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Battlegrounds - Tips & Tricks
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Post by
Stigoz
Battlegrounds - Tips & Tricks:
Share all the easy-to-remember and perform tips & tricks for battlegrounds. This could hopefully lead to alot less fail-BG's and alot more quality PvP that both factions should be able to enjoy.
So please, keep posting below, so we can expand the list. (I'm not exactly a PvP-god myself, so constructive criticism is always welcome. Please keep it clean and free off flaming - Amen)
Table of contents:
Battlegrounds (BGs)
Warsong Gulch (WSG)
Arathi Basin (AB)
Alterac Valley (AV)
Eye of the Storm (EotS)
Strand of the Ancients (SotA)
Isle of Conquest (IoC)
Wintergrasp (WG)
Battlegrounds:
Battlegrounds are not made for 1v1:
Remember to group up/frequently regroup
Don't be a hero .. if you find yourself outnumbered, fleeing
IS
an option.
Stick out for eachother, especialy your healers - you'd want to have those around.
Communication and co-operation is the key to a succesfull BG.
Don't forget to report critical enemy movements in /bg.
General advice:
Hit&Run
- If you've just claimed a node, it's sometimes wiser to stay and defend if it's totaly abandoned by your allies, thus preventing your enemy from an easy ninja-capture.
Buff up!
- In the preperation time before each battleground, you'll have plenty of time to buff everyone on your team (40-mans would be an exception) with EVERY buff you have in your arsenal.
Yes, also seemingly insignificant ones like
Unending Breath
and
Detect Invisibility
. (You should, however, stay clear off
Dampen
and
Amplify Magic
)
These spells could act as a dispell shield, and might just save someones ass in the field - every little bit helps.
Fight at strategic locations
- People often gets caught in small 1v1 deathmatches shattered all over the battleground, refrain from jumping that lonely enemy standing in the middle of nothing. It will cost you precious time that could've been used on saving that node, keeping your flag carrier etc.
So in battlegrounds with nodes; try as much as possible to take the fight to the nodes which is also an excellent place for people to group/regroup.
Cliffsn 'n elevation
- In places like Arathi Basin, Alterac Valley, Eye of the Storm and Isle of Conquest there's alotta steep cliffs, classes with
push
back
spells
can push enemies over the edge, resulting in death or a high amount of damage. Also, mind your positioning when fighting balance druids/elemental shamans/mages near cliffs or steep elevation
Warsong Gulch (WSG):
Fill the gaps
- If, in a WSG-battle, the balance/offense ratio i off, you could be in the risk of getting facerolled within minutes (too much offense) and the game taking forever and getting everybody pretty tired/frustrated (too much defence).
Try to keep the ratio at about 5/5 - though it sometimes can be important to change on the run to counter the enemies' strategies. You should always have at the very least 2-3 persons in the defense. If you can see that the defense is lacking, ask in /bg for reinforcements.
Support your runner
- If you succeed to get the enemies flag .. it's important that you (except if you're defense) get to your flagcarrier ASAP. At this point, keeping the runner alive has a much higher priority than killing enemies. Snare, root, fear, heal - anything to keep the runner alive.
Flag carriers
- Some classes/people make better flag carriers than other. Druids, paladins and other hard-to-kill classes make excellent flag carriers. Also, don't always take the flag just 'cous you can, if there's someone with much better gear right behind you, much better suited for carrying the flag.
Arathi Basin (AB):
Alterac Valley (AV):
Eye of the Storm (EotS):
Strand of the Ancients (SotA):
Isle of Conquest (IoC):
Post by
Stigoz
"Not anywhere near done - could use a lot of help, as I'm quite unexperienced
at the new (WotLK) BGs - so please add your tips 'n tricks below."
- Reserved -
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484925
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345274
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316719
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Post by
Stigoz
That rhyme completely defies the purpose of defending a node in AB.
If you fight on the roads, theres no-one to stop a person coming in to ninja the flag. Then you can't get back to recap it because you strung out somewhere pointless.
Better to be saying "Fight at the Flag"
I think I covered that part in "General Advice: Fight at strategic locations"
Post by
mindthegap5
Clothies don't make ideal flag carriers..
EDIT:! one more thing... disco priests are an exception to this rule....
Post by
58442
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Post by
Stigoz
I believe Isle of Conquest would be abbreviated IoC or IC, not IoQ
Clothies don't make ideal flag carriers..
