This sounds promising:
"We're very proud of our PvP system." Strain said. "We've had plenty of tournaments, world championships and other big
Guild Warsevents. That's our high-end PvP experience and we certainly don't plan
on abandoning that. We want to enhance that aspect of the game in
Guild Wars 2." According to the team, the problem with high-end PvP is the learning curve. With so many skilled players, there's no way in
Guild Warsto gently introduce players to the concept of PvP. Newbies can be
brutalized by the experience of letting teammates down as they develop
the skills to be competitive in PvP.
"World PvP is the solution for that problem." Strain said. "It acts as
a bridge between the RPG world and the high-end PvP world." World PvP
takes place in something called "The Mists." This is the nether region
that exists between different world shards. In it, different worlds
will be set against each other on a large battlefield that has a
variety of objectives to attain. Large crews can attempt to seize
gigantic castles while smaller group can work on protecting supply
chains that feed giant catapults or capturing guard towers or defending
important choke points. They key element, according to Strain is that
nobody can be a detriment in World PvP. "There's no reason not to go
out there because anything you do helps." Strain said. "Everyone reaps
the benefits of your efforts while really good players or guilds can be
recognized."
World PvP also teaches players core competencies that allow them to get
involved in the high-end PvP if they wish," Strain said One of the key
goals of the design team is to create a world where players don't have
to spec out different PvP and RPG characters. They want players to be
able to smoothly transition between one and the other. "There may be
different
player skills involved in a tournament match, but
they should be able to use the same character they just used to capture
a castle in the Mists."
Not that I'm a newb in PvP in that game. My Elementalist is kick ass.