeding strikes. Effect increases with adrenaline level.
Damage.png8Damage: 368
Bleed.png8Bleeding (2s): 352 Damage
Immobilize.pngLevel 1 Immobilize (2s): Unable to move.
Immobilize.pngLevel 2 Immobilize (3s): Unable to move.
Immobilize.pngLevel 3 Immobilize (4s): Unable to move.
Book.pngNumber of targets: 3
Range.pngRange: 130

. 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

Balanced Stance Balanced Stance
40Recharge.png
Balanced Stance
Stance. You enter into a balanced stance.
Stability.png5Stability (8s): Cannot be knocked down, pushed back, pulled, launched, stunned, dazed, floated, sunk, feared, or taunted.
Swiftness.pngSwiftness (8s): 33% Movement Speed
Stun-Break.pngBreaks stun

only when you don't have Stability. Usually at the first engagement Guardians will provide it so check your buffs before using it.

Greatsword Guardian

Binding Blade Binding Blade
¾Activation.png
30Recharge.png
Binding Blade
Throw blades at your foe, causing damage over time. Bound foes can be pulled to you. The effect ends when a foe moves out of range.
Damage.pngDamage: 244
Book.pngNumber of Targets: 5
Duration.pngMaximum Blade Duration: 10 seconds
Radius.pngMaximum Leash Range: 600
Combo.pngCombo Finisher: Whirl

,

Symbol of Wrath Symbol of Wrath
¼Activation.png
20Recharge.png
Symbol of Wrath
Symbol. Pierce the ground with a mystic symbol that damages foes while granting retaliation to allies.
Damage.png5Damage: 670
Retaliation.png5Retaliation (1s): Reflect incoming damage back to its source.
Book.pngNumber of Targets: 5
Duration.pngSymbol Duration: 4 seconds
Radius.pngSymbol Radius: 180
Combo.pngCombo Field: Light

and

Whirling Wrath Whirling Wrath
¾Activation.png
10Recharge.png
Whirling Wrath
Spin in a place and swing your greatsword while hurling powerful projectiles.
Damage.png7Damage: 637
Book.pngNumber of Impacts: 7
Book.pngNumber of Targets: 5
Radius.pngRadius: 130
Combo.pngCombo Finisher: Whirl
Range.pngRange: 600

, while using

"Hold the Line!" "Hold the Line!"
35Recharge.png
"Hold the Line!"
Shout. Grant protection and regeneration to allies.
Protection.pngProtection (4s): -33% Incoming Damage
Regeneration.pngRegen (6s): 780 Heal
Book.pngNumber of Targets: 5
Range.pngRange: 600

and

"Stand Your Ground!" "Stand Your Ground!"
30Recharge.png
"Stand Your Ground!"
Shout. Grant stability to yourself and allies.
Stability.png5Stability (5s): Cannot be knocked down, pushed back, pulled, launched, stunned, dazed, floated, sunk, feared, or taunted.
Retaliation.pngRetaliation (5s): Reflect incoming damage back to its source.
Book.pngNumber of Targets: 5
Range.pngRange: 600
Stun-Break.pngBreaks stun

The chain skill of

Binding Blade Binding Blade
¾Activation.png
30Recharge.png
Binding Blade
Throw blades at your foe, causing damage over time. Bound foes can be pulled to you. The effect ends when a foe moves out of range.
Damage.pngDamage: 244
Book.pngNumber of Targets: 5
Duration.pngMaximum Blade Duration: 10 seconds
Radius.pngMaximum Leash Range: 600
Combo.pngCombo Finisher: Whirl

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

Pull Pull
¾Activation.png
Pull
Pull your foes to you.
Radius.pngLeash Range: 600
Range.pngRange: 600

, as the ranged classes tend not to have much stability.

