WvW ranks: How to spend points
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WvW ranks: How to spend points

By:

Commander KooZ.7619
   Member of Gaiscioch na Rall

Posted On: 04/28/2014 at 11:52 AM

Greetings everyone!

 

Today I had enough time to quickly bring out a rank guide to help you figured out what you need to spend your WvW levels on!

First, I will go over all the mastery and explain what benefits each one is giving you. Feel free to skip the long skills descriptions but read the text in red for a quick resume that will let you know if it's a useful mastery or not. Then you can go back and read what it does.

Links to builds at the end.

 
 
Guard Killer.png

Guard Killer 
Total Cost: 115 World Ability Point 

Increases damage to guards    (1) 1% damage to guards (cost 1 World Ability Point)    (2) 2% (total) damage to guards (cost 2 World Ability Point)    (3) 3% (total) damage to guards (cost 3 World Ability Point)    (4) 4% (total) damage to guards (cost 4 World Ability Point)    (5) 5% (total) damage to guards (cost 5 World Ability Point)    (6) All guard killer bonuses now also affect enemy lord and supervisors (cost 10 World Ability Point)    (7) 7% (total) damage to guards, lords and supervisors (cost 15 World Ability Point)    (8) Gain 50% of your endurance back after killing guards, lords and supervisors (cost 20 World Ability Point)    (9) 10% (total) damage to guards, lords and supervisors (cost 25 World Ability Point)    (10) Add 1 stack of Applied Strength on killing a guard, lord or supervisor    Guard Leech: Increases power and condition damage by 20 (max stack of 5, stacks are lost on death) (cost 30 World Ability Point)

 

This first mastery is nice to have maxed out because the last upgrade in this mastery gives you up to an extra 100 power and 100 condition damage similar to a bloodlust sigil but this stacks instead on killing lords and guards. Only good if maxed other bonuses are not very useful unless you are a roamer who solo camps.

 

Defense Against Guards.png

Defense Against Guards 
Total Cost: 115 World Ability Point 

Reduces the damage you take from enemy guards  (1) 1% reduced damage from guards (cost 1 World Ability Point)    (2) 2% reduced damage (total) from guards (cost 2 World Ability Point)    (3) 3% reduced damage (total) from guards (cost 3 World Ability Point)    (4) 4% reduced damage (total) from guards (cost 4 World Ability Point)    (5) 5% reduced damage (total) from guards (cost 5 World Ability Point)    (6) All Defense against Guard abilities count against lords and supervisors (cost 10 World Ability Point)    (7) 7% reduced damage (total) against guards, lords, and supervisors (cost 15 World Ability Point) (8) Gain Retaliation for 10 seconds when you negate damage from guards, lords, or supervisors This effect can trigger only once every 20 seconds. (cost 20 World Ability Point)    (9) 10% reduced damage (total) against guards, lords, and supervisors (cost 25 World Ability Point)    (10) Gain 1 stack of Applied Fortitude when killing a guard, lord, or supervisor    Applied Fortitude: Each stack grants 50 vitality (max of 5 stacks, stacks are lost on death) (cost 30 World Ability Point)

 

This second mastery is also very nice to max out because you get up to 250 extra vitality when fully stacked. Other bonuses are not very useful unless you are a roamer who solo camps.

 

Mercenary's Bane.png

Mercenary's Bane 
Total Cost: 15 World Ability Point 

Increases damage to and reduces the damage from mercenaries    (1) 1% increase to damage and defense against mercenaries (cost 1 World Ability Point)    (2) 2% (total) increase to damage and defense against mercenaries (cost 2 World Ability Point)    (3) 3% (total) increase to damage and defense against mercenaries (cost 3 World Ability Point)    (4) 4% (total) increase to damage and defense against mercenaries (cost 4 World Ability Point)    (5) 5% (total) increase to damage and defense against mercenaries (cost 5 World Ability Point)

 

