WvW Abilities: What Should I Train First?
World Ability Points Priority Guide
WvW ranks award ability points for combat and convenience upgrades. This guide gives you a starting order and options for later investment.
WXP: earning ability points
World Experience in WvW
Defeating enemies, capturing objectives, and destroying siege grants World Experience, or WXP. Fill the bar to gain a world rank and one ability point.
Spend points on WvW abilities to unlock features such as autoloot, gliding, and stronger siege skills.
WXP per rank
- Ranks 1 to 5: each advance costs 1,000 WXP.
- From rank 5 to 6 onward: each advance costs 5,000 WXP.
The requirement rises after reaching rank 5. Use the bonuses below and keep joining objective captures and defenses.
Activities that grant WXP
| Activity | WXP |
|---|---|
| Capture Stonemist Castle | 1,000 |
| Capture a keep | 800 |
| Capture a tower | 400 |
| Capture a supply camp | 200 |
| Capture a sentry or shrine | 100 |
| Defeat a dolyak | 50 |
| Defeat an enemy player | 0~60 |
| Defeat a guard | 20 |
These values follow the Wiki and can change with updates.
For a first session, follow a public commander and join the group's captures, defenses, and fights.
Shared rank, separate allocations
- Rank and available points: shared by all characters on the account.
- Point allocation: chosen separately for each character.
At account rank 100, every character has 100 points to allocate. One can specialize in siege while another focuses on roaming.
Train for the effect you need
Early on, stop at the rank that unlocks your target effect: rank 1 for warclaw and gliding, or Provisions Master rank 4 for autoloot.
Guard Killer starts with 4% extra damage to guards for one point, but costs 35 points to finish. Rank 4 extends its effect to lords and supervisors; rank 5 adds endurance recovery on kills. Check those benefits before spending more.
What should I train first?
Start with the route below. Skip any ability whose expansion you do not own, then choose later upgrades for the activities you enjoy.
Recommended starting route
| Order | Ability | Target rank | Points required | Why train it early? |
|---|---|---|---|---|
| 1 | Warclaw Mastery | Rank 1 | 1 | Unlock the WvW mount for faster travel; requires Path of Fire |
| 2 | War Gliding Mastery | Rank 1 | 3 | Glide in allied territory for travel and escape; requires Heart of Thorns |
| 3 | Provisions Master | Through rank 4 | 20 | Rank 4 unlocks automatic looting of defeated enemies. Requires Heart of Thorns; also enable Autoloot: Quick Interact in settings. |
Choose the next route for your playstyle
After the basics, choose the route that fits what you do most often.
Route A: improve the warclaw
| Ability | Target rank | Points | Effect |
|---|---|---|---|
| Warclaw Mastery | Through rank 4 | +14 | Rank 2 detects enemies; rank 3 attacks gates; rank 4 adds Lance to dismount an enemy. Hitting with Lance dismounts you too. |
Route B: Provisions Master rank 5
| Ability | Target rank | Points | Effect |
|---|---|---|---|
| Provisions Master | Rank 5 | +15 | More Badges of Honor from loot |
Train rank 6 if you need HoT runes, sigils, or recipes. Buying relics does not require this rank.
- For relics, check the required achievement or previous acquisition. Expansion reward-track chests can also unlock their relics. Requirements differ by item.
- Rank 1: siege blueprints, including Flame Ram, Arrow Cart, and Ballista.
- Rank 2: adds tricks and traps.
- Rank 3: adds food and utility consumables.
- Supply Removal Trap: removes five supply from affected enemies; costs ten supply to deploy.
- Target Painter Trap: marks up to 50 enemies and reveals stealthed targets when triggered; costs five supply.
- Siege Disruptor: reduces the affected enemy siege weapon's outgoing damage by 66% and increases the damage it takes by 66% for 35 seconds. Disables golems for 20 seconds; costs ten supply.
