[Guide] PVP for beginners

A place to talk about the PVP aspects of Redemption

[Guide] PVP for beginners

Postby Kalasbyxan » Tue Jan 10, 2017 10:15 pm

TABLE OF CONTENT

1.0 Why this post?
1.1 What does PVP mean?

2.0 Fighting players
2.1 Crowd Control
2.2 Keyboard and mouse

3.0 Items and gear
3.1 Stats
3.2 Sets
3.3 Gearing up

4.0 PVP Currencies
4.1 Honor
4.2 Arena Points
4.3 Stone Keeper Shards
4.4 Wintergrasp Mark of Honor

5.0 Arena
5.1 Teams
5.2 Arena Seasons

6.0 Battlegrounds
6.1 Warsong Gulch
6.2 Arathi Basin
6.3 Alterac Valley
6.4 Strand of the Ancients
6.5 Isle of Conquest

7.0 Wintergrasp





1.0 Why this post?
This guide is written with the purpose of giving information to people with none or little experience of PVP or people who need to freshen up on some Battleground information. If you are an experienced PVP player, you most likely know everything written here. I am by no means an expert on this area, I simply want to share some knowledge on the subject and please, treat this post from that point of view. If anything in this post isn't correct, please PM me details.

If you on the other hand have engaged in PVP in some kind and felt lost in the way other players talk or didn't understand either what was asked of you or how you can contribute to the fight, this hopefully will increase your knowledge in PVP.


1.1 What does PVP (Player versus Player) mean?
Unlike PVE where a player fights monsters and bosses in game, in PVP you fight other players. Depending on the server type, you can encounter players killing you and kill other players anywhere in the world (PVP server) or having to request a duel with an enemy in the world and only being able to fight other players in PVP zones (PVE server). In both types of servers, you can fight players in arena, battlegrounds and PVP zones. Redemption is a PVE realm.
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Fighting Players

Postby Kalasbyxan » Tue Jan 10, 2017 10:16 pm

2.0 Fighting players
When fighting players, there are some crucial things to consider. It depends on the class you're facing and once you want to be a beast at PVP, you can simply google and find further information and videos on youtube on how to counter a specific class. A general idea though to keep in mind is:
- Positioning. Knowing where it's better and worse to stand or fight could be the difference between life and death. When you don't want to take as much damage, playing defensively using the environment is a great idea. It's to create Line of Sight issues for the enemy (for example, hiding behind a wall, pillar or any obstacle around you making the enemy having to chase you). For a healer, standing out of sight and pop in to throw a quick or instant heal is great both when you are targeted and not (unless you absolutely have to spam heals to keep your target alive and even then, if you should is debatable). For a caster, the same principle can be followed. If you're a melee, prevenitng casters from being able to hide is great. Use your crowd control abilities to control the enemy.

2.1 Crowd Control
Crowd Control (or CC) are the abilities which disables your enemy in combat. It can be abilities to prevent movement, spellcasting or actions overall. There are snares, stuns, silences, simply many different CC to use. They can be used both defensively, when you want to prevent an enemy from taking actions against you or your team mates, or offesively, when you want to prevent an enemy from running away or countering you or your team mates.

There is a catch though, called diminishing returns, which means once a player has been CC:ed, the following CC's of the same kind (snare, stun, silence) have a shorter duration decreasing into immunity. Therefor, it might be important to consider if a target HAS to be CC:ed or not, so you don't overdo it and the player is immune when it's really needed.

2.2 Keyboard and mouse
Since PVP is heavily based on reaction time, a PVE player might find it difficult to adapt to PVP if they aren't used to moving with both keyboard and mouse as well as not experienced in keybinds. In PVE, a player can stand still for long periods of time or only required to move a short distance. In PVP, you can find yourself in positions when you can't stand still at all.

