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Wrath of the Lich King: Wintergrasp World PvP

Posted on 2008-12-05 by adminNo comments


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Overlooking the frozen plains of the Great Dragonblight and the inhospitable wastes of Borean Tundra lies a region known to the denizens of Northrend as Wintergrasp. Seated atop a high plateau, Wintergrasp has remained undisturbed for ages, its icy winds howling unheard amongst the ancient titan fortifications that dot the landscape. However, the recent arrival of Horde and Alliance forces in Northrend signals the end of Wintergrasp’s long and peaceful slumber, for the clash of iron and the sound of battle will soon drown out the ruins’ silent song of solitude. An abundance of elemental materials and its strategically important titan fortifications are making Wintergrasp the focus of a vicious tug-of-war between the Horde and the Alliance. Much is at stake, and both sides are beginning once again to field various kinds of war machines ranging from catapults to steam-powered siege engines. Read on to learn more about the nature and unique challenges of this new field of battle, and arm yourself with knowledge to guide you when Horde and Alliance clash among the ancient ruins of Wintergrasp. Welcome to Wintergrasp Wintergrasp, one of the newly added regions of Northrend, will introduce a whole new kind of open-world PvP to World of Warcraft. Setting itself apart from previous world PvP objectives such as Halaa or the spirit towers of Terokkar Forest, Wintergrasp is designed to engage players across the whole region in intense PvP warfare on an unprecedented scale. The objective of Wintergrasp is simple: storm the ancient titan fortress at the zone’s northern edge. Attackers will have to mount an intense assault to overcome the fortress’s thick walls and the point defenses that dot the towers guarding the inner keep. The defenders, on the other hand, need to rely on siege-breaking vehicles, defensive turrets, and excellent teamwork to retain ground control and prevent the attackers from breaching the keep’s walls. Many of Wintergrasp’s buildings are destructible, meaning that siege vehicles such as catapults can damage and eventually destroy them. Each destructible structure has a certain amount of “health”; once depleted, the structure will crumble, either allowing passage or ceasing production. Attackers will only be able to gain entrance by breaching one of the keep’s walls, and so clever use of the siege vehicles is the key to taking Wintergrasp. Both offense and defense have access to workshops that can produce vehicles specially designed to help the two sides accomplish their objectives (see the sidebar for more information about the vehicles of Wintergrasp). Each side has a limited number of vehicle slots. Every vehicle that is brought to the field takes up one slot, but not every player will immediately have access to all vehicles. In order to be able to commission and operate a vehicle, players have to be of a certain rank. Rank is a measurement of the player’s contribution to the current battle. As a player earns rank, he or she gains access to more powerful vehicles. However, rank is reset after each battle. Forsaken CatapultForsaken CatapultAbilities: Plague Barrel Flame Breath Required Rank: Corporal Seats: One DemolisherDemolisherAbilities: Hurl Boulder Ram Required Rank: First Lieutenant Seats: Two Siege EngineSiege EngineAbilities: Fire Cannon Ram Required Rank: First Lieutenant Seats: Three The battle for Wintergrasp has a set time limit of 45 minutes, within which the attackers must capture the keep. If either the keep falls or the time limit expires, Wintergrasp will enter a two and a half hour cooldown period in order to allow attackers and defenders to regroup, lick their wounds, and prepare for the next round. During this brief ceasefire, the keep will be repaired, and the winning faction will be able to enjoy the benefits of controlling Wintergrasp. The first perk for the winning faction is a zone-wide buff that increases that faction’s damage output by a certain percentage. Because Wintergrasp is the main source of high-level elemental materials, this damage buff will make it easier to collect these precious resources. Control of Wintergrasp also gives players the ability to collect stone keeper’s shards from the dungeon bosses of Northrend, and the shards can be traded in for powerful weapons and armor. Last, but certainly not least, there are rumors of an ancient titan vault beneath the keep. One can only marvel at the thought of what treasures may be waiting there…. Notes on WintergraspVehicles: Making the most out of your vehicles is the key to victory, whether you’re attacking or defending. As an attacker, you’ll want to take down the towers, walls, and finally the keep’s gate. As the defender, you’ll want to destroy the bridges, the enemy workshops, and, of course, the enemy vehicles. Factories: Each side has a number of factories that can deploy vehicles. However, there are only a limited number of vehicle slots per side, so choose wisely. Factories can be destroyed, and each lost factory decreases the available vehicle slots. Make sure to keep an eye on these buildings at all times! Walls: The keep is surrounded by thick walls, but these walls can be attacked and destroyed. For the attackers, the question is whether to concentrate all firepower on one wall section (and risk a direct counter-assault by the defenders) or to spread out the attack (and risk having the timer run out). For the defenders, the challenge is to keep an eye on the walls’ weakest points and prepare added safeguards that will keep the attackers at bay. Turrets: Thankfully the keep is not entirely without defenses. Mounted atop the walls and other strategic locations are a number of turrets that can lay waste to unwary attackers. Watch out for turrets, and try to stay clear of them unless absolutely necessary. Turrets should be made a primary target once the assault on the walls begins. Towers: During the siege of Wintergrasp, the defenders should consider mounting an assault of their own. For each of the attacking team’s towers that they manage to destroy, the defenders will be rewarded with bonus honor. A good offense is a great defense, indeed! PvP Flagging: Once you enter Wintergrasp, you will automatically flagged for PvP, even on a PvE realm. If you do not wish to engage in PvP combat, either wait for the relatively quiet cooldown period to begin, or stay out of the zone entirely. Graveyards: The graveyards in Wintergrasp work exactly like the battleground graveyards. ShareThis
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World of Warcraft Arathi Basin Battlegrounds Guide

Posted on 2008-12-05 by adminNo comments


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 This guide gives a good basic understanding of how to win Arathi Basin. This guide is what I call a map of success to winning at AB. Do you find your group getting defeated extremely easy over and over again? Follow this guide and you can see the odds turning around in your favor. Not only does it explain the different nodes available it also gives good tactics and different advantages that can be used. The main idea of Arathi Basin (AB for short) is to control the flags for as long as you can.   Each flag you get gives resources to your team and the first to reach 2000 wins. If you get 5 it is possible to win in 6 minutes and this includes the time waiting at the start. Ok the 5 nodes which you can take are: Stables: This is always taken by alliance at the start. It is probably sensible to send somebody with a slow mount and not great armour to guard it as they can always call for others to help them. It can be accessed from a bridge on the river side and also from the mine and blacksmith so can be attacked easily if unguarded. Mine: This is basically on a lower level than the rest of the map. You don’t need to go into the mine but I sue it as a place to shadow meld if I need to defend it. It is easily defended because it only has 2 routes to get to it from either side and can be seen from a long way. This is always contested. Lumber Mill: This is the same as the mine except that it is above instead of below the map. Because of this it’s the easiest place to defend in game because you can see all around you. I would suggest taking this before the mine as it’s easier to defend and helps the rest of the fight. Farm: The horde equilivant of the Stables. Same as the stables let a worse equipped guy defend it through out the battle. The GY is fairly far away from the flag so it takes longer to get there than at other places except the blacksmith. Blacksmith: This is slap bang in the middle of the map and most people normally rush here. If either team takes it, it means they can follow on to try to take the others in quick succession. But it’s the hardest to defend. There are 2 bridges connecting it to the rest of the land as it is an island. Also there are another 2 places which can be accessed by swimming from the other side. This is the most important place on the map because it can attack everywhere else easily. Tactics:   Normal: In PUGS (Pick up Groups) don’t expect to win 4-1 or 5-0. The best bet is to go for 3-2. IF you have a large amount of people with epic mounts id suggest rushing to the Blacksmith and the lumber mill and taking those. Make sure you take farm or stables depends which side you are. Then place 3 people on each flag and have the others all attacking one place so they don’t have much chance to attack back. Zerg: This is a tactic which I use in premade groups. We send around 1-2 people to each node except stables/farm and blacksmith. 1 person stays at the stables while the others at mine and lumber mill defend as well. All of the rest of the raid take the blacksmith but do not stop and plough through leaving 1 person there yet again. Then we usually use this force to help take LM or mine if needing help or just go for farm. Then we camp the graveyard of the hall so there is no threat. Advantages: IF you are rank 6 or over which most people are at 60 then go to the hall of champions not sure of horde version and buy some pots. These are a lot cheaper because they can only be used in BG but are very effective and help a lot. Also if you can it is wise to purchase a battle standard as 10% health is quite a big improvement if you have around 5000 like I do. Also make you have food and water from a mage so you can quickly get health and mana back before going of to fight again. Also bandages are useful but not entirely useful because you will probably be hit when using them that is why pots are generally better. If you have a guide that you have written and you would like to see it on this website please feel free to drop me an e-mail at webmaster (at) freewarcraftguides.com to get it listed on this site.
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World of Warcraft Twink Guide

Posted on 2008-12-05 by adminNo comments


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This guide will help you create a character that will be totally awesome at battlegrounds. It does take quite a bit of gold to do this but this guide also covers some wow gold making tips. Contents: 1) Intro  2) Funding your twink - Techniques that work for me! - All possible aspects of obtaining gold you will need to make an awesome twink! 3) What you will need -How much gold (including plug in numbers for different servers!) -Enchants -Armor -Weapons -Quests (Horde and Alliance) -Pick a duty, and focus on that (ganking for honor, running the flag, defending, etc.)   4) The Battlegrounds -Assuming you want to make a twink to “Pwn” the BG and get that reputation bar up to where YOU want it to be! -What’s the Best Descision for you? 5) Learning your alt -First, choose a class -Tips, and how to -Pick a job for your twink, and focus on making that job easy for your level 19, 29, or 39 character! 1) Introduction Welcome to my twinking guide, Here I will explain everything you will need to know (more in the coming posts) about twinking, including Who/what/when/where/why and HOW! This guide will (eventually) cover important, previously un-adressed information like; Funding, What you will need to accomplish, Where to concentrate your effort(defense, offense, etc.) Whatever reason you chose to make a twink, you’ve chose the right reason. Some make twinks to “catch-up” while others do it out of boredom. Here you will learn steps you will need to take in order to meet your own needs. 2) Funding your Twink.. Okay, Lets be down to earth. not everyone has 5,000 gold to spend. You might have anywhere from nothing to 500 gold. I’ve found a few posts on the internet about making money. there are many choices here.. A.Scam your way to finacial freedom Either you dis-approve this method or not, bottom line it makes some serious gold. Things like mass mailing “dontations” and even things like 500 gold for a wrapped gray item.   B.Cash into Gold You might have contemplated laying down the green in exhange for some gold, I’ve done this and it does work. You do get 1000 gold but the downside is, if you arent used to having that much money, it goes by way too quickly. Instead of buying that one epic, you can do things like buy the mats to make an epic item of your profession or get an alt to 300/300 of a “money making” profession. If you invest it, you will get much more in return. C.Quest for it With the XP into Gold with patch 1.10, this method may work. i’ve noticed i usually come up short handed in UBRS raids. i’ll earn 1 gold an hour, and make about 3-4 gold then have to repair my armor for 3 gold 38 silver. You can grind for it, and quest for it. this is a lot of work, but if your up to grinding for 500g to get an enchant for your alt, no one is stopping you. -Breakdown All of these methods work, including some not mentioned. mass-resell, and reselling epics, or “farming” those leet purples might work for you. Basically you need something to fund your newly aquired character. 2) What you will need A. Gold This was mentioned above, however you will need a hefty flow of gold to buy the enchants, armor, weapons, potions, etc. the price on the server for different enchants varies, so I wont “estimate” the cost. For Suramar, the price for enchants is usually anywhere from 20g (firey enchant) to 340g (crusader) its cheaper to buy the enchant from the enchanter, and fund the cost with your choice of income. Save your professions for making more gold. Depending on the class, you’re really going to want different enchants than the next person and there are “customizations” for each duty you choose. EXAMPLE: A Rogue, specializing in flag-running for mass reputation bonus’ will want… Chest: Health +100 Back: defense +70 Feet: Speed increase Weapon(s): +15 agility Hands: Agility (or attack rate) Bracers: Agility or Stamina Trinkets: Insignia of the alliance, and the Wool Lufa that cancels bleed effects. Potions: Health potions, Healthstones from a warlock, Invisibility potion (more stealth), Greater fire/shadow/etc. resist potion because all those twinks are doing fire damage with their firey weapon enchant. Thistle tea.. a lot of thistle tea. This will give you 100 energy, which you can use to lay down the ownage. 