Hammer Guardian

Zealot's Embrace Zealot's Embrace
1Activation.png
15Recharge.png
Zealot's Embrace
Send a wave toward your foe that immobilizes foes in a line.
Damage.pngDamage: 195
Immobilize.pngImmobilize (2s): Unable to move.
Book.pngNumber of Targets: 5
Range.pngRange: 1,200

,

Ring of Warding Ring of Warding
¾Activation.png
40Recharge.png
Ring of Warding
Ward. Create a ring around you that foes cannot cross. Trapped foes cannot exit the ring while it active.
Duration.pngDuration: 5 seconds
Radius.pngRadius: 180
Combo.pngCombo Field: Light

and

Mighty Blow Mighty Blow
¾Activation.png
5Recharge.png
Mighty Blow
Damages nearby foes with a mighty ground slam.
Damage.pngDamage: 426
Book.pngNumber of Targets: 5
Radius.pngRadius: 180
Combo.pngCombo Finisher: Blast
Range.pngRange: 300

This rotation has lot of CC which will help hold the enemies in your zerg Bombing. If you are good enough you can use

Banish Banish
1Activation.png
25Recharge.png
Banish
Launch your foe with a powerful smash.
Damage.pngDamage: 244
Launch.pngLaunch: 750
Range.pngRange: 130

on an enemy near a ravine in order to push them out of the fight or kill them with falling damage.

Elementalist

Static Field Static Field
¾Activation.png
40Recharge.png
Static Field
Create an electrical field that stuns foes crossing it.
Damage.pngDamage: 122
Stun.pngStun (2s): Unable to use skills or move.
Duration.pngDuration: 4 seconds
Radius.pngRadius: 180
Combo.pngCombo Field: Lightning
Range.pngRange: 1,200
Unblockable.pngUnblockable

,

Meteor Shower Meteor Shower
Activation.png
30Recharge.png
Meteor Shower
Call down a meteor shower onto the target area.
Damage.pngDamage: 317
Book.pngNumber of Impacts: 24
Book.pngNumber of Targets: 3
Duration.pngDuration: 9 seconds
Radius.pngDamage Radius: 120
Radius.pngRadius: 360
Range.pngRange: 1,200

,

Unsteady Ground Unsteady Ground
¼Activation.png
30Recharge.png
Unsteady Ground
Create unsteady ground that foes cannot cross.
Duration.pngDuration: 3 seconds
Range.pngRange: 1,200

,

Eruption Eruption
Activation.png
6Recharge.png
Eruption
Shake the ground until it erupts and damages foes.
Damage.pngDamage: 304
Bleed.png6Bleeding (12s): 3,060 Damage
Book.pngNumber of Targets: 5
Radius.pngRadius: 240
Combo.pngCombo Finisher: Blast
Range.pngRange: 1,200

,

Shockwave Shockwave
¾Activation.png
30Recharge.png
Shockwave
Create a shockwave that bleeds and immobilizes your target.
Damage.pngDamage: 122
Bleed.pngBleeding (20s): 850 Damage
Immobilize.pngImmobilize (2s): Unable to move.
Book.pngNumber of Targets: 5
Combo.pngCombo Finisher: Physical Projectile
Range.pngRange: 1,200

and

Healing Rain Healing Rain
Activation.png
45Recharge.png
Healing Rain
Call down a healing rain on the target area, granting regeneration to allies and curing conditions once every three seconds.
Regeneration.png3Regen (4s): 1,560 Heal
Book.pngConditions Removed: 1
Book.pngNumber of Targets: 5
Book.pngPulses: 3
Duration.pngDuration: 6 seconds
Radius.pngRadius: 360
Combo.pngCombo Field: Water
Range.pngRange: 1,200

/

Geyser Geyser
¾Activation.png
20Recharge.png
Geyser
Create a geyser to heal nearby allies.
Heal.pngHealing: 2,424
Book.pngNumber of Targets: 5
Duration.pngDuration: 2 seconds
Radius.pngRadius: 180
Combo.pngCombo Field: Water
Range.pngRange: 1,200

.

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.

