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Showing posts with label spvp. Show all posts
Showing posts with label spvp. Show all posts

Monday, July 4, 2016

Guild Wars 2 - sPvP Rotations Guide by SpectralDagger

While being a strong mechanical player will certainly increase your chances of winning, it is not the only, or even the largest, factor. Rotations, or your movements across the map, probably have the largest effect on the outcome of a match. In the words of Ostrich Eggs, rotations are to “maximize your potential to fuck them up.” However, rotations are a somewhat abstract concept, so it can be difficult to learn for a new players. I find the easiest way to explain them is to go from the ground up, recursively adding new concepts, so here we go:
  1. The most basic kind of rotations is just matching numbers. If you’re just in even fights across the map, you’re in an okay position. This relies on predictions of where opponents will go and when they start moving. One of the main ways to do this is tracking respawns and having someone go wherever the respawning player is. The main flaw with rotations this general and simple is that you can frequently get caught in fights where you’re at a disadvantage. In such a situation, assuming equivalent mechanical skill, you’ll lose.
  2. The next step up is to have a sort of priority list of who rotates into what. For example, the Tempest is the first to rotate into team fights, while the Druid is the first to rotate into 1v1s. This takes a little bit more advanced predictions, since you aren’t just predicting where one individual player will go, but where the opposing team is going to focus their pressure. Contrary to the 1st step, this method will guarantee that you have good comps for your fights, but doesn’t optimize them.
  3. After that, you’ll have to factor in your knowledge of matchups. Maybe at the previous level you had a Druid watching your home node, but now you notice that a Dragonhunter is pushing your home node. In that instance, maybe you send the Scrapper to guard the node instead. The Druid wouldn’t lose that 1v1, but the Scrapper can actually kill the Dragonhunter fairly easily, so it’s a more optimal matchup. Team fighting matchups get more complicated than the 1v1s, so the inner workings get a little bit more based on intuition. However, this puts you on the opposite side of step one, where you have matched numbers, but advantages in those fights.
  4. The next thing you should factor in is how long it takes for you to lose disadvantaged fights so you can use that time to win other fights. With PuGs, it’s less consistent, but you can still have a general idea of how long certain matchups will take to end. If you run into the same people frequently, you can get an even better idea. If you play in a team, you should have more trust in your teammates, allowing you to do this the best. Then you try to outnumber your opponents in a way that you’ll kill them before your allies die.
Comments
The actual implementation of this depends on your class, but I won’t get into that in a general guide like this. There are also some more complex rotations around things like secondary mechanics and snowballing, but this is just meant as a quick read. All of those stem from these concepts, regardless.

SOURCE

Wednesday, December 16, 2015

Guild Wars 2 - PvP Beginner's Guide by PVP DOMINUS

A guide on how to get started in sPvP in Guild Wars 2.

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Tuesday, March 31, 2015

Top 10 things every sPvP player should know by Darkever - Guild Wars 2

Heya all! Few days ago I got a request from some players for sPvP tips, to learn the basics and avoid common mistakes. I'm definitely not a "pro" player, but I had my fair share of sPvP experience, enough to recognize good plays that won games and mistakes that lost them. Here's a short list of the most important things you should DO and NOT DO when playing Conquest sPvP. 

