How does wintergrasp work
This can be done in any of three different courtyards. The front courtyard is empty, other than NPCs, and the east and west courtyard contain Goblin Workshops for the defenders. The inner keep walls then must be breached which leads to a courtyard with higher level NPC defenders. The final barrier is the door to the keep itself. Once that is down, the attackers have access to the relic inside. The defenders have two Goblin workshops that cannot be captured, located in the keep itself; portals nearby teleport vehicles right outside the wall directly in front of the workshop they spawned at.
Currently 3. The southern workshops are vunerable to assault leading to attackers having zero allowed vehicles with defense access to Obviously, this scenario leads to almost certain victory for the defending side.
The workshops inside the keep cannot be captured by the attackers. Two other Goblin Workshops are located nearer to the keep. They start out under the control of the defenders, but the attackers can capture them. Capturing is done in a manner similar to the towers in Hellfire Peninsula or Eye of the Storm ; the side with more players near the workshop will eventually capture it. Holding these workshops has the dual advantage of allowing vehicles to be built closer to the keep and increasing the total number of vehicles a side is allowed to control.
Workshops cannot be destroyed. The keep has four towers as part of its design, at the corners of walls. The attackers have three towers at the southern end of the map. For each of the attacking team's towers that the defenders manage to destroy, the defenders will be rewarded with bonus honor. Towers feature defensive turrets which players can use to fire at enemy players and vehicles. These towers do high AoE damage up to for a well-aimed shot and fire quite quickly, thus are quite useful in defense.
Turrets can be destroyed with vehicles or by being directly attacked by players; they respawn after some time. As of patch 3. If the defenders destroy a tower, that tower's bonus will be transferred to the defending team. This is intended to assist the attacking team in taking the keep, and provide a reason for defenders to leave the protection of the keep during a siege.
If all three towers are destroyed the duration of the battle is shortened by 10 minutes as of Patch 3. If the game has less than 10 minutes left on the clock, this ends the battle. As the game starts with a 30 minute countdown, this could mean the difference between defeat or victory. The primary purpose of vehicles is to attack structures such walls, towers, and Goblin Workshops; they can also be used to attack other vehicles.
Vehicles have a large amount of health, but are not particularly armored and thus are vulnerable to basic infantry attack. A player doing a concerted attack on a vehicle can often destroy it quicker than the same player attacking from another vehicle. If you are on offense, your first goal is to take the factories near to the keep.
If you have to buy vehicles from the factories in the south, it will take a very long time to reach the keep vehicles move around regular character running speed. Once you have one or both factories, you want to concentrate on breaching the outer wall. You also may wish to fire at the cannons on the wall, as they will do a lot of damage to your vehicle if well aimed.
Once you begin to have higher rank players, you should split forces between attacking the keep and attacking players. Siege Engines are the most useful against the keep, and demolishers as well.
If you are using a catapult, focus on enemy players and NPCs to try and keep them off your heavier vehicles. Also you can ride along on the vehicles and if they fall under attack, hop off and kill the attacker. Once the inner keep is breached, all focus needs to go to the relic. Get in there and take it. AoE fears and such to get rid of defenders are useful in here.
It is just like a base capture situation in Arathi Basin. As defenders you need to divide your forces. It is tempting to simply sit in the keep and repel attackers from behind the walls but this is almost certainly doomed to failure. The keep walls aren't that sturdy so even with a heavy defense, you are likely to get breached. Part of the force should stay in the keep and defend it, in particular by manning cannons, the others should go out and assault.
If you can keep the attackers from capturing and holding the nearby vehicle factories, you gain a huge strategic advantage. They either need to spend a lot of forces capturing them, or drive vehicles up from the south which is slow. When you get rank 1 or 2 it can be useful to get a vehicle and try to strike at the attackers' towers. When the towers are destroyed not only does it transfer their buff to the defending team, but when all 3 towers fall the attackers lose 15 minutes off the time they have to take the keep.