Necromancer

Start by using all of your Wells, then go on the melee train and use

Unholy Feast Unholy Feast
1Activation.png
12Recharge.png
Unholy Feast
Cripple nearby foes and convert their boons into conditons. Gain retaliation for each foe you strike.
Damage.pngDamage: 213
Retaliation.pngRetaliation (3s): Reflect incoming damage back to its source.
Cripple.pngCripple (5s): -50% Movement Speed
Book.pngBoons converted: 1
Book.pngNumber of Targets: 5
Range.pngRange: 600

,

Wail of Doom Wail of Doom
½Activation.png
30Recharge.png
Wail of Doom
Screech a wail of doom in a cone pattern, dazing foes.
Daze.pngDaze (2s): Unable to use skills.
Book.pngNumber of Targets: 5
Range.pngRange: 600
Unblockable.pngUnblockable

,

Locust Swarm Locust Swarm
½Activation.png
30Recharge.png
Locust Swarm
Gain swiftness and summon a swarm of locusts that cripple nearby foes.
Damage.pngDamage: 49
Swiftness.pngSwiftness (15s): 33% Movement Speed
Cripple.pngCripple (2s): -50% Movement Speed
Death Shroud.pngLife Force: 2%
Book.pngNumber of Impacts: 10
Book.pngNumber of Targets: 5
Duration.pngDuration: 10 seconds
Radius.pngRadius: 210

and

Life Transfer Life Transfer
Activation.png
40Recharge.png
Life Transfer
Damage nearby foes and steal their life force.
Damage.png9Damage: 549
Death Shroud.pngLife Force: 3%
Book.pngNumber of Targets: 5
Duration.pngDuration: 3 seconds
Radius.pngRadius: 600

.

Since your Wells have a long Cooldown time, keep the Elite for another Burst.

With

Unholy Feast Unholy Feast
1Activation.png
12Recharge.png
Unholy Feast
Cripple nearby foes and convert their boons into conditons. Gain retaliation for each foe you strike.
Damage.pngDamage: 213
Retaliation.pngRetaliation (3s): Reflect incoming damage back to its source.
Cripple.pngCripple (5s): -50% Movement Speed
Book.pngBoons converted: 1
Book.pngNumber of Targets: 5
Range.pngRange: 600

you will grant yourself up to 15 seconds of Retaliation, and

Wail of Doom Wail of Doom
½Activation.png
30Recharge.png
Wail of Doom
Screech a wail of doom in a cone pattern, dazing foes.
Daze.pngDaze (2s): Unable to use skills.
Book.pngNumber of Targets: 5
Range.pngRange: 600
Unblockable.pngUnblockable

is a classic CC.

Locust Swarm Locust Swarm
½Activation.png
30Recharge.png
Locust Swarm
Gain swiftness and summon a swarm of locusts that cripple nearby foes.
Damage.pngDamage: 49
Swiftness.pngSwiftness (15s): 33% Movement Speed
Cripple.pngCripple (2s): -50% Movement Speed
Death Shroud.pngLife Force: 2%
Book.pngNumber of Impacts: 10
Book.pngNumber of Targets: 5
Duration.pngDuration: 10 seconds
Radius.pngRadius: 210

effect will keep working with

Locust Swarm Locust Swarm
½Activation.png
30Recharge.png
Locust Swarm
Gain swiftness and summon a swarm of locusts that cripple nearby foes.
Damage.pngDamage: 49
Swiftness.pngSwiftness (15s): 33% Movement Speed
Cripple.pngCripple (2s): -50% Movement Speed
Death Shroud.pngLife Force: 2%
Book.pngNumber of Impacts: 10
Book.pngNumber of Targets: 5
Duration.pngDuration: 10 seconds
Radius.pngRadius: 210

. This is a huge burst and if done correctly, is combined with Retaliation. You can stay on the Melee train by using the

Death Shroud Death Shroud
10Recharge.png
Death Shroud
Assume a spectral form and gain new skills, turning your life force into health.

life, don't feel afraid to push.

Mesmer

Time Warp Time Warp
¼Activation.png
180Recharge.png
Time Warp
Glamour. Create an area that warps time, granting you and your allies quickness while slowing enemies.
Quickness.pngQuickness (1s): Skills and actions are 50% faster.
Slow.pngSlow (1s): Skills and actions of enemies are 50% slower.
Book.pngNumber of Targets: 5
Book.pngPulses: 11
Duration.pngDuration: 10 seconds
Radius.pngRadius: 360
Combo.pngCombo Field: Ethereal
Range.pngRange: 1,200

,

Null Field Null Field
¼Activation.png
32Recharge.png
Null Field
Glamour. Create a field of energy that rips all boons from foes, and cures all conditions on allies.
Book.pngNumber of Targets: 5
Duration.pngDuration: 5 seconds
Radius.pngRadius: 240
Combo.pngCombo Field: Ethereal
Range.pngRange: 1,200

