Hide and Sneaky
Not everything in WvWvW needs to be a part of the “zerg”. An important part to taking another server’s keep or tower is denying supply lines to that area, choking off their ability to build defenses and repair damage. For this purpose, you may find yourself in a small squad of four or five players on a mission to interrupt reinforcements and supply.
Good Friends To Have
While I recommend playing with your friends regardless of their class, I do understand some people might be looking to assemble a specialized squad. If you’re a Mesmer then what classes might you be looking to bring?
The two-headed gank monster of WvWvW is the Mesmer and Thief. The main reasons for this being burst, deception, stealth and get-away speed. In regard to speed, the Mesmer itself is not as fast as either an Elementalist or Thief, but they can use portal to bypass this disadvantage of theirs. Portal can also help you and your squad escape a bad situation.
The Thief and Mesmer can trade-off stealths to increase their survival time, but need to focus targets together. The Thief’s burst is some of the highest in the game, but glass cannons don’t tend to live long. The Mesmer can survive longer, but takes much longer to kill a single target. If focused and adaptive, the Mesmer/Thief duo can cause havoc even while outnumbered. I have torn through 2-1 and 3-1 odds with some of the better thiefs on Stormbluff Isle.
When I assemble a friendly squad, I do not worry too much about classes, but I have found the Engineer, Elementalist and Guardian to be great assets to go along with skirmishing style of the Mesmer. These classes bring area heals and instant rezzes, but also great control and buffs.
Hit N Run
Hit and run is the typical small squad playstyle. Your primary targets will be supply yaks and snagging lone stragglers between points. I would say it’s not always a good idea to attack strays if it would give away your position. An example of this is if your group is doing a run of continuous supply camp capping in a borderland. The commanders on the other servers will be watching what’s getting hit and if they see crossed swords and people calling out your position between targets, chances are you’ll run into a larger force sent to wipe your squad out.
This makes learning the layout of the map important to a gank squad. There are often more than one way to enter a camp and taking the quietest route is often best. Your movement is also important to the rest of your server-mates and their movements are important to you.
Was that a DUH statement? Yes, a bit, but it can alter which route you take into an objective. If you know the larger group of allies will be running towards your position then you can plan for that by leading straggling into the larger group or leading foes away from the group. If the large group is coming in the bckdoor to a supply camp then you can trap any fleeing defenders by going in the front door. For these reasons, it’s always good to take a quick look at map talk and ally movement on the map before heading off to your next target.
We Dine On Yak Tonight
Supply Yaks are an important target that even a solo player can take down. As a Mesmer, it’s best to bring a build that has burst and snares to slow the Yak down. Generally, I like to solo Yaks when they are directly beyond the reach of supply camp guards or along an otherwise empty area between supply drops.
For Yak Slapping, I tend to always equip Portal for one of my utilities, along with Mass Invis as my elite. The key to these hits are stealth and escape, so taking these sort of hit-n-run skills is vital. You can often find a safe, hidden spot near a Yak’s route to drop your Portal Entre before going into hit the yak. Any large rocks that hide you from the road or areas hidden below cliffs are great Portal retreat areas. If you find yourself suddenly joined by three or four enemy players you can drop a Portal to quickly escape, wait a second to heal and then Portal back to finish off the Yak. Since the enemy players won’t see the other Portal you went to from their position on the road, the misdirection will allow you to hop back into battle with a second or two to spare before they recognize where you are.
Fighting stragglers solo or with a pair involves the Encounter Rules shown in the previous guide. What I would add to this is that doing this solo or in a pair needs a lot more attention directed towards counting and recounting your number of foes. Just as its easy for you to sneak into battle via teleports or stealth, it’s easy for your foes to jump on you while you’re engaged in what was previously an even numbers fight. As you get better at WvWvW, you will die less and less often from losing open duels and more from not paying attention to your odds.
As a Solo Player…
As a solo player in WvWvW, I like to flow in and out of zerg combat and into small squads or solo mischief. (This was a lot easier to do with the Phantasm build before the engage time on Phantasms was reset to molasses-slow in the last fix.) When and where I make these hops depends on the battle and map, but also the strengths of your server. If you’ve been trying to siege a Keep for your server and been getting nowhere, it may help your allies more to split off and pick off yaks and player reinforcements.