Keybinds are when you link an ability to keys on your keyboard or mouse and use your binds instead of clicking the spells on your action bars. One of the most important things (or most useful) about movement in PVP is to move with your keyboard, for example WASD, but use your mouse to turn your character. Placing spells commonly used on for example 1234 and then alt+1234 or ctrl+1234 is an easy way to adapt to keybinds instead of clicking. That way you don't have to move your hand a lot when playing, which gives more reaction time.
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Items and Gear

Postby Kalasbyxan » Tue Jan 10, 2017 10:17 pm

3.0 Items and Gear
When playing PVE, the focus is to have as good gear as possible to deal, take or heal as much damage as possible. In PVP, the situation is the same. Many players feel useless in PVP because other players are so much better than them and a lot of that might come from items alone. It is crucial to have gear matching the type of game you are doing.

3.1 Resilience
Resilience is a stat useless in PVE but absolutely needed in PVP. It will reduce the damage you take from other players. Characters have no base resilience and need to obtain it through items, gems, enchants and elixirs. It scales well meaning only a little will make a difference. Therefor, going into PVP without items can be easier if a player uses gems, enchants or elixirs to raise their initial resilience. It is however hard to reach the cap, making a player 100% immune to damage (googling shows 9523 resilience).

3.2 Item sets
There are different class item sets that not only award resilience per piece but also give set bonuses useful for PVP. In WoTLK these are Savage, Hateful, Deadly, Furious, Relentless and Wrathful. Each class have their own sets and different specializations often comes with different sets too. The set bonuses are often made to empower abilities commonly used by the class in PVP, like reduced cooldowns. There are also weapons for each set. Even though Wrathful is the best set statwise, getting the Savage set as a beginner makes a huge difference compared to no PVP gear. Likewise, the improvement with each set is noticeable. A player can get PVP items without purchasing PVP sets too.

3.3 Gearing up
There are multiple ways to get PVP items and even though I'm gonna tell different ways here, I might forget other ways to get them. You can google for further information!

The ultimate starter item is a PVP trinket. It allows the player to remove all CC upon use and have a cooldown. It saves lives! The first version, the Insignia Trinket with a 5 minute cooldown, can be earned from completing the PVP quest ”Hellfire Fortifications” in Hellfire Peninsula. The second version, the Medallion Trinket with a 2 minute cooldown, can be bought with 49.600 honor.

There are item sets based on armor type instead of class that can be crafted by professions. Highly skilled tailors, leatherworkers and blacksmiths can make these sets which comes as cloth, leather, mail and plate. The sets have resilience on them and PVP set bonuses but only granting stats, not ability enhancements. Jewelcrafters can make resilience gems and enchanters can do resilience enchants.

    List of crafters on WoW-Mania whom you can contact:
  • Prium - Blacksmith, Jewelcrafter. (Alliance)
  • Xerjol - Blacksmith. (Horde)
  • Meliane - Enchanting, Tailoring. (Horde)
  • Dievina - Alchemy (Horde)
  • Seraxe - Blacksmithing, Jewelcrafting (Alliance)
  • Lauren - Jewelcrafting (Horde)
  • Jannice - Alchemy (Alliance)
  • Klenare - Leatherworking (Alliance)

Doing the raid instance Vault of Archavon (VoA) can gear up a player quite fast too if lucky with drops. Going there as a class run (where only one player of each class or spec is in the raid group) will eliminate competition if an item for you drops. Archavon drops Hateful/Deadly chest, hands and legs. Emalon drops Deadly/Furious back, wrist, hands, waist, boots and legs. Koralon drops Furious/Relentless bracers, gloves, waist and legs as well as neck and ring. Toravon drops Relentless/Wrathful bracers, hands, waist, feet and legs as well as ring.

On WoW-Mania, players can visit the Mall and purchase class PVP sets from vendors. Just make sure you are sure what set to buy as we sell different ones and don't offer refunds.

You can also purchase class set items from vendors in Dalaran with PVE Emblems earned from dungeons and raids or single items from Wintergrasp.

