GvG is a gametype created by players that is based off the GvG gametype in Guild Wars 1. GvG is a team deathmatch between two teams from different worlds. A typical GvG is a best of seven and the first guild to win four rounds wins. A team wins a round when the opposing team is completely destroyed or when the leader of the losing team calls the match lost. After the round is over, both forces immediately cease attacking and retreat to starting positions or risk looking bad mannered. After a win, there may be additional rounds played for fun or practice. Starting positions may change or flip every round if it is agreed upon by the leaders. GvG matches may vary in team size, but both teams must be equal in size.
What are the sizes of the teams?
20v20 and 15v15 are the most common matches, but 8v8 and 10v10 happen too. Small scale fights usually do not have rounds and are more akin to duels.
How do the teams know to start at the same time?
Team leaders choose to start a round by using the ingame 15 minute timer. They may decide to start on a specified minute of the timer or just ask if they are ready now and agree to fight immediately.
What rules are there?
Rules may change from match to match, but here are some basic rules that may apply. It is always up to the organizers to decide what rules to use.
- No stacks from prior kills: guard leech, guard fortified, or from sigils.
- No interference from spectators or round needs to be replayed.
- No running out of the match.
- No getting out of combat.
- No food or oil.
- No Asura (they can use ascalonian potions) (rarely used rule)
- No player swapping between rounds.
- No changing traits between rounds.
- Restart round if a player is disconnected.
What if there is interference during the round?
The round should stop and restart after the interference is cleared up.
Why is it taking so long to start?
Delays are caused by queues, disconnects, retraiting, elite spell cooldowns, interference, lack of communication between teams, planning for next round, party making, food buying, and teams may need to defend a keep and come back.
Why do teams GvG?
WvW guilds fight day and night for their server, but many fights are uneven and involve siege or capture points. Even fights are hard to find in WvW and sPvP is limited to 10v10, so guilds challenge other guilds to fight on even terms to prove who is best in open field combat. A GvG allows for a clean match and guaranteed good fights. It also allows for more combinations of armor, weapons, runes, sigils, and food/oil than what is found in structured pvp so there is a greater variety of builds.
How do I watch a GvG?
GvGs are usually scheduled days in advance, so ask your local guilds if they have any scheduled. Many are streamed live, so you might find some on twitch.tv here: http://www.twitch.tv/directory/game/Guild%20Wars%202
Why are there so many guardians and warriors?
Typically, guardians and warriors are the foundation of a team because of their group condition clearing abilities and high stability sharing abilities. Elementalists and necromancers are also staples to the team. Mesmers are used for veils and pulls. Thieves have less AOE utility, but are used for picking off ranged players and stealthing downed allies. Rangers and engineers are good at spectating the fight.