Terrain seems to favor the Horde.
Alliance does not know what "cap AND defend" means.
Mine? WTH is that?!
Offense?
I got incredibly frustrated last night trying to play in AV (Alliance, Rampage US battlegroup) and it has led me to this post.
There does not seem to be an Alliance strategy that our battle group seems to know or try to adhere to so I want to ask some of the AV "pros" out there how they win AV as Alliance.
I always see around 25 Horde on offense, and 10-15 playing defense (holding or ninja'ng towers) and this tends to lead to an Alliance loss.
Does defending Stoneheart Graveyard or Tower do more good or more harm for the cause?
HELP! :)|||Depends on the server/battlegroup, On my server Alliance wins a lot.
I'm far from a pro but I have made a few observations:
One problem I do see a lot is that horde will send in one player to pull the NPC's away from a from a specific position. Naturally the players will also run after the lone horde player. Now that the node is clear, more horde will come in and easily cap the position.
The biggest problem is that people just want to fight people rather then defending and completing objectives. Topping the damage or HK charts doesn't necessarily win the battles, completing the objectives and holding positions does. You will always get more honor for winning then losing, regardless of how much damage you do or how many people you kill.
The other issue I've seen is that no one will take over GY's. These are key becasuse it determines spawn points when players die.
My biggest pet peeve is when we fall 1 point behind and the BG chat starts to fill with "let them win" or when we run out of the cave and 10 people are still at the BG spawn point.|||I've observed most of those things as well.
The GY issue is a serious one I've noticed for us. What generally happens is that the group tries to "zerg" Galv, gets "met at the pass", pwned, and respawns back at the Stormpike Graveyard (because the Horde are or have taken the Stonehearth Graveyard).
By this time, the bulk of the Horde offensive are where they can actually be effective at forcing an Alliance "turtle", killing at their leisure while slowly advancing to Dun Baldur for the win. This of course leads to depleted reinforcements for the Alliance, and they lose --OFTEN-- because of this.
How do you prevent this from happening? (Other than NOT zerging Galv)|||Yeah, this is now brought up time and time again. Alliance 70's needs to re-learn how to play AV period. Yes there's some terrain / starting point advantages - they finally made Bal a bit harder to kill but that doesn't change the fact that Allies need to play D - hold things until the cap - send a few people to protect Bal (buying time) etc. I recently did a bunch of AV's on my mage (now 62 but was running 59 and 60 AV's) and I haven't won that many AV's in a long LONG time (6 in a row!). People were actually saying how messed up it is that all the 60's can do it correctly but that when we're on our mains and doing 70 AVs its a joke. So I agree that there's some things that need to be changed, and I don't do AV's on my main anymore (tired of losing), but I have come to realize that it's not AV that's the issue, it's the general attitude and disorder of alliance players and pugs. The new group of Alliance 60s on their way to 70 will know what to do waaaay better than the 70's that I've encountered that are currently doing AVs (yes all of us that have been doing AVs for 1.5-4 years). I think that many of these people have issues changing how they think and how they do things in AV as they've been doing it another way for so long. A no man passes us, no tower caps, no GY is taken (yes create a turtle - why? BC AV is now a turtle BG period), seems to work very nicely (at least in the late 50 - 60 brackets) if you can't just roll the opposing team.
How we won 6 in a row:
SHGY (a few people stop off and stay at Bal on the way and 2 ppl stay ay SHGY for the cap calling any incs)> Galv (with 4 powerful ppl or so outside protecting those inside with Galv)> IB Tower >IBGY> move foward once all caps. If met with a huge force wait for SHGY to cap then all move forward and resume, instead of filing one by one to their deaths with no GY to rez at.
Yes, there are other ways of wining, some people think you need IBGY before Galv ( I used to be one of them but no longer am). This works as well. I've seen SHGY>IBGY>IB Tower>Galv as well work, but when we won all those in a row how I mentioned it was how we did it, and it worked amazingly well. I think the key is that EVERYONE does the same thing and tries to make the same plan come to fruition whether it's SH to IB or SH to Galv.|||Get a Premade with everyone using stinkyqueue addon.