Once a player has engaged in quite a bit of PVP, they can purchase the end game Wrathful set.
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PVP currencies

Postby Kalasbyxan » Tue Jan 10, 2017 10:18 pm

4.0 PVP currencies
There are different currencies in-game for PVP purchases, each earned through different methods and each tradeable for different type of items from NPCs in-game. Here's a descritipon but for full information, I suggest googling or using OpenWoW to see what each currency offers.

4.1 Honor
Honor is the main currency in PVP. It is earned when you participate in PVP actions and in greater chunks if you do a Battleground or major PVP objectives. You see your honor in your currency tab or your PVP tab. You can hold maximum 75.000 honor at the same time, which means once you have 75.000, you will need to spend honor before you can earn more.

You can spend your honor to purchase the Medaillion Trinket for 68.200 honor points. You can also purchase Furious, Relentless and Wrathful items for Honor Points, but keep in mind that some items require a personal Arena Rating to be purchased. The same goes for PVP weapons, they require Arena Rating. Since there are many ways to get lower tier set items, I recommend using your honor to purchase the Wrathful items (start with the ones not dropped in VoA to maximise your chance of gearing up!) as there are no better PVP sets than Wrathful. Once you have all PVP items you need, you can spend honor to purchase gems!

4.2 Arena Points
Arena Points are earned through competing in Arena. Like with Honor Points, the smartest move is to purchase Wrathful items with your Arena Points. If you got plenty of Arena Points and a high Arena Rating for the additional items, you are most likely well advanced beyond this guide as well.

4.3 Stone Keeper Shards
Stone Keeper Shards are earned in instances when killing bosses while your faction controls Wintergrasp. This allows you to have a buff called ”Essence of Wintergrasp” which increases experience gained and ability to loot the shards. The shards can be traded for PVP oriented Jewelcrafting Designs or PVP gems. You can also purchase head and shoulder inscriptions with resilience on them. The shards are also used for PVP Heirlooms or a PVP Mammoth Mount. When farming honor, you can also trade Shards for a Honor Token, tradable between your own characters granting 2000 honor. The vendor for Stone Keeper Shards is found in Wintergrasp when you control it.

4.4 Wintergrasp Mark of Honor
When competing in Wintergrasp you earn Wintergrasp Marks of Honor. If you lose you earn 1, if you win you earn 3. These marks can be traded for an Honor Token, tradable between your own characters granting 2000 honor. You can also purchase PVP trinkets, rings and armor.
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Arena

Postby Kalasbyxan » Tue Jan 10, 2017 10:19 pm

5.0 Arena
Arena in a type of PVP where two teams of 2, 3 or 5 players fight eachother until there is no player alive in the other team. You create a team in the Underbelly at Dalaran and can also queue alone or with friends for Skirmish, which is practice. An Arena team can consist of several players, but only 2, 3 or 5 of the players can queue at the same time, depending on what size you queue for. Arena is the pinnacle of PVP where skill is the biggest factor, but don't be afraid, it's a great way to learn (even if you get owned). Fighting in Arena grants you Arena Points as well as Rating. The Rating tells you how well you place compared to other players and is awarded both to your team and you alone. This means you can't be in a team where other friends play while you don't and get all rating. You need to participate to earn rating for yourself.

5.1 Teams
When your team fights in arena, you are matched to teams as close to you as possible in Match Making Rating (MMR). The rating starts at 1500 and decreases and increases as you lose/win. Your team rating also places you on the Arena Ladder, where each Arena Season offers rewards to competing teams placing in the top.

There is no definite arena set up to compete with and in many cases, personal skill weighs in more than the class chosen. However, there are some guidelines to consider when trying your luck in arena. For 5v5 teams, having one solid healer and one assisting healer might be a good idea. Also 1-2 ranged DPS along with 1-2 melee dps. That gives a good balance between fighting up close and at a distance. For 3v3 teams, one healer is nearly mandatory and having the dps split between melee and ranged is also wise. When it comes to 2v2, a healer isn't always needed but being a healer that can both heal quick and sustain damge well will allow the dps:er to go berserk.

