Saturday, March 16, 2013

Temple of Kotmogu

Temple of Kotmogu is another BG where planning ahead can be difficult. It's very situational and will rely mostly on how quickly we can grab the orb. Also, this BG will rely a lot on whether we can control/wipe the enemy.

Orb carriers: At the start of the match, I will assign 2 DPS to grab the orbs to the top right and bottom right. From there, they will continue into the middle with all healers with them. Please take note of which orb you picked up so you can mention it later in the BG.

Orb Carrier Priority
Ranged > Melee > Healer

Hopefully, our ranged will be the ones carrying the orbs most of the time, but honestly, whoever is able to grab one should do so.

One thing we need to remember for this BG is that communication is key. If you have an orb and are being attacked, call it out, and call out which orb you have. At this point, we need to be sure that somebody is already on the way to pick up that persons orb. Make sure you also call out if you are killing an enemy with an orb.

To communicate the orbs, we will all need to be on the same page. At least for now, we will call the orbs by their location and not their colour, just in case somebody doesn't know the colour locations.

Remember to attempt to stay with the group unless told otherwise.

If alliance, reverse the points of interest.




If you have any questions or concerns about the strategies, please feel free to ask. Also, don't forget that RBGs are very situational, and this is simply a guideline that we should attempt to follow. Changes may need to be made for our composition, situation, or player skill.

Silvershard Mines

Silvershard Mines is far too situational to have a set strategy. It will mostly depend on which cart is about to cap. However, I will do my best to set some guidelines to help us.

This strategy will likely be changed with every game depending on which carts are close to capping. This is only an example.

The Situation: For this strategy, the top cart would be the closest to capping, and lava would be fairly close to spawn.

The Start: At the start of the BG, I will be splitting the group. 9 people will be going to bottom, while the tank will continue to the top.

Hopefully, both groups will be successful in capping, and we will continue to cap carts as a large group.

Tips:

I can't plan too far ahead, but I can give a few tips we should remember for this BG.
1. Use knock backs, grips, stuns, fears, etc, to keep the enemy off of the cart.
2. If you can, try to time kills so that we are separating the enemy group. If we can time this right, we can have a few alive at a time, while the rest wait to spawn. This can be a big help with controlling the carts.
3. Make sure you remember what each point is called. Every group has  it's own names for it. I have put the names I will be using on the map so you can be prepared.
4. Don't get caught alone. We don't want the enemy to get the advantage on a cart because somebody got caught in the middle of nowhere.
5. Listen to calls. This is a fast paced BG. We need to be organized and swift in this one. The lack of being able to plan ahead will be difficult to compensate.
6. Don't use the track switches.
7. Relax. This BG can be won even when you are very far behind. Just keep cool and listen to the orders.
8. Focusing the proper target is crucial. We need to be able to kill the enemy fast so they don't overwhelm us.


If you have any questions or concerns about the strategies, please feel free to ask. Also, don't forget that RBGs are very situational, and this is simply a guideline that we should attempt to follow. Changes may need to be made for our composition, situation, or player skill.

Battle for Gilneas

The Battle for Gilneas can be tricky at times, but if done right, a simple win.

The Start: Once the game begins, the tank will cap the Gold Mines and remain there for the game.

The group will continue towards Waterworks by the most direct route across the water.
In case the enemy decides to cut off our main group, 2 DPS will be sent around the back way (with water walking) to make sure they can't cap it. Soon after the group will begin focusing the enemy, and should hopefully take WW.

Once Waterworks is capped: Our holy paladin will fall back to the Gold Mines. One DPS will remain at Waterworks, and the rest will be floaters in the middle. We will hold like this until the win.

If we wipe at WW: The group will wait at GM to buff and  will continue to the cliff between WW and LH. Then, the group will attack the enemy floater team. Then, they will proceed to WW. At this point, I may assign a single DPS to float between LH and WW to slow down the enemy team when they attempt to reinforce it.
Hopefully, this will buy enough time for the group to cap WW. If WW is capped here, we will proceed to the original strategy.

If this fails, it is likely a loss. We may attempt the fail-safe 2 or 3 times before leaving to re-queue.

If alliance, change the Gold Mines to the Light House.