General tips

  • Begin with a build from MetaBattle if you are new to sPvP. The difference between a good build and a bad one is the same as day and night! By playing proper builds you will have much more fun, you'll gradually learn their strengths and weaknesses, and in due time you'll become able to create your own custom builds (which hopefully won't suck).
  • Frequently look at the minimap, especially if you are on the move and must choose where to go next. Map awareness is incredibly important to win games, as much as build and player skill. Many of the following tips are based on the assumption you have been looking at the minimap. Not doing that is like driving at night on a tree-lined road with your lights off.
  • Coordinate with your team. Before game starts, state in team chat (/t) where you plan to go. If you see opponents moving to assault a point, quickly warn your team about the danger. If you are bukering a position and two enemies are coming for you, ask for assistance. If you plan to kill lord, inform your team in advance so they can join you. And ofc read the chat! Communication also wins games.
  • Read kill messages in the bottom right corner. They give useful information on who is about to respawn and how a fight is resolving. Going far is not a such smart move if two enemies are about to respawn, nor is joining a fight mid if two allies there have just been stomped.
  • Fight on points (and some other info) (I know, this is VERY basic stuff). Decapping/neutralizing a point takes 5 seconds. Capping a neutral point takes a whopping 13 seconds, nearly three times as much! The number of players on point does not speed up the capture: even if you have FIVE people capping, it will still take 13 seconds. If two or more players from opposite teams are on the same point, the status won't change. For this reason it's very important to fight on points, especially if you are defending: if you leave the point for just 5 seconds it will be neutralized!
  • Check for undefended points, especially if you are playing a build with decent mobility. You need five mere seconds to decap a point, but the opponent will take nearly three times as much to get it back. When you play Thief, this is one of your main roles: go far, decap, and flee as soon as someone comes for you... or just full cap if the enemy is blind!
  • Before joining a fight, assess the situation. Winning team fights is incredibly important, but that doesn't mean you should blindly rush to any fight you see on the map. If the battle is already lost, go somewhere else instead of dying in vain, or wait to regroup if you realize you are outnumbered everywhere. If your team is clearly winning, immediately assault another point to capitalize on your advantage.
  • Try to stay alive as much as possible. There are situations when sacrificing yourself to hold a point for as long as possible can be beneficial, but most of the times you'll want to keep yourself alive. If you realize you can't win, just get the hell out of there and move to another point! Always remember that dying means you will be out of the game for at least 30 seconds.
  • To prevent enemy resurrection in team battles you can: apply poison on the downed foe, which will slow resurrection rare by its allies and potentially even counter hard rez such as Battle Standard (240s cd elite wasted yay!); disable the resurrector with cc (check for stability first); push/pull the downed enemy away, when you can't disable the resurrector because of stability. If nothing else is available, the best option is usually to cleave or AoE on both foes, while someone else on your team is trying to stomp.
  • Leave downed opponents to slowly bleed. If they do not threaten you, do not prevent point capture, and they have no allies nearby to resurrect them, you can just leave downed opponents to slowly bleed to death. This will keep them out of the game for a longer time. During the WTS2015 final, Orange Logo recovered from a HUGE disadvantage to Abjured by downing four opponents and leaving them bleed while they capped everything!
  • When downed, don't try to heal yourself or resist stomp if there is no hope. Opposite side of previous tip: if you are downed outside of capture point and there are no allies around that could rez you, just let yourself die. On the other hand, if you can move around while downed (Thief, Ele, and partially Mesmer) try to be as annoying as possible to contest the point and force your enemy to stomp! (thx /u/Cptnfiskedritt !)
  • Never run in zergs. It may work in low level games, but smart opponents will just avoid your zerg and go cap the other points instead. The key to winning conquest games is splitting in a smart way. Courtyard is of course the exception to this, since it's a deathmatch and you should stick together (but not too much... AoE hurts, you know).
  • Do not stand on home for the whole game. Decent opponents will just ignore your point and fight 5v4 (winning) on the other two points. There are times when it's important to defend a point at all costs, but standing home for ten minutes is not a good strategy. Mid is usually a better position to bunker, but get ready to move as soon as you realize your opponents are ignoring your point.
  • Never duel a bunker 1v1 on its point, unless you are confident that your build can decap or kill the bunker relatively quickly. You'll be wasting a lot of time, and chances are you may have been the decisive factor in a team battle elsewhere.
  • When an ally and an opponent are both down, gauge the situation and check the health bars. If you have access to stability, it's often better to prioritize stomps on Warrior, Guardian, Ranger, Engi, Necro. Other times it's usually better to resurrect. The correct action changes from time to time, so don't always rush to stomp because you want the kill, and don't always resurrect because you want to help your ally. On the same page, do not try to rez when there are two enemies ready to smash your face as soon as you try.