Gives you extra damage versus the neutral camps mob on Eternal Battleground only. Do not even consider spending a single point here, completely useless. Only do if you are rank 1000+

 

Siege Bunker.png

Siege Bunker 
Total Cost: 30 World Ability Point 

Reduces the siege damage you take    (1) 1% increased siege defense (cost 2 World Ability Point)    (2) 2% (total) increased siege defense (cost 4 World Ability Point)    (3) 3% (total) increased siege defense (cost 6 World Ability Point)    (4) 4% (total) increased siege defense (cost 8 World Ability Point)    (5) 5% (total) increased siege defense (cost 10 World Ability Point)

 

This is a nice mastery to get in a zerg because it reduces the damage you take from siege and is very cheap when you compare it to siege might. Heavy classes who are on rams benefit the most from this.

 

Siege Might.png

Siege Might 
Total Cost: 75 World Ability Point 

Increases damage done with siege-engine attacks    (1) 1% increased siege damage (cost 5 World Ability Point)    (2) 2% (total) increased siege damage (cost 10 World Ability Point)    (3) 3% (total) increased siege damage (cost 15 World Ability Point)    (4) 4% (total) increased siege damage (cost 20 World Ability Point)    (5) 5% (total) increased siege damage (cost 25 World Ability Point)

 

This is also a nice mastery to get if you use the siege a lot. However, it is very expensive for what it offers. Only recommend maxing this when you are around rank 500.

 

Supply Capacity.png

Supply Capacity 
Total Cost: 300 World Ability Point 

Increases the amount of supply you can carry    (1) Increases supply capacity by 1 (cost 20 World Ability Point)    (2) Increases supply capacity by 2 (total) (cost 40 World Ability Point)    (3) Increases supply capacity by 3 (total) (cost 60 World Ability Point)    (4) Increases supply capacity by 4 (total) (cost 80 World Ability Point) (5) Increases supply capacity by 5 (total) (cost 100 World Ability Point)

 

This is also a very nice mastery to max out but is very very very very expensive (note the amount of very). This should be maxed around rank 500-600.

 

Cannon Mastery.png

Cannon Mastery 
Total Cost: 75 World Ability Point 

Improve cannon use    (1) Basic fire removes boons (cost 5 World Ability Point)    (2) Increases cannon damage by 27% (cost 10 World Ability Point)    (3) Grapeshot does more bleed damage (cost 15 World Ability Point)    (4) Increases all blast radius (cost 20 World Ability Point)    (5) Increases chill duration (cost 25 World Ability Point)

 

This is very useful mastery to spend points on if you like to scout or you play on off prime time because you need to man the siege before the zerg/group gets there. (4) and (2) min is great to increase effectiveness of cannons. Should be up to (4) around rank 400.

 

Ballista Mastery.png

Ballista Mastery 
Total Cost: 75 World Ability Point 

Improve ballista skills    (1) Skill: Spread Shot — Fires projectiles in a cone pattern (cost 5 World Ability Point)    (2) Increases ballista damage by 25% (cost 10 World Ability Point)    (3) Fires faster bolts (cost 15 World Ability Point)    (4) Increases ballista range (cost 20 World Ability Point)    (5) Increases Shatter Shot radius (cost 25 World Ability Point)

 

Ballista is another mastry that requires a few points in because of  Spread Shot which is deadly in close range. (3) in ballista is very good already, 2 last one are luxury that is not giving as much bonuses.

 

Arrow Cart Mastery.png

Arrow Cart Mastery 
Total Cost: 75 World Ability Point 

Improve arrow cart skills    (1) Increases range on all arrow cart skills (cost 5 World Ability Point)    (2) Increases damage on all arrow cart skills (cost 10 World Ability Point)    (3) Increases effectiveness of applied conditions (cost 15 World Ability Point)    (4) Increases radius on all arrow cart skills (cost 20 World Ability Point)   (5) Skill: Toxic Unveiling Shot — Removes stealth and applies poison to targets (cost 25 World Ability Point)

 

Arrow cart mastery is yet another awesome place o use skill points. (2) is a must, if you have more points to spend (4) is great, (5) is luxury.