3) What you will need -Enchants- Each class is going to want different enchants. Start with what you know! Mage’s don’t need strength, and warriors can’t use intellect. From there break it down to Magic and Melee classes then the Mixed catagory. Magic: Mage, Warlock, Priest Mage: Low level intellect enchants are a great place to start. here is a short list of enchants, plug in the numbers of the price on YOUR server to see how much all of this would cost you. Enchant Price(Gold) Enchant Item Permanent (Intellect +22) ________ Enchant Item Permanent (Intellect +3) ________ Enchant Item Permanent (Intellect +5) ________ Enchant Item Permanent (Intellect +7) ________ Enchant Item Permanent (Intellect +9) ________ Enchant Item Permanent (Intellect +8) ________ Remember, for a mage these enchants are an awesome place to start. Use your budget to determine your overall affordablility for your twink. Warlock: Low level Stamina and health enchants are great for that level 19 warlock who just learned Life Tap at level 16, stamina becomes intellect instantly, and you get more Mana per HP if you put talent points into your improoved life tap talent, which gives you 20% more mana from each cast. Enchant Price(Gold) Enchant Item Permanent (Stamina +1) ________ Enchant Item Permanent (Stamina +3) ________ Enchant Item Permanent (Stamina +5) ________ Enchant Item Permanent (Stamina +7) ________ Enchant Item Permanent (Stamina +8) ________ Enchant Item Permanent (Stamina +9) ________ Priest: Low level spirit enchants are the most in-expensive enchants, I’ve found with my playing style having a lot of spirit on a priest or any caster, cuts down massively on eating/drinking time. if you have enough spirit you can actually sit down and regain all of your health in 30 seconds. you can start with low level enchants, and work up to things like Mighty Spirit (+21 spirit on weapon) Enchant Price(Gold) Enchant Item Permanent (Spirit +1) ________ Enchant Item Permanent (Spirit +20) ________ Enchant Item Permanent (Spirit +3) ________ Enchant Item Permanent (Spirit +5) ________ Enchant Item Permanent (Spirit +7) ________ Enchant Item Permanent (Spirit +9) ________ Enchant Item Temporary (Spirit +3) ________ Enchant Item Temporary (Spirit +6) ________ 4) Armor Everyone starts somewhere. I know what you’re thinking, “That level 19 sword is 250g?” or “Who would pay 600g for that level 38 sheild?” You can get the same results, (equal or lesser) and test the waters to see if twinking is for YOU. below are my suggestions on where to start for the Green quality armor, that best suits the class you’ve chosen. just type in whats in the quotations, into the auction house search. so if you have a rogue and want “of the tiger” leave the specifications blank, and type “of the tiger” and viola! Casters Mage: If you can play a mage to its full potential, you know how not to get hit. if you are of that skill level go with “Of Intellect” items, the boost in mana will help your mana sheild, and each int. point for a mage increases damage! if you cant hang with it, go with “Of the Eagle” the extra stamina as well. Priest: Though I havn’t played priests much I would say “Of the Owl” because if you have a lot of spirit you can re-generate your health and mana while you sit(no food/water) or while you run/travel between fights. Assuming you make a shadow priest, also go with “of intellect” seeing as how you can heal youself, stamina shouldnt be that important to a good priest player. Warlock: Ah, my personal specialty. Defenitly go with “Of the Eagle” first. its got the intellect you need for mana, and the stamina you need… to turn into more mana. many different opinions here, but “Of Stamina” will benefit you too, as a close second. Druid: A casting druid will want different things, its up to you. A mix of both worlds I would say go with “Of the Gorilla” for the strength and intellect. a Druid wont have as much mana as say, a gnome mage. so the strength is more of a backup. if you’re really playing like a caster, go all out and choose “Of Intellect” or “Of the Eagle” Paladin: Plus Healing Spells. Period. If you’re a casting paladin your job should be to heal the snot out of the flag carrier (if your co-operation is good) “Of the Gorilla” if you arent going to be casting many healing spells, and if YOU want to run the flag defenitly skip the noise and trekk to “Of the Eagle” for the increased mana to protect you, and the increased health to help you along. Melee: Warrior: Defensive: A Defensive warrior will want to go with “Of Stamina” first off, because a warrior with 1,000hp is hard for a “normal” BG player to kill by himself. so you’ll win by schere HP mass, along with your stun+bandage or potion tactic. Offensive: An offensive warrior will want “Of Power” and “Of the Bear” mixed. The added attack power will help you finish off those weak “normal” people, and the stamina and strength will only add to it, to make you a smashing behemoth of doom to be reckoned with! Rogue: A rogue should first decide what his job is. “Are you going to run the flag?” or “Are you going to kill helpless people?” If you’re running the flag: Go with “Of the Monkey” the agility is there for the hopeful proc of a crit, and the stamina is there for the extra-whacks you will be able to take. also enchant your boots with “Increased Running Speed” If you’re killing people: Go with “Of the Tiger” The Strength and Agility will boost your attack, you can also mix in “Of power” wherever you find it. Hunter: Hunters can either be ranged, or up front flag runners depending on your level (remember 19,29,39,49) so you can assist with aspect of the pack, along with your increased running speed … onto the armor. Ranged: Stick with “Of the Falcon”(agi+int) hands down, that is hunter gear. you will be able to stay back and crit with the added agility, and cast Aimed shot and arcane shot (level dependancy) as many times as you need to. Melee: Melee hunters should go for “Of the Tiger” as well (i know some are duplicate) Agility and Stamina is the way to go for the starting out hunter. hopefully he’ll land a crit, and he’ll stay alive to crit with the addded HP. Dedicate time to staying a certain level and your twink will grow!
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WoW Arena Guide – Form An Effective Arena Team

Posted on 2008-12-05 by adminNo comments


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The Burning Crusade brought on yet another fun and challenging area for PvP’ers in the World of Warcraft – the Arena. This complete PvP environment allow you and up to 4 other players to band together to defeat a team from the opposite faction. And, for those who are already avid PvP’ers, this is a dream come true. For those who aren’t, it’s their chance to learn what it takes to become a great PvPer. Those who are new to the PvP world need to get a bit of practice in under their belt before they head into the arena.   The best way to do this is to PvP in game. So, head out into your realm, flag your character, and have fun with PvP on other players in your realm. This will help you gain experience fighting and help you learn the right tactics for your specific toon. While you may get creamed your first time or two, you’ll swiftly learn what it takes to become good at PvP. Once you have a bit of experience under your belt, you can start to select your team members. Arena teams are formed in twos, threes, fours, or fives, and while most people assume that 5×5 is the way to go, you need to remember that there will be 5 opposing faction members there as well. There are some classes that are better suited for the arena than others and you need to consider this as well when you are going into a battle. For example, a priest isn’t well suited for the arena since they have a small amount of hit points and the other players will attack them first – knock out the healer, knock out the group. So, for a healer, a shaman is better suited for combat and healing situations to help the entire team out. Warriors and Paladins are always great choices because they can jump in and tank to help take out some of the other stronger players in the arena. Both of these characters carry a phenomenal amount of damage and hit points, and you should have at least one or two on your 5×5 arena team. Hunters and Warlocks are two other classes that are great for the arena. Both have pets that can also be used to help attack and kill other players, and the warlock has many great affliction and curse spells that can help to slow and subdue the other side. The hunter will have better hit points than a warlock, but with the buffs and potions that are available to any player, a warlock can bulk up before hand. Rogues are a great addition, as they have stealth abilities and can easily strike first without being detected. You must be careful though, other warlocks can sense invisibility, and your rogue can be caught in a compromising situation if you aren’t careful.   Mages are another casting class that can do a great amount of damage over time to an opposing player. They also have the great ability to freeze and sheep other players, which can help to immobilize them so they cannot attack the group. When you select your arena team members, you should know if they are skilled at PvP or not. If not, then they don’t have the skills needed to be a great PvPer for your arena team. A great way to see how the team will fight together is to group up and flag yourselves. Then, head into an instance or opposing faction area and see how you do. The more practice you have with each other, the better you will become. This way, you will also be able to define which roles everyone plays – caster, tank, healer, and so on. When you think that you are ready, have all your equipment repaired and have the best possible equipment that you can. You should also have all buffs on and ready before you step into the arena, as you won’t have time once the fighting starts. Basically, before you head into the arena with a team, you simply need to make sure that you select smart when you are putting your team together. By selecting smart, you will come out victorious in your arena adventures.
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World of Warcraft: Grouping FAQ

Posted on 2008-08-01 by adminNo comments


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Credits to omegachaos   ========================================================= == Contents =========================================================== 1. Intro 2. Version History 3. Basics of a Good Group 4. Finding a Group  A. Quests  B. Instances 5. Functioning Inside a Group  A. Roles to Play   a. Druid   b. Hunter   c. Priest   d. Rogue   e. Shaman   f. Paladin   g. Mage   h. Warrior   i. Warlock  B. Players to Avoid 6. FAQ 7. Credits ========================================================= == 1. Intro ========================================================= == Hello and welcome to my FAQ!  If you’re having trouble looking for a group or are always finding the worst people to group with, this is the FAQ for you!  Now you’ll have the knowledge you’ll need to group with the right people in a PUG (Pick-up group).  Read on to find out more about grouping. Note: This is more for instance grouping than quest grouping ========================================================= == Version History ========================================================= == Version 1.0 First version of the FAQ.  I will add more versions if needed. Version 1.2 Updated many sections of the guide that needed updating.  Also updated the Players to Avoid List and the FAQ.  ========================================================= == 2. Basics of a Good Group ========================================================= == All basic groups need to consist of a tank, healer, DPS(damage per sec.) and CC (crowd control) classes. The Tank – This is the guy that will be taking the most damage in the group and keeping the mobs attacking him while the other classes pummel the unfortunate mob.  The tank is usually a warrior, since they have aggro gaining abilities, but a couple of other classes can tank as well.  Here are the classes that can be tanks: - Warriors - Protection Paladins - Feral Druids The Healer – This is the guy that is going to keep everyone in the group alive.  The tank will be the one he will be healing the most, as the tank will be taking the damage from almost all the attacks.  Most of the time the healer will be a priest if there is one in the group, but other classes can heal as well.  Here are the classes that can heal: - Holy Priests - Holy Paladins - Restoration Shaman - Restoration Druids  DPS classes – All classes are capable of being this role.  Their goal is to take down the mob as fast as possible while the tank is busy taking all the damage. CC classes – These guys stun mobs for a certain period of time.  In certain fights, it’s extremely important to stun certain mobs so they won’t heal the mobs you’re killing or just to lighten up DPS on your tank.  The only problem is that some of these mobs are immune to certain stuns.  Here the classes capable of CC and what mobs they’re CCs affect:   - Warlock:  Seduce: Humanoids     Banish: Elementals/Demons - Mage:     Polymorph: Humanoids/Beasts - Priest:   Shackle Undead: Undead (duh) - Druid:    Hibernate: Beasts - Rogue:    Sap: Humanoids - Hunter:   Freezing Trap: All Enemies      ========================================================= == 3. Finding a Group ========================================================= == --------------------------------- A. Quests --------------------------------- So you’ve found a quest that is red or is labeled Group.  What are you gonna do?  Simple.  Get a group.  The people that you would want to group with are people that are also on the quest you’re doing.  Some quests don’t require a full party to complete, but if you find that you and whoever is grouped with you are having troubles, feel free to find a full group.  The one thing you should NOT do is to start a raid group.  You won’t be able to collect quest items or register kills if you’re in a raid. -------------------------------- B. Instances -------------------------------- So you’re in the mood for an instance dungeon.  But what’s this?  There are elites!  It looks like it’s time to find a group.  For instances, you’re going to want to find a full group.  There is no way you could do an instance with 2, 3, or 4 people (unless you’re a higher level than the instance, but why would you do that?).  Finding a group shouldn’t be too hard as long as it’s around peak hours of play.  Simply go into the Looking For Group function on your toolbar, choose which instance you want to go to, and wait for people to join.  If you’re impatient, simply type in the Looking for Group channel “LFG <instance name>”, and hopefully someone will whisper you for a group.  Your group needs to consist of the basic group members: the Tank, the Healer, and any DPS classes.  Once you have your group, head over to the instance, or if you’re there already, find something to do while you wait for those slowpokes. Most instances are 5-man, but there are some that are 10- man, 20-man, and even 40-man (although now that Burning Crusade is out, it’s been reduced to 25-man)!  For those instances, you’ll need to start a raid group.  Every group of 5 in the raid must have a tank and a healer for each group of 5 to be most effective.  