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PVP


Basics |

Matchup types

Attacker and Defender - Pits two groups against eachother, one starting within a fortified area while the other trying to get in through the outside.
Tournament - A ladder of sorts, teams rise through the ladder system by defeating their opponents, if a team loses they are sent back down the ladder and must restart. In the end, the dominant teams meet and face off.
Arena - Small teams are sent against eachother.

Fame
Characters which successfully complete a tournament battle receive fame, one point for every defeated opposing team. It is not yet quite clear how fame points shall be used but we have been assured that they will be valuable indeed.

Guild vs Guild Battles
'Official' Guild battles can only be launched from a Guild Hall. It pits the two groups against eachother, the goal is to invade the opposing team's Guild Hall and kill the Guild Lord (NPC). Usually, the Guild Lord is protected by clerics which keep him alive if attacked. Sustained, powerful attacks may kill him even with his followers healing him.

PvP NPC's
Guild Lord - Large humanoid which wields a great sword, often important; either for capturing a location or is needed alive otherwise the match is lost.
Priest - Usually does not move away from the resurrection shrine, he can heal himself and periodically resurrect fallen team members.
Cleric - Can heal himself and nearby friendly characters (usually targets the Guild Lord)
Guild Thief - Has a skill which enables him to open locked fort gates.

Resurrection Shrine
A priest which is located within a resurrection will periodically resurrect fallen team members. If the priest dies, the resurrection shrine becomes useless, if all team members die and the priest is no longer alive then the group will lose the match. It is of the up most importance to protect the resurrection shrine from enemy targets while actively initiating conflict upon the opposing priest.

Flag
In certain maps, a flag is available within the starting area. A character must bring the flag to a flag post, usually somewhere near the the middle of the map, in doing so the team will gain a 15% morale boost which in itself allocates an extra 15% energy and health to each character.

Defeat
Teams which are defeated in battle will be sent back to the original outpost of which they launched their campaign (this occurs 15 seconds following the final blow against them). They do not lose anything tangible in the process.

Victory
Groups which are declared victorious in battle remain in the matchup area and wait until another team is available to fight them. Depending on how many teams are playing, they could face the victor(s) of other matchups or they could face a newly participating group. In general, groups battle against the victors, not newcomers .

Mercenaries
In certain maps, teams are allocated a certain number of mercenaries (friendly armed NPC's) which will engage enemy targets. These characters can be ordered to follow a player into battle. They vary from ranged to melee combatants.

Gates
Keeps/forts often feature large impressive gates which can only be opened from the inside, that is unless you have a Guild Thief with you. If a team brings along a Guild Thief and protects him sufficiently as he nears an enemy gate, he will attempt to pick the lock and open it. The door will remain open as long as he is stationed near the door lever. If he dies, it will close within roughly 15 seconds. Teams actively target enemy thieves in order to prevent other teams from invading their fort/keep and attacking their critical NPC's.

Groups
Depending on the PvP map, teams can either be created by asking others to join a group or they may be randomly assigned as the mission loads. Larger group based battles usually require players to form teams before entering the selected mission, while smaller battles often allow teams to be randomly created.

Basic Tactical Strategies

Turtle - Defend, wait for them to attack. Typically allows for greater organization as the protection area is limited.
DP Attrition - Kill the opposing team over and over again in order for them to sustain a high death penalty (-60%) and then rush their critical NPC while easily taking down the enemy targets due to their very large energy and health disadvantage.
Priest Rush - Rush to the enemy resurrection shrine and kill the priest. This will disable the other team's ability of mass-resurrection. The disadvantage of this is that typically both teams will use the same strategy and each team will end up losing their priest; rendering the match very quickly decided and not always allowing the more skilled team to be declared the victor as the match becomes more of a sprint than a lengthy battle.




















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June 5, 2006