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What are all the different roles/modes in WvW?


EremiteAngel.9765

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Green dots. These are highly important because when you tell everyone you have 11 in squad, you don't count those, but they can still help you win the fight. If you wipe a group of 25, they're noobs, even if you have 50 green dots around you.

Also remember, if you win, it's all you, but if you lose, then rename the green dots to rallybots that sabotaged you.

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@"EremiteAngel.9765"I don't think you are listing "roles" (or jobs, tasks etc.), you are just giving a number a name.I would focus more on the thing they are doing and their impact on the map. You could make subdivisions on those, whether they are offensive or defensive roles too. Also, roles can change or overlap.e.g.Offensive roamer - targets enemy players over other objectives, actively hunts them down. Participates in map control by keeping enemies from moving freely in their own or allied map areas.Defensive roamer - targets enemy supply capabilities and map control over enemy players. Participates in map control by denial of supply (killing dolyaks, flipping camps) and taking sentry posts to slow down supply lines and automated detection. He is the most likely do run for defending a camp (together with the Defensive scout)Offensive scout - This one operates in enemy territory preparing attacks by larger groups. He tags structures with way points, acts as a distraction on where the main siege attack will happen by placing down decoy blueprints and most importantly uses communication with the leader of the larger allied force. He is also the one to fall back and check for enemy counter attacks (e.g. on home towers or camps) in enemy territory and fends of attackers as a first responder.Defensive scout - This one operates in home territory to counter attacks by enemy groups. He checks for enemy siege, remains at a fortification more often to keep an eye on the structure and places down siege to defend things. He also keeps supply fast, by speeding up dolyaks or he cares for camp upgrades. He also rebuilds stationary siege and minor damages to walls

Defensive roamers and scouts are in need or shared participation from squads, because they often spend time not engaging an enemy and need to keep their tick up. They are the most likely to wander off to slay a Veteran to regain participation. Offensive roamers are more likely to run in pairs to increase their effectiveness and speed.

Offensive small teams - Those have supply capability to attack a tower or keep in a single push, by building one or two siege engines without the need to re-supply. They are most likely to attack camps, even when they are defended and can attack towers fairly successful. Those "havoc" teams operate on enemy maps or territories. They usually push forward avoiding signs of their arrival (e.g. leaving sentries behind or skipping a dolyak).Defensive small teams - Those most likely operate on the home borderland or in enemy territory that has a strong base (like a keep and two towers in the same corner of the map). They crush enemy offensive teams by taking out attacking siege, building a quick counter siege and repairing breached walls.

Small teams are very likely to do map hopping, when they don't have something to do where they are right now. Good small teams know the sever scouts (either offensive and defensive) and react according to the information they get from them via whispers).

Guild teams are usually of the small team variety with the additional value of having a focus on specialized team builds within the teams. Normally, guild communication is better than PUG communication. Guild teams, on the downside, are more likely to blame others for failure if success isn't on their side. Personality and egos on guild teams can be either beneficial or a drawback for server success.

Large forces or "zergs". Can sustain a dangerous mass of people on a target. They can build a big number of siege in a short time. Killed members or people running back from re-supplies do hardly weaken the ability of the force to keep pushing forward. Large forces can attack every structure on the map with a very good success rate. Large forces are very likely to be offensive unless they counter a similar large force to save a keep.Large forces come in the biggest variety of "skill". The "K-Train" looks for easy targets and rewards and often avoids confrontation for enemy forces. PUG zergs / open mic groups usually need a commander openly flagging up. They can be very effective, but usually have a low morale (like disbanding after a defeat on the battlefield. They are also very likely to leave the "clean-up work" (repairing walls, looking for Mesmers etc.) to others.Organized server armies vastly increase the things said about guild teams in both good ways and bad ways, from being able to do the impossible attack on a T3 garri to creating sever drama over who is allowed to play on which map and "noobs get off our queue" talk.

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@ArchonWing.9480 said:Green dots. These are highly important because when you tell everyone you have 11 in squad, you don't count those, but they can still help you win the fight. If you wipe a group of 25, they're noobs, even if you have 50 green dots around you.

Also remember, if you win, it's all you, but if you lose, then rename the green dots to rallybots that sabotaged you.

Those green dots are mini pets ☺

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@RedShark.9548 said:

@"bluberblasen.9684" said:Havoc ?Never heard this before.google could not help me.

is this just another name for small scale group ?or is this some special " tactic" ??

Just another name for a smallscale group that actually tries to take objectives and not just runs around looking for ganks

Thank you :)Ah good to know that i'm a havoc player then.

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There are two others I also like to recognize, though they're both basically roamers.

"Floaters" and "snipers."

Floaters are a little in between a zerger and a roamer. They're usually operating on a solo initiative floating between zerging and roaming on a short period of commitment. They'll do either for a brief time, usually for only 10 - 20 minutes, and will often skirt the sidelines of their zergs to kill other roamers or random passerby. They will intentionally leave their zerg for small objectives, like capturing camps, sentrys, killing dolyaks or siege, and will make frequent trips between their own territory and their zergs despite not needing to do so. As the name implies, they're always "floating" around the map.

Snipers are the people within zergs that are often in their own private squads or groups. They aren't always guilds and they aren't always on voice comms, but they're always friends. They co-ordinate targets and focus down individuals as well as occasionally separating from the zerg during large scale fights to gank the backline. When they're not zerging they're usually roaminh, but it's just as commonly not the case as it is. Some of them are full time zerglings but like to have their own little clique while others just like to bring their roaming friends along when they zerg.

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