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Fundamentals

These concepts apply to every run. Learn them once, then focus on what changes per strategy.

Communication and calls

Cast range

Cast range is the distance you can cast a spell from your target. If your distance between you and your target is greater than your cast range, the game will automatically move you closer to the target - more than what's necessary for the spell to be cast. The target will then be able to see you before you can cast the spell.

This concept is especially important when targets have spells that can interrupt you, such as GaleGaleElementalist / Air Magic / SpellE 10Cast 1Recharge 5Knock down target foe for 2 seconds. (50% failure chance with Air Magic 4 or less.) or Cry of FrustrationCry of FrustrationMesmer / Domination Magic / SpellE 10Cast 0.25Recharge 15If target foe is using a skill, that foe and all foes in the area are interrupted and suffer 15..75 damage. in city. Instead of letting this happen, move manually to the target until your aggro range is just about to touch the target's yellow outline. Below, you can see on the left a minimap with aggro range only and the ideal distance, and on the right the GWToolbox minimap which shows the cast range.

This fundamental is absolutely critical to get right when spiking the Fury in foundry as Komalie guardians have loads of interrupts such as Power DrainPower DrainMesmer / Inspiration Magic / SpellE 5Cast 0.25Recharge 20If target foe is casting a Spell or Chant, that Skill is interrupted and you gain 1..31 Energy., Power SpikePower SpikeMesmer / Domination Magic / SpellE 5Cast 0.25Recharge 12If target foe is casting a Spell or a Chant, that Skill is interrupted and target foe takes 30..120 damage. and Cry of FrustrationCry of FrustrationMesmer / Domination Magic / SpellE 10Cast 0.25Recharge 15If target foe is using a skill, that foe and all foes in the area are interrupted and suffer 15..75 damage..

Cast Range

Aggro management

  • Understand how Share Aggro, Bad Aggro, Chain Aggro and Corpse Aggro work.
  • If you get aggro, do not bring it back to the team.
  • You can lose aggro by dying, preferably in a spot where you are easy to rez.
  • You can enable chain aggro and corpse aggro circles on GWToolbox's minimap to help you avoid delicate situations.

Looting

Sometimes, a valuable drop will land somewhere that requires you to go out of your way to pick it up. 👉 If grabbing it risks slowing down the run, leave it.

Remember: you’re part of a team. Every extra second added to the run wastes the time of all 8 players, not just yours.

The money you “lose” by skipping a drop will be more than compensated by finishing faster, starting another run sooner, and opening more chests. 😉

Chests

Don’t rush when picking up chests. In City and Veil, let the Emo and the Tank take them first as they need to quickly reach the next area.

Drop-sharing rules

At the end of the run, unassigned drops are usually free-for-all: first come, first served.

Exception: chest drops If someone had to leave their chest behind after opening it, the gems still belong to them and should not be taken by anyone else.