Map Specific tips

  • Skyhammer and Courtyard maps require specific builds to be played effectively, and can become very frustrating if you or your team are not properly equipped. Think thrice before selecting them!
  • In Forest of Niflhel, do NOT kill the beast at start. NEVER. Opponents will cap mid and immediately gain a big advantage. Killing beast is something you do only when you are close to 500, when you safely control two points, or when you happen to run next to it with another ally on your way to mid, so you can blast it in 5 seconds max.
  • In Battle of Khylo, use your treb only if you see or expect a team battle somewhere, or a lone ally is defending a point 1v2. Good times to use it are at game start and when you respawn, since you will be already close by. Repairing the treb is a long business and I personally don't think it's worth it, unless there's a Mesmer with portal that can do it quickly.
  • In Battle of Khylo, if you have a power build, volounteer to kill enemy treb in case they are using it effectively. You can either kill the user and then the treb, or directly destroy the treb and then run. Some builds are better than others at taking it out, with the best being staff Ele, for obvious reasons.
  • In Legacy of the Foefire, go to kill lord only if you have at least 350 points, or you are very confident you will get to that much. Nothing is more useless than ending at 482 after killing the lord, while opponents got control of all points!
  • In Legacy of the Foefire, gaining control of mid is a big advantage. The point is huge, which allows a bunker to run around and stay alive for an incredibly long time.
  • In Temple of the Silent Storm, the key buffs are Stillness (spawning at 11:30, 8:30, 5:30, and 2:30) and Tranquility (8:30 and 2:30). They are important, but do not overcommit to them! Getting Tranquility is useless if opponents are ready to immediately recap two points. Ferocity can be safely ignored, unless you pass by and have nothing better to do.
  • In Spirit Watch, remember to focus on points! Orb is very tempting and can be nice to gain further advantage, but only if you already control at least two other points. It can also be used to neutralize a point occupied by a bunker, but going 2v1 is usually just as good. Pick up the orb only if your build has some tankiness and an ally close by, or you won't last ten steps! Orb slows you by 40% and prevents stealth, swiftness, invulnerability, and teleport, but passive speed buffs coming from signets, traits, or runes will still work (thanks /u/DantesS_P !). However, make sure to not ignore orb completely either: having three people trying to get it is BAD, but letting an opponent freelying running the orb can be just as bad!
  • In Skyhammer, take that damn cannon, even if you must 2v1 for it! Leaving it in enemy hands for the whole game translates in 97.6% chance to lose. You can dodge the blast (not block it), but it fires every 8-10 seconds and the effect is so devastating that even a 2v1 becomes a big challenge when hammer is against you!
  • In Skyhammer, builds that involve push, pulls, fear, and stability are MUCH more effective that others, since they allow instant kills if used properly. This is especially important for Skyhammer cannon control, because the place is tiny and filled with disappearing platforms. Since build templates are not available in the game yet, I usually just switch to Turret Engi when Skyhammer is randomized; other good options are Necro Terrormancer, Guardian Medihammer, Mesmer with greatsword and focus, Engi Tri-toolkit, and possibily others.
  • Courtyard is currently the only Deathmatch map in the game, and as such it requires completely different strategies. It's very important to stay close to your team to support each other, focus on finishing downed enemies, and quickly resurrecting downed allies. Things that work well in Courtyard: Area of Effect (gogogogo Staff Ele), tankiness, team buffs and condition removal, hard resurrection skills, snares to peel the enemies, ranged weapons.
And yeah, I know these are way more than 10 tips. Damn you got me! xD

