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Guides/Endgame

WvW for newcomers: three teams, five maps, one mistake

Mass warfare you can join at any level. What gets captured, where the rewards come from, and why "you get scaled to 80" does not mean starter rags will do.

On this page
  1. The common mistake
  2. Three teams, not three servers.
  3. World Restructuring, and why old guides are wrong.
  4. Five maps
  5. What gets captured
  6. The clock behind everything
  7. Where the rewards come from
  8. Ranks and World Ability Points
  9. How to start
  10. Who it suits
  11. What it feels like at two in the morning
  • Badge of Honor
  • WvW Skirmish Claim Ticket
  • Proof of Heroics
  • War Supplies
The currencies this guide covers, as they look in your wallet.

World versus World is a separate game inside the game. No story, no timetable: three teams carve up territory across large maps, around the clock.

You can walk in whenever you like, at any level. One thing is worth knowing first, though, or the first evening ends with you being flattened on the spawn point and deciding the mode is not for you.

The common mistake

Everybody repeats that “WvW scales you to level 80”. True, and only about the level.

Your gear’s stats stay as they are. A level 30 character in greenish rags gets level 80 and the attributes of those rags. Standing next to them is a real 80 in full exotic, and the gap is enormous.

So the order is: a decent gear set first (what and why), WvW second. This is not PvP, where stats get equalised for you.

Three teams, not three servers.

Since June 2024 the teams are blue, green and red, assembled monthly from guilds and individual players rather than tied to servers forever. Your team will change, and that is normal.

World Restructuring, and why old guides are wrong.

If you read anything about WvW written before June 2024, it will tell you that your server determines your team, that transferring costs gems, and that picking the right server matters enormously.

All of that is gone.

Teams are no longer tied to worlds at all. They are assembled by matchmaking from battle guilds and individual players, and rebuilt every month. You choose a Battle Guild and the system places you.

The practical effect is the one people were asking for since 2012 and had stopped expecting: you can play with your friends without buying a server transfer, and a stacked server can no longer sit at the top of the ladder for years by being an accident of 2012 population.

The cultural effect is stranger and worth saying out loud. WvW spent a decade building server identity, rivalries between communities that lasted years, people who hated a colour on principle. Restructuring traded that for fairness, and it was the right call, and a lot of long-time players are still quietly mourning it.

Both of those things are true, and if a veteran seems oddly sentimental when the subject comes up, that is why.

Five maps

  • Eternal Battlegrounds, the central and busiest one
  • Blue Alpine Borderlands
  • Green Alpine Borderlands
  • Red Desert Borderlands
  • Edge of the Mists, the overflow map when the others are full

What gets captured

Four kinds of objective, in rising order of difficulty:

  1. Camps, barely defended, taken by a small group
  2. Towers, with walls, gates and a lord inside
  3. Keeps, the same but larger, with inner gates
  4. Stonemist Castle, the most fortified structure, sitting in the middle of Eternal Battlegrounds and functioning as the main prize

Every objective you hold pays your team points every five minutes, known as PPT, points per tick. Which means WvW is won by holding ground rather than by winning fights.

The clock behind everything

WvW runs on a schedule that most players never look at, and knowing it changes when you log in.

A matchup lasts one week. Inside it, time is cut into two-hour skirmishes, twelve a day, which comes to 84 skirmishes across the week. Score is counted per skirmish, so a keep taken at the start of one is worth far more than the same keep taken four minutes before it ends.

The maps are five: Eternal Battlegrounds in the middle, the Blue and Green Alpine Borderlands, the Red Desert Borderlands, and Edge of the Mists for overflow when the others have queues.

Objectives come in four sizes, each upgrading through tiers 0 to 3 as they are held and supplied: camps, towers, keeps and Stonemist Castle in the centre of Eternal Battlegrounds. A tier 3 keep is a different building from a tier 0 one, with better walls, better guards and a much worse night ahead of whoever wants it.

Where the rewards come from

The system has two halves, passive and active.

Passive runs the whole time you are on the map:

  • the skirmish reward track pays WvW Skirmish Claim Tickets, which feed legendary equipment
  • your selected reward tracks pay materials, gear and karma

Active is what drops in the fighting: loot bags from players you defeat, Badges of Honor, World Experience, and karma from objective events.

Ranks and World Ability Points

World Experience raises your world rank, and ranks pay World Ability Points. Those buy lines that matter here: gliding in WvW, siege abilities, and Warclaw Mastery, the mount that now costs a single point (details).

How to start

Take the Warclaw first. One point, and travel stops being a chore. Distances here are long, and walking them is grim.

Follow the commander tag. A marker on the map means an assembled squad. Do not try to fight alone: WvW is almost entirely a group activity.

Do not fear dying. It costs nothing, and the only way to learn the format is by being in it.

Join captures. Everyone who contributed gets paid, the same as in open-world events.

Who it suits

If large battles, sieges and the sense that your presence on a map counts appeal to you, WvW holds people for years. Nothing needs planning: log in, join up, fight.

If you prefer precise mechanics and tight control, fractals are more likely your thing.

What it feels like at two in the morning

Numbers do not explain why people stay in this mode for years, so here is the part that does.

It is late. Forty of you are standing in the dark outside a keep that belongs to somebody else, waiting for a siege engine to finish chewing through a gate. The commander says nothing for a while. Then the gate breaks, the whole line moves at once, and for about ninety seconds you cannot see anything except effects and the backs of your own team.

You have no idea who any of these people are. You are all pressing buttons in roughly the same direction for a wall that will change hands again before breakfast.

None of it is permanent. The map resets, the scores reset, the keep you bled for is somebody else’s by Tuesday. That is the honest description, and it does not matter in the slightest, because the point was the ninety seconds.

If you have ever wondered why a mode with no story and no ending keeps a population for over a decade, that is the answer. It is the only place in the game where you are a small part of something large and loud, and where showing up is the entire contribution required.

Questions people ask

Do I get scaled up to level 80 in WvW?

Your level, yes. Your gear stats stay exactly as they are, so a level 30 character in starter gear will feel the difference against a real 80 in exotic.

How do the three teams work now?

Since June 2024 there are three teams, blue, green and red, rebuilt monthly from guilds and individual players rather than being tied to a server permanently.

How is WvW won?

By holding objectives, not by winning fights. Each camp, tower, keep and Stonemist Castle pays points every five minutes, which players call PPT.

What should a newcomer do first in WvW?

Unlock the warclaw with one World Ability Point, then follow a commander tag. Distances are large and almost everything here is done as a group.