,

Phantasmal Berserker Phantasmal Berserker
¾Activation.png
20Recharge.png
Phantasmal Berserker
Phantasm. Create a phantasm that uses a whirling attack to damage and cripple foes.
Damage.png4Damage: 812
Cripple.png4Cripple (1s): -50% Movement Speed
Book.pngNumber of Impacts: 4
Book.pngNumber of Targets: 5
Range.pngRange: 1,200

,

Temporal Curtain Temporal Curtain
¼Activation.png
25Recharge.png
Temporal Curtain
Create a wall of energy that grants swiftness to allies who cross it while crippling foes who touch it.
Swiftness.pngSwiftness (12s): 33% Movement Speed
Cripple.pngCripple (5s): -50% Movement Speed
Duration.pngDuration: 5 seconds
Combo.pngCombo Field: Light
Range.pngRange: 900

,

Illusionary Leap Illusionary Leap
¾Activation.png
12Recharge.png
Illusionary Leap
Clone. Summon an illusion that leaps at your target, crippling them. After the initial leap, the clone will execute the Mind Slash sword chain.
Damage.pngDamage: 1
Cripple.pngCripple (1s): -50% Movement Speed
Vulnerability.png2Vulnerability (5s): 2% Incoming Damage
Range.pngRange: 600

/

Swap Swap
Swap
Swap places with your clone. Immobilize nearby foes.
Immobilize.pngImmobilize (2s): Unable to move.
Book.pngNumber of Targets: 3
Combo.pngCombo Finisher: Leap
Range.pngRange: 600

and

Blurred Frenzy Blurred Frenzy
½Activation.png
12Recharge.png
Blurred Frenzy
Strike your foe with a flurry of strikes, distorting the space around you, making you evade attacks.
Damage.png8Damage: 584
Distortion.pngBlur (2½s): Evade all attacks.
Book.pngNumber of Targets: 3
Range.pngRange: 130

. It's very important that you place

Time Warp Time Warp
¼Activation.png
180Recharge.png
Time Warp
Glamour. Create an area that warps time, granting you and your allies quickness while slowing enemies.
Quickness.pngQuickness (1s): Skills and actions are 50% faster.
Slow.pngSlow (1s): Skills and actions of enemies are 50% slower.
Book.pngNumber of Targets: 5
Book.pngPulses: 11
Duration.pngDuration: 10 seconds
Radius.pngRadius: 360
Combo.pngCombo Field: Ethereal
Range.pngRange: 1,200

only when your melee train is impacting.

Null Field Null Field
¼Activation.png
32Recharge.png
Null Field
Glamour. Create a field of energy that rips all boons from foes, and cures all conditions on allies.
Book.pngNumber of Targets: 5
Duration.pngDuration: 5 seconds
Radius.pngRadius: 240
Combo.pngCombo Field: Ethereal
Range.pngRange: 1,200

will remove boons from the enemies. It's very powerful since it can remove important buffs such as Stability and Protection. You can make

Phantasmal Berserker Phantasmal Berserker
¾Activation.png
20Recharge.png
Phantasmal Berserker
Phantasm. Create a phantasm that uses a whirling attack to damage and cripple foes.
Damage.png4Damage: 812
Cripple.png4Cripple (1s): -50% Movement Speed
Book.pngNumber of Impacts: 4
Book.pngNumber of Targets: 5
Range.pngRange: 1,200

explode as it does it's skill since it will explode anyway in the middle of the enemy zerg. Pay attention with

Temporal Curtain Temporal Curtain
¼Activation.png
25Recharge.png
Temporal Curtain
Create a wall of energy that grants swiftness to allies who cross it while crippling foes who touch it.
Swiftness.pngSwiftness (12s): 33% Movement Speed
Cripple.pngCripple (5s): -50% Movement Speed
Duration.pngDuration: 5 seconds
Combo.pngCombo Field: Light
Range.pngRange: 900

because it will also Reflect Projectiles with

Warden's Feedback Warden's Feedback
Warden's Feedback
Focus skills reflect projectiles. Reduces recharge on focus skills.
Book.pngRecharge Reduced: 20%

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.