Tuesday, July 23, 2013

Guild Wars 2 - Cutthroat Politics Campaign Guide

Spoiler-Free Guide

  • When you log in to Guild Wars 2, you’ll receive a mail from both Captain Evon Gnashblade and Captain Ellen Kiel detailing the current situation. Each Captain is trying to accrue influence with the Zephyr Sanctum and will offer you a Support Token to get started on helping their cause. Click the “Show Me” button at the bottom of the mail to find out where to take your Support Token.
  • Go to the Zephyr Sanctum in the Labyrinthine Cliffs and enter the story instance “Audience with the Master” to view a scene between Evon Gnashblade, Ellen Kiel and the Sanctum’s leader, the Master of Peace. Here, you will learn more about the fight for the trade agreement  and your role in deciding the winner!
  • To get to the Labyrinthine Cliffs, head to Lion’s Arch and look for the Labyrinthine Cliffs Transport Facilitator in Sanctum Harbor. He is marked on the map with a gold star sailboat icon and is in the same spot that was used to ship players over to Southsun Cove before the asura portal was finished.
cp-guide-01

How Can I Support My Candidate?

Showing Support
  • Support baskets for Gnashblade and Kiel have been set up near the Zephyrites’ water supply on the Zephyr Sanctum in the Labyrinthine Cliffs.
  • Each time you cast a Support Token,you will be awarded with a Representation Button. Use this button to show support for your candidate while playing content to advance certain achievements.
A few tips:
  • Support Tokens can be acquired from slain mobs; in dungeons; by participing in Candidate Trials, Southsun Survival and Aspect Arena; and in World vs. World. They can also be purchased from the vendor Shady Quill.
  • The Zephyrites will stop accepting Support Tokens on August 5 at 11AM PST in order to start counting them up. Be sure to turn in your Tokens before then!

Candidate Trials

  • Enter into the Candidate Trials, a repeatable instance for solo or group play, to test your mettle and support your candidate! The Lionguard has brought down an Aetherblade airship, and it’s up to you to secure the crash site so that your candidate can capitalize on the situation. There are four levels of difficulty – see how long you can hold out!
  • You can choose which Candidate to support by entering the Candidate Trials marked with Gnashblade’s or Kiel’s image. Each entrance will be in the Labyrinthine Cliffs, near the Captain they are tied to.
  • This event can be challenging, particularly at higher tiers.  If you begin to struggle, consider tweaking your play style and gear to adjust to the situation.
A few tips:
  • Various weapons have been provided to help players defend the treasure piles in the crash site.
  • Keep an eye out for Aetherblades who are only focused on the gold.
  • Dutiful protection of the treasure may be rewarded with Aetherized Weapons taken from the pirates! Keep in mind that the higher your tier, the better your chances for Aetherized rewards!
  • When attempting Tier IV, consider bringing a highly skilled, coordinated party that works well together in order to deal with all the pirates throw at you!
  • In order to complete Gnashbalde: Direct Support, you must complete both Tier I and II in Gnashblade’s Candidate Trials. To complete Kiel: Direct Support, you must complete both Tier I and II in Kiel’s Candidate Trials.
cp-guide-02

Aspect Arena

  • This new PvP team match is being hosted by Captain Ellen Kiel and can be entered by talking with her in the Labyrinthine Cliffs. You will be able to choose between the Sun, Wind, and Lightning Zephyrite fighting styles . Collect as many crystals for your team as you can within the time limit to secure victory.
A few tips:
  • Once in the Labyrinthine Cliffs, Captain Ellen Kiel will be marked on the map with an activity flag marker.
  • In the Arena, look for the aspect icons as hints on where to use a certain Aspect’s fifth skill for movement. Portals with a Sun emblem on the floor might be a prime location for a Light Dash…
  • Frequenters of the Arena have the opportunity to find a Zephyr Rucksack in their rewards!