Generally speaking, there is no ”must have” at arena teams and skill takes bigger place. You might have a perfect setup but still lose because the other team is better (and the other way around of course!). Try your luck out and remember that being friends who know eachothers playstyle or can communicate well is most important. And don't be afraid of Skirmish!

5.2 Arena Seasons
Arena Seasons are a big part of PVP. On WoW-Mania though, we are playing at the end game patch 3.3.5 and can't progress gear further (where as retail seasons always comes with an upgraded set of items). We still offer Arena Seasons where the competing teams placing top 3 in each bracket (2v2, 3v3, 5v5) will win rewards. From season 4 and onwards, competing teams placing in a top % of total teams will recieve a reward as well. This means you can compete and win something, even if you aren't in the top of your bracket! We just faced the end of season 3 and going into season 4 (starting in January-17).
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Battlegrounds

Postby Kalasbyxan » Tue Jan 10, 2017 10:20 pm

6.0 Battlegrounds
Battlegrounds are PVP instances where Horde and Alliance face eachoter off in different game modes to win the fight. It's is eligable for players from level 10 and upwards and is the best way to gain Honor Points. There are six different Battlegrounds in patch 3.3.5, available from different levels and with different game modes. In the smallest battleground, you can be 5-10 players at each side while in the largest, you can be up to 40.


6.1 Warsong Gulch
Warsong Gulch (WSG) is the first Battleground. It is a ”Capture the Flag” mode where you head into the enemy base, take their flag and bring it back to your base to capture it. The flag can only be captured if the enemy team does not carry your flag at the same time (and vice versa). In order to win the game, your team needs to capture three flags or more flags than the opponent if the game ends at 25 minutes without three captures.

OBJECTIVES
The target in WSG is to take the enemy flag and kill the enemy player carrying your flag. This without letting the enemy kill your flag carrier! It is recomended to have a more tanky person carry the flag as you can keep the tankier player alive longer while killing off enemy attackers. Mobile players, like shamans or rogues, are good options too as they can run with increased speed towards the home base while carrying the flag (it is not possible to mount and carry flag, you will automatically drop the flag if you mount while holding it). Remember to keep a mobile or durable healer with the flag carrier.

TACTICS
A typical win strategy is to have a few players focused on capturing enemy flag and returning it , a few players focused on killing the enemy flag carrier while the rest are focusing on killing where it's needed, defensively or offensively.


6.2 Arathi Basin
Arathi Basin (AB) is the second Battleground available for players. It is a ”Dominion” mode where you protect bases to aquire points when you dominate more bases than the enemy team. To capture a base, the player clicks the flag marking the base and manage to do so for 7 seconds without taking damage or being interrupted. The first team to reach 1600 points wins!

OBJECTIVES
The different bases in Arathi Basin are named and called different things: Stables (ST), Gold Mine (GM), Blacksmith (BS), Lumber Mill (LM) and the Farm (Farm). When holding a base, each tick of points will grant your team 10 points and the speed your points are aquired depends on how many more bases than the enemy you hold. One base ticks every 12th second, three bases every 6th second and four bases every 3rd second. If you hold five bases, you are ticking points every second. Hold five bases for 54 seconds to gain total 1600 points (!).

TACTICS
In Arathi Basin, communcation is the single most important thing. After a base has been captured, at least one player, but preferably two, should stay at the flag. Never leave a base unprotected. That way, the defending players can call out for help in the chat. It is recommended to have a person who can take a beating protecting a base, as the opposing team needs to capture a flag for 7 seconds without taking damange or interruption to claim the base. A durable player can prevent multiple enemies for quite a while when waiting for backup. It is important to call out threats too, not just when attacked, because if your team mates reacts and come help you right away (which they should unless extremely busy elsewhere) you can scare of a threat without having to fight.