Before you cap the GY, don�t rez at GY and wait for the healers to rez you.
Strategy 1 (We never lose but both sides have honor points)
1. Group 1&2 � IBGY (stay until it is capped)
2. Group 3&4 � FWGY then RHGY (stay until it is capped)
3. Group 5, 6 & 7 � Cap towers and support GY groups
4. Group 8 (Rogues & Druids) ninja back your own towers.
5. Let horde have SFGY
6. After all GYs capped, use common sense to kill galv or drek
Strategy 2 from Mal�ganis realm (I had 627 � 0 win)
1. Group 1, 2, 3, & 4 � FWGY (group 2 stay) then group 1 to RHGY. Group 3 & 4 fall back to IBGY.
2. Group 5, 6, 7, & 8 � Defend and IBGY??
I was pug in Mal�ganis premade so I was sent to FW (rule of thumb: send pugs to FW or RH). I did not know I would have won so I did not pay attention how our towers and GYs were defended. I suggest you ask for tips from Mal�ganis realm alliance.|||Quote:
Get a Premade with everyone using stinkyqueue addon.
Before you cap the GY, don�t rez at GY and wait for the healers to rez you.
Strategy 1 (We never lose but both sides have honor points)
1. Group 1&2 � IBGY (stay until it is capped)
2. Group 3&4 � FWGY then RHGY (stay until it is capped)
3. Group 5, 6 & 7 � Cap towers and support GY groups
4. Group 8 (Rogues & Druids) ninja back your own towers.
5. Let horde have SFGY
6. After all GYs capped, use common sense to kill galv or drek
Strategy 2 from Mal�ganis realm (I had 627 � 0 win)
1. Group 1, 2, 3, & 4 � FWGY (group 2 stay) then group 1 to RHGY. Group 3 & 4 fall back to IBGY.
2. Group 5, 6, 7, & 8 � Defend and IBGY??
I was pug in Mal�ganis premade so I was sent to FW (rule of thumb: send pugs to FW or RH). I did not know I would have won so I did not pay attention how our towers and GYs were defended. I suggest you ask for tips from Mal�ganis realm alliance.
Interesting.
I wonder how easy it would be to set up a couple of informative macros to relay this information.|||Quite simply, for alliance to win, Horde has to let them.
If both sides 'agree' to a race, alliance will win more than horde and both sides make more honour/hour than if everyone played by the book - which will essentially mean horde wins 500+ to alliance less than 100 honour. However, games take 35-40 minutes and queue time for horde will go up to about 2 hours...|||On our battlegroup (Cyclone-EU), Horde has yet to realize that "ALL RUSH BALINDA-NO DEFENSE-IGNORE STONEHEARTH-GO TO STORMPIKE" strategem no longer works after 2.3.|||Quote:
On our battlegroup (Cyclone-EU), Horde has yet to realize that "ALL RUSH BALINDA-NO DEFENSE-IGNORE STONEHEARTH-GO TO STORMPIKE" strategem no longer works after 2.3.
In a way it does, Shellar... it's better honour/hour than the scorched earth strategy employed by some of their 'more advanced' brethren in other BGs. Your instant queues and 15 minute 200-300 honour losses are worth more honour/hour than 600 honour wins once every 2 hours.|||Horde player here, people on my bg are still using the rush tactic in AV. We have instant queues, the alliance has ~10 minute queues, and like Aerath said, even a loss is worth at least 200 honor. Games last about 15 minutes on average.
It has taken about a year, but people on my battlegroup have finally realised that Capping SH graveyard should not be done if you try to employ a rush strategy, since that will cause all defenders to spawn back at Stormpike graveyard... Leading to the epic road zergs, where all horde would mindlessly charge up to SP on the middle road, completely ignoring the way under the bridge and the upper road - by the time we actually reached SP graveyard, the alliance would usually be busy with Drek' thar already.
On a sidenote, I think they should reinstate the zone-wide honor for kills. As it is now, the people who are actually recapping/defending capped towers are getting less honor then the people who join the mindless zerg, and that is just not right!
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