[Guide] sPvP Secondary Mechanic Guide
Forest of Niflhel
Forest creatures –
- Forest creatures gives points and the stat boost to the player who scores the last hit on them. This can be somewhat RNG with conditions, so forest creatures are generally taken out by power based burst builds.
- The attacks and CCs of the forest creatures are heavy hitting, but heavily telegraphed. Practice killing them and you can mitigate almost all of the damage. Because of this, forest creatures are generally killed by the burstiest builds on the team.
- Never kill your forest creature on your opener in queues. There are very few times where the time lost killing it don’t hurt your team, but they have to plan around that and practice it.
- In general, you only want to kill your creature after you win a fight, and specifically when nobody who could steal it is in range. However, you also want to snowball the map if you win a fight. In that case, snowballing takes priority. However, if you don’t have a secure enough hold on home and mid to snowball far, it’s a good time to kill your forest creature.
- One way to decap a side node if they have somebody watching the node is to start fighting their forest creature. Either they let you kill it uncontested, or they come to try to fight it and you get to the point. Obviously, this only works if you’re more mobile than they are. Be careful about them waiting just long enough to get there as it dies, since then they could steal it and hold the node.
Legacy of the Foefire
- While negligible in health when hit by your entire team, the gate can give the other team just enough time to respond when you do go for the rush. Because of that, it can be advantageous to kill the gate beforehand.
- One of the best ways to kill the gate before your rush is to win the fight on far node and have the person holding it kill the gate while they watch the point.
- If you are using a portal to rush lord, the gate is close to the farthest you will generally place it. If the entrance is at the midpoint, then you won’t be able to go any farther. If it is at the side nodes, you can generally get the portal just to the stairs.
- The Lord gives you 150 points, meaning you win if you kill it with more than 350 points, you win.
- The Lord heals when he goes below 50% health. The only way to interrupt the heal is to empty his breakbar. However, if it was broken recently, he will be completely immune to CC. Try to avoid breaking his bar until he tries to heal, since otherwise it can be impossible to interrupt it. If the bar is recharging when he heals, make sure to put Poison on him to reduce its effectiveness.
- The Lord does have a downstate, allowing your opponents to get him back up even after you deplete his health pool. His downstate works just like another player’s. You’ll want to Poison the corpse to slow the rez, CC your opponents off of him, and attempt to stomp. He does have a downed state CC. He uses the Guardian’s AoE knockback a couple seconds after going down. You’ll require Stability or some form of Invulnerability to secure the stomp, since Blind doesn’t work on foes with breakbars.
- The guards with the Lord can significantly hamper your rush. The casters cast Swirling Winds, so projectile based Lord rushes should consider clearing out the casters earlier in the game if possible.
- The easiest way for your opponents to slow down your Lord rush is to get their Tempest there to heal the Lord. You’ll want to avoid this, so you’ll either have to be sneaky enough that they don’t head there immediately or use a portal to escape from a fight with the Tempest into the Lord’s room. In contrast, you can use your Tempest to heal your Lord if they rush.
- As you approach 350 points on the Legacy of the Foefire map, your opponents will begin expecting you to Lord rush. Against random players in solo queues, this might not matter as much. However, against organized opponents, they will begin preparing to defend, drastically decreasing your chances of success. You should do the same as they approach 350 points.
- If you plan to Lord rush, begin to prioritize far node over your home node. Far node gives you easier access to their Lord room. If you win a fight at far node, they’ll be forced either to base or to the mid node to regroup. If they regroup in their base, you can take the rest of the map. If they regroup at the mid node, you can rush their Lord. In contrast, if you expect them to try a Lord rush, never trade your home node for far node.
- One very effective tactic is to fake a Lord rush. You can pretend to push their Lord to get them to panic, leaving nodes to defend it. At that point, you can quickly decap them and gain control of the map. Portal is very effective at this, because the instant they see you go through that portal, they’ll have to start moving if they want to stop the rush. However, you can just wait a few seconds and go back through.
