Feedback:User/Mora/World versus World
|World versus World|
Player vs. Player
World versus World (also known as WvW, WvWvW and World PvP) is a Player versus Player game mode where players from three different servers, or worlds, battle in the Mists. It features open-world combat on 4 large maps with up to several hundreds of players per map. In World versus World, players can besiege structures such as Keeps and Towers with siege weapons, battle over resources, and win rewards for their world.
- Structural upgrades — improve the defensive capabilities of structures and allow additional structures to be build.
- Personnel upgrades — improve NPCs abilities and allow additional NPCs to be recruited.
Guilds can spend influence (GW2W) to unlock additional upgrades for World versus World. Once unlock, that upgrade will be available to purchase from the fortification that the guild owns. Some upgrades are passive effects that do not need additional purchasing.
- Art of War — improve allies' abilities and additional types of guards can be hired
- Economy — improve efficiency of resource camps
- Architecture — improve defense of structures and allows access to other branches of upgrades (e.g. Foundry grants access to siegemasters, which can then be upgraded in Art of War)
Siege weapons (GW2W) are environmental weapons used in World versus World. Each are mobile unless noted. These weapons can only be used by the team that created them; opponents can attack and damage the structures. Most siege weapons are created at build sites, set by purchasing and placing blueprints (GW2W); defensive siege are only built within the walls of the fortification that it was purchased and are stationary. Guilds can provide additional siege weapons to fortifications that they own by spending influence to purchase upgrades; Iron Legion Siegemaster and Machine Krewe Siegemaster.
Players can take their battle underground in a "mini dungeon" (GW2W) beneath the central map. This dungeon has a rotation, causing each 2 week cycle to have a different route compared to other cycles. Each puzzle is broken down into stages, limiting the combinations. Routes though inactive puzzles are obstructed with rock slides, cave-ins, or gates.