 

Burning Oil Mastery.png

Burning Oil Mastery 
Total Cost: 75 World Ability Point 

Improves all Burning Oil skills and unlocks new abilities    (1) Increases Burning Oil radius by 25% (cost 5 World Ability Point)    (2) Increases Burning Oil damage by 15% (cost 10 World Ability Point)    (3) While using the oil, reduces the damage received by the oil pot and the player (cost 15 World Ability Point) (4) Basic Burning Oil attacks burn one supply from target (cost 20 World Ability Point)    (5) Burning Shell: Creates a fiery dome that reflects projectiles (cost 25 World Ability Point)

 

There is nice bonuses from oil but we do not benefit from it very often so this should be max in the late ranks 800ish. It is like the cannons, if you can be on it before the zerg/group arrive, you can do a lot of damage with it. Scouts/off prime time players benefit the most from this.

 

Mortar Mastery.png

Mortar Mastery 
Total Cost: 75 World Ability Point 

Improve mortar skills    (1) Increase blast radius on all mortar skills (cost 5 World Ability Point)    (2) Increases mortar burn field duration (cost 10 World Ability Point)    (3) Reduce the recharge of all mortar skills (cost 15 World Ability Point)    (4) Increase damage on all mortar skills by 25% (cost 20 World Ability Point)    (5) New Skill: Concussion Barrage — Launch a barrage of rounds that push back foes where they land (cost 25 World Ability Point)

 

Not very useful in most cases, even on scouts. Only max around as one of the last things.

 

Build Mastery.png

Build Mastery 
Total Cost: 30 World Ability Point 

Improves your building capabilities    (1) Spend 4 supply at a time when building siege (cost 1 World Ability Point)    (2) Spend 6 supply at a time when building siege (cost 4 World Ability Point)    (3) Spend 8 supply at a time when building siege (cost 10 World Ability Point)    (4) Spend 10 supply at a time when building siege (cost 15 World Ability Point)

 

A good mastery to have but you do not need to max it out. (2) is enough because I believe after you spend your 10 supply, if you have 5 from a +5 buff it does not apply to it. So being able to spend all 10 supplies in 2 hit is already great, other option would be (4) for a 1 hit to spend all supply but it cost a lot more points just for those 2 last ranks.

 

Repair Mastery.png

Repair Mastery 
Total Cost: 20 World Ability Point 

Improves your repairing capabilities    (1) Spend 4 supply at a time when repairing (cost 1 World Ability Point)    (2) Spend 6 supply at a time when repairing (cost 3 World Ability Point)    (3) Spend 8 supply at a time when repairing (cost 6 World Ability Point)    (4) Spend 10 supply at a time when repairing (cost 10 World Ability Point)

 

A good mastery to have but you do not need to max it out just like the build mastery, (2) is enough.

 

Catapult Mastery.png

Catapult Mastery 
Total Cost: 75 World Ability Point 

Improves catapult skills    (1) Increases damage done to walls by 20% (cost 5 World Ability Point)    (2) Gravel Shot now applies bleeding (cost 10 World Ability Point)    (3) Increases radius of all catapult skills (cost 15 World Ability Point)    (4) Increases catapult damage by 25% (cost 20 World Ability Point)    (5) Skill: Siege Bubble — Creates a dome that destroys projectiles on impact (cost 25 World Ability Point)

 

This is a very nice mastery to max out. (5) gives a dome that protects the area from projectiles like catapults projectiles or treb shoots. You also get a total of 45% more damage to walls at (4) and 25% more damage to everything also.