Move people around in-between the groups to create an effective group. Note: 10-man and 25-man instances are the maximum level instances and big raiding guilds are usually the ones that do these (although 10-mans can be PuGed with good people), as they are very difficult.  ========================================================= == 4. Functioning Inside a Group ========================================================= == Well you’ve gotten inside the instance and are now facing your first mob.  What do you do?  Here are two basic steps needed to take to bring down this mob: Step 1. Pulling ><><><><><>< Usually there will be groups of mobs in an instance that can range from 2-4 mobs. With two mobs, you can have either a hunter or warrior pull.  If a hunter pulls, the hunter should feign death to erase any aggro on him and allow the warrior to gain aggro on the mobs while the rest of the group concentrates attacks on one of the mobs.  If the warrior pulls, simply allow him to build more aggro on them while the group concentrates on one of the mobs. With 3 mobs, you’ll want to have either a mage sheep pull or a rogue sap stun and have the hunter or warrior pull the remaining two.  If the mob is hit while stunned, he’ll go to whoever is the highest on his aggro list.  If he was sheeped, the mage can simply re-sheep the mob until the other two are dead.  If he was sapped, then the tank is going to have an extra mob to tank, and it might cause a few problems for the tank trying to keep aggro.  In the higher level instances, priests have a stun that only affects undead called Shackle Undead.  This can be an alternative to sheeping because mages aren’t able to sheep undead and the same with rogues and their sap ability. With 4 mobs, you’ll need to have the tank on two mobs while one mob is stunned and the other is off-tanked by a class that has good armor and HP.  Not too hard to do if the group knows what it’s doing and classes know their roles. Note: If there is only one mob to pull, have the warrior pull it to the group and pulverize it. Step 2. Fighting <><><><><><> In a lot of fights, you’ll most likely have three to four mobs.  Usually one or two of the more powerful mobs are stunned while the group is concentrating attacks on a mob and the tank is keeping aggro on one or both of the mobs.  Once the mobs are dead, obliterate the one that is stunned.  There isn’t much to fighting mobs, just know which mob does the most damage, and which mobs have the least and most amount of HP. +++++++++++++++++ A. Roles to Play +++++++++++++++++ a. Druid These guys are a special type of class.  They have the ability to become three different forms.  In their regular form, they can be the main healer in a group.  They can also put beasts to sleep whenever there are some in a group of mobs.  In some cases, a druid can turn into a bear and become an off-tank for a warrior.  When the druid changes into bear form, mana changes into rage and armor increases, making it possible to tank. The last form is cat form, which allows a druid to become like a rogue, replacing mana with energy.  This is obviously the DPS form of the druid and is usually used if there isn’t a need for a tank or healer.  They also have the ability to give a buff to all stats.  A Druid can be any of these roles: - Tank - Healer - DPS - CC b. Hunter This class is sometimes the one considered to do the pulling.  They also have great ranged DPS and an off- tanking pet to boot!  The pet, as I said before is good for off-tanking an extra mob that a tank can’t tank at that moment. On occasion, a hunter will need to ‘kite’ something, or have the enemy chase after the hunter while their Aspect of the Cheetah is on, sometimes using Freezing Trap.  Usually kiting is used if a hunter is soloing a mob or in the rare case it needs to be used on a mob so the group can take down any other mobs that would make it difficult fighting the boss.  A Hunter can be any of these roles: - DPS - CC  c. Priest This class is mainly used for healing and not for DPS (unless they’re in shadow form).  If they need to DPS at all, they can use any of their holy attacks and DOTs (damage over time) on the mob, OR, they can shift into shadow form and do some major DPS on the poor mob.  They can also be used to shackle anything Undead as a helpful stun.  They also have a talent called Mind Control which the priest mind controls a mob.  Other mobs see it as unfriendly to them and attack it.  This talent is usually used if there is a dangerous mob that could cause a wipe needs to be killed before the actual fighting begins.  Lastly, they have the ability to give a stamina buff.  A Priest can be any of these roles: - Healer - DPS - CC d. Rogue This class is one of the best melee DPS classes in the game.  These guys are helpful in taking down mobs quickly and efficiently.  They can also stealth and sap mobs, taking one temporarily out of the fight.  The only thing is that rogues can’t re-sap, like a mage can re-sheep or a priest can re-shackle, so remember to take down the other mobs quickly before the sap on a mob wears off.  A Rogue can be any of these roles: - DPS - CC e. Shaman This class can be an excellent main healer or secondary healer and can drop totems with various buffs.  Be wary, because sometimes mobs can destroy these totems.  Although it may not seem like it, this class can also serve as an excellent off-tank to most mobs.  It also has some great melee DPS and spell-casting damage.  A Shaman can be any of these roles: - Healer - DPS    f. Paladin This class, like the shaman, is also an excellent main healer or secondary healer, but doesn’t drop totems.  They can make excellent main tanks if they are Protection specced.  They also have great DPS and the ability to give a buff that increases armor to party members, along with various other buffs (especially the tank).  A Paladin can be any of these roles: - Tank - Healer - DPS    g. Mage This class is, pretty much, THE best ranged DPS class in the game.  They cause excellent damage to the mob and also have the ability to polymorph (or sheep) a mob to temporarily put them out of the fight.  They have an AOE (Area of effect) attack that is very useful in taking down a crowd of non-elite mobs.  They can also reduce downtime by conjuring food and water.  There is also a buff they give that buffs intellect.  A Mage can be any of these roles: - DPS - CC h. Warrior This class is going to be your guaranteed tank (unless you have a druid in bear form or a very skilled paladin).  These guys have talents that can gain aggro and keep it on them while the rest of the group destroys the mob.  Although this is really the only tanking class in the game, it’s possible for other classes with a lot of armor to tank, but that class will most likely have a harder time keeping all the aggro.  They are also capable of being a DPS class by dual wielding weapons.  A Warrior can be any of these roles: - Tank - DPS i. Warlock This class is similar to a hunter since these guys have pets, but they are different because they have many talents that cause damage over time, which cause a lot of damage.  Warlocks can use their pets much like different classes.  They can use their voidwalker as an extra tank, an imp as an extra mage, or their succubus as a rogue.  They also have a felhunter, which is kind of like a beast, but is good at disrupting casters.  They also have the ability to banish demons and elementals and use their succubus to seduce humanoids.  A Warlock can be any of these roles: - DPS - CC   All these classes play a specific role and aren’t meant for other roles.  A priest isn’t meant to tank and a warrior isn’t meant to heal.  If you have trouble figuring that out, you are definitely not the person to group with, and should throw your computer out the window and get a worthwhile job. ++++++++++++++++++++ B. Players to Avoid ++++++++++++++++++++ It’s unavoidable, but you WILL group with people that have no idea what the word “teamwork” means.  These people need to be kicked by all means, even if it’s accidental (or seems accidental).  Even you may have experienced some of this (or are one of these people, get outta my FAQ. >:( ).  Here are some examples on players you should avoid The Aggro-Master – This is the guy that will always be aggroing all the monsters around accidentally, usually because of carelessness.  Someone like this will almost always be the reason the group wipes. The Whiner – This guy will be whining for all pieces of equipment, making up dumb excuses like “his guild needs it” or “his alt needs it badly.”  If he does it with all the items, simply kick him from the group. Mr. Speedy – This person likes to finish instances fast and doesn’t know the meaning of health and mana regeneration.  He is always constantly pulling mobs to the group and always complains whenever the group wipes to either the healer or tank for not gaining aggro or healing people. The Dragger – This guy basically pulls or “drags” monsters to the group either if he’s lagging behind or scouting ahead, most likely causing a wipe since the group may not be ready for the mobs or there are simply too many.  If you find that you pulled quite a few mobs and you are far from the group, simply die and ask the healer to rez you after you have died. The Disenchanter – This guy insists on disenchanting everything the bosses drop in an instance and says he will give it back at the end of the instance, which he doesn’t and proceeds to hearth out as quickly as possible and “forget.” The Treasure Hunter – This guy is always looking around for anything they can get in the instance.  If there is a treasure chest, they run to get it.  If there is a quest object, they run to get it.  If there is something that they can activate, well, you know what they do.  All of these things he does can result in a wipe because of mobs. The Complainer – This guy likes to complain that everyone in the group is doing everything wrong (when in fact everyone is doing everything right) and tells people how to play their class or how to do things in the instance the “right” way. The Pretender - This guy is your friend.  Well it looks like it.  He pretends to be your friend and he "borrows" some of your items (like potions, bandages, etc.).  Even if you ask him to pay you back you’ll probably find yourself on his ignore list after he’s done grouping with you.  You’ll probably never here from that guy again and you’ll find yourself empty handed. The Deserter - This guy goes AFK for extended periods of time or bails entirely partway (sometimes after a wipe) through the instance, leaving a group underpowered and losing progress made for having to find someone else to fill the spot.  A slightly-more tolerable version of this guy will hearth out for armor repairs, training, or something else and expect you to summon him back. The Profession Pursuer – This guy begs for anything that will help his profession level go up.  If there are minerals, herbs or skin, he’ll beg the group to let him have it.  Same goes for all the random greens that drop to disenchant. The Animal Tamer – Although rare, this is the hunter that goes into an instance to tame a certain kind of pet he/she wants.  Sometimes they will be petless, or they may have a pet.  If they are able to get that pet, they’ll probably hearth out, or they may be friendly and stay the whole time.  The ones you want to avoid are obviously the petless ones who will hearth after they have what the want. Confused Druids- These are the type of druids who promise to play one role, then end up playing another. This happens more often in druids with the feral talent tree than the other class, since the tank and the melee DPS class are there. They promise to tank, then end up switching to cat form and losing aggro. The squishier a class is, the more they should avoid these kinds of people. The Ninja – This is the worst person you could ever group with.  Whenever there is a really awesome loot drop (everyone is going “ZOMG PHAT LEWT !!!!11one), this guy instantly need rolls it, receives the loot, and hearths out.  These people deserve no mercy whatsoever and should be put on your ignore list forevermore.  These guys can be anyone.  They can be very friendly and ninja, or be an ignorant person and ninja.  Anyone can be a ninja, so look for some sort of sign. ========================================================= == 5. FAQ ========================================================= == Q. So, why do I need a group? A. Because many things are just impossible to do on you own.  A group of people give you a better chance to do these things.   Q. But, I’m not a social person!  :( A. Don’t worry, usually there are people that will be in your group who will be friendly, and maybe you’ll warm up to them.   Q. What if I don’t want to group? A. Then you’re gonna have a hard time playing the game. Q. I can’t find anyone that wants to group with me! A. Keep searching!  You’ll eventually find someone who wants to do the same thing you’re doing.   Q. Help!  There’s someone in my group that’s on your Players to Avoid list!  What do I do!? A. If they are reasonable people, reason with them about what they are doing.  If it’s not possible, simply kick them from the group.   Q. But he’s the group leader... A. Then trick him into making you leader, or good luck with your group.   Q. My tank/healer/DPS/CC is doing a HORRIBLE job.  How should I tell them to do better? A. Ask them politely to do a better job at what they’re doing.  If they continue to do horrible, you may have no choice but to kick them from the group and find someone better.   Q. My group is doing really bad in <instance>.  Are the mobs just too hard? A. Either you forgot to include a tank, healer, DPS, or CC, or you are simply undergeared or lower leveled.     ========================================================= == 6. Contact Info ========================================================= == My e-mail is omegachaos690@hotmail.com Only contact me if you want to: Give me constructive criticism (good ones if possible) Suggestions to add onto my FAQ Ask me a question not already answered on this FAQ Post this FAQ on your website Don’t contact me if you want to: Ask me personal information Threaten me with a virus Give me criticism that consists of “OMG UR FAQ SUXORS” Anything else that you know would probably tick me off I will most likely reply to the stuff that I want to be contacted from.  If I’m contacted from the stuff I don’t want to be contacted from, you will be blocked. ========================================================= == 7. Credits ========================================================= == Tansa – For giving me a lot more info I needed on the Paladin class, and adding various other information to the other classes. Orco – For adding The Pretender to the Players to Avoid list. Jet Tepton – For adding The Dragger to the Players to Avoid list. Rexdestroyer – For giving me the info I needed for the paladin class. Anonymous – added The Deserter to the Players to Avoid list. Anonymous – added The Profession Pursuer and The Animal Tamer to the Players to Avoid list. Ben – added Confused Druids to the Players to Avoid list. WoWwiki – Thanks for the info for some of this FAQ!       This FAQ is copyrighted omegachaos 2008. THE END.  No seriously get outta here. Go find a group on World of Warcraft or something.