If the attackers have breached the inner courtyard, shift forces to keep them off the keep's door while still attempting to take down the south towers if not already done. While generally running around attacking anything that can be targeted in this relatively small area is easy, grouping everyone at the courtyard entrance with healers surrounding the group away from the attackers can not only keep them out of the courtyard, but can potentially push them back out, depending on how many vehicles they're utilizing.
The Titan Relic is instantly clickable, so once the keep's door is breached, your loss is imminent. An important tactic for both Defenders and Attackers is to quickly get to the key battle point southern towers, inner keep.
Dead players who are waiting for the Spirit Healer to bring them back can ask the spirit healer to have their ghost transferred to any other graveyard currently in control of their own team. Efficient use of Graveyard teleporting can help save areas in danger of being overrun. Being a world PvP zone, it is possible to have grossly unbalanced teams in a Wintergrasp match.
This is addressed by granting the smaller team a buff called Tenacity. The greater the difference in the number of players, the more stacks of Tenacity the smaller team gets. Tenacity also applies to vehicles the team controls. However, vehicles only get a health increase with tenacity not a damage bonus.
If you have Tenacity, use it to your advantage; you and your vehicles are more powerful than normal. Acting as basic infantry and attacking enemy vehicles will lead to it being destroyed very quickly. Deploying siege engines while your team has Tenacity will allow you to batter walls down quickly. If you are facing a team with Tenacity, you want to avoid direct conflict with enemy players when possible.
Use your numbers to your advantage and focus fire; it will take multiple people to take enemy players and vehicles out. Tenacity also affects the number of kills needed to advance rank. In extreme situations a single kill can advance a player from Recruit to First Lieutenant allowing the side to begin building siege vehicles from the very beginning of the battle. Tenacity does not appear to have any effect on the capturing Goblin Workshops. A team that is significantly outnumbered may be able to survive longer and damage harder, but will still lose a workshop due to overwhelming numbers of the opposition.
As of March 14, , "Only players level 70 or higher can count towards the tenacity tally or obtain the tenacity buff and get credit for victory or defeat. In addition, only players level 50 or higher will be able to use the portal to Wintergrasp. Comment by Jinton Update to the above, very outdated, post.
It can also do a channeled cone-shaped DoT fire spell. Catapults are very effective against groups of players but less effective against walls, towers and cannons. They are also useful on defense; because of their mobility. An effective use of these, that I have seen, is to quickly deploy a few catapults to the southern towers and drive around them while firing Plague Barrels.
This will take down a tower slower than a demolisher but leaves the vehicles less vulnerable to attack as they can line-of-sight ranged classes and outrun melee. Demolishers A somewhat slower Run-speed moderately armored vehicle. Demolishers can do a ranged fireball attack which does AoE damage and moderate Siege damage It also has a frontal, multiple target melee attack which does high Siege damage and has push-back effect.
The two attacks can be used at the "same time" as the melee attack has a much lower CD than the ranged, this is very effective against walls. There are also two seats where other players can sit and cast spells as if they were standing still. They will take no damage if the vehicle is damaged.
This vehicle is popular for both offense and defense as it is effective against both players and walls and can attack both at range, thus not being as vulnerable to AoE attacks as Siege Engines but still being tougher and more effective to walls than Catapults. It's moderate speed leaves it vulnerable to especially ranged attackers.
Siege Engines This is a slow less than run-speed sturdy vehicle which does massive Siege damage with a frontal, multiple target attack which has a push-back effect on both players and vehicles. Siege Engines can also house 3 players besides the driver, one of which can fire a Turret. This vehicle is very tough, though it's low mobility mainly renders it useful as a battering ram for attacking the fortress.
It is also quite vulnerable due to it's low speed and melee-only attacks without passengers. To make this weapon effective it will need support from passengers as well as Demolishers or Catapults. Comment by was fishing in WG for my fish feasts i used a glow worm from fishing daily my total from fishing was 73 nettlefish 74 glacial salmon 68 musselback sculpin and 8 Giant Darkwater Clams from these clams i got 2 sirens tears 41 meat and 5 pearls so my fishing hour yeilded some rather nice gold :P.