- Target Painter: marks up to 50 enemies in the area for 30 seconds; costs ten supply.
- Mist Sentry Turret: shows nearby enemies on the team map for one hour. Costs ten supply, with one turret per player; it disappears when you leave the map. It does not newly detect enemies already in stealth.
Route C: supply abilities
| Ability | Target rank | Points | Effect |
|---|---|---|---|
| Repair Master | Rank 3 | 7 | Spend more supply per action when repairing walls and gates |
| Build Master | Rank 3 | 7 | Spend more supply per action when building siege |
| Supply Master | Rank 4 | 10 | A chance to recover some supply when you run out; works with repairs as well as siege construction |
Route D: improve gliding
| Ability | Target rank | Points | Effect |
|---|---|---|---|
| War Gliding Mastery | Later ranks | +57 | Improve gliding speed, evasion, and endurance; particularly useful in the Borderlands |
Height changes in the Borderlands make gliding useful for travel, escape, and surprise attacks. It tends to see less use on the flatter areas of EBG.
Route E: siege defense
| Ability | Target rank | Points | Effect |
|---|---|---|---|
| Siege Bunker | Ranks 1–3 | 1~10 | Reduce incoming siege damage to survive longer during sieges |
Revisit your allocation around rank 400–500
All abilities by category
Training all 22 abilities costs 1,085 points. You can earn up to 10,000 points, but some tracks require expansions.
Movement and convenience: three tracks
| Ability | Total points | Main effect |
|---|---|---|
| Warclaw Mastery | 25 | Warclaw use in WvW and additional skills; requires PoF |
| War Gliding Mastery | 60 | WvW gliding, speed, and evasion; requires HoT |
| Provisions Master | 55 | Autoloot at rank 4, extra Badges of Honor at rank 5, and HoT runes, sigils, and recipes at rank 6; requires HoT |
Supply: four tracks
| Ability | Total points | Main effect |
|---|---|---|
| Build Master | 15 | Spend more supply per building action, from two to ten |
| Repair Master | 15 | Spend more supply per repair action, from two to ten |
| Supply Master | 15 | Faster supply collection, movement bonuses, and a chance to recover supply |
| Supply Capacity | 145 | Carry five more supply, increasing the base limit from ten to 15; expensive to train |
Combat passives: five tracks
| Ability | Total points | Main effect |
|---|---|---|
| Guard Killer | 35 | Up to 20% more damage to guards; extends to lords and supervisors at rank 4, with endurance recovery on kills at rank 5 |
| Defense Against Guards | 35 | Up to 20% less incoming damage from guards; extends to lords and supervisors at rank 4 |
| Siege Bunker | 35 | Up to 10% less incoming siege damage |
| Siege Might | 35 | Up to 10% more damage with siege weapons |
| Mercenary's Bane | 15 | Up to 20% more damage to, and less damage from, mercenary NPCs |
Siege masteries: ten tracks, 60 points each
Place a blueprint and contribute supply to build siege. Siege Masters and the Portable Provisioner sell blueprints for Badges of Honor. You can operate siege without training its mastery, but upgrades add range, damage, or special effects.
Each siege weapon has its own mastery track. All use the same costs per rank: 3, 7, 10, 15, and 25, totaling 60 points.
| Siege weapon | Key unlocks and ranks |
|---|---|
| Arrow Cart | Rank 5: Toxic Unveiling Volley reveals stealth. Poison is on skill 3, Fire Barbed Arrows. |
| Ballista | Rank 1 unlocks the antiair skill |
| Burning Oil | Creates a fiery projectile-reflecting dome |
| Cannon | Rank 1: damage reduction and crowd-control immunity for the operator. Basic attacks no longer remove boons. |
| Catapult | Creates a dome that destroys projectiles |
| Flame Ram | Rank 4 launches enemies behind a gate; rank 5 grants Iron Hide to nearby allies |
| Mortar | Fires a barrage that pushes enemies back |
| Shield Generator | Protects allies from arrow-cart damage inside Force Dome; requires HoT |
| Siege Golem | Ejects you safely when the golem is destroyed |
| Trebuchet | Rank 4 creates a healing water field; rank 5 destroys supply when basic shots hit an enemy Supply Depot |
Earning WXP faster
Bonuses with different effects can work together. Items granting the same effect extend its duration rather than doubling its bonus. Distinguish WXP from ordinary experience and reward-track progress.
