Table of Contents Quick Facts. Seasons will have six content phases, lasting roughly 2 months for each phase, for a total of a 12 month cadence. When the Season ends, characters will have the option to transfer to permanent Classic Era realms before the Season servers are shut down. Season of Mastery will feature faster leveling, new raid mechanics, the removal of world buffs in raids, and many other changes.
Blizzard This is a subject that has been asked about several times recently, and we want to clarify some of the details surrounding it. Like many aspects of the game, Alterac Valley was tuned and adjusted in different ways from patch to patch in In Alterac Valley, that puts us before the introduction of reinforcements.
It puts us before the removal of all of the Commanders and Lieutenants. Turning in armor scraps is an encouraged, supportive activity by this point. Many capture points mostly graveyards had been moved away from their initial placements to gain better balance across the map. As someone who never played Classic, I'm super exited to get in there. And chances are when I start to do it I'll revisit the guide again and again.
You need to wait for the stars to align and get a massively geared good team vs garbage horde team and just smash them and overpower their map advantage, OR you need to come across that 5 man gandling team that spams a huge wall of text before the game starts and gives a motivational speech etc.
That has happened a few times recently. Sums it up nicely. Am glad I stoped playing AV in january-feb?. Worst part of classic. Tho I can say my ratio back then was more like 3 wins out of 10, so not that bad for broken map I guess.
I hear these days its like 1 win in I guess real players pvp-rs avoid that map for a while. If planned then the typical Horde strategy is to send defenders to Iceblood Tower and the small one-way chokepoint that provides access to Iceblood Graveyard which prevents any Alliance players from racing to the Frostwolf Relief Hut.
If unplanned the horde tend to fall back to hold the towers at Frostwolf Relief Hut. The key to the defensive game is keeping your casualties to a minimum, allowing you to win the game by reinforcements.
Defensive games take a long time and give minimal bonus honor in the event of a loss, making them an unpopular and usually last resort strategy. Three graveyards are usually taken — Stonehearth, Stormpike and the Aid Station.
Stonehearth GY is usually skipped by the players that rush to Dun Baldar, as Stormpike is important for those that want to stay on the offense. Although it seems there's a narrow passage through which all Horde forces must pass to reach Stormpike, advanced players will know that there are several approaches to the graveyard flag. Horde can go up the mountain to the right when approaching the choke then circle around near the mine or come down the cliffs above the graveyard. Horde can also come under the Dun Baldar bridge.
The Alliance defense usually focuses on Stormpike, and it is not an unknown occurrence that Horde completely fails to take it. If Stormpike GY has been taken, the Ally forces will defend the bridge next, which is a choke-point that supposedly cannot be bypassed. However, there are reports that some horde have discovered a way to climb the cliffs to the south of Dun Baldar and enter the base that way. The main choke point for defense is the opening in the fence between the Frostwolf towers.
A secondary choke point happens at the fence area between Iceblood and Tower Point. When Alliance tries to defend Iceblood GY, they'll position themselves between the flag and the fence.
If Tower Point is destroyed or the Relief Hut has been captured, it is clearly a "turtle game" if the Horde continues to choke at this secondary point. Those on defense that want the extra PVP honor will fallback to the main choke point and avoid turtle games. Advanced defensive players will first position themselves in Iceblood Garrison and will fallback to the main choke point once Galvangar is down.
Before the Horde entrance was moved south, it was common for the Horde to rush an offensive game with little to no defense and often, win the race. The movement of the entrance gave the Alliance an extra 10—20 seconds to maneuver uninterrupted on the field. At the same time, the offensive Horde players that went straight to Balinda have barely entered the field of strife and have another 10 seconds till they reach Stonehearth Outpost.
Obviously, Horde will lose their Captain's buff faster than the Alliance if there is no defense at Iceblood. Offensive players that go straight to the Aid station are also at a disadvantage compared to Alliance that go straight to the Relief Hut. The Horde players have to traverse the narrow road with higher chance of being interrupted by the Alliance than the Alliance do while they run through the open area of Frostwolf fields.
The Alliance can travel much straighter and more efficient route from the Frostwolf field to the Relief Hut, while the Horde has to run to Stormpike Graveyard, on one side of the map, and then across the map again to get to the Aid Station.