Comment by is there anyway to walk into this area? Comment by We found a NEW tactic about winning this easy-After ur raid is full a lock and 2 more go behind the wintergrasp IN ICECROWN ZONE and summon,when you are there w8 the battle to begin dont go before it begins becouse if u are in wintergrasp before its started u will be teleported in front of the gates and when the battle have begun all use ur flying mounts and start flying down there for the 9 secs u have before dismount.
Comment by Devou What level should and alliance char be to give the rank for those that killed him? Comment by in patch 3. I guess they made these changes to reduce how much people do wintergrasp. Comment by Magnion Can someone explain to me how the other side in WG gets the a lot of the Siege Engine's within the first few min? Please explain in detail as i want to do this too.
Comment by Deathknight93 The other side considering your talking about the Defense side gets Seige Engines fast because the Offense people just stand there by the keep and get blown up by the turrets and everyone near that area gets an honorable kill.
Offense on the other hand, you go and kill the Alliance or Horde guards fighting on the bridges and middle areas and they count toward your kills. Where are the planes that they promised?
They put a picture of it on the back of the box for crying out loud! Comment by You used to be able to leave wintergrasp via the 'leave wintergrasp' accessed around your minimap, without consuming your hearthstone but although you can still leave this way, the hearthstone cd is now consumed.
Comment by Chancelot Lately, if the Horde are losing on offense on my server Rexxar , they get their ranks up to lieutenant and then logout, thus keeping their rank. That way, when they relog for the next Wintergrasp, they have their rank and can immediately create vehicles right at the beginning of the next Wintergrasp battle.
IMO, rank should disappear 15 minutes after logout to avoid exploits like this. One other thing about this battleground: The Horde almost always assaults WG from the west, since it is closer to their starting point. The Alliance almost always assaults from the east, for the same reason. Something to do with shortest distance, two points, yadda yadda yadda.
Comment by For both battles, you should start recruiting at least 15 minutes before the raid. I reccomend downloading the addon WinterTime - it provides a usually accurate timer for Wintergrasp which is available without opening a map and being in Northrend. It also tracks your honorable kills, honor gained, and allows you to auto-invite people to the raid.
If there are people waiting for the portal, tell them to fly there. If they refuse, kick them. This is a vital part of the raid. For me, people waiting for the portal has ruined many Wintergrasp offensive battles.
Second, send caster classes up to the northeast if Horde or northwest if Alliance wall to take out wall turrets as soon as they spawn. Have them sweep from north to south as soon as the battle starts. Thirdly, have at least 2 people at each southern workshop it depends on how smart the defending team is.
If there are a larger amount of people at the southern workshops, find out beforehand and send forces accordingly. If you lose the bottom two workshops, there is a very good chance you will lose the battle. Send a few to the workshop that you do not have a large amount at.
Start pumping out vehicles. Send your largest force from your largest occupied workshop, and a smaller force from the other one. Don't load up on sieges and just zerg it, but get at least catapults to escort the demos and sieges. People not in vehicles should either protect the workshop some or be escorting the siege on ground. Every siege engine should have a gunner. Gunners are vital. They help protect the siege engine and also do a considerable amount of extra damage to walls.
If you get in a siege vehicle, immediately ask for a gunner. Once the siege is near the wall, the driver should just spam the ram option while the gunner shoots cannonballs at the wall, unless there are more important threats to worry about. The good part about Demos is they all have guns that can be operated by the driver. Catapults should use plague barrels to take down large clusters of enemies, and should always be spamming the flame option when they have a chance.
However, catapults have very little survivability, so don't just go kamikaze into a large group of enemies. Tower Defense Tower Defense is vital to an offensive raid. Losing all 3 towers results in 10 precious minutes being taken off of your timer.
The important part of tower defense is to know what tower is under attack. You can see both allied and enemy vehicles on your map, so open it up and find out which way they are moving.
When a workshop in the south is captured and forces are unable to immediately recapture it, then all tower defense should focus on defending the towers on both sides of that workshop. Find out which way the vehicles are going, and direct most of your defense to that tower. The guns should be manned, but attackers on the ground helps a large amount. I don't reccomend having more than 1 vehicle for tower defense, save them for the offensive team.