If you are protecting a base, remember to call out quick and informative. If you see enemies approaching your base, write in your battleground chat that eney players are incoming to your base: ”INC BS” for example, if you are at Blacksmith. If you are roaming and killing players where needed, it is important to react fast to calls, by going there and writing ”coming” or if you are swamped by enemies at a base, telling that you can't or call for more backup at the current base, ”need more LM” for example, if you are at Lumber Mill.

At the start of the game, decide who will capture flags and where. It is common for alliance and horde to take two bases each and then fight for the fith. Natually, alliance will take Stables and horde will take the Farm due to the proximity from starting points. Alliance are then more likely to claim Gold Mine and horde Lumber Mill. Blacksmith is the most important base as it gives great vision to all surrounding bases, enabling you to help call out incoming enemies. This is where the first clash between players usually happens.

Remember to communicate well, react quick and not to leave a base. The key to winning AB is to not leave a base just cause you claimed it.


6.3 Alterac Valley
Alterac Valley (AV) is the third Battleground available to players. The last of the orignial WoW Battleground is a massive one where both PVP and PVE geared players are useful. The maximum players for each faction is 40 and the map is the by far largest. AV is won by making the other team lose all their reinforcements (character supplies), a number you can see by the top of your screen, or by killing the enemy boss in the heart of the base.

OBJECTIVES
The map contains all conflicting points including graveyeards and bases. Each team starts in their own base and then venture out in the Alterac Valley to destroy towers and bunkers by defeating their captains while controlling graveyards to make sure your allies can spawn closer to the fights when they die (instead of at base which might be far away). Killing a Captain in a bunker reduces enemy reinforcements by 100 and destroying a tower reduces reinforcements by 75. Destroying a tower is done by killing all NPCs, capturing the flag without taking damage and holding it. You also drop enemy reinforcements by killing the players and simple NPCs across the map but takes a while so you want to try organising tower or bunker destructions.

The team can increase their reinforcements by completing repeatable quests, but this should only be done if the score is very equal and there is a greater chance of wining by doing so rather than go offensively.

TACTICS
How to win AV depends on each AV and the course of the battle. Often an experienced player who can understand the progress and focus will take a lead in the chat and encourage team mates to follow instructions. It's often wise to split though, having a smaller group of PVP players defending base (or the lowest part of the map currently competed for) and one group of PVE players focusing on killing Captains and the end boss. A well geared PVE tank or two, along with well geared healers, are therefor very useful even in this Battleground. There should always be one or two small groups of PVP players supporting the PVE players and keeping enemies on a distance.

As with any Battleground, communication is the key. Make sure to have healers ready to heal the tank at Captains and the Boss because it is massive damage, especially if your enemy is trying to kill off your players at the same time. Never engage in a big fight without people being ready.


6.4 Eye of the Storm
Eye of the Storm (EOTS) is a Battleground introduced in The Burning Crusade. Each team consists of maximum 15 players and is a mix of Cpature the Flag and Dominion type of Battleground. The battleground is won by scoring 1600 points and points are earned by controlling bases and capturing flags.

OBJECTIVES
The map holds four bases: Mage Tower (MT), Draenei Ruins (DR), Fel Reaver Ruins (FR) and Blood Elf Tower (BE). The bases are placed in corners of a square and in the middle you find the flag. The flag spawns throughout the fight and need to be contested and delivered to a base your team holds. Like in WSG, the flag is captured by clicking on it but like the flags in AB, you need to not take damage while capturing it. It can only be carried unmounted. Unlike in AB, the bases are controlled by having more people of your faction standing at the base than the enemy and is won like the towers in Hellfire Peninsula.

The more bases you hold, the more the flag is worth capturing. Therefor, if you are close to capturing a base, it might be wise to hold the flag near your base before returning it. Only do that if you don't risk dropping it though. The points for controlling a base are generated every 2 seconds and increase by the amount of bases you control.

