OMGWTFPVPBBQROFFLES
or, How I learned to stop questing and love the PVP.
How to PWN a WSG
Glossary
Less terminology in WSG than other BGs, but a few common terms that might trip up new players are:
- FC - Flag Carrier
- Tunnel - The main entrance/exit from both bases, that feeds directly into mid-field.
- Ramp - The inclined path that exits from the left side of both bases. Less frequently used from Tunnel but a favorite route of Druids and Shamans who get outdoor movement bonuses.
- GY - Graveyard; the spot on the right side of each base where dead players resurrect. Each team only has one graveyard, so it is not as easy to corpse run in WSG as the other two BGs. The Graveyard is an exit route for enemy flag carriers as they can drop down directly to midfield (if done right you can incur little to no fall damage). It is also a popular spot to defend the flag with a small group, as people that die can either count on the res or corpse res before their insignia is taken.
Tips
- Always grab insignia when you're on offense, particularly if you're by the enemy graveyard.
- Maybe this is a personal Pet Peeve or something, but I can't stand it when both teams have the flag, and someone yells "Where is our flag?" It is unclear whether they are asking where the horde flag is, or if they're too lazy to pull up their map and see where the alliance flag is. Even using faction names can be a little confusing, so I like to say "blue flag" and "red flag". Fuck the colorblind.
AB for noobs
Glossary
AB players are used to calling everything by short abbreviations.
- GM - Gold Mine (and not Grand Marshall ><). Also called "Mine".
- LM - Lumber Mill. Also "Mill"
- BS - Blacksmith.
- ST - Stables. Some players (as well as some events) refer to this as the "Northern Farm". I believe this is a holdover to what it was called in Beta.
- Inc - Incoming, normally used in the form "3 Inc farm".
3-cap? 4-cap? 5-cap?
Evaluate your group, are you all well leveled? Do you have good class balance? Do people seem to have generally high pvp rank? Now evaluate the enemy team on the same criteria. If you think you'll be outnumbered, Try to plan a simple 3-cap (easiest to hold is LM, Farm, BS). If you think you'll have surplus power, try for a 4-cap or 5-cap.
Very important, if it's clear that you are outmatched, or against a PUG, it is worthwhile to defend one node at the risk of others. Even though you will lose the AB, you will get more rep than if you had tried to attack other nodes.
Misc. tips
- There is a quest that requires you to "assault" the 5 nodes individually. You do not actually have to be the one clicking the node flag, just within a 30 yard range. when the flag is assaulted.
- As there are 6 graveyards you can potentially use, you may end up waiting for a spirit heal right by where you just died. If you are waiting on a long heal (they happen every 30 seconds), it may be faster/strategic to do a "corpse res", that is run back to your corpse and resurrect at your body. The first time you do this in a BG you will be able to res instantly (at half health, etc.). After the first time though, it takes a minute after your original death, so it is only useful in very specific cases after that.
- There is a rather weird "unintentional functionality", which... one might deem an exploit... Normally if you are waiting at a particular node's graveyard when it is assaulted by the opposition, you will be transported to the next closest graveyard. This is extremely inconvenient if you are planning to do a corpse res. However, if your map screen is open right when they assault, I've found that you don't actually get teleported. This can be good or bad, depending on what you want to do.
- Interrupt all flag caps, even if you're heavily outnumbered. Use AOE just in case there are multiple people trying to assault. The interruptions could be the difference between getting backup in the form of resurrected teammates.
AV, korean bbq style
Before you enter
- Go to TM and ride north east (i think) to get to the BG entrance. Pick up all the quests you can.
- Have at least a couple inventory slots open
Objectives
- Kill the enemy general
- The general is a raid level boss mob. He requires a good tank and healing team to take down.
- He cannot be kited outside his fortress
- There will be other raid level boss mobs standing by him. These are normally pulled outside and killed first.
- Get your AV trinket
- Best to be 60 or in a small group -- you will go to the cavern due east of the horde main base (due south of the starting gate)
- all you have to do is fight through the mobs to get the flag inside. highest lvl mob is around 59 (non elite)
- AV trinket can be upgraded every time you gain a new level of rep. I believe all levels have frost resistance. Trinkets also have an on use ability to port you back to your base (note that it ports you right outside of your base... which is where the alliance will usually be standing if they're kiting out the general's adds...). This ability has a much smaller cooldown than a hearth, i think it's like 5 min.
- Make it easier to kill the general
- capturing certain buildings will reduce the number of mobs standing next to the enemy general (and also increase the number of mobs by our general)
- buildings/graveyards are captured like in AB. "channel" the capture for like 10 seconds, but then it must not be rescued by alliance for 5 min (i.e. if you let an alliance successfully rechannel the 10 second capture within 5 min, it immediately returns back to them).
- bunkers are destroyed permanently
- Ground assault
- capture a mine and start collecting supplies to get the ground assault going
- to capture a mine, just kill the leader
- to gather supplies, you must get the quest from the npc in your base first
- Wolf riders
- tame wolves and kill rams to get the wolf riders going
- npcs for turn ins or acquiring the item to tame wolves is due east of the main horde base.
- Air strike
- rescue to the air strike lieutenants by capturing certain bunkers (i think)
- then turn in the corresponding flesh (from alliance npcs and players)
- summon awesome ice elemental
- turn in blood from corpse loot
- escort the druid to the summon point
- get 10 ppl to channel summon
- summon wanders around to 10 minutes before advancing. protect him from being kited and killed
- do NOT recapture the 2nd closest graveyard to the horde base. especially if that's the last alliance held graveyard. reason being, if you do, then alliance will be forced to respawn at their base, making it much harder for the offense.
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