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World of Warcraft: Battlegrounds Guide

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 Credits to Aster Azul   Table of Contents A. Warsong Gulch Guide   Overview   Tips   Common Warsong Abbreviations   Winning an Unbalanced Game   A2.///Khalua's Advanced Warsong Gulch Guide\\\   Important Trinkets and Gear B. Arathi Basin Guide   Overview: Nodes   Blitzkrieg   Holding Three Nodes(to come) C. Alterac Valley Guide   Overview   Tips for a Low-Level Player   C2. ///Viskahn's Nub Guide to Alterac Valley\\\ D. Myths about PvP E. Custom Keyboard Set-up F. Macros G. RPing in a PvP Setting H. ///Khalua's Guide to Targetting\\\ I. ///Greenman's Guide to the Honor System\\\ J. Queuing Tricks        This guide is written from a Horde perspective but should be useful to members of the Alliance as well. There is also some information that's obviously more useful to mages than anyone else, but I will try to add more general info as time goes on.      So, I know lots of you are interested in fighting in Thrall's army, but are afraid to get into the hot and heavy because you're intimidated by the prospect. This is a short and simple guide to PvP to help you get started, and take some of the mysticism out of it.      One thing I'd like to emphasize is the importance of an offensive strategy. The battlegrounds are supposed to be fun and exciting, but Warsong Gulch and Alterac Valley can go on for an indefinite amount of time if both sides are evenly matched. I implore new players not to be afraid to take risks, and not to be afraid to lose as long as you're trying something new or having fun. Sometimes you lose, even when you're playing your hardest. But hanging onto the battle by your fingernails when there's no hope of a comeback for two hours is a waste of both teams' time. Always have an offense, even in the hardest times. Take that last stab at the enemy instead of hiding in your shell. Respect your opponents. Winning isn't everything. Strength and Honor.      _______                    _______     /      /                    \      \    /______/   A. Warsong Gulch   \______\   /                                      \  /                                        \ /__________________________________________\ *OVERVIEW*      The easiest way to get started on player versus player combat is to try it. By far the easiest battleground to learn is Warsong Gulch, so it's a great place to begin your military career. The goal of Warsong Gulch is essentially to steal (right-click) the blue Alliance flag from it's pedestal inside the Alliance base and run all the way south to the pedestal inside the Horde base. If the red flag has also been captured, you can't capture the blue flag until the red flag has been returned to its home in the Horde base. (So if someone is standing on the horde pedestal with the blue flag wondering why it won't capture, this is why.)      When you first enter the battleground, someone will most likely have started the raid and will invite you into their group. If someone is giving out orders and organising your raid, they probably know what they are talking about and should be listened to. In general, when the game begins the majority of the Horde will exit through the right doorway in the base and run or ride through midfield into the Alliance base. Your job is to follow these people and help them remove or avoid the Alliance in their way until they get to the Alliance's Flag Room. Someone will run up to the pedestal and grab the blue flag by right-clicking on it, and the Alliance will do everything in their power to stop him from getting away by slowing him with spells and trying to kill him. Your role in protecting the flag carrier (the Horde player who picked up the flag) depends on your class. For example, as a priest, your job is to heal, shield, and uncurse him to prevent him from dying. As a mage, you'll want to frost nova the masses of Alliance who chase your flagcarrier and sheep the especially intimidating ones. No matter what class you are, if you see the flagcarrier dying, you'll want to right-click furiously on the spot where he's about to fall. If you're nearby and fast enough, when he dies and drops the flag, you will pick it up and be able to continue running it to your base.      The other role of a player in Warsong Gulch is to defend the home flag. Your job here is to watch the red flag and make sure the Alliance doesn't pick it up. The flag is on the south pedestal, but it's actually better to hang around the northern side of the flag room or even outside the base when defending, because some classes, especially mages, can be in and out of the flag room before you can blink. If someone does manage to get away with the flag, type onto the raid channel which exit they went out of. The left exit leads to the "GY" (for graveyard) or the ramp and the left side leads to the tunnel. Although it's extremely important to defend the flag, it's also important that battles start and end in reasonable amounts of time, so there should always be more offenders than defenders. 3 defenders and 7 offence is a reasonable and balanced ratio. *TIPS* FULL-FIELD MAP: A neat trick relatively unknown to players is that shift-clicking the red icon on the minimap will produce a small map of the battlefield in the lower right of the screen. This map shows the position of all your teammates and also shows topographical features on the map. It's useful because it shows the ENTIRE field, not just a small radius around your character. Of course, the most useful map is the full screen map which you can see by simply pressing the "M" key. CATCHING A DROPPED FLAG: The best way to pick up a flag off of a dying teammate or return a flag off of an enemy FC is to furiously click on the place where you think the flag will drop. It can be difficult to guess exactly where it will fall, but if you wait for the flag to actually be visible on your screen, chances are that one of your enemies will already have grabbed it. DEALING WITH ESCORTS: Sometimes, a huge mass of enemy players will bulldoze into your flag room and make off with the red flag. Your first reaction may be to kill the FC and only the FC in order to return the flag. Although this is a good idea, you might want to first kill off healers that are escorting the FC. If you're a hunter, mage, shaman, or have any type of slowing abilities, you might want to drop them on the ESCORT, but not the FC. That way, you can delay all of the flagcarriers support, and your teammates will be able to slaughter the unaided flagcarrier as he or she runs off into midfield with the prize.       As an FC yourself, this brings you to mind of the importance of knowing when to stick with your escort and when to make a break for it. It's case-by-case. If you can survive, hoof it. If not, stay with your teammates so they can heal you or retrieve your flag when you fall. COMMUNICATION: Communication is key in Warsong Gulch. Even if you don't plan on trying to lead your group, you should call out significant things you see. If you see the red flagcarrier sneaking around the west side of the field unseen, for instance, call out "Red FC west, no escort!" or something similar to alert your fellow players to busting his tush. If you see a huge mass of enemies running toward your tunnel "Alliance zerg, 6ish, coming our tun" will let your side's flagcarrier know to perhaps take the ramp in. TEAMWORK: When possible, stick close to your fellow battlers. We're the Horde, we stick together and move as groups. Forming a concerted effort will keep you all alive and allow you to move through contention that may have otherwise slain you.      There are times when you'll need to work alone. Sometimes you're the only person in position to catch the enemy flag carrier, or perhaps your team is too busy defending their own base to capture the blue flag, and you'll have to get it yourself. Still, communicate your intentions and help everyone know what's going on and what you're planning. DYING IS NO BIG DEAL: Death and resurrection is a fact in the battlegrounds. Just get used to it. As a mage, I die so often that my death counts rack up into the thirties and forties. But because I make influential moves returning flags and catching them from our own fallen FCs, I make a fair impact on the game anyway. In fact, once you die, you'll be resurrected with full mana and health, so it may be advantageous to run into a zerg of Alliance throwing out Arcane Explosions until they slaughter you. Keep mental track of the resurrection timer or put a stopwatch on your desk, and try to die within ten seconds of the resurrection time. (Cut it any closer and lag may deny you a revival.) DISTRACTION AND DELAYS: Knowing that death is no big deal, what do you do when you're trying to clear an enemy's home FR, or are running through an enemy graveyard? If you kill them, they may respawn within seconds of their death. Sheeping, slowing, or otherwise delaying the Alliance is far better than killing them in instances when you're nearer to their base than yours. A good high level sheep spell can keep an Ally out of combat for over thirty seconds and has the bonus of being disorienting for the player.      If you've become notorious in your bracket, it may come to the point that a contingent of the Alliance will track and slay you on sight. Instead of being irritated by this, use it to your advantage. Distract them from your troops' movements by running them into unimportant areas of the map. If five Alliance players are chasing you around the field while your team rushes into your base, you've done a greater service to your team than by killing them or by joining the attack. HONORABLE KILLS: Simply put, honorable kills mean nothing. Just don't bother. "Kill-farming" is pointless, because once you've killed a player four times, he or she stops giving you honor. Even when players do give you honor, the amount you can get during a battle is piffle compared to the 1000 honor you get for winning a game. Just don't bother. Play the game like it's meant to be played.      In Warsong this is especially true, because there are only ten players on each side. You'll shoot through the honor boosts of the ten players in no time, and in any case the most honor you can really make off of them is around 400, as the same team will be queuing up over and over. GRAVEYARD CAMPING: This is probably the single most dishonorable thing you can do in the game. Although there is no in-game penalty for it, it is such a despised tactic that groups that have been GY-camped will boycott the battlegrounds to avoid you. Anyone I catch doing this in one of my matches, I warn, then kick, then blacklist on the forums, and apologize to the enemy general for the offending combatant. Just make our lives easier and don't do it.      In Warsong Gulch, graveyard camping is a little hazy to define. There's only one GY for each side, and they are elevated on a ledge. My rule is that it's perfectly all right to loiter below the opposing side's graveyard, because if they drop down it's their choice to fight you. It's also OK to fight in their graveyard if the flag carrier is hiding there. So GY-camping is a little fuzzy in Warsong. If your team has an obvious numbers or level advantage, though, and you decide to start killing players before they can leave the graveyard, this is obviously a dishonorable and illicit tactic. *COMMON WARSONG ABBREVIATIONS* "tun" - tunnel "ped" - flag pedestal "FC" - flag carrier "FR" - flag room "GY" - graveyard "catch" - the FC is dying and needs someone to right-click the flag when he/she dies in order to keep it running "zerg" - massive group of attackers "cap" - capture "MT" - mistell "turtling" - keeping all or most of your players in your base, protecting a captured or home flag. Generally causes long, boring games. *WINNING AN UNBALANCED GAME*      Sometimes you're just doomed from the start, it seems. The first game of the day on the Scarlet Crusade server, for example, is almost always a 4 Horde versus 8 Alliance game. (A couple times I've even had to fight all of them alone!) What to do under these conditions? A few rules specific to unbalanced games: If, after the two minute period before the battle starts, the number of players is less than five on one side or the other, the game will begin a five-minute timer to end the battle. Every minute you'll see it counting down in yellow text (like a server shutdown) until the battle ends. When the battle does end, the winner is determined by who has the most capped flags. If neither side has capped a flag, the side that's carrying a flag wins. If both sides are carrying a flag, or if no one has one, the game is a draw. A draw game is the worst possible outcome of a Gulch run. It's worse than losing, in terms of game logistics. You gain no honor. You don't get a mark. And to add insult to injury, you get a deserter flag. So sometimes it's better to surrender one of these broken little games at the end, if you're after the honor and feeling generous to your opponent.      So, onto strategy. The first game of the day is one situation in which I would actually recommend turtling. If you can hold on for awhile, other soldiers may trickle in. Say you have four players.  Figure out who your most professional flagcapper is. Is it a shaman who can ghost wolf in seconds? A rogue who's so sneaky that he can hide the flag for hours on end? A frost mage who is out of the FR so fast no one can tell which exit he used? This player should fly solo out of the FR at the start of the battle and try to make it to the enemy base to capture the flag. If he can just pick up the blue flag and hide with it, for example inside the crook of the door in the Alliance base, then the defenders can protect the red flag for the next five minutes. If the blue flag is being held and the red is on the pedestal when five minutes are up, Horde wins.      How to play the ninja flagcarrier: If you want something done right, you have to do it yourself. When the battle starts, the Alliance is going to immediately ride out to your base to slaughter your teammates. You want to get to their base without being seen. The east side of the field is best for this. You can hide behind stumps and terrain features in order to avoid being spotted on the way. Enter the base off the side, using the secret entrance up the east side of the ramp. Go in and hide on the balcony, scouting out the room. If you encounter an enemy, things are going to be more interesting. If you can incapacitate or confuse them somehow, go for it. If their alone and you can kill them quickly, do that. The most important thing is that they don't know your position. If it's empty, grab the blue flag, and break for it.      Now that you have the flag, the question is what to do with it. If you have five grumpy dwarves chasing after you trying to remove your kneecaps, the obvious answer is to run like hell out of the base (you might want to do the tunnel-roof-fr circuit once to throw them off you). You're going to need all of your cooldowns, potions, and fancy gadgets to get the flag back, so use them wisely. Try to avoid huge groups of alliance players on the way back. There's no one to save you this time, so be careful. If you make it to midfield, call for one of the defenders (a spawner from the doomed battle to save the home FR, most likely) to come meet you so she can either pick the flag off your corpse or give you a hand.      If you've managed to grab the flag without being seen, you have a few more decisions to make. If you know you won't make it back to the base, find a place to hide and sit tight until the field clears up. The Alliance roof is a good place, as are the little crannies inside the doors or the far east crook outside the Alliance ramp. This can be an especially good idea if the Alliance has your flag, and you end up being the last line of defense. If you can return the Horde flag and still be holding the Alliance flag when the battle ends, you win.      Use your best judgement here. It's always better to cap the flag than be trying to hold the accursed thing; the reason I suggest it here is that it's an unexpected strategy that could throw your enemies off, and because time is so tight in these battles.      Another strategy: You can also try to have a pure zerg run. A zerg of... four players. Sounds silly, but if the Alliance is overconfident they may be scattered and disorganized. The four of you can steal the blue flag quickly and maybe kill the red FC on the way out and back to home base.      One last strategy: Cross-faction dance party! Stretch it, Galandrial! A little bit of goofing off and emote tossing can lighten the mood here. After all, it's a five minute nub game. Does it really matter who wins? Be chill mons! ______                    ______ \GUEST\                  /GUIDE/  \_____\                /_____/      ||_\||__||__||__||/_||              | KHALUA'S ADVANCED  |      |WARSONG GULCH GUIDE |      |____________________| By the wild hearted and fiery-haired Khalua of The Darkspear "Warsong gulch can play out several different ways.  Reading through the guide provided by Aster, the standard Warsong Gultch Strategies for the Horde are present to get familiar with the game.  Advanced Horde tactics tend to revolve around minimal or no Defence strategies.  