Posted 28 December 2012 - 02:41 PM
Defensive Tip #18:
Know your locations. You should make an attempt to know every single location on every single map. Some camps are stupid easy to defend. Some towers can't be defended no matter how hard you try. Some keeps and towers have treb locations that are darn near impossible to counter.
Waypoint into WvW. Immediately pull up your map. Which locations does your server own right now that are strong defense points. Not 'which ones do I WISH we could defend'. Which ones do you own that are the easiest to defend.
It never ceases to amaze me that when there's a camp with a back entrance from the spawn site and only ONE way in for the other servers AND it has a choke point, most of the time there's no siege there, it's not defended, it's not upgraded, it's not guild claimed. Okay. WHY NOT???
Which towers are easiest to defend? I'm sure Coron could tell you. If you don't know, you need to find out. Find those towers, own them, upgrade them, set up the big guns and for crying out loud, man the defenses! The biggest mistake I see people make is not keeping a crew inside a key tower. Larger guilds are great for this, because they can say "Okay, you five take ten minutes to set up and defend, then we'll rotate you out." But smaller guilds and pugs are great at flipping, good at upgrading but HORIIBLE about keeping a crew inside. When the zerg is there, it's already to late to try and get in.
You should also know every 'safe' location for arrow carts, balistas, catapult's and trebs. A well placed arrow cart can be murder on an incoming force. Take into account line of sight, ability to zoom out (some placements are so horrible for this, the cart is essentially worthless), and distance from the max AoE range. If you're not sure, drop a large AoE on the edge of the wall and make sure you're behind the line.
Make sure some siege are aggressively placed. Attackers love to focus on obvious targets. Meanwhile, your backline keeps firing unhindered. LAYER your siege. Nothing frustrates attackers like red circles with NO GAPs to hide in. You need to hit long range to nail their back line, medium range to kill the AoE club, and close range for wall huggers, rams and Asura (you can't see them from on the wall, but trust me, they're there!)
A good defense means never having to jump down to handle a threat. A good defense should layer out damage without having to explain to the defenders what to do. A good defense turns the front of the gate into an abatoir. A good defense takes knowledge of the structure and careful planning.
Lastly, remember this. If the enemy has enough players, they can take any structure if they are determined enough. No matter how much you plan and how well you defend, GW2 WvW is based on damage output, and damage output scales exponentially with numbers. In short, if the enemy wants it, they can take it no matter what you do. Sometimes, when faced with 100 enemy zerg, it's better to pull off and head somewhere else than waste gold and BPs fighting a losing battle. Fully upgraded structures get flipped. It happens. Better to shift off and start again somewhere else.