Southsun Survival

  • This new PvP survival free-for-all activity is being run by the charismatic Evon Gnashblade and can be joined by talking to Captain Gnashblade in the Labyrinthine Cliffs. Up to 20 players will be dropped into Southsun Cove with only a bow with which to survive. Scavenge for supplies and kill other Survivors to become the last one standing and secure your victory.
A few tips:
  • Hunger is a constant threat in the wilderness of the cove; search for rations to keep up your strength.
  • After an initial grace period, Survivors who die will shift over to the mists. Mist walkers should look for blue motes to help them exact revenge on other Survivors. Note that only one Mist Walker can collect a mote, so later in the game those Revenge Motes will be hotly contested!
  • The creatures of Southsun Cove slowly move in from the beaches, be sure to check the status of a camp before you enter or you may find a deadly serving of karka.
  • Dedicated Survivalists have a chance to find a Desert Rose back item in their spoils.
Southsun Survival After Elimination: A breakdown of Mist Walkers and Revenge Motes
  • Imagine you’ve just stopped to scavenge for goods and a fellow Survivor hits you with a long distance Head Shot. The initial two minute grace period is over and now you’re out of the running for final Survivor. What do you do? Fear not –  you may be down, but you are far from out!
  • Eliminated players return to play as Mist Walkers! Mist Walkers are wisps of spirits returned to haunt the remaining Survivors.
  • Mist walker skills run off of Revenge Motes – ethereal blue motes that randomly appear in the wilderness and can be created by:
    • Survivors scavenging passiflora and miscellaneous goods
    • Survivors successfully attacking or trapping other Survivors
  • Stalk surviving players to collect the Revenge Motes they create as they scavenge for supplies and fight other survivors. The motes will allow you to use various skills against Survivors to hasten their demise.
cp-guide-03

Things to do in the open world

Supporting a Candidate for Achievements
  • Many of the achievements require you to support your candidate while performing things like events and dailies in the open world.
A few tips:
  • Be sure to cast your Support Tokens in the Support baskets in Zephyr Sanctum to earn Representation Buttons. These will allow you to show your support while participating in open world content!

Persisting Bazaar of the Four Winds Content

  • Labyrinthine Cliffs
    • The Bazaar of the Four Winds is still taking place in the beautiful Labyrinthine Cliffs
  • Lessons from the Sky
    • The Zephyrite Sky Crystals are still around, so adventurers can  hunt for any crystals they have not found.
  • Sanctum Sprint
    • The races continue!  Enjoy the magical Zephyrite movements  in this high speed competition.
  • Belcher’s Bluff
    • Make sure you don’t miss your chance to face Poyaqui, the Grandmaster of Om, before he moves to Lion’s Arch!
  • Trade opportunities
    • The Zephyrites are still accepting land based supplies in return for their Zephyr Supply boxes. The Zephyrite kid is hoping to load up on Tyrian sweets before the Sanctum departs!
  • Kite Baskets
    • These baskets, filled with Zephyrite goods, are still landing across Tyria for explorers to find!
  • Stolen Kite Baskets
    • Those hoarding skritt are still guarding their pilfered baskets closely; can you find them in some of Tyria’s most challenging jumping puzzles.

Monday, July 1, 2013

Guild Wars 2 - "Teach Me PvP" Guide with WoodenPotatoes - EP1 Basics


These are of course the basics to PvP that many may know already but we dont want to leave out the people that may not know.