Consumable boosters
| Booster | WXP bonus | Duration | Source or note |
|---|---|---|---|
| Celebration Booster | +100% | One hour | Wizard's Vault weekly completion chest |
| Birthday Booster | +100% | One day | Character birthday gifts |
| Experience Booster | +50% | Two hours | Achievement chests and other rewards |
| Black Lion Booster | 0% | 30 minutes | Helps reward tracks, but does not increase WXP |
A lasting equipment bonus
| Item | WXP bonus | Requirements | Where to buy |
|---|---|---|---|
| WxP Enrichment | +10% while equipped | An enrichment slot in an ascended or legendary amulet; purchase requires PoF | WvW Laurel Merchant: five laurels and 125 Badges of Honor |
Choose WxP Enrichment when gaining ranks is your priority. An amulet has only one enrichment slot; choose WvW Reward Track Enrichment instead if track rewards are your goal.
Guild bonuses
| Effect | WXP bonus | Requirement |
|---|---|---|
| Guild WXP Gain | +3%~+10% | Requires the guild's War Room upgrade; obtain it free from Nathan the Bartender in the guild hall tavern |
| Guild Objective Aura II | +10% | Inside an objective claimed by a guild that has unlocked the WXP aura |
With Heart of Thorns, visit Nathan the Bartender in the guild hall tavern for free Guild WXP Gain. The guild must have unlocked the upgrade. Only one guild enhancement can be active, so switch to Guild WvW Reward Track Boost when track progress is your priority.
Situational bonuses
| Effect | WXP bonus | Requirement |
|---|---|---|
| Outnumbered | +25% | Applied at a five-minute tick if your team is heavily outnumbered on that map; removed when changing maps |
| Nourishment | +10% | Use ascended food |
Event bonuses
When active during a WvW event, Call of War adds +100% WXP. Add 100 percentage points to your existing WXP bonus.
Example bonus combination
These effects can be active together:
| Source | Extra WXP |
|---|---|
| Celebration/Birthday Booster | +100% |
| Experience Booster | +50% |
| WxP Enrichment in an amulet | +10% |
| Guild WXP Gain | +10% |
| Guild Objective Aura II near an objective | +10% |
| Ascended food | +10% |
| Outnumbered on the current map | +25% |
| Total | +215% |
Meeting all these conditions yields 3.15 times base WXP. This example assumes the maximum guild bonus and both the objective aura and Outnumbered.
Frequently asked questions
Can I reset my points?
Buy an Ability Reset Guide from a World Ability Master at a WvW spawn for 25 Spirit Shards to reset that character's allocation immediately. Use an available free Sample Ability Reset Guide first. Free copies have a per-character limit.
Are points shared or per character?
Your rank and available point total are account-wide. How you spend them is separate for each character, so each can use a different allocation.
Are these PvE mastery points?
No. Even with PvE gliding unlocked, train War Gliding Mastery separately with World Ability Points to glide in WvW.
Do gliding and warclaw require expansions?
Yes. War Gliding Mastery requires Heart of Thorns, and Warclaw Mastery requires Path of Fire.
Can I eventually train everything?
Every ability together costs 1,085 points, and you can earn up to 10,000. With the required expansions, you can train all tracks and have 8,915 points left over.
What happens beyond rank 10,000?
You can continue filling the WXP bar and receiving rank-up rewards, including coins, Badges of Honor, and equipment. The displayed rank no longer increases.