This is a game of capture the flag.. you can't win if you don't take the flag, right?  Now this advanced strategy does apply more to the 40's + bracket as mounts are now in the picture.  Form two groups  one primarily rogues or DPS classes and the other with alternate travel forms, Druid/Shaman and priests.  Move as distinct Groups and stick together.  The DPS group charges ahead, mounted and engages opposition immediately.  Thus keeping them stuck mid field or at the foot of their base. Flag Carrier Group rushes roughly 30 sec. after the initial wave of DPS group... staying mounted, they blow right by the mid-field into the opponent Flag room.  DPS group calls out in raid chat the best possible exit based on which side of the field they have migrated the front lines.  It is best for the DPS group to pull the opposition to one side or the other instead of hanging out in the middle. As the flag is being carried back all folks who resurect and DPS group meet up midfield... with the exception of the flag carrier and priest escort.  Their job is to slow the opponents chasing the flag, or to recapture their flag if any opponents were able to sneak through.  Once re-caputred, the Flag Carrier/ priest will post the flag and meet up with their group to begin the cycle again.  This advanced approach requires teamwork and is hard to execute in a Pick up Group where others may not listen to coordinated leadership. Remember.. Offence wins games.. Working together wins many! Oh, and a tip/tactic for certain Shaman builds.  If you have Natures Swiftness... Ghost Wolf is a qualifiying nature spell for instant cast.  For flag running... Earthbind totem in their base when you have the flag, Natures Swiftness in the short span to the area outside their base and 'Insta-Wolf' (patent pending) once outside.  That will give you a head start on any opposition that wishes to chase after you." -Khalua *IMPORTANT TRINKETS AND GEAR*      As a Horde flagcarrier, two particular trinkets come to mind here. The [Insignia of the Horde] and the [Defiler's Talisman].      The [Insignia of the Horde] is an amazing little doodad that removes certain stun and sheep effects, especially ones that reduce your speed. A must for a flagcarrier. You obtain it from the true entrance of Warsong Gulch, for having freindly reputation.      The [Defiler's Talisman] absorbs damage on the order of a couple hundred HP, depending on the level you purchase it at. This is an excellent item for cloth wearers and will save your rear-end both in and out of the Gulch. One thing to note is that you can have more than one Talisman, as long as they're from different levels, so you can double your damage absorb. The [Defiler's Talisman] is obtained by being friendly with the Defiler's and purchasing it from the true entrance to Arathi Basin.      As a low-level spellcaster in your bracket, the [Rune of Perfection] might also be handy. It drastically reduces resistances against your spells. Consider it if you're being resisted left and right. Two [Rune of Perfection] of different levels stack.      Handy potions to keep an eye out for are the [Swiftness Potion], [Free Action Potion], and any healing or mana regen potions.      The [Swiftness Potion] is made from the relatively low level herbs [Briarthorn] and [Swiftthistle] which, fittingly, can be found right outside the true entrance to Warsong Gulch. It drastically increases your speed and is best used in a close battle when you need to break away from your pursuers. Using Alliance speed boots, [Swiftness Potion], and Horde speed boots will take you all the way from the Alliance base to home before anyone can blink.      [Free Action Potion]s are harder to come by. You need to catch [Oily Blackmouth] fish to make them and convert them into oil to use as a reagent. The [Free Action Potion] prevents any spell or effect from slowing you down, although the effect can be dispelled. A player who quaffs one is surrounded by a glowing halo at her feet.      [Invisibility Potion]s can also be a hoot. Just remember that turning invisible whilst holding the flag will force you to drop it.      General healing potions are also good stuff. You can obtain very nice potions from vendors near any of the Battleground entrances, although the potions are only useable inside the PvP matches. Weaker potions that can be used anywhere can be found inside the officers' barracks once you make Stone Guard. Of course, the best potions are made with the Alchemy skill.      One item I've used before is the [Spider Belt]. I have to say that it appears to be singularly useless. It's supposed to prevent movement altering spells, but it doesn't seem to work reliably or, in fact, ever.      [Slumber Sand] is a pretty good item. It freezes an enemy in place for 20ish seconds. You only find it once, from a special quest, and I think it has been discontinued and made soulbound for those who have it, but if any is left lying around in your bank it's great for classes with no sheep/charm abilities. Shame you only get five.      I'll add more items here as I find them.      _______                    _______     /      /                    \      \    /______/   B. Arathi Basin    \______\   /                                      \  /                                        \ /__________________________________________\ *OVERVIEW: NODES*      The second battleground you're likely to frequent is Arathi Basin, or AB. This is my favorite battleground in the game because of its resource-imposed time limit. No matter what, this game isn't going to last much longer than half an hour. It's also a pretty battleground with a dynamic and interesting design. Have fun with it; I know I do.      AB differs from Warsong Gulch in that the goal is to capture a number of resource nodes around the field in order to obtain 2000 resources before the opposing side. In addition to providing resources, each node has a graveyard with a spirit healer. If a node belongs to your team, your faction will be able to resurrect there. If a node is contested or untouched or Alliance-controlled, the spirits of dead players will default to the nearest graveyard or the original graveyard to the far south (which is very inconvenient).      To capture a resource node, you must "open" the node's flag by right-clicking on it, and then channelling the opening action for about five seconds. If you move or are hit, the opening action will cancel and you'll have to try again. Once you've "opened" the flag, it will become neutral. After a few minutes, it will convert to your side if no Alliance tag it. Then the node will begin producing resources for your team. After a node has been captured, an Alliance player can contest it by opening it. If they succeed, it will become neutral again, and every player who dies from then on, and every ghost waiting in the graveyard, will teleport to another GY. If you're already dead and you can see the node being tagged, you might want to leave the GY to avoid being teleported. If your corpse is still nearby you can wait to rez there or wait for a teammate to recapture the flag, instead of trekking from another GY. If a Horde player opens the flag before it changes to an Alliance flag, it will immediately revert to Horde without any sort of delay period. So if a flag is contested, it's important to run to it, kill, sheep, charm, or run off the Ally there, and open the flag.      The five nodes are the Farm, which is the node closest to the Horde base, the Stables (Stabs), which is closest to the Alliance, the Lumber Mill (LM), on the western or left side of the battlefield, on top of a hill, the Mine in east or right side, in a depression, and the Blacksmith (BS), dead in the center and surrounded by a moat.      All of these nodes have their own strategic significance. The Farm and Stables are most notably the easiest for Horde and Alliance to defend. You'll often find that only a few defenders bother to hang around these points, commonly one or even none at all. This makes the Stables node a great place to have sneak attacks at. As a Horde player, owning the Lumber Mill node is helpful, because it's easiest to sneak around the western side to hit the Stables flag.      The Lumber Mill is also the most difficult node to get to. You have to hike up to the LM on either the north or south side.      The Mine is easier to reach because you can jump down the depression to get to the mine and even featherfall directly to the node.      The Blacksmith is probably the single most important node, however, because it provides an extremely convenient resurrection point for either side, from which they can reach any of the other four nodes. As such, it is heavily contested and should be fought hard for. That said, it is still not essential, and intelligent Horde leaders should know when to let the Alliance have the BS and attack, say, the Stables.      When you enter the battleground, everyone should call out the node they want to take. If players don't do this, some of the nodes are likely to be forgotten or tagged too late. I've seen a number of games in which no one remembered to hit the farm, and it was captured five minutes after the Alliance captured their stables. Listen to what nodes others choose and try to have tag teams for each of the five nodes. There usually isn't enough time to organize proper number games on who goes where; as long as there's one person going to each node, your team will at least know what the Alliance is doing.      One very important thing to remember is to fight at the FLAGS. Bridges, crossroads, buildings, none of these are important. They're all eye candy. The flags are what you must defend. As a mage or warlock, AOE them until they're captured or when they're being opened, and sheep or charm full-health players that are causing trouble for your teammates. If you come to an enemy flag that has a swarm of Alliance, Blizzard/Flamestrike from a distance or run right into them to Frost Nova and Arcane Explosion to soften them up. You WILL die, but if you pop your Defiler's Talisman you'll at least live until you run out of mana. As a mage or other mana-dependent class, you can really abuse the resurrection system in order to keep nodes and kill off enemy players. *BLITZKRIEG*      One thing you'll often hear in the Basin is "hold three nodes". The three most important nodes to the Horde are the Farm, LM, and BS, and these are typically what players will go for. Although this is a valid and solid strategy, I recommend this alternative: blitzkrieging the opposing team by attempting to capture all five flags very quickly. Capturing four nodes results in a drastic increase in productivity, and capturing five will win the game nearly instantly (in about 30 seconds, perhaps?) As a well-structured Horde team, have one player hit the farm and remain there, three go to the mill, three go to the mines, four or five to the blacksmith, and the rest to the Stables, from the western side. You can shuffle these numbers as much as you want depending on the other side's movements. Your goal here is to box in the Alliance and force them all into the stables. After you've beaten down contention at the LM and Mine, take the BS and quickly push all your troops to the stables. Leave 1, perhaps 2, players at each node, but have the main thrust of your raid in the western stables to take their last flag. The resurrecting Alliance players will pour out of the north, some going east, some west, and some heading for the flag. Pester anyone who tries to recapture the stables flag, and attempt to kill or sheep anyone who tries to get past to the south. You should be able to win the battle within ten minutes.      This strategy has its downsides. Sometimes Allies will get past you into the rest of the map. Although your guards will be able to warn of the approaching raiders, one or two horde won't always be enough to defend.      Also, the push to the stables, boxing the Alliance in, sometimes devolves into graveyard camping as the Horde closes in on the source. My rule is to keep near the flag, and not to kill players until they make a break either east or west. It could be argued that aggressively holding the stables is already GY camping. Use your own discretion here. Is the Alliance on your server OK with five capping, or does your server's Geneva Convention have rules against it?      In any case, this strategy could win you a lot of games nearly before they begin. Even in a tough battle, it's better to be dynamic and have a goal in mind than to just decide to hold three. From a purely mechanical perspective, pestering nodes cuts off their flow of resources temporarily. Attacking the Alliance in unexpected places also allows you to manipulate and harry them; psychological warfare is a powerful tool.      _______                    _______     /      /                    \      \    /______/  C. Alterac Valley   \______\   /                                      \  /                                        \ /__________________________________________\ *OVERVIEW*      Alterac Valley is the most complex and confusing battleground in the game. You won't want to step into here until you already have a good idea of how Arathi Basin works, as the flag system is similar. You'll only be able to get into Alterac Valley after you reach level 51, so you won't be seeing it until you've already had quite a bit of experience with your class. Level 51-60 players all go to the same battleground, so as a level 51 player checking into AV is a way to meet the Champions and Warlords of your server. (Although as a level 51 player, you won't be much use at anything but taming wolves.)      The basic goal of Alterac Valley is to slay the enemy general, who lives far north in the heart of the Alliance base, across the bridge and inside the keep. The enemy general is essentially a raid boss. This sounds simple enough, but between you and him are hundreds of Alliance NPCs, archers, and players. Your team will be divided into two sides, offense and defense. Again, as an aggressive player, and one who likes to see a battle end before 3:00am in the morning, I highly recommend having a far stronger offense than defense. There will be forty players at your disposal; 30 on offense and 10 on defense, or similar numbers, will give some contention for the Alliance without making the match a tiresome slugfest.      Again, when you enter the battle, one of the seasoned veteran players of Alterac will probably begin to start giving orders and advice. Listen to her, as this battleground is confusing and someone needs to be in charge to keep things organized.      The most important thing to do in this BG is to capture the flags leading north to the Alliance base. A captured graveyard gives players a place to res farther north. Your ultimate goal is to capture Stonehearth (SH) and then march from there onto Stormpike (SP), the graveyard closest to the Alliance base (aside from the relief hut).      Let me say right now that Viskahn's Guide to Alterac is FAR superior to the junk I've written here. Just go down and skip to the next section, *TIPS FOR A LOW-LEVEL PLAYER*      As a low-level player who has just been introduced to the valley, here are some simple tasks for you to do. TAME AND GATHER FROSTWOLVES:      This quest is incredibly easy as it puts you away from any combat whatsoever, but helps to summon a powerful offensive force to the battle. To the southeast corner of the field is a wooden mesh cage with two nearby questgivers. The female frostwolf gives you a quest to tame wolves and the male frostwolf gives you one to kill rams and collect their hides.      After you talk to the woman, she'll give you a bridle to capture the wolves with. Put the bridle in one of your action-bar slots. Move up to a wolf and target it. Put up any shields or defense mechanisms you have and then hit the action key for the bridle. You'll begin channelling an action to capture the wolf. The wolf will immediately begin to attack you. However, the channelled action completes relatively quickly and isn't interrupted by damage. Just hold still and don't cancel the action and the wolf will become tame. (The wolves don't do nearly enough damage to pose a threat, besides.) You only get one bridle, so if you screw up you'll have to kill the wolf (shameful!), cancel the quest entirely, and talk to the female frostwolf again. After you've tamed the wolf, return to the female frostwolf and give her the wolf. Then speak to her again to retake the quest. (The whole thing is rather a tedious pain. Make sure you have instant quest text on and just skip through as fast as possible.)      All your time with this quest is essentially spent on clicking and moving around. Just get good at finding the wolves quickly (they're all in the south) and taming and returning them as fast as you can. COLLECT RAM HIDES:      This quest is more difficult as Alterac Rams are to the north in Alliance territory. You'll have to contend with Ally players attacking you and NPCs spotting you in order to kill the rams. As a low-level player, you'll want to have coordinate with the rest of the group. By the time you've completed taming wolves, higher level players will hopefully have already gathered most of the ram hides. ESCORTING THE FROSTWOLVES:      When you've captured enough wolves and killed enough rams, the Frostwolf Riders will be released and will sweep across the field. The Alliance players will attempt to kite them away from their main objectives, like flags and towers. Use your snares to root, freeze, or slow them, forcing them to fight the Frost Wolves instead of merely teasing them and running. Very few Allies can survive 15 extremely fast orcs beating on them at once.      