Monday, May 30, 2005

Dkati Dreams...

... of a Barman Shanker. It's almost time to start trying to get this bad boy of a dagger. Sure, it'll look like a broken bottle -- but that's half the appeal!

Monday, May 23, 2005

Dkati is an Author....

Warsong Gulch Tactics 101

1. Introduction
This is intended to be a tactics guide for the Warsong Gulch (WG) BG. Primarily, it will deal with basic concepts and tactics for you average pickup group. I play alliance, so, I write with a bias hand with alliance as my team, and the horde as the bad guys. Feel free to replace your own faction liberally :)

2. Raid Coordination: Communication is KEY to success.
In almost every WG fight I've been a part of, it is typical to split into two 5 man groups. One group will be offense, the other defense. People seem to like this -- as it is simply. Any more groups will, in general, fail due to lack of communication and numbers.

3. The Defense
Being a part of a good defense take a LOT of patience. The best defense is to stay out of the line-of-sight of the tunnels and ALL 5 defensive members in the room. Scouts, while I've seen it happen, are rarely very useful and tend to get picked off while yelling "incoming!" It is best for the offense to shout out the incoming horde as they see them.

As alliance, you won't have earthbound totems to throw down, but those hunter freeze traps are excellent at the flag and entrances to the room. In fact, I'll argue that hunters are one of the largest assets to a defensive team you can have.

If they get the boots, they'll most likely go down the tunnel. If they get those boots and aren't snared, it's a foot race. Expect them to be followed (if played well) by at least one healer and probably a shaman that will spam earth totems. If you can, don't follow the main group of horde out, hop on your mount and head out the top entrance and cut them off. They almost always (99%) of the time go UP their tunnel looking for boots of speed and defense help.

4. The Offense
The offense is the hardest team to manage. You MUST have a strong leader in your group. He must call out where to meet. Usually, meeting middle map is good as it lets you see the field and warn your defense of who's incoming. However, do NOT get bogged down in chasing down EVERY last horde. Let me repeat this: If you are on OFFENSE, LET THE DEFENSE DO THEIR JOB. If you chase, your group will get disorganized. Concentrate on attacking instead.

I find that the upper way is mostly a waste of time. Dropping down is often disorienting to a pickup group. Better to run right up the gut. However, it is VERY important to go together. If the boots are up, don't be shy about grabbing them to run in and get flag. However, first one in will die. The third or fourth should get the flag. I suggest warrior or paladin first, but rogue can work if you have sprint up. Priests are ok as well, but have no HP or speed advantage and should instead play the heal role.

Once you get the flag, the fun starts. The guy with the flag has one goal -- RUN home. Everyone else has one other, but much more important role: distract and disable.

5. The Capture
A good balanced offense will have at least a single priest for shields -- and I prefer a druid to come along. The priest and druid will heal and shield the runner. Everyone else should snare/root/poly/etc the followers. There is no real set order of picking off the horde --- I always prefer to pick the person who is currently snaring or damaging the flag carrier.

Usually, unless you have the flag, and you're in a flag convoy, you won't get targeted very much. So concentrate not on KILLING or FINISHING off any single horde, but demobilizing and incapacitating the largest threat and continue to the next. For rogues, poison up those daggers, and snare, then keep on running to the next one who's attacking your flag carrier.

In the end, it's a game of seconds. All you're trying to do is buy a few more for the carrier. The team that defends the best and gives their team's flag carriers the most seconds, wins.

Summary:
(1) Snare, of any sort, is king. Both on offense and defense.

(2) Fear, snare, and polymorh are HUGE tools in stopping runners on defense and stopping pursuers in offense.

(3) If you're a rogue, avoid the arcanite reaper warriors! (*wink*)

(4) Priests will make your defensive life hell. You have two choices, try to kill them and let the flag go, or go after the flag carrier.

(5) When a flag is in route home, CLICK the mini-map to give your position and request backup. This is especially helpful when you get near your tunnel and within range of your defense.

{6} Make Two Groups in your Raid. Team #1 = offense, Team #2 = defense.

(7) Avoid spamming AOE spells and skills when supporting a flag carrier (except the mage AoE freeze). Most disorients and demobilizing skills will break on damage.

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And most important -- LISTEN to whoever is in charge, COMMUNICATE impotant facts, offsense MOVES together, defense STAYS together -- and the alliance will win 3/0 each time.

Sunday, May 08, 2005

Dkati becomes a Corporal...

After just a little horde slaying, I gained my first military rank in the Alliance -- Corporal!

Corporal Dkati -- doesn't that just... sound good?