It is not uncommon to see players encourage no defense at all on the Horde side, which will make it quick for the Alliance to gain bonus honor. Those that encourage this say it is to avoid turtle games, but a turtle game can be easily avoided when the defense falls back early to the main choke-point where all Horde players on defense can easily pick up honor kills.
Others that encourage no defense also claim that it is good game if all towers have been destroyed. Claiming that the honor gained is worth the loss to the offensive race. However, you may notice that the people who made the claim rush the Aid Station and will wait there while all towers get destroyed, there by gaining easy honor for doing very little.
That is also a sure way to lose, as with no defense in the Horde base is a guarantees the Frostwolf towers to be quickly lost, which means a quicker win for Alliance. One can easily suspect that the people that encourage the no defense on Horde plays are there to help the Alliance win.
If you see players encourage no defense, ask them "if the raid will run into no Alliance defenses when raid crosses the Dun Baldar Bridge. If you do an all-out offensive start like this, be sure to have the extras immediately recall to base to defend main choke once Balinda is down.
The Alliance often does not defend Stonehearth and so the Alliance caps Snowfall at about the same time as the Horde caps Stonehearth. A danger of this strategy is that if the Horde assault Snowfall before the Alliance has capped it, the Alliance have only Stormpike to resurrect in. When the Horde assault Snowfall while they also hold Stonehearth the Alliance is often forced into a turtle at Stormpike. The best way to counter this is by camping Balinda the next round or try to predict if the Horde will do it and just camp Balinda until either the Horde get tired of being ganked at Balinda's or they will give up Snowfall Graveyard.
If either one of these happen you can contiune without holding Balinda. However holding Balinda gives you honor to the alliance at level 80 and another honor per each blue tower at the end of battle. However, often Alliance does not cap Frost Wolf Graveyard in order to force Horde players running back to defend to respawn farther away from the assaulting force.
Additionally, Alliance usually does not defend Stonehearth Graveyard because it forces the Horde to respawn in an offensive position if they are not closer to a more southern graveyard, forcing the Horde respawns to travel back in order to defend or AV-hearth from trinket.
About half of the Alliance raid will ride to Galvangar Iceblood Garrison while the remaining half of the group will break off and ride directly to the Relief Hut and capture the Relief Hut graveyard and then work on the Relief Hut towers. If the Horde are defending the choke point just before Iceblood Graveyard, the Alliance will stay mounted and ride past them to either Frostwolf Graveyard or the Relief Hut.
The danger of fighting at the choke point is that the Alliance do not yet control a forward Graveyard, so if you die you will end up back at Stormpike Graveyard.
A common mistake that groups will make is fighting the Horde defense at each successive Graveyard. If they are defending Iceblood and you fight them and capture the Graveyard, then the Horde defense is at Frostwolf Graveyard and you'll have to fight them again. It is important to capture the Relief Hut first to avoid having to fight a moving wave of Horde defense. They normally wait until the Relief Hut is fully captured and the 4 towers are burned before attacking Drek'Thar.
Note: Drek is worth 83 honor and each tower is worth 62 honor. But, always keep an eye on the Batttleground map and look at your Defense back up at Dun Baldar. If your defense is gone along with your towers and graveyards you can bet that the Horde are already attacking Vanndar. Waiting for towers to cap while not keeping an eye on what is going on up North will cost you a win and give you less honor.
If any mob near Drek is pulled, all mobs and Drek come along. Then, Drek'Thar is finally attacked. Due to the proximity of the AV entrance cave for Horde, Iceblood graveyard and Frostwolf graveyard are both often recaptured. An effective strategy is to send one or more Alliance directly to the Frostwolf camp or Relief hut stealth classes excel in "ninjaing" these graveyards as long as they can take down the guards, usually with Area-of-Effect attacks , bypassing all other objectives.
This advance team prepares the way for the main offensive by capturing the East and West Frostwolf Towers and the Frostwolf Relief Hut. Speed is an essential quality to a winning strategy. It takes 4 minutes to capture a Graveyard or burn a Tower, so it is best to do as many of these things in parallel as possible, but it is important to balance this with defending each of the Towers.
The Alliance can also use priests to defend the Dun Baldar Bridge, by Mind Controlling any Horde that attack and running them off the bridge. When the Horde are playing a defensive game, it is common for Alliance players to try to rush south, but doing this often gets them killed. Instead, Alliance players should defend Stonehearth or push Iceblood Graveyard, kill the Horde healers, and try to ninja the Iceblood Graveyard flag while the Horde are fighting at the chokepoint.