If you have any questions or concerns about the strategies, please feel free to ask. Also, don't forget that RBGs are very situational, and this is simply a guideline that we should attempt to follow. Changes may need to be made for our composition, situation, or player skill.

Arathi Basin

Arathi Basin could be one of the most interesting maps to play on. The best part about it is that we could have less gear and be killing less people, but still win. The whole map is based on simply out playing them. To do this, I will be dividing the group into multiple separate groups with specific jobs.

The groups: There will be mainly 3 groups, with a possible 4th group of a single person, depending on the composition we are against.

Group 1: Resto Shaman, Disc Priest, Death Knight, Warlock, and 2 more DPS.

Group 2: Tank and Holy Paladin

Group 3: Rogue, Hunter  (Situational)

Group 4: Mage    (Situational)


The Start: 
Group 1: Will push the Lumber Mill
Group 2: Will cap Farm, and continue to Blacksmith. (Leaving farm vulnerable for now)
Group 3: Will attempt to cap Gold Mine
Group 4: Can attempt to cap Gold Mine, or go with  Group 1

Initial Combat:
Group 1: Will fight on LM, using grips and knockbacks if available. One person will be assigned to AoE the flag. This person MUST CALL OUT if they are unable to do so, and call out again when they are able to.
Group 2: Group 2's job is fairly simple. STAY ALIVE. Most groups will send at least a couple DPS to BS.  The goal of Group 2 is to stall them and let our team at LM have the advantage to cap. The tank must watch the flag at BS.
Group 3: Depending on how many people are sent to GM, this group will attempt to either CC Cap or simply cap without resistance. If this group is outnumbered, they will go to meet Group 1 at LM.
Group 4: For now, stays with Group 1

If we take Lumber Mill: If Group 1 takes LM, our mage will give Group 1 slow fall, and they will aid Group 2 at BS. The mage will remain at LM.

Once Group 1 is at BS, our tank will fall back to the farm to defend.

We will hold like this until the win.

Once we control LM, BS, and Farm, 1 healer will be sent to each, and the DPS will remain at BS.

IF WE LOSE LM: Losing LM will be difficult to compensate. Hopefully, we will stay alive at LM long enough to resurrect at Farm. If this is the case, Group 1 will skip LM and help BS.

If they are already pulling out of LM to aid BS, Group 1 will continue to LM again.

At this point, we will need to see which base has the least resistance, and attempt to cap it, but first killing the floaters on the way.


If you have any questions or concerns about the strategies, please feel free to ask. Also, don't forget that RBGs are very situational, and this is simply a guideline that we should attempt to follow. Changes may need to be made for our composition, situation, or player skill.

If alliance, change the Farm to the Stables. Other points remain the same.

Friday, March 15, 2013

Eye of the Storm

Eye of the Storm has to be my least favourite BG to get. The entire BG is based on a few key factors, and is often won or lost within the first few minutes of game play.

Start: The first big key factor is one that is sometimes overlooked, and that is the initial drop onto the map. If we have a person in the group who can cast slow fall, this will not be an issue. If we don't have slow fall, the group will have to jump down the proper way to avoid damage. However, our rogue will continue going forward ahead of the rest of the group. They will attempt to be at the middle in case the other team decides to take the damage and go for a quick flag cap. If this is the case, the rogue will attempt to stall them until the group catches up. If this isn't the case, the rogue will remain in stealth and wait for the group in the middle.

Bases: This strategy will revolve around holding 2 bases and hoarding the flag until it can be capped for the win. The tank will remain in protection, and will take Fel Reaver Ruins, while a ranged DPS will be assigned to take Blood Elf Tower. The ranged is assigned to BET because of the ledge. Any melee (including the tank) can be easily ninja capped.

The Flag: The fight for the flag should have a few factors. One will be the basic target calling and CC. Another will be the AoE on the flag (one person will be assigned to this job.) The person AoEing the flag has the most important job. If at any time you are unable to AoE, you MUST CALL OUT IMMEDIATELY for somebody else to cover it for you until you are able to again. Lastly, the combination of grips and knock backs should be used. Make sure you are communicating this as well.

Once the fight for the flag is going in our favour, start to push them in the direction of their towers, just enough so that the healers can grab the flag without interruption. If possible, our resto shaman will be the one to grab the flag. At this point, the healer with the flag will take it back to our tank, who will not cap it until instructed. Rinse and repeat.