The horde players spawn in the south end of the map and the alliance players at the north end. Therefor it's most logical for your team to claim the bases closest to your graveyard. From there, capturing a new base should only be done if you are dominating the enemy team. If not, you should focus on holding your two bases and capturing the flag. As the game progresses, you might get new spawn points to consider.

TACTICS
Communicating with your team regarding incoming enemies at your base is of great importance. There are times in EOTS where being alone in a base for a long time will suffice. Do make sure to keep a minimum of one player at each base, and not to have too many there if there isn't any action taking place. Just like in AB, having a durable person in this spot is recommended to hold the base as long as possible while waiting for reinforcement. Players should be very mobile in EOTS and move from point to point a lot.

Unlike in WSG, a tanky person is not recommended to capture the flag. Rather focus on a quick player, like a rogue, shaman or druid. Sometimes it's even recommended to hold the flag simply to refuse the respawn of it and the chance of the enemy team to capture it.


6.5 Strand of the Ancients
Strand of the Ancients (SOTA) is a battleground with siege vehicles and two rounds. One team will defend a fort and the other attack to capture it, with roles switching after the first round. After the second round, one team wins either by managing to defend and attack or by fastest capture time if both teams capture. If neither team captures the game ends in a tie.

OBJECTIVES

The attacking team have vehicles and bombs available at the shore where they start to use in their capture. The demolisher vehicles are used to bring down the gates leading up to the relic inside the base that needs to be captured. The demolishers can also damage enemy players. The bombs, seaforium charges, are looted and used with a special action button appearing on your screen. Simply press the button to place the bomb at a gate but do defend them as they do lots of gate damage but can be disarmed. As an attacker, mind the turrets in the fortress. Kill them off as they do lots of damage.

The defending can disarm a bomb by right clicking on it or kill a player carrying a bomb. You can tell by a clear spell effect above their head. The defending team also have turrets in the fortress to assist in stopping the attack, both vehicles and players.

There are 4 gates total that leads up to the Relic that has to be captured, two on each side. If you die mid attacking, there are graveyards that can be claimed but unlike in other battlegrounds, the graveyard remains captured once you claimed it. Your vehicles will also spawn at the graveyard in addition to at the shore.

TACTICS
If you aren't well geared or skilled in player combat, using a vehicle or focusing on dropping bombs might be the best idea. But make sure to only advance in a vechile when there are other people around you to support you, or when there simply isn't anything else to do. Rushing into enemies alone will most likely destroy your vechile before you can do much use. SOTA is a high paced and small battleground and the only real thing to remember is to always focus your attacks at the same gate, unless you can sneak in attacks unguarded, and not play alone.


6.6 Isle of Conquest
The Isle of Conquest (IoC) is like Alterac Valley a 40 man team battleground which is won by defeating the enemy general or reducing enemy reinforcements to 0. To assist in combat are vehicles of different kinds claimed by location control.

OBJECTIVES
Across the map there are 5 locations to be captured by either team. The objective is captued by clicking on it while not taking damage for a short duration. Each location gives a benefit to the controlling team:

  • The Refinery: 15% siege weapon increase, better reinforcements, honor over time
  • The Quarry: Supplies, 15% siege weapon increase, reinforcements and honor over time
  • The Docks: Glaive Thrower and Catapult vehicles
  • The Hangar: Airship vehicle
  • The Workshp: Demolisher and Siege Engine Vehicles and Seaforium Bombs

The graveyards are located near a location on the map and at the ends of the map for neutral position if no locations are being held by the team.

The vehicles/items claimed from locations have different abilities and thus different use in combat:

Glaive Throwers – One man vehicle that has a direct single target ranged attack that can be used on players and keep, and a channeled area attack with high damage. Great for attacking keep from distance.

Catapults – Defensive vehicle for entering enemy keep. Have two abilities, speed increase and stealth, and a hurl to throw the driver a distance (works to throw over unbreached keep walls)

Demolishers – Three man vehicle that has a driver ranged boulder attack and a driver powerful melee ram attack. More suitable against players but works on keep too.