- If you see a Mesmer drop a portal near your base as a Mesmer, try to mirror it and follow that Mesmer around. This removes the advantage portal gives them on their rush and greatly increases the chance of a successful defense.
- If you are winning by a lot, you might feel the urge to kill the Lord to end the game faster. However, this can frequently be the only situation you can lose. You give up map control for a risk on the Lord kill. Your possibility of success should be higher before you rush with a large advantage. A large advantage can be defined as having enough points that you’ll win even if your opponents kill your Lord.
Battle of Kyhlo
- The Trebuchet takes some practice to master. Try it out in a custom arena and practice hitting certain spots where fights are likely to take place. It takes about 60% charge to hit the mid node.
- The Trebuchet can destroy certain elements of the map. The most obvious one is the roof on your side of the clocktower. On top of allowing you to treb the mid node, destroying the roof allows for ranged casters to kite up there while still maintaining pressure in the fight. The other main destructibles are the two houses on the sides that let you jumping puzzle up to the mid node. You can destroy those to make it more difficult for their back point to hold their home node. One other, less common, thing you can destroy is the pipe, which makes it harder for people to kite.
- Using the Trebuchet to win fights is generally used as a comeback mechanic. Once you control the map, the meta is tanky enough for you to just hold the nodes, generally. Sitting on the Trebuchet makes it take too long for you to support your allies. However, it is an effective way to take nodes, since it is a very effective way to kill bunkers. Basically, use it when you’re losing to come back against tankier teams, not when you’re winning.
- At some point, you’ll have to kill the person manning your opponents’ trebuchet. Figure out who is manning it by who on their team you see on the map, then send someone who is confident in the 1v1 against that class.
- It is possible to instantly repair your trebuchet with skills like portal and Shadow Trap. If a player comes to fight you at your trebuchet, drop one of those skills and go help out elsewhere on the map. If they kill the trebuchet, wait for your repair kit, grab it, and port back to instantly repair it. If they leave it alive, you can just port back and start firing shots again after they leave.
Temple of the Silent Storm
- Stillness first spawns at 3.5 minutes into the game at 11:30. After that, it spawns every three minutes, coinciding with Tranquility on the 2nd and 4th spawns.
- Stillness doubles the points per tick you get for each node you hold at the tick. If you control all the nodes, or at least have decaps on them, you can let your opponents capture it and focus on the other objectives.
- There are two holes next to Stillness. You can use knockbacks to knock them into the hole, allowing you to cap it for free or force them to rotate someone else in, giving you an advantage elsewhere on the map.
- You cannot cap the buff while Invulnerable or Stealthed, but you can use projectile hate and Quickness to make it easier.
- Tranquility first spawns 6.5 minutes into the game at 8:30 and again six minutes later at 2:30. It always spawns with Stillness, so Tranquility spawns severely spread out your team, since there are five important objectives. This makes comps that can spread out effectively and not rely on each other more effective.
- Tranquility automatically full caps all three nodes for your team and knocks opponents off of the point. It is very rarely a good idea to allow your opponents to capture it.
- Since Tranquility is so important, players will often over commit to it. However, the LoS in the Tranquility room allow for tankier players to easily sustain outnumbered fights. Take an advantage on the rest of the map instead.
- If the other team sends multiple players to cap Tranquility and you can’t stop it, spread out to the side nodes. Stand just off point until they cap it (so you don’t get knocked off), then instantly decap the nodes.
- Tranquility doesn’t reset cap progress on nodes. If a point is about to get decapped as you are capping Tranquility, let your opponents decap it to reset the cap progress when Tranquility is finished capping.
- If you are about to lose Tranquility and your allies are fighting on a node, make sure they know it’s about to happen so they don’t lose their fights because of the launch.
Note: This is a cross-post from /r/gw2esports