 

Supply Master.png

Supply Master 
Total Cost: 15 World Ability Point 

Improve your ability in gathering, spending, and running supply    (1) Pick up supply faster (cost 1 World Ability Point)    (2) Gain swiftness after spending all of your supply (cost 2 World Ability Point)    (3) Gain improved swiftness when picking up supply (cost 3 World Ability Point)    (4) Have a chance to recover spent supply when spending supply (cost 4 World Ability Point)    (5) Deployed siege sites are invulnerable for a short duration (cost 5 World Ability Point)

 

(4) is a must for everyone since you get a chance to recover supply. (5) is only for commanders really.

 

Trebuchet Mastery.png

Trebuchet Mastery 
Total Cost: 75 World Ability Point 

Improve trebuchet skills    (1) Increases the damage on trebuchet skills (cost 5 World Ability Point)    (2) Cow ammo now drains supply from enemy players (cost 10 World Ability Point)    (3) Increases the radius of trebuchet skills (cost 15 World Ability Point)    (4) Skill: Healing Oasis. Creates a water field that heals allies (cost 20 World Ability Point)    (5) Basic shots that hit enemy supply depots will destroy some of the objective's supply (cost 25 World Ability Point)

 

This is another great mastery to spend points on. (2) is a must. The other bonuses are luxury but having (5) is good when you need to siege a keep that has full supply to drain it all.

 

Flame Ram Mastery.png

Flame Ram Mastery 
Total Cost: 75 World Ability Point 

Improve flame ram skills    (1) Gain Iron Hide while interacting with the flame ram (cost 5 World Ability Point)    (2) Flame Blast now applies Structural Vulnerability to gates (cost10 World Ability Point)    (3) Reduce recharge of flame ram skills (cost 15 World Ability Point)    (4) Skill: Slam Impact — Launch enemies on the other side of the door (cost 20 World Ability Point)    (5) Skill: Iron Will — Support skill that applies Iron Hide to nearby allies (cost 25 World Ability Point)

 

Flame ram (3) is a must for everyone, I don't know why someone wouldn't have this because rams is the most used siege in the game. You might not be on the rams always because there is so many people in a zerg that have the (3) mastery already but if you ever to decide to join a smaller group and play off prime time you will need this. (5) is luxury but can be useful in some situations.

 

Grand Total: 1315 World Ability Point

 

 

Since WvW experience is account bound, it is nice to have different mastery for each tunes depending on the class/playstyle. Make sure you look at the build and adapt it to your playstyle since not everyone is focused on 1 role. Examples of how you want to spend your points depending on your playstyle:

 

Zerglingz following derpy dorrito (focus on offensive siege/supply carrier):

Rank 50

Rank 100

Rank 150

Rank 200

Rank 200-500

Depending on you, you might want to max out damage and defense versus guards instead of increased supply.

Rank 500-650

Rank 650-750

Rank 750-900

900 is the rank where you should have all the useful things mastered. Above 900, you should know where to spend your points ;) (max out the siege that you know you are using).

 

Roamer hitting camps / small objectives (focus on personal buffs):

Rank 50

Rank 150

Rank 250

Rank 300

Rank 350

Above 350, adapt your mastery to your playstyle.

 

Scouts (focus on defensive siege):

Rank 50

Rank 100

Rank 150

Rank 200

Rank 300

Rank 350

Rank 400

Above 400, adapt the mastery to your playstyle.

 

Enjoy your new mastery!



» Edited on: 2014-04-28 15:16:00

Reason:

Member Response:

By:

Isredel.4302
   Member of Gaiscioch na Rall

Replied On: 12/22/2014 at 08:23 AM

Even though I'm late in saying this, this is a wonderful guide so that I can finally figure out where and how to spend my points. Thanks a bunch!



» Edited on: 2014-12-22 08:23:50

Viktor Rageclaw - Seaimpin na Cu (Veteran Member) of The Gaiscioch Family.