Siege Engines – Four man vehicle with different abilites for each position: Driver uses navigation and extra powerful melee ram plus speed increase; Main turret gunner uses cannon on players and keep plus area damage with knockback; Side gunners uses cone attack and ranged attack to players.

Seaforium Bombs – As in Strand of the Ancients, a player carry a bomb and drop it in location at the keep gates to deal damage 10 seconds later. Bombs can be disarmed by enemy players. Extra strong bombs are also found inside each keep.

Airship – boardable through portals at the Hangar. The airship is not navigated but have cannons on them that does area damage to players and keep. All people on the airship gets the parachute ability, granting slow falling when jumping off the airship.

The Horde and Alliance keeps have three gates that can be breached upon attack. Player damage does not work on gates, only abilities on vehicles and items. Each keep has two towers with six guns each. The guns are used to defend off enemy players and vehicles. Guns can be destroyed by enemies and can respawn. Inside the keep, at the courtyard, stands a flag that signals access to the enemy general. Capture this flag to access the enemy general, defend this flag to prevent the enemy's access to your general.

Like in Alterac Valley, the generals are powerful elite NPCs. Avoid the ”Crushing Leap” ability which deals high damage to all players close to the boss. Mind the ”Dagger Throw” ability that places a high damage over time effect on a player – the player needs heavy healing to remove the debuff or use of defensive cloaking abilites like Divine Shield or Iceblock. Always fight the generals in their location, if they are moved outside of the room they gain 100% increased movement speed, 300% damange done increase and 95% damange taken decrease.

TACTICS
Just like in Alterac Valley, the best strategy is to kill enemies, control at least one (but preferably two) vehicle granting location and get to their general while defending/preventing enemy to take any locations. The resouces increase and drop by workshop, docks, hangar and player kills.

Getting the Workshop first allows you to rush Bombs and Demolishers to enemy gates while waiting for Siege Engines to spawn. Getting the Docks after unlocks the Glaive Throwers, which are great for damaging enemy keep from range and even sometimes without the enemy reacting fast enough if you chose to attack a side gate. If you position well, enemy keep guns can't reach your vehicle either.

Demolishers are preferrably used opon a gate. Siege Engines deals so much damage to a gate it is worth defending it from enemy players (and worth attacking if you are defending your keep!). Since bombs can be used while mounted, make sure to pick one up before running to a gate. Remember that Catapults can throw enemies inside an unbreached keep, so if you are attacking – pick up bombs from inside the keep and use on the gate from the inside while your team attacks the gate from the outside. If you are defending – disarm these bombs or kill the players carrying them! Jumping off the airship with skill can land you inside the enemy keep as well.

Don't forget to have a few people defending the locations you control. Having a mix of classes enables you to both kill enemies and heal friends. No matter what strategy your team is using, you need to place people to defend your keep too. In rare occasions, placing all you got on the denfense can outrun the enemy resouces and win the battleground.
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Wintergrasp

Postby Kalasbyxan » Sun Jan 15, 2017 2:20 pm

7.0 Wintergrasp
Wintergrasp is a PVP zone located in Northrend. Unlike other areas, this is not a questing area (even though there are some daily and repeatable PVP quests to do). Players can gather profession materials here like any other zone. The zone's primary focus is the Wintergrasp Keep, located in the mid north of the map. One faction will always hold it, and the period of controlling has passed, there's a battle of who should control it. One team defends the keep and the other team tries to win it.

The fight of Wintergrasp lasts 30 minutes or until the attacking team managed to win the keep. To join the battle of Wintergrasp, you can simply portal to or fly to Wintergrasp and accept the combat or queue prompt appearing at fight or close to fight. You can also queue from the PVP manu tab. At the top of the screen when at the zone, you'll find the timer which shows either duration of current fight or duration left until next fight starts. Controlling Wintergrasp Keep also unlocks the Raid instance ”Vault of Archavon” located inside the keep.