Blood Elf Tower Guard: This person will also have a very important job, and a very specific one. Basically, they will guard the point, while constantly keeping their eye on Draenei Ruins. If at any point they feel they can take it, they will ask me, then go over to do so. This can be a risky strategy, but it is the only way to recover if we are unable to get the flag.

IF WE LOSE THE MIDDLE: Without a 3rd point, losing the middle is basically a loss. At this point, we will decide whether to push on or leave and re-queue.



If you have any questions or concerns about the strategies, please feel free to ask. Also, don't forget that RBGs are very situational, and this is simply a guideline that we should attempt to follow. Changes may need to be made for our composition, situation, or player skill.

If alliance, reverse the points of interest.


Warsong Gulch / Twin Peaks

Warsong Gulch is one of the most interesting BG's we'll have to do. It will be VERY situational and will require a lot of on the spot thinking. I'll do my best to explain in as much detail as possible.

Start: At the beginning, I will be sending 9 players through the normal gate exit, and 1 through the tunnel. The person will pick up the speed buff (to stop their tank from getting it) and continue to the rest of the group.

Initial Engage: Combat will begin with our death knight using death grip. We will kill his target and continue to kill called targets. The tank will run off to the right and continue through the tunnel to get their flag. The DPS will continue to advance SLOWLY towards the enemy graveyard. We will attempt to time kills with their resurrection timer (every 45 seconds.)
IMPORTANT: I will assign one DPS to remain mounted until I say otherwise. This will be in case the enemy has left a DPS or two behind to kill/stall the tank. This DPSer will be called on if needed, and will be in charge of CCing any resistance the tank is getting. If not called on, they will continue with the rest of the group.

Getting the Flag to our base: This will go two possible ways. If our group has succeeded in killing the enemy team, or is making good progress towards their graveyard, the tank will bring the flag back through the tunnel to the group. Once the group makes good progress with the push towards the enemy graveyard, the tank and holy paladin will break off from the group and go to the base.
If the group has been wiped or is not making progress, the flag will be brought to the ramp, where the group will meet it.

At this point, The entire group will continue to kill the enemy team.

Killing the enemy FC: If we have done our jobs correctly, the enemy FC will be alone and vulnerable. Once he is visible, I will send 2-3 DPSers to kill/stall/burn his cooldowns. The rest of the group will remain near the graveyard, making sure nobody gets passed and stalling them until the EFC is dead.

IF WE ARE LOSING: Recovering from an initial wipe in WSG is difficult, but not impossible. Like I said before, if the middle fight is being lost, the group will meet the tank at the enemy ramp. From there, the group will escort the tank to above our grave yard. From there, we will camp until we are able to either push back or send a team to kill the EFC. If this isn't possible, it's a loss and we re-queue.

If we are the alliance, reverse the points of interest.




Twin Peaks will have a very similar strategy for us, with a few details that we will all need to keep in mind that could give us an edge.

Speed Buff: Since the speed buff is beside where we exit, the person assigned to get it will not have to break far from the group.

If we are HORDE: One thing to keep in mind is which way the EFC is exiting our base. If he is exiting through the water, he will be slow and vulnerable to any ranged DPS. We should attempt to abuse that if possible.

On both sides: The #1 thing we must all try to do is AVOID THE WATER IN THE MIDDLE! The middle water is a death trap. If we are caught in it, the enemy has the advantage. We must either cross the water before them, or wait for them to cross and use it to our advantage. Water walking can help, but once we're in combat, we will lose the buff and could be wiped very easily. We must also avoid the bridge in the initial fight because LOS can be abused to our disadvantage.

IF WE ARE LOSING: Twin Peaks is slightly easier to recover in than WSG. If the initial fight is lost, we will pull back to our middle graveyard. If this doesn't help us, we will take the fight to our ramp. From here, we can use LOS and use knock backs (if available) to push the enemy in the water (or off the edge if alliance.) At this point, we will need to either push them back, or sneak past with a small team to kill the EFC. If this fails, it is a loss and we re-queue.



If you have any questions or concerns about the strategies, please feel free to ask. Also, don't forget that RBGs are very situational, and this is simply a guideline that we should attempt to follow. Changes may need to be made for our composition, situation, or player skill.