By:

Commander synosius.9876
   Member of Seriously Over Rated

Replied On: 12/22/2014 at 09:09 AM

if I had to do it over again...

guard defense full

guard kills full

ac 4

cata 5

treb 3

then what ever, prolly supply capacity for the +5.

a side note about build master... if you have full trait, when you have 15 supply it spends this; 10, 4, 1.  There is one reason to actually nvr  trait this skill, if you are building something, a treb for example, and your supply gets cut, you can still nurse it along by spending 2 and pulling off.  wait until the decay timer gets low, spend 2 and pull off to reset back to 10m.

By:

Commander Foghladha.2506
   Site Admin of Gaiscioch na Rall

Replied On: 12/22/2014 at 09:24 AM

As a commander the supply master line is critical. Having that extra supply chance can be the difference between victory and defeat. 

Benjamin Foghladha
Community Manager, SanctumofRall.com
Founder and Activities Director, The Gaiscioch Family [GSCH]

By:

Commander Mistress Collisto.1546
   Member

Replied On: 12/22/2014 at 11:09 AM

I can say the one thing I am focusing with my guildies is "Build Mastery".  Recently it has come to my attention that we are not able to take things based on only a few seconds of time.  Like mentioned max is not needed, but a couple points could make the difference between farming the enemy as they rush a keep we have just taken or us getting farmed in the lord room.  Also when having to take out enemy siege, being able to have people stack and insta-build a Bali is important.  Supply Mastery is the second one I am trying to get guild members to do as it is cheap and can be a bonus.  When I lead a group, I know I can count on all static supply that is counted, but I can not predict return, so it is important to me, but not as important as people sticking on tag and building as soon as something goes down.

As a small group commander who is focused on sneak taking things and avoiding the zerg warfare, I would suggest a couple points in Build Mastery, a few in Ram mastery, Supply Mastery and Cata mastery.  

The guide is great, and every ones play style will very.  When in doubt and if you have a commander you like to roll with ask them what would benefit there group tactics best.  Most of us will only suggest one or two things to put some points in and then the rest are up to you.  

Lets face it, with my groups, Golem Mastery has been pretty important too... ;)

Mistress Collisto|Molly Oakenheart|Lena Andersdotter|Heather Jones
Guild Leader of [JADE] www.Immortalizedin.enjin.com

By:

Commander iTater.4209
   Member of Pink Quaggan Squad

Replied On: 12/22/2014 at 03:09 PM

3 ticks in Build Mastery, 4 ticks in Supply Mastery, 3 ticks in Flame Ram Mastery, 5 ticks in Siege Bunker - in order, this is what I would do if I were asked to start over and the minimum I put into my skills when creating a new character. After that, I'd maybe do Guard Killer and Defense Against Guards because, unless for some reason you're in a big fights, that extra damage you're doing or not taking can be a godsend.

Professor Bannister, engineer

By:

Commander irishrose.9580
   Member of Gaiscioch na Rall

Replied On: 12/27/2014 at 03:43 PM

For me the most important for people to have is ram mastery, then cat mastery, then arrow cart mastery.  Supply mastery, the one that gives you a chance to get supply back, not the one that gives you one more supply is nice.  After you have a few points in these then you can branch out to guard mastery etc. 

Having the ability to jump onto siege and do increased damage is vital when running and taking objectives.   All the other masteries, are nice to haves as you gain points and dont know what to do them.

The guide is great and I also thank you for taking the time to develop it.

Hope to see you all on the battlefield soon!

Caytlynne of Skye, et. al. :)

 

By:

Commander jdjitsu.7895
   Member of Ecto Nightmare

Replied On: 12/28/2014 at 12:08 PM

IMO it matters what toon you're on. With my thief, I roam and scout mostly, so the last thing I find myself on is a ram. That's for heavies not assassin ;) I find more use of defensive siege. Especially since we're usually outmanned, having ac,cannon mastery ect better for me. It's relative to what class and role. Last thing I think I'm going for is guard stacks(on my thief). Anyone agree? 

(I didn't mean to take away from the excellent job the OP posted at all, its quite a nice thing to put out there to help others. And its nice on the eyes).

 



» Edited on: 2014-12-29 07:58:29

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