If the wolf riders survive to make it to the bride, this can be a great time to strike out and storm the Alliance stronghold. The NPCs add an extra level of confusion for your enemy which could be just what your team needs to take the field and kill the Alliance general. THE SHREDDER:      I'm hazy on the details of this quest, but there's a questgiver named Zinfizzlex in Frostwolf. If you complete his quest, you get a shredder useable for three game days. The shredder is a 60 elite that replaces your character: http://www.thottbot.com/?i=40354 I have heard tell the matts cost 10G, but it's a way to upgrade your level 51 character into a killing machine, at least temporarily. ______                    ______ \GUEST\                  /GUIDE/  \_____\                /_____/      ||_\||__||__||__||/_||              |VISKAHN'S NUB GUIDE |      | TO ALTERAC VALLEY  |      |____________________| NOTE: This is a guest section by Viskahn (with some commentary by Venks) and is 100% not written by me. You can find it here, as a forum post on US forums: http://forums.worldofwarcraft.com/thread.aspx?FN=wow-pvp&T=443356&P=1 and here as a forum post on Europe Forums: http://forums-en.wow-europe.com/thread.aspx?fn=wow-pvp-en&t=169804&p=1 "Angry Troll Studios presents Viskahns Nub Guide to Alterac Valley Introduction to Alterac Valley Im going to say it now, and again at the end; THIS THREAD IS NOT TO DO WITH THE BALANCE OR IMBALANCE OF ALTERAC VALLEY, OR EXPLOITS PLEASE DO NOT WHINE ON THIS THREAD. Moving swiftly on then.. I decided to write this since ive seen a lot of posts asking what to do in AV, what various items are used for etc, and there is currently no guide on the forums to answer these questions. Alterac Valley (AV) is a battleground located in the Alterac Mountains. Its capacity is 40 horde players and 40 alliance, fighting across a pretty big battlefield littered with graveyards, bunkers and various other features. The main thing which distinguishes AV from the other battlegrounds is the strong NPC presence, as well as the secondary objectives and quests which can be done inside it. Some people dislike the concept, others such as me, love it. This gives AV a different style of play completely to the other battlegrounds, as you have to overcome not only the enemy players but also the NPCs and static defences which are in place. A typical game of AV (PuG vs PuG) can range from anything between 4-20 hours, though usually something like 5-8. Hence it is not something to do if you just want a quick fight, AV is a serious timesink and if you expect any reasonable amount of reputation or honor from it (though honor is better farmed elsewhere) then be prepared to stay for at least 3-4 hours. The Basics OK, as with all BGs, AV is divided roughly into two halves, the alliance controlling the northern half with their main base at the top, Dun Baldar. The horde control the southern area with their base of Frostwolf Village. Each bases is defending by 2 towers/bunkers (explained more later) as well as ridiculous amounts of NPCs. The objective of the game is to kill the enemy general, who is basically a raid boss, who resides right at the end of the enemy base, in his fortress. Each base also boasts a graveyard, along with various NPC vendors, quest givers and of course, crates. Moving out of the base, each team has another graveyard pretty close to their base, situated along the main road, and there is also an NPC controlled Mine near each teams base (details later). Moving even further on there is a line of static defences and NPC guards (there are guards patrolling pretty much everywhere) as well as another graveyard for each team. Now we are in the middle of the battlefield, on the Field of Strife, with a neutral starting graveyard, Snowfall, which can be claimed by whichever team captures it first. On the northern and southern edges of the field of strife is also an Outpost which houses each sides captain, who provides periodic buffs as long as he/she is alive. There is also a 4th and final tower for each team situated between the outpost and their graveyards near the field of strife. A pretty good map of AV is available here: http://www.wow-europe.com/en/info/basics/battlegrounds/map-alterac.html The only things not up-to-date is the central graveyard which used to be horde controlled, but now starts neutral. And on the mid eastern and western sides of the battleground, the 2 caves no longer exist (update plx blizz). Most people go to Alterac Valley only to gain reputation with Stormpike or Frostwolf. You can see a list of rewards at different reputation levels here: http://www.wow-europe.com/en/info/basics/battlegrounds/rewards-alterac.html The fastest way to get reputation is to win, and destroy all towers, capture all graveyards, kill all lieutenants/commanders/captain and basically "do" everything. You automatically gain 1 reputation every time somebody hands in an item in the battleground, as well as recieving small amounts for doing quests, destroying towers, defending towers, ditto for graveyards and so forth. Basically, pretty much everything which helps your team will get you reputation. Beware of "leechers" who will just sit somewhere with an anti-afk macro on, getting reputation from everyone elses hard work without doing anything themselves. If you find one, report him to a GM and hope that they will actually do something about it." "The Quests Quests perhaps isnt the right word, but there are several missions that you can undertake in AV to help your team in various ways. Whenever someone in the battleground (on your team) does one of these, everyone in the battleground will usually receive a tiny little bit of reputation with your battleground faction. Also bare in mind that all quest items except for the Headhunting ones will disappear when you leave the battleground, so try to hand them in before you leave. They disappear to prevent someone spending a week hoarding quest items, then going into a battleground, unleashing every single NPC attack/upgrade available all right at the start and instantly creaming the enemy with an unstoppable push. Note that killing NPCs can also yield most of these items. Blacksmith Supplies For either team, when you kill an enemy you can effectively loot their corpse by right clicking it. You get a couple of silver and some quest items, and sometimes a grey junk item with a humorous name (Broken IWIN button for instance) which serves no purpose. One of the things you are likely to find is armor scraps. You get about 5-10 of these per player usually, and in your main base your blacksmith NPC will accept stacks of 20 of them. When you and your team-mates have handed in enough of these scraps, you will have the option to upgrade your NPC guards and patrols. You should do this immediately since there is no real downside to doing it. The guards have 4 levels of upgrade Default (no rank), Seasoned, Veteran and Champion. Obviously, the more upgraded they are, the stronger. Even after you have champions you can still hand in armor scraps just for the reputation. Headhunting Whenever you loot someone, they will always drop an item relating to their race. This is tauren hooves, human bone chips, gnome hair, troll mojo etc. In your base, or in a nearby location, there are 4 NPCs who will collect these and award everybody 1 reputation per turn in. There are no extra benefits of doing this other than the reputation, so these items do not disappear when you leave the battleground and can be handing in later. (( Aster: this has been recently removed from the game. )) Elemental Lords Sometimes when you loot an enemy player, you will find either a Storm Crystal (for alliance looting horde) or a Stormpike Soldiers Blood (for horde looting alliance). When you have handed in a LOT of these (500 or so I think? Not sure) then in your base, the Primalist for horde or Archdruid for alliance, will yell for assistance. He and an escort of shamans/druids will then proceed towards the field of strife. Once they reach the outskirts, they will begin a summoning ritual. They will then require 10 players to come and help the summon (the same as a beefed up warlock summoning). After the ritual is done, an elemental lord will enter the field of strife. For alliance this is Ivus the Forest Lord, and for horde it is Lokholar the Icelord. These 2 bosses will remain on the field of strife for roughly 20 minutes before heading towards the enemy base, obliterating all in their path. These things are extremely tough to take down, and virtually impossible if the other team is good at healing/buffing them. The best way, owing to a pretty stupid AI, is simply to have a hunter pull the boss all the way back to your teams general, who will then annihilate the puny elemental lord. Note if the primalist/druid is killed before they can start the summoning ritual, then that is the end of it, and you have just wasted a lot of blood/storm crystals, and will have to wait for a pretty hefty respawn time. Cavalry! To get your teams cavalry onto the field requires 2 things. Firstly, some of your team will have to spend some time taming wolves for horde or rams for alliance (you are given the taming thing with the quest) and returning them to the stable-master NPC who you got the quest from. For alliance he is at the back of Dun Baldar, for the horde he is outside of the base on the eastern side of the BG, south of the entry portal. The other part of this is to collect ram or wolf hides. This means you have to kill the opposing teams beasts (ie if you are horde you kill rams and vice versa) and loot a Alterac Ram Hide or Frostwolf Hide. Once you have collected 25 wolves/rams and 25 ram/wolf hides respectively, you can give the order to let loose the cavalry. They will march out to the field of strife and remain there patrolling a set route until told otherwise. However, if you have some reputation with your Alterac faction (honoured I think) you can then talk to the cavalry commander and tell him to attack. This will then cause your cavalry to charge towards the enemy base. Cavalry can prove deadly against the enemy zerg, and should be used wisely since once the commander is dead he has a long respawn before you can start collecting stuff again. Another note is that by killing the enemy cavalry commander, this will automatically force the enemy cavalry to attack in the same way as if the attack order was given. This is useful just if you have the enemy cavalry patrolling and want to get rid of them quickly before the other team can use them at a better time. Venks: When taming animals for your faction make sure you don't move while taming, otherwise the taming is canceled and you have to abandon the quest and get the quest again to get a new taming device. Aerial Support Another thing you may loot from time to time is either Frostwolf Medals (for alliance killing horde) or Stormpike Flesh (for horde killing alliance, not to be confused with the blood required for the icelord). There are 3 different types and they appear to be dropped pretty much at random. Until you have rescued your wing commanders, there is nothing you can do with these. Each team has 3 wing commanders, all of which have been captured and are being held prisoner by the enemy. For the horde these are as follows Wing Commander Guse is in Icewing Bunker, Jeztor is in the Stormpike Lumber Mill, and Mulverick is in the Dun Baldar North Bunker. For the alliance, I dont know the names, but they are in Tower Point, a little hut near the gate of frostwolf village, and in frostwolf villages western tower. When you have found them, you can talk to them and tell them to go back to base. This they will do, and it is up to you to protect them until they get there. If they are killed along the way then thats it, they dont respawn. This means that it is a really bad idea to try to free one when he is in the middle of a tower with loads of NPCs guarding him, as he will just be slaughtered by the guards immediately. Once they are back in base however, the wing commanders will accept a certain type of medal/flesh depending on which wing commander they are. Once you have handed in enough of whatever they want, you will be able to do 2 things. 1) Obtain a beacon, which must be planted somewhere on the field of strife and protected for 1 minute. After this minute is up, a bat rider or gryphon rider (depending on faction) will come and fly around the field of strife. You can get one of these for each wing commander, and having 3 of these things flying around battering the enemy is a nice advantage. 2) Tell the wing commander to attack, upon which he/she will mount up on his/her bat/gryphon and fly to a specific location, after which they will act pretty much like a normal bat rider but a lot tougher and more powerful. You can do each of these things for each wing commander, so there is no sense in telling a wing commander to attack before you have gotten a beacon. Also note after the wing commander is out flying, there is then no use whatsoever for her specific type of flesh/medal, so you can destroy it. Mines and Infantry Assaults Near each teams base is a mine. At the start of the game this will be controlled by neutral NPCs. At the centre of each mine is a named neutral NPC boss, and if killed, your teams NPC miners will then come to the mine and start mining. The neutral boss isnt too hard, and a stealth team should easily take him out. The mine will then be under your control for about an hour until the neutrals come and reclaim it. Whilst the mine is under your control, supplies will begin to spawn. In your base you can get a quest to gather these supplies in bundles of 10. Once enough supplies have been turned in, you will have the option of sending an infantry attack (reavers for horde, commandos for alliance) which are much like the cavalry. You will need to get the attack orders from an NPC in your base and give them to your infantry commander, who should be on the field of strife somewhere waiting for you. After you have given them to him, he and his infantry will start their attack. Note that it is perfectly possible to claim the opposing teams mine, and supplies gathered there are a lot more valuable to your team than those gathered from your home mine, but naturally the trip is a long longer and far more perilous. It is also possible to capture a mine directly from the opposing team. To do this, do exactly the same as if it were controlled by neutrals, and kill the named NPC at the centre of the mine. Capturing a mine is instant once the NPC is dead (explained with towers/graveyards later)." "Lieutenants, Commanders and Captains Scattered around the battlefield in each teams halves are 6 lieutenants, 4 commanders and a captain. Each of these provide the enemy with various uses- -The lieutenants control various NPC spawns, so by killing them you prevent the respawn of certain enemy NPC guards. -The commanders are in towers and bunkers, and also command NPC spawnpoints. Hence they offer the same benefits for killing as a lieutenant, but also need to be killed if you plan on taking the enemy towers. -The captains, as mentioned earlier, provide a periodic battleshout buff to everyone on their team in the battleground. They are heavily guarded in their outposts, and pretty tough to take down. Killing them will also grant you an extra battleshout buff (assuming your captain is alive still) and prevent the respawn of the NPCs near the outpost. The Hordes captain is called Galvanger, and is a melee fighter with various warrior skills, whilst the Alliance captain - Balinda - is a mage. So basically, these guys are all worth taking out. The best way I find is to just pull and kite them into your teams zerg, and then spam /attacktarget and hope people will pay some attention. It doesnt require a huge amount of effort to kill them and they dont respawn.   