RegroupRegeneration.png

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

Empower Empower
Activation.png
20Recharge.png
Empower
Channel might to yourself and allies around you. Heal nearby allies when it ends.
Heal.pngHealing: 1,500
Might.png12Might (10s): 360 Power, 360 Condition Damage
Book.pngNumber of Targets: 5
Radius.pngRadius: 600

to provide Might and Healing, if you are running Hammer also Blast with

Mighty Blow Mighty Blow
¾Activation.png
5Recharge.png
Mighty Blow
Damages nearby foes with a mighty ground slam.
Damage.pngDamage: 426
Book.pngNumber of Targets: 5
Radius.pngRadius: 180
Combo.pngCombo Finisher: Blast
Range.pngRange: 300

, Warriors will instead use

Call to Arms Call to Arms
½Activation.png
20Recharge.png
Call to Arms
Grant vigor to yourself and allies, while weakening nearby foes.
Vigor.pngVigor (10s): 100% Endurance Regeneration
Weakness.pngWeakness (6s): -50% Endurance Regeneration, 50% Fumble (Unrestricted)
Radius.pngRadius: 600
Combo.pngCombo Finisher: Blast
Unblockable.pngUnblockable

.

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.

Elementalist

Healing Rain Healing Rain
Activation.png
45Recharge.png
Healing Rain
Call down a healing rain on the target area, granting regeneration to allies and curing conditions once every three seconds.
Regeneration.png3Regen (4s): 1,560 Heal
Book.pngConditions Removed: 1
Book.pngNumber of Targets: 5
Book.pngPulses: 3
Duration.pngDuration: 6 seconds
Radius.pngRadius: 360
Combo.pngCombo Field: Water
Range.pngRange: 1,200

/

Geyser Geyser
¾Activation.png
20Recharge.png
Geyser
Create a geyser to heal nearby allies.
Heal.pngHealing: 2,424
Book.pngNumber of Targets: 5
Duration.pngDuration: 2 seconds
Radius.pngRadius: 180
Combo.pngCombo Field: Water
Range.pngRange: 1,200

.

Guardian

Empower Empower
Activation.png
20Recharge.png
Empower
Channel might to yourself and allies around you. Heal nearby allies when it ends.
Heal.pngHealing: 1,500
Might.png12Might (10s): 360 Power, 360 Condition Damage
Book.pngNumber of Targets: 5
Radius.pngRadius: 600

/

Mighty Blow Mighty Blow
¾Activation.png
5Recharge.png
Mighty Blow
Damages nearby foes with a mighty ground slam.
Damage.pngDamage: 426
Book.pngNumber of Targets: 5
Radius.pngRadius: 180
Combo.pngCombo Finisher: Blast
Range.pngRange: 300

Warrior

Call to Arms Call to Arms
½Activation.png
20Recharge.png
Call to Arms
Grant vigor to yourself and allies, while weakening nearby foes.
Vigor.pngVigor (10s): 100% Endurance Regeneration
Weakness.pngWeakness (6s): -50% Endurance Regeneration, 50% Fumble (Unrestricted)
Radius.pngRadius: 600
Combo.pngCombo Finisher: Blast
Unblockable.pngUnblockable

Combo Finisher Area Healing

Party

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

Battle Standard Battle Standard
2Activation.png
240Recharge.png
Battle Standard
Banner. Place a battle standard that revives falled allies and grants fury, might, and swiftness to allies.
Fury.pngFury (3s): 20% Critical Chance
Might.pngMight (10s): 30 Power, 30 Condition Damage
Swiftness.pngSwiftness (3s): 33% Movement Speed
Duration.pngDuration: 60 seconds
Radius.pngEffective Radius: 600
Combo.pngCombo Finisher: Blast
Range.pngRange: 600

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.

Vocabulary

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
    Veil Veil
    ¼Activation.png
    72Recharge.png
    Veil
    Glamour. Create a wall that grants stealth to you and your allies.
    Stealth.pngStealth (2s): Invisible to foes.
    Duration.pngCurtain duration: 6 seconds
    Combo.pngCombo Field: Light
    Range.pngRange: 900
    if the commander feel like it's not time to push yet. You can bind a button on your Keyboard to do it.
  • 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.

Videos

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.