Fix'd and added
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241152
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Post by
Wildhorn
Unending Breath is not dispellable. It is only useful in AB.
Your WSG tips are very wrong. You say keeping your FC alive is top priority. This is wrong. Killing opponent FC is top priority. You want your flag to be in your base always. That way you are 100% sure it cant be capped and %^&* cant happens.
You should add priest to Cliffsn 'n elevation warning. They can MC people down.
General tip: Kill healers first. It gives nothing to waste your time on someone that keep getting healed to max.
The "clothies doesnt make good flag carrier" is total bull!@#$. I saw many awesome clothies flag carrier. What do not make good flag carrier is undergeared players. If you have a good amount of hp and resilience, you are perfect for the job. Every class have pros and cons for being a flag carrier.
And to be honest, this thread is pretty much pointless. Premade already know how to play and pugs wont follow these tips/strat because most of them do not want to stay on defense because they cant pewpew and get hk honor.
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241152
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248965
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Post by
DeathBlood
Don't do arena, but for BGs...
Arathi Basin:
Horde has an immense geographical advantage that Alliance needs to overcome. The "golden triangle" in this BG is the Farm, BS, and LM. You can very easily support all three of these with a 'rapid response' team just waiting in the middle of the triangle. If you're alliance you need to take these three and ignore the mine, and let the enemy have the stables once you've got those three secured.
Never listen to those idiots who say "just defend what we've got", unless you have the golden triangle.
So much fail in one post?
Horde has a geographical advantage? How about Alliance starting closer to Stables, always capping it first before Horde caps Farm.
And I realize there are idiots out there who rationalize not defending what they have. All of your "golden triangle" crap is, well, crap. Each base scores points the same. LM gives the best sight to call incs, yet it's equidistant from starting points, I don't see how Horde has an advantage. BS is useful in the middle, rez point to get anywhere, and GM is usually the least favorable, offering no sight for calling inc's on other bases. But how do you argue Horde has a geographical advantage? Are you trying to rationalize why you lose?
Clothies don't make ideal flag carriers..
Clothies make great flag carriers! Mages are quite often the hardest to catch for melee, a skilled frost mage will blink away from melee after slowing them, keep mana shield up at all times, etc.
Disc Priests are very tough to take down, spamming Dispel, keeping Shield and Renew up, Fearing away any approaching melee, while healing the people supporting them at the same time.
Warlocks... eh, not the best flag carriers. Have to stop to cast Fear. Affliction Locks are ok, semi-fragile despite Soul Link. Desto Locks have to stop to cast too much. But the other 2 clothies are great carrying classes!
Here's a good learning rhyme for AB:
When defending, fight on the roads;
When attacking, fight at the nodes.
I think this is one of the most misunderstood strategies in any BG. Let me ask: if you're trying to attack a node, how else can you get there besides along the road? I'm not asking for a smart-alec answer of speed boots off LM combined with Parachute Cloak... but think about it. If defenders like Genericusername are looking to intercept oncoming attackers, are the attackers supposed to just get pummeled, and run to the node regardless, and starting fighting when they have half health, or near dead? Fighting on the roads is essential in overpowering your way to a base.
Battlegrounds - Tips & Tricks:
Share all the easy-to-remember and perform tips & tricks for battlegrounds. This could hopefully lead to alot less fail-BG's and alot more quality PvP that both factions should be able to enjoy.
Interesting idea, but impossible. As you can already see starting to happen, people have many different views on BG's, and one, collaborative, pocket guide will not increase the skill-level of the average PUG BG'er. Just like I don't agree with some of the strategic points made on this thread already, others will disagree with mine. People's interpretations of what's important to do in a BG will always differ.
I offer one piece of advice: whatever is best strategically, doesn't matter if it can't be carried out in a group. Stubborn refusal to support your teammates destroys teams. If, in Isle of Conquest, before the gates open, your teammates are saying to go for the Workshop and Hangar, go with them to take the Workshop and Hangar. Even if you think Docks and Glaives are more important. Just an example, but I find teams in WSG, AB, every BG, saying one thing is more important than other, fall apart without any team unity.
I like the "General Advice" of the original post. Don't worry about specifics for each BG, you'll find many people disagreeing, there is so much to argue in one thread over every BG. Stick to general principles.
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105944
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Post by
Wildhorn
In fact the golden triangle exist. You can see BS from LM and if you have slowfall/levitate/parachute, you could go from LM to BS to defend it.
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105944
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298010
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248965
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