Towers, Bunkers and Graveyards Basically, towers and bunkers provide static defence points as you would expect. They are manned with NPC archers/bowmen who have a nice range and are pretty good at sniping and annoying, so it is worth taking out the towers to eliminate these guys. Most towers also have a commander at the top, who is a pretty tough cookie, and some have captured wing commanders. There are also some anti-stealth units. Towers are controlled by flags. At the top of every bunker or tower is a flagroom, well defended with guards of course. In order to destroy an enemy tower (note you cannot capture them, only destroy them) you must first take the flag, which requires you to open it for 10 seconds. After this, you must then hold the tower for 5 minutes and prevent the enemy from taking it back. After these 5 minutes are up, the tower will burst into flames and it is destroyed. Obviously, if the enemy has any sense they will try to reclaim it when they see that a tower is under attack (it is broadcast across AV whenever something important happens). If you want to reclaim a tower under attack, you must similarly open the flag for 10 seconds, and if done successfully then the tower will be back under your control and the NPCs will respawn pretty shortly. Thats pretty much all there is to towers. Now graveyards, these provide a place for you to resurrect when you die. As with other battlegrounds, the spirit healer will resurrect all the ghosts in the graveyard every 30 seconds. The graveyards are controlled by flags similarly to towers. The flag will be defended by 4 NPC guards and sometimes a lieutenant. Same as with towers, if you manage to capture a flag, it will be 5 minutes before the graveyard comes under your control. Notably however, whilst the graveyard is under attack/contested, the enemy will be unable to resurrect there. When you die and release your spirit, your ghost will appear at the nearest graveyard controlled by your team and you will recieve a countdown to resurrection. When the countdown reaches 0, you are resurrected with full life and mana and your pet alive, at the graveyard. You are ALWAYS ressed at the closest graveyard owned by your team, so if an alliance side controls ONLY frostwolf graveyard and the entry tunnel (there are spirit healers at the entrance/exit portal to the battleground) then if you die at say, iceblood, you will be nearer to frostwolf and be transported there when you release. You can still run to another graveyard owned by your team and res there if you like, but never at a contested or enemy owned graveyard. The only other thing worth mentioning about graveyards is Snowfall (SF) and Korrak. Before 1.8 (I think) Korrak roamed the field of strife and had a quest to kill him. It caused too much annoyance however, that everyone was constantly asking to OMG KILLZ KORRAX PLS I NEED QEUST and not actually fighting, so blizzard removed the quest, made Snowfall start neutral and put Korrak and some elite trolls there to guard it. And thats how SF starts, neutral and guarded by elite trolls. These are easily enough killed, but Korrak is still a pain in the ass. The only realistic way to capture snowfall is by kiting korrak away from the flag whilst someone else captures it. This makes the first 30 mins of any AV match usually a case of each team trying to lure korrak into the enemy zerg whilst they capture the flag and so forth. Korrak will remain there even after you capture snowfall, and whilst he provides some good extra defence, he is still hostile and will attack you when you have just resurrected. This means snowfall is a bit of a pain in the ass in general." "Tactics OK now you know what AV is all about, lets discuss what you actually may want to do. The Zerg Usually since it is 40 vs 40, the vast majority of players will join one large zerg of players and slug it out with the opposing zerg constantly (think world war 2 trenches). This is just a fact of AV and isnt going to change. However, if you are an intelligent player who doesnt want to just be part of the zerg, then good for you, and there are other things you can do. Try to get a group of 5 people who you know can play, who you trust, and who arent idiots. With 5 good men in an organised group, you should be able to take down a bunker, graveyard or mine with ease. So do this, go around killing lieutenants, commanders and attacking towers and graveyards etc. If there is really nothing available, then join the zerg and PUSH. A single warrior supported by 2 healers can easily push forward 50 yards within a few seconds. The zerg mentality prevents them from doing this much, but if they see you a warrior charging forward and not dying, a fair few might join in, and the rest will follow. This is how you push. If you cant get a nice 5-man group going, do something else useful. Go and farm materials for your cavalry, gather supplies for your infantry and so forth. It might not be especially interesting, but its how to win the game. Play Your Class and I cannot emphasise this enough. If you are grouped with someone, you share honor with them. This means that if you are a priest and are grouped with a warrior, you will BOTH be better off if you heal him instead of going shadowform and trying to kill stuff. If you arent in a group as a healer, then join one or make one, and do some healing. If you are healing people in your group, they last longer and get more kills, so you all get more honor. Everybody wins. Similarly, if you are a rogue like me, try to get some other rogues and a druid or two, and do stealth attacks on towers, graveyards and the likes. To get through how useful this can be, here is an example; I was in an AV match and we were losing badly, the enemy was in our base and we were only just holding on to our final graveyard. Me and a couple of other rogues stealthed right up to the other end of the battlefield and captured stormpike graveyard. Gradually more and more alliance came back to try to take it back off us, whilst more horde came up to help us defend it. Eventually the alliance didnt have enough people left in our base to kill anything, so the remaining defending horde pushed out of our base and we captured the other graveyards and suddenly the entire situation was reversed. We were then at THEIR base, most alliance quit just out of sheer anger, and we won easily. None of that wouldve happened if not for our little stealth attack on stormpike. Finally, mages and warlocks, use AoE! You may not get quite as many kills and you may die a bit more (but AV isnt for honor farming) but you will push forward far better. A team of 3-4 mages can literally destroy an entire zerg of 20-30 people if they all blink in and start spamming nova/ae/blast wave and so forth. Druids can also use hurricane for AoE when the enemy zerg is nicely compact in a tight area. Hell as a rogue i used to do stealth-sprint runs into the enemy zerg and use my chained essence of eranikus (http://www.thottbot.com/?i=5073) which was rather amusing. The bottom line is if you have AoE, use it! Want an example? Back a while ago i was in a pretty evenly matched AV when in came a rank 14 warrior (damn you jimmeh) along with a couple of paladins healing/buffing/cleansing him. the guy was unstoppable, he just charged in, immune to snaring thanks to blessing of freedom and racked up about 50 kills within 5 mins. and the paladins being equally as hard to kill because they are paladins meant there was no easy solution. eventually i resorted to just sapping/stunlocking jimmeh whenever i saw him, but it didnt help much. they pushed us back to our base in no time at all. If jimmeh and the paladins had not been helping each other out, jimmeh would get creamed (ish) and the paladins wouldnt be able to kill anything anyway. teamwork. Coordination is everything Regardless of what you think of the balance of AV as a battleground, one thing remains true a well organised team will always beat a badly organised team. If there is no raid group, start one up, if nobody knows what to do and you have a tactical mind, start giving some orders. Not many people will listen to you at first (I know from experience) but gradually people will begin to see it is working and listen to you. Get a stealth group to go take stonehearth bunker, move 10 men back to defend iceblood whilst the rest try to kill balinda. Whatever, the point is, if everyone knows exactly what they are doing and work as a team, you will win. Similarly, communicate. If you see 5 people headed towards one of your towers, say it in the general channel that they are attacking and you will need help. Same if people are going to a graveyard or your captain or WHATEVER. Information doesnt hurt anyone, so make sure you always let people know what is going on. To give another example, I became quite well known on deathwing as an AVer who knew what he was doing basically. I might not be a high pvp rank but eventually I DID get some respect in AV. One time when I entered the battleground and joined the raid group, I was immediately made leader and some people asked me what they should do. Now I was as shocked as anyone would be at that, since, no offence to anyone, I am used to just utter stupidity in AV. But we got organised and flattened the alliance in no time, it WORKS. Finally, if there is someone who is already giving out tactics and you disagree with him, dont start a petty argument in the general channel, whisper him and give him some suggestions, and just try to work as a team and be constructive. Really, thats all there is to winning AV, coordination, communication and organisation. Simple." "In Conlusion Well thats all ive got for now, ill try to update this when I think of more stuff to say, but until then, I hope some people find this thread useful. And let me just say it one more time: IF YOU WANT TO WHINE ABOUT AV BEING IMBALANCED OR ABOUT EXPLOITS, THIS IS NOT THE THREAD, PLEASE TRY TO KEEP IT WHINE-FREE. - Viskahn Out"   / \*________________________  /*\  -*  -                         -  *- /  *  \      D. Myths         /*    \ \*   */                       \ *  */  -  *-_________________________-   -   \ /                          *\ / Myth: PvPers are all twinks In terms of all PvPers being well-geared and clever players, adept at tricks and secrets that allow them to play their class to the max, not at all. You may think that because you're an RPer, that makes you automatically not as good at PvPing, and that everyone you go up against will be a master of the BG. The BGs, especially in seasons 20-49, are filled with clueless Alliance who are new to the whole thing. Even some of the ones who are seasoned vets are missing a few tactical tricks that would make them truly dangerous fighters.      In addition, don't be too intimidated by a player's rank. All you need to get a high rank is persistence and time. It doesn't measure anything about your skill or character. Myth: PvPers speak in 1337speak and are generally dumb PvPers range everywhere from computer geniuses to 12-year-olds, but all of these people deserve respect and shouldn't be judged on the basis of whether or not they type with capital letters and proper punctuation. I've never seen PvPers speak in 1337speak, either. The PvPers who are active chatters are generally intelligible and intelligent. Myth: PvPers do not RP Even the most hardcore PvPers are at the very least tolerant of RP. Although it's not always possible to be completely in character in the BGs, most players are happy to play along with you if you start spinning yarns of old war stories or shouting personalized battle cries. One of my favorites is to run across the bridge in Alterac Valley, throwing out Arcane Explosions and yelling things like "Fools, strike me down! I shall only return, more powerful than you can ever imagine!" Pretty soon, a bunch of people will have joined in with their own witty hollerings. Myth: You have to be the highest level in your bracket to be a good PvPer I regularly PvP in battlegrounds in which I am the lowest season player. Currently, I'm a level 51 character fighting in the 50-59 bracket, and I'm still one of the most influential players in the battle. Being persistent, and at the right place at the right time, is more important than level or gear.   / \*_______________________________  /*\  -*  -                                -  *- /  *  \  E. Custom Keyboard Set-up   /*    \ \*   */                              \ *  */  -  *-_______________________________ -   -   \ /                                 *\ /  One of the most fun and useful parts of setting up a PvP character is writing up a set of macros that will make it easier to perform your role. Unfortunately, being a good PvPer or macro user requires having LOTS of commands for your character. I've personally already filled up every single command slot on my screen. You'll soon find that clicking on a command to issue it is completely useless.      The game defaults you with only 12 command issuing keys, the numbers 1 through 0 on your keyboard, and the - and + characters. You're going to need to do better than that to instantly throw out a Presence of Minded, Arcane Powered Flamestrike, a Frost Nova, Polymorph, a Blink spell, swiftness potion, and mana jade in the space of a few seconds while carrying the flag away from a mob of seven angry Alliance base defenders! The way I've set up my keyboard currently is to leave the top row of numbers as the default command prompts, but to also slave the second row above it to SHIFT-#s, and the side screen row to ALT-#s. For example, "3" on my keyboard activates a macro which shoots a PoM AP Frostbolt (for slowing down and possibly killing an enemy FC) whereas "SHIFT-3" activates a macro which berserks and casts Fireball (for pulling mobs), and "ALT-3" activates a low ranked Frostbolt for kiting. The rest of my commands are similarly set-up, with each relevant fire spell above the matching frost spell. This is an easy and intuitive setup that anyone can utilize, no matter what their class. You can set up many of these alternate bars, using SHIFT, ALT, COMMAND, CTRL, and FUNCTION, or combinations like SHIFT-ALT. If you have a nice, spacious keyboard, you might want to consider getting rid of a number of the more useless commands that are mapped to the letter keys. Who needs to be able to immediately pull up their talent or social pane, neh? Then you can even map combat abilities to your main keys. If you have a number pad, you can map all movement to it, including strafing and swimming up and down, to localize this type of activity to your right hand, leaving your left free to spastically throw out attacks.      Take some time and work out a convenient setup. Intuitive controls have saved my bony butt many a time. There's nothing more frustrating than dying because you couldn't click your potion button in time.      One more tip: The toolbar is defaulted to cycle up or down when you type "SHIFT-UP" or "SHIFT-DOWN." This will be the death of you if you use Shift-# to cast spells. Disable this in Keyboard Bindings and save yourself a few accidental croaks.   / \*_______________________________  /*\  -*  -                                -  *- /  *  \          F. Macros           /*    \ \*   */                              \ *  */  -  *-_______________________________ -   -   \ /                                 *\ / Macros are an amusing and useful part of the PvP experience. As an RPer, macros also allow you easy ways to put some flavor into your characters' fighting style. The best way and easiest way to get macros is to check the class forum for your particular class type on WoW.com. Macros are written in a language very similar to C, so if you're familiar with that language you have one foot in the door. Another useful website is: http://www.wowwiki.com/World_of_Warcraft_API which completely which lists all the commands and syntax useable in macros in the game. RANDOM VOICE/EMOTE MACRO: (use by: any class/race) /cast Charge(Rank 1) /script s={"","roars at %t!","",""}; SendChatMessage(s[math.random(getn(s))], "EMOTE") /script s={"Strength and honor!","For Doomhammer!","","","","",""}; SendChatMessage(s[math.random(getn(s))], "SAY")  For now, here's my favorite style of macro which says or emotes a custom command randomly, but only occasionally, when issuing an attack. (This is to prevent irritating repetitions when pressing a button more than once in a row.)      This particular macro is for a low-level warrior, and will randomly either EMOTE, SAY, or both.      To personalize it for your own use, choose a command or attack that you'd like to add a macro to. I recommend a command with a cooldown that you'll only use once or twice in a battle, to keep it from becoming repetitive. Change the /cast line to the particular spell or ability you want to use. (All abilities are "casts".) Spell it exactly as it appears, including capitals and spaces. Now, put a begin-parenthesis immediately after the ability's name and type Rank (with R capitalized), a space, the rank number of the ability, and an end-parenthesis.      Now think of something clever for your character to say or do. Something that you don't mind him or her over and over is generally good, because no matter how seldom you program it to run it will be repeated at least a few times a day.      Remember you can change macros whenever you want. When I'm feeling particularly creative, I'll change my macros every day.      You can also use multiple toolbars, one with emote macros and one without, so that you can shut your character by simply clicking up or down on the toolbar, without having to replace every single macro with normal spells.      