For horde, a typical base defense strategy is for hunters to place freezing traps on the ramp by the Frostwolf towers to slow the Alliance and while the NPC archers and horde AOE and ranged attacks cut them down as they come up the steep ramp.
Horde also often kite Alliance pets or players into Drek's keep to aggro warmasters and Drek's wolves into the battle. Horde can also try to aggro the wing commanders into the battle as they stand nearby.
Horde often run into Drek's keep for cover and to heal. For alliance, the strategy is similar in that hunter freezing traps and AOE and ranged attacks on the Dun Baldar bridge are effective. The NPC archers in the bunkers aid greatly in the fight. However, the horde often send a stealthed rogue or druid into the bunkers to kill or despawn the archers ahead of the main horde offense. Due to a bug, the archers often despawn when the bunker is assaulted.
To protect the archers, a hunter can keep freezing traps and flares on the bridge to prevent stealthers from getting in the base ahead of the horde offense. Kiting horde pets or players back to the druids up the path by the North bunker may draw the druids into the battle.
Why mess with AV when you got almost a sure thing in all the other BG's? Hunter, Warrior, even the 51 Mage got the quest this past AV weekend, but all of them saved it until the weekend was over.
No, I don't think that's correct. The same happens on Misery EU, but Alliance lose the bracket because they are hopelessly outnumbered each game. About at the start, and maybe at the end. In the 70 bracket, Alliance have the edge in wins and numbers are even. AV is not balanced, that much is obvious because it's not symetrical, the bases are completely different, the towers vs bunkers are different, FW gy is much more easily reachable and assaultable compared to it's equivalent SP gy, the bosses are different.
You get the picture. I think layout contributes towards small advantages to each side, and it's how those advantages are realised and used that determines the winning faction. We used to take SH gy, kill Balinda and quite a few people would stay to defend the initial Alliance rush. Eventually usually the whole Alliance attack would be defeated and we'd go into a turtle game driving Alliance back to their base slowly along the road.
SH and Icewing bunker would cap and most games would end in a reinforcement battle, sometimes with Alliance getting no bonus honour. All of that changed in 2. It takes us longer to get to Balinda and SH gy, and capping SH gy is a lot more difficult with Alliance defenders there and at Balinda. So Horde are still yes, all these months later stuck in the "kill Balinda quick" strategy. That would fit with a comment I heard in the Mage's second attempt which I passed off as being because of AV Weekend : Something to the effect of "Yeah, finally an AV where we're not outnumbered!
It could be that this is the cause, but why would that have changed in the two months or so since the Rogue was playing AV? Why didn't you just idle in the game and go out? It's not like it would make any difference to Horde in that bracket considering the numerical and gear advantage they have. You could have paid your penance later by not using the spear for 1. Even were it to be even for a game I think the pattern is set, a lot of those Horde I assume would have been 60 for some time and are twinked out with all the best PvP gear honour can buy.
Alliance on the other hand will never stick around in that bracket because it's pointless. My rogue certainly didn't, I only did PvP to get the 5 min trinket which comes in useful while leveling on a PvP server. I've got a Horde mage sitting at level 50 on Vindication EU where according to the forums the pattern is the same Horde dominated , so I might level her to 60 and farm honour in AV for a while. I never once saw a game where we destroyed any objective or retained any of our own.
I once tried with another rogue to sneak to FW base and get one of the towers but you selfish bastards didn't even let us have that, 5 defenders came along and took us out. Lots of my XP has been from instances, but I just can't seem to spend much time questing with the rogue. Either the play style doesn't suit me I dislike the downtime or I'm bored with questing in general.
I wish I could have a solid weekend free of all other social distractions and just power level him. Someone on our team had taken Stonehearth Graveyard and so we were fighting at Icewing Bunker and not getting through when I left.
If I'd just left myself logged in then the auto-afk would have kicked me out before the game was likely to end. Pfft, 40 miles? That's nothing, I used to walk that far to school each day, in the snow, uphill both ways. Replying to myself they say it isn't bad when you talk to yourself, it isn't even bad when you answer yourself, it's when you catch yourself going "Huh?
I understood : Mine hit 67 yesterday, continuing onward today just about to start Sethekk Halls, typing this while waiting for the group. Does AV need to be rebalanced? Reply to author.
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