Saturday, September 8, 2012

How To Play PvP: Setup Guide


Controls
  • Set A and D to strafe. Q and E are important buttons to have available for abilities.
  • Rotate the camera with the mouse, and have camera rotation speed on max. When I PvP, I literally always have right click pressed down.
  • Set comfortable keybinds. In order from left to right, I use Ctrl+W, Q, E, R, F, V, Alt+Q, Alt+E, C, Z, for my class abilities I use 1-4, for weapon swapping I click in my mouse wheel, and for stomping/reviving I use G. Remember, though, that you need to find keybinds that work for you and your setup. For example, if I had more buttons on my mouse, I would use those!
  • Consider the fast cast ground targeting, it can really make a difference. I use this myself, too. It’s tough at first to know your ranges, but once you learn them, it effectively halves the delay from casting to using an AoE move.
  • Learn to tab target/assist target! I use Tab for tab targeting (select next enemy) and T for assist targeting. I should probably set a keybind for calling assists too, but I haven't yet.
  • Don't backpedal (walk straight backwards with S) unless you absolutely need to. It is better to strafe away from your opponent.
  • Figure out the fastest and most comfortable way for you to dodge. Dodge rolling is extremely important in every possible PvP situation. Personally I double tap a direction, but many people would recommend using a separate dodge keybind.
Combat Tips
  • Dodge roll a lot! It's practically free and negates an entire ability (or more).
  • Always be moving! You can cast while moving for almost every ability, and you are almost never in the ideal spot for more than half of a second. It’s also helpful because you might move just out of range of an enemy’s melee attack. This could mean dodging 500~1000 damage from an auto attack, or dodging an entire CC spell. It can win fights that would otherwise be impossible.
  • Only one person has to be on a node to capture/neutralize it. More people do not affect the speed at which a point is captured.
  • Bring stunbreakers! They can get you out of a lot of situations.
  • Learn which moves can be used while stunned. There are some really strong moves that can be used while stunned. As an example, off the top of my head the Elementalist’s Shocking Aura (main hand dagger, skill 3 I believe) stuns people that hit you. So you can get bull rushed by a warrior -> use Shocking Aura -> he hits Hundred Blades and stuns himself after the first hit. Another example is Necromancers, they can both switch to Death Shroud (their profession mechanic) AND cast Fear while stunned, allowing them to get out of almost any 1v1 CC chain in the game.
  • Condition damage is not reduced by armor. This means that condition damage is most effective (relative to normal damage) against high armor, low health targets (hi there guardians ;D)
  • Switch weapons a lot, and make sure to use all of your weapon abilities. If most of your moves are on cooldown, chances are switching is a good thing.
  • You can blink on the underside of platforms to teleport on top of them (lightning flash, shadowstep, blink, etc). There are thousands of specific spots on maps that you should try to learn if you run one of these abilities. I’ve seen an Elementalist that was able to get on top of all different kinds of pillars and such and was untouchable while dropping lots of AoEs in the big group fights.
  • When playing a ranged class, learn which abilities are projectiles and be extremely vigilant about projectile reflects. They are a very very powerful mechanic in PvP that gets overlooked a lot, and you can often end up killing yourself if you don’t pay attention to them.
  • Certain skills have a leap forward/backward on them. You can easily use these to go in the other direction, however. What you do is, spin your camera around with LEFT click (this doesn't actually affect your character's movement/facing), then tap RIGHT click (this moves you forwards one step so you're facing the other direction), then hit your ability. Most noticeable with elementalist, either to use Ride the Lightning to run away or to use Updraft to chase.
  • Bring interrupts wherever possible. If you absolutely cannot fit at least one on your utility skills, bring a weapon set that has one. Learn the important moves to interrupt (Elementalists have a lot of long casts, but Pistol Whip on Thieves and Hundred Blades on Warriors are both good examples too). And always be on the lookout for heals. This is pretty easy because…
  • Every single heal in the game makes you glow blue. Watch out for this glow at all times and interrupt it if you can. Always. Even if it doesn’t directly lead to a kill, delaying heals in this way basically adds 5s or more to the cooldown, which is absolutely huge in long fights.