Another thing to note is that the EMOTE function doesn't translate for the Alliance (unless you are a mindcontrolling priest.) So you have to use a different function to use non-custom emotes. INSTANT CASTINGS: (use by: any class/race) /cast Arcane Power /script SpellStopCasting(); /cast Presence of Mind /script SpellStopCasting(); /cast Frostbolt(Rank 6)      This works with spells that have no global cooldown. I replace my normal frostbolt with this macro. This works for anyone but you have to change the particular spells/abilities. CAMERA FLIP: (use by: Mages mostly, but anyone who wants to see behind their derrier) /script SpellStopCasting(); /cast Blink /script FlipCameraYaw(180);      This will flip the camera behind you as well as cast a spell, preferably movement related. I set this macro to ALT-#, where the default key is where I keep the non-camera-flipping version. Great for seeing who is behind you as an FC in the BGs. You don't really need the spell line in there, sometimes it's more useful just to yaw the camera. If you have smart camera on, rear view becomes the default when you press it once. Pressing it again switches it back. Try it, very useful. DECURSIVE: (use by: Mages) /target Aster /cast Remove Lesser Curse /script TargetLastEnemy();      Invaluable little dude. Self casts a spell, then defaults to your enemy target. Change the spell to use this command for bandages or other self-casts and buffs. SAFE COUNTERSPELL: (use by: Mages) /script if UnitClass("target")=="Warrior" or UnitClass("target")=="Rogue"  then CastSpellByName("Polymorph(Rank 2)") else CastSpellByName("Counterspell")  end;      One of the few unique macros I've written myself. This one saves you the embarassment of counterspelling warriors and rogues, and tries to sheep them instead. If you're running around, it won't even sheep them and will give you a message about spells while moving. Pretty useful, since it can be hard to tell a warrior from a paladin. REST: (use by: anyone) /script UseContainerItem(0, 2); /script UseContainerItem(0, 1);     Just put water in slot 1 of your main bag and food in slot 2. Eats both at once. Eliminates the need to waste to buttons on this, essentially.   / \*_______________________________  /*\  -*  -                                -  *- /  *  \  G. RPing in a PvP Setting   /*    \ \*   */                              \ *  */  -  *-_______________________________ -   -   \ /                                 *\ /      One of the keys to successful RPing in World of Warcraft is to keep your character simple and visceral. In other words, play a cliché, a character-type that is instantly recognizable. This may sound like a hindrance, but it's really just a gateway to creating a vibrant and expressive character. Remember that this is a cartoon world, and it pays to exaggerate. You never know if you're going to be meeting someone twice, and you want to make a lasting impression on your first go. The mad scientist, the brooding fatalist, the zen warrior, all of these stereotypes can be expanded on and used to create a character that sticks out.      Add a couple little notable quirks for your character. Perhaps he's always sucking on candies and has the faint air of peppermint around him, or spouts idioms but never gets them right, or uses awful pick-up lines to try to pick up women.      Having a personality that people can pick up on quickly also makes it easy for people to interact with you. For instance, my character is an ancient and crotchety troll mage who speaks with eccentric, flowery language and mixes drinks. The moment I let loose a "Back in MY day..." everyone in the battleground knows what kind of character I'm playing, and can easily respond by either humoring him or saying "Yeah, right!" This can lead into a discussion about what the good old days WERE really like, with a number of the raid members joining in to add their two cents or sarcasm.      If you want to have little story arcs for your character, make these recognizable as well, short and easy-to-decipher. No one is going to spend five minutes prying a backstory out of your character or trying to solve a mystery about them unless you give them some really good leads. One classic trick to pull is to establish your personality with a group of players over a week, and then drastically change your character's personality with very little explanation. My mage, for example, stopped speaking in metaphor and alliteration and became very precise and mathematical about everything. The only clue to this situation was that he had been attempting to join a Gnomish scientific institute, and they'd sent him a mechanical squirrel as a gift. These little puzzles are easy to figure out but still provoke a little "Aha!" emotion when your friends make the connection.      Your character will probably have a sort of default reaction to certain races or classes of people, but you should think carefully about what kind of relationship to have with each of your friends' characters. Friendly rival, respected teacher, partner-in-crime, unrequited lover, every significant relationship should be a unique archetype. Have fun developing relationships in unexpected ways and use situational humor to your advantage. If you go for anything racy or antagonistic, make sure that your friends know it's only in-character, and that there are no hard feelings (or romantic intentions!) in real-life. (If you need further discouragement for seriously trying to hit on other players, remember that you can never be certain what gender someone really is! I know guys who play female characters and women who play bishounen male characters, so keep it light and don't embarrass yourself!) ______                    ______ \GUEST\                  /GUIDE/  \_____\                /_____/      ||_\||__||__||__||/_||              | KHALUA'S GUIDE TO  |      |     TARGETTING     |      |____________________| By the ravishing femme fatale, Khalua of The Darkspear "TAB key is your friend to target the nearest enemy, with the exception of stealth.. need to see them to target them.  Rapid TAB strokes will cycle through many nearby targets.  I mostly use this to pick a specific target or cycle through the enemies with Damage over Time spells and Hexes or Curses. This tactic also works well for Dispell and Purge. When in a group you can coordinate your efforts to quickly bring down a specific target using the F key.  Select a member of your team or group who will be targeting an enemy, or in an instance pulling a target.  Select that group member as your target.  When the enemy is in range, or your ally is about to pull, tap the F key and you will automatically select the target of your ally.  This can also be helpful to allow the 'puller' to target an enemy for you to sap, mind control, sheep.. etc.  A more tricky method, and sneaky depending on the circumstances is to craft a (/target Name) macro.  In the Warsong Gultch capture the flag game nothing bugs me more then our team not being able to find the opponent who's stolen our flag.  Set up the macro for the name of the opposing player who stole the flag and when in range of the individual they will be selected as your target.  Some running around and frequent keystrokes may be needed.  Since they're usually hiding that doesn't solve the whole mistry, but as a priest a little Mind Vision does the trick and a hunter can send his pet and follow to the target. Side note: this last tactic can also be of aid against named NPC's who use illusions or other means of decieving you as to selecting them as a target... a certain NPC in Scholomance comes to mind... I hope that helps a little.  Of course, please feel free to ask if there is anything else that your curious about, be it a problem like this.. or just something you would like to be a little smoother or more proficient at. *winks*  I've put in enough time to have a few tips and tactics up my sleeve." -Khalua ______                    ______ \GUEST\                  /GUIDE/  \_____\                /_____/      ||_\||__||__||__||/_||              |  GREENMAN'S GUIDE  |      |TO THE HONOR SYSTEM |      |____________________|        (Also by Aragone) NOTE: This is a guest section by Greenman and is not written by me. You can find it here, with superior formatting and links to other resources: http://www.wowwiki.com/Formulas:Honor_System The Guide is protected under the following license: http://www.gnu.org/copyleft/fdl.html "Ok, I have been doing a lot of research in my spare time and have crunched a few numbers and I think I finally made sense of the honor calculation system Blizzard has in place. I hope this thread will shed a little light on exactly how leveling and the honor system works. Please feel free to add things to this post about the honor calculations because there are still a few areas that are hazy to me and that I don't have difinitive answers to. If there has already been a thread like this I apologize in advance. I didn't see one anywhere so I thought I'd share my own findings. Here it is. The Basics: 1. Honor points are accumulated each time you take part in the killing of a player of the opposing faction. 2. You are penalized if your level is less than 60 (meaning you don't gain as much honor for a kill as a level 60 does). 3. Your total amount of honor points are added up at the end of each week (during server maintenance). 4. Your total honor for the week determines your standing on the server for that week. Obviously, with standing #1 being the highest you can achieve and so forth. 5. Your standing determines what share of rating points you will recieve for that week. The higher the standing, the larger share you get. 6. Your rating points are points that you earn (different than honor points) each week based on your overall standing on the server for that week. 7. Your total amount of rating points determine your rank: Rank 14 is 60,000 and above, rank 13 is 55,000-59,999, rank 12 is 50,000-54,999 and so on. 8. If you finish standing #1 on your server for the week, the largest amount of rating points you can earn is 13,000. 9. Each week you automatically lose 20% of your total rating points (Honor Decay) to start the week. You have to pvp enough to make up the 20% you lose every week not to lose rating. What gets kind of confusing is the cap for rating loss when you don't PVP at all or not enough to come close to making up what you lost. The cap is 10% but cannot exceed 2500 in this case. So, the most rating points you can lose is 2500 for the week. So, in essence, if you don't PVP at all or finish high enough in standing for the week to earn back the 20% you lost, your total amount of rating points will decrease. Example A: # Player A has a rating of 52,000 in the previous week. Player A does not pvp at all in the current week. Player A will lose 5,200 (10%) rating points essentially, but it is capped at a maximum of 2500 loss for the week. So player A would only drop from a rating of 52,000 to 49,500 (Rank 12 to 11). Example B: # Player A has a rating of 12,000 in the previous week. Player A does not PVP at all in the current week. Player A will lose 1,200 rating points (10%). The 2500 cap will not apply here because the 10% does not exceed 2500. So no rank is lost in this sceanrio but Player A does fall to 10,500 rating points for not PVPing at all in the new week. Where it gets hazy is, "How do I know what standing I need to maintain my current rating". I don't quite have a formula to answer that question, but any help on this would be much appreciated. The Skinny: So, with all this info I have put together a chart to show you how to go from rank 0 to rank 14 and how long it will take you to do it under absolute PERFECT conditions. The chart below shows what would happen if you started to pvp from scratch (Rank 0) and you finished #1 on your server every week, and you earned the maximum of 13,000 rating points each of those weeks (remember that is under optimal conditions which I will explain more after the chart). Here it is: Week 1:  13,000 Rating  Rank 4 Week 2:  23,400 Rating  Rank 6 Week 3:  31,720 Rating  Rank 8 Week 4:  38,375 Rating  Rank 9 Week 5:  43,700 Rating  Rank 10 Week 6:  47,960 Rating  Rank 11 Week 7:  51,368 Rating  Rank 12 Week 8:  54,094 Rating  Rank 12 Week 9:  56,275 Rating  Rank 13 Week 10: 58,020 Rating  Rank 13 Week 11: 59,416 Rating  Rank 13 Week 12: 60,533 Rating  Rank 14 (Grand Marshal/High Warlord Woot!)   So, it IS possible to go from rank 0 to 14 in 12 weeks. Now, like I stated above, this is only possible under OPTIMAL conditions. Those conditions being that you finish #1 on the server every week, you are allotted the maximum rating points each week (13,000), and you are level 60. The Grey Areas: Here are the things I am either not sure of or have no data on at all. 1. Blizzard states that your faction's participation in pvp as a whole also has bearing on the total amount of rating points to be given out for the week (the total rating pool). So, I'm not sure how much the faction has to pvp in order for the #1 standing to receive 13,000 rating points. I don't know if it's a certain amount of honor or what. Any clarification on this would be a help. 2. The only constant I am aware of for rating points earned is the 13,000 per week maximum. I do not have any data to help me calculate what each standing's maximum per week is after standing #1. So I'm not sure if it's percentage based or what. For all I know the maximum rating points that can be given out for a week for standing #2 is 12,000 (just throwing a number out there). I don't have any idea how these are calculated, but from researching many threads and other sites, I assume it is % based. Any help on this would also be appreciated. 3. Also, from what I have read in the forums, I have come to the conclusion that it IS possible to go from rank 13 to 14 even if you finish as low as standing #3 for the weeks leading up to your rank 14. I have not heard, seen, or read anything lower than this. Please post if you have info regarding this issue as well. Common Misconceptions About Honor Points: The common misconception about the honor system is the honor point total you accumulate for each week. The amount of honor you accumulate for the week is not the end-all be-all. This is because it is all relative to what other players have done for the week. I'll give you an example: # In week 1 Player A busts his hump and receives 400,000 honor, but he only finishes 15th on the server in his faction for that week. # The next week, he doesn't pvp quite as much and still gets 350,000 honor, but he finishes 9th in his faction on the server. # How is this possible you ask? Simple. Honor points are only a measuring tool to show how well you did compared to other players of your faction on your server. So, in week one of our example, Player A just happened to be amongst others who pvp'ed heavily for that week. In week 2 when he thought he wasn't pvp'ing as much, neither were his peers, and that reflects by his standing for the week. In Closing: I hope this guide has helped people understand a little bit more about the honor system and how Blizzard calculates ranks. If there is anything I left out of if anyone can add to my findings it would be much appreciated. I will try to update this post with any new information I get. Also, If I am totally wrong in my findings please let me know. I don't want to be posting bad info up here. Please bump this post if you found it useful and informative so others can see it too. Thanks all!" -Greenman and Aragone      _______                    _______     /      /                    \      \    /______/  J. Queuing Tricks   \______\   /                                      \  /                                        \ /__________________________________________\ QUEUING REMOTELY One trick I'm fond of is adding people to my party and queuing them as a group. To do this, have the group leader talk to a battlemaster and hit the "Queue as Group" button on the left of the pane. If the leader was previously queued, he can right-click the red icon on the bottom-left of the minimap and hit "Change Battle" for either Warsong of Arathi in order to bring up the same pane. This has tons of applications, including teleportation and resurrection. When you're summoned to a battleground as a ghost, you're brought back to life. (I'm not sure whether you still take 10% equipment damage, though. Being rezzed in a BG does only about 1% damage.) After the battleground ends, you're sent back to wherever THE LEADER queued you. If the leader queued you at a major city (Undercity, Thunder Bluff, or Orgrimmar) you'll appear next to the battlemaster there. If the leader queued you at the true entrance OR queued you from the red icon on the bottom-left of the minimap, you will go to the true entrance of the BG. (Between Ashenvale and Barrens for Warsong Gulch, Arathi Highlands for Arathi Basin.)      On my home server, Scarlet Crusade, there are a few PvP channels ("Gulch", "PvP50", and "AVRaider") in which friendly Horde will queue you remotely by adding you to their party, putting you in the line, and kicking you so you're free to quest without being in a raid. This is useful if you're in, say, fishing in Desolace, or have forgotten to hit featherfall when jumping off the lip of Un'Goro crater, leaving your body halfway between rock and a hard place. Obviously, if you wanted to, you could use this system to teleport to any of the three major cities and two major entrances anytime you wanted. Of course, you would have to wait for a battleground to load for it to work, and anyone who I catch leaving a BG without helping us fight will be paddled mercilessly. END OF RPERS' GUIDE TO PVP V0.67 This is a work in progress, and will be updated and proofread with time. I still need: *Detailed tips for different classes besides mage in the three battlegrounds, especially Warsong Gulch *A detailed description of the Alterac Valley battleground, with strategies for more experienced players. *Alternate strategies for Arathi Basin *Alternate strategies for Warsong Gulch *Macro suggestions or useful custom key sets E-mail me if you have anything to contribute asterazul@yahoo.com (Your name will be included in the credits of the document.)
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