To conquer the Wintergrasp Keep, the team must use vehicles to break down one of the three entrance gates to the keep and then the main gate. Once the main gate is down, a player runs in and clicks the relic to signal a win over the defending team.

To defend Wintergrasp Keep, the team must prevent the attackers from reaching the main gate as it goes down fast and it's easy for a player to run in and claim the relic. The defending team should also aim to destroy the enemy towers in the southern part of the map as it reduces the combat duration by ten minutes. Managing to do this while the keep is heavily attacked can secure a win if the timer is close to ten minutes left or under.

Wintergrasp is built to support massive amount of players and each faction can have up to 120 members, a total of 240 players fighting the same battle. Once a team suffers a lower amount of players, each member of that team will be granted a buff called ”Tenacity” that increases health and damage done to help balance out the competition. The buff is also placed on vehicles, but only granting health. Players with the Tenacity buff also increase ranking easier.

OBJECTIVES
When in Wintergrasp combat, you will see a buff with ranks on yourself. Increasing in rank means you are able to create more and better vehicles. You gain a new rank by killing five enemy players, defensive cannons or NPC guards. This enables you to use Catapults. Ten kills later, you promote to use Demolishers and Siege Engines. You build these at the Workshops on the map.

Goblin Workshops are important to control. You control these by outnumbering the enemy at the area, just like in Eye of the Storm. Once you control a workshop, you can talk to the goblin engineer and create a vehicle suitable of your rank. It is then built and you or an ally can use it. Each team can only have a specific number of vehicles operating at the same time, six per workshop controlled. Knowing what the vehicles are best for and either knowing what your team needs at the at the moment or listening to a team mate is better than randomly chosing one.

  • Catapult – 1-person vehicle with high speed that has two abilities: a ranged attack to deal low area damage to players, vehicles and small buildings plus a melee range attack to deal low area damage to players. Good for rushing to towers (not for Keep).
  • Demolisher – 3-person vehicle with two abilities: a ranged attack to deal damage to players, vehicles and buildings plus a melee range ram attack to damage players, vehicles and buildings. The Demolisher also carry two passangers that can attack and be attacked as normal, while on the vehicle.
  • Siege Engine – 4-person vehicle with low speed that has two abilties: melee ranged ram attack that deals high damage to nearby players, vehicles or buildings plus a speed increase ability. The Siege Engine also carry a turret gunner for high ranged area damage on players, vehicles and buildings. The Siege Engine also carry two passengers who can not attack but are immune to damage.

At the keep's outer walls you can find towers with gun turrets. Operating these turrents allows the defending team to fight off enemies from range. The damage works on both players and vehicles and is high. Ranged attackers can destroy these turrets which will respawn after a while.

TACTICS
The tactic chosen heavily depends on how balanced the teams are. If you are attacking, getting the workshops near the keep is the best way to go as driving a vehicle across the whole map is troublesome. If you are defending, getting the workshop furthest from the keep is better, to quickly destroy the towers as mentioned above plus controlling/destroying a tower gives a 5% increased damage buff. As an attacker, your only real focus is the keep. You might want to leave a few players on tower duty to keep your damge buff and prevent the defenders to destroy the towers. Other tha that, focus on controlling your workshops and charge ahead. Don't charge with a vechicle alone into a group of defending enemies though. Turrets alone can kill you on your way to the gate and with enemies attack you as well, it's just a waste of time as you need to build and transport your vehicle back again. However, going alone to a side wall to breach unnoticed is very efficient if your team is habing a big brawl at the other side of the keep.

Defending teams should split their forces between people operating cannons and fighting off attackers on the keep, people rushing south to destroy towers and people trying to capture the workshops to make the battle troublesome for the attackers. Where to put your focus depends on the state of the battle, but to rid the southern towers asap with just a handful of team mates should be rather easy if the enemy dismisses it and goes for attack.
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