  • Go for secondary map objectives when possible. But remember, some are more important than others. In general, you always want to kill the bosses on Niflhel (and steal the opponents' boss if you can), you almost always want to kill the enemy trebuchet on Khylo, you always want to cap the water point on Capricorn (even though underwater combat sucks, it's by far the most important point to have), and you can kind of ignore the lords on the last map. Only go for the lords if it will give you a win, or if you can't get any points and want to pull enemies away from their points.
  • Heal early. As soon as the heal will get its full or near full amount, use it, because most people will CC you when they try to finish you off.
  • Use all your abilities, especially your long CD ones and elites. If you die with abilities available, you probably made a mistake somewhere!
  • Some abilities don’t have a cast animation, meaning they can be casted during spells. Every class has some I believe, e.g. Mantras for Mesmers, pet abilities, and most if not all signets. Elementalists are the prime example though. In Scepter/Dagger, Elementalists get a move in Earth called “Churning Earth.” This is a very long cast time (5s I believe) for a massive burst of damage that cripples and bleeds in an AoE. Normally, it is practically impossible to get this move off without dying or being interrupted (or having people dodge out). However, because you can cast instant spells while channeling it, you can use certain abilities while waiting for the cast: in Air, you can cast skill 2, Lightning Strike, for extra single target damage, and skill 3, Blinding Flash, to blind a single target. Then, you can use the utility Lightning Flash to teleport on top of an enemy right before the cast finishes, giving them almost no chance to escape it. A situational strategy, but a very fun and cool one that shows off a really complicated mechanic.
Reviving and Stomping
  • People respawn when the timer says XX:18, XX:38, and XX:58. So to get the maximum respawn timer for your opponents when you stomp them, start your stomp at xx:18 and they'll get a 19 second timer. Also, if you're downed and getting stomped at like :20 or :21 (remember it counts down), just let it happen, don't try to delay it or you'll be dead longer.
  • Always revive/stomp someone if you have the chance. It can make a huge difference in the outcome of a fight.
  • Don't revive someone though, if you can kill an enemy and get your teammate to rally.
  • Learn to stomp/revive people properly. If your class has a stealth, stability, or invuln move, you can use those to guarantee your stomp/revive will go off. Some examples are the thief's heal, the mesmer's distortion shatter, the warrior's stability shout, and the engineer's elixir S.
  • Every class has different downed abilities. You should learn all of them, but as a general rule of thumb:
  • Elementalists cannot interrupt you if you stomp them immediately
  • Engineers, Warriors, and Necromancers can interrupt a single person
  • Rangers and Guardians can interrupt in an AoE
  • Thieves and Mesmers can teleport/stealth
  • Specifically against Mesmers, force them to teleport, then attack the mesmer with an icon over its head. This one will NOT be the clone. It should also be the mesmer that appears second, after the clone.
Choosing a Build
  • If you're not much of a theorycrafter, copy a pro's build. You can find lots of people from teams like Paradigm, SuperSquad, and AlphaCollective streaming on twitch.tv, and they should all link to their builds.
  • If you want to make your own build, make sure you choose a focus. Either focus on DPS or support/point holding. Then, if you're DPS, choose to go for crit/power or conditions, and if you're a support, choose to go for tankiness/healing or AoE buffs/debuffs. Try not to spread yourself thin or you won't do anything well enough.
  • Passive tankiness does not work by itself in this game. If you want to be a tank, bring lots of invulns and/or lots of heals.
  • Remember that some tooltips are wrong. For example, the stacking buff runes (that stack to 25) give you 5 per stack on kill or assist, making them extremely potent.
Attitude
  • Don't get angry at any specific individual, ability, class, or map (unless it's Raid on the Capricorn of course). Figure out what you did wrong, and fix it.
  • Always be as helpful as you can. Everyone starts out being new and knowing nothing, so help them out if possible! Contribute to a kind, flourishing community so that Guild Wars 2 can grow into a huge, competitive eSports title.
  • Find a group of friends or a guild that is interested in PvP. Having people to bounce ideas off of and try things out with is never a bad idea, and tournaments can be really fun.
  • Most importantly, have fun with PvP. If you aren't, try new classes or builds until you are. If you don't have fun, playing it will be miserable after a while.