The quicker you cut down a tower destruction raid, the better. Don't wait for the vehicles to reach the tower. Send out players to meet them and immediately start bombing them. Siege engines should go first, followed by demolishers, followed by catapults if there are any. When the timer nears 10 minutes, tower defense is vital. At this point, losing the towers means a guaranteed loss for the raid. If the defenders are struggling, have a few offense players go down and help them.
It's important to remember that losing two towers doesn't mean a loss - as long as the third stands, the timer doesn't take a hit. And obviously, it's easier to defend the last tower.
When the Walls Fall Once you have hit the courtyard the section of the fort with the stone shard vendor and the Titan Relic door , things heat up. Almost every defender will be in the courtyard, making it not only a lagfest, but a hard blockade to break. Demolishers and Siege Engines have to better time to take advantage of their turrets. Damage the door as soon as it is in range. Because of the cluster of defenders, it may be wise to start breaking down the walls on the other side of the fortress if you haven't already.
Using this method, some defenders will be distracted, and once you break through the defenders will have to hold off assaults from both sides, which is not easy.
Once your sieges reach the door, start spamming the ram. Chances are, only one or two vehicles that reach the wall will survive. When the door falls, someone has to run in and right-click the Titan Relic to win. Use any shields you have now, just in case. Pallys can bubble up for an easy cap, mages can ice bubble. This part is usually not very hard.
If you Win Congratulations! You will be awarded bonus honor and 3 Wintergrasp Marks of Honor. There will be a short period of a large amount of PvP action between the ex-defenders and the victors at the fort, but it will end swiftly. Get your raid gear out and start looking for a VoA group.
Turn in your weekly quests if you have any. If you Lose Sucks, but it happens. You will still be awarded a Wintergrasp Mark of Honor for your efforts. If you are in the fort, there will be some PvP action, but I'd just leave if I were you.
You can turn in your weekly quests at your flight point in western Horde or eastern Alliance Wintergrasp. Comment by Wintergrasp - Defense I'll let you know now I rarely win defense battles because the Horde on my server is no good at it. But still, I know a couple tips to victory.
Unfortunately, offense is very zergable, so if you have more than about 8 stacks of tenacity, things will be tough on your faction. One of the best goals to winning a defensive battle is to choke their vehicle count. By capturing all of the workshops, the offense will be able to make no vehicles. Chances are they will have at least one, but with one they can only make 4 vehicles.
Preparation As with offense, you should get raid members to Wintergrasp prior to the battle. However, the defenders will be able to enter the Wintergrasp portal prior to the battle unless it's bugged, which it sometimes is , making it easier.
Firstly, send some people to capture the southern shops. If the offense loses the southern shops early, their chances of winning are drastically reduced. Send around 6 people to each southern shop. Then next part is optional - sending defenders to keep the enemy from capturing their most occupied shop find out beforehand where they are sending forces to.
If they are sending forces to neither, assume it is the shop nearest to their flight point. You may succeed, but if you fail, then not only will the offense have the shop, but they will also have the kills they need to start making vehicles. If you are facing off against a large raid if you have a tenacity of 5 or more , it'd probably be best not to do this.
Either way, you should send about people to the shop that has the least offensive occupation there, to secure a capture. The rest of your players should be in the fort. Man the turrets on the side that you will be receiving the most offense. Tower turrets are best because they are hard to reach with range and impossible with melee, yet they can still shoot at vehicles from relative safety.
The Battle When the battle starts, you should capture the southern shops rather quickly. As soon as you capture a shop, have at least two vehicles made and send them out to the outer tower closest to them. Because you can capture the workshops on the way back and will need help with tower defenders, all if the people at a workshop should help destroy the tower. Once an outer tower has fallen, have about 2 people help fell the other outer tower.
When they have both been taken down, make 2 vehicles at least from each southern workshop and crush the middle tower. Expect resistance. It may be a better idea to focus on one tower at a time - first, capture the southern shop furthest from the main concentration of offensive players and take out that tower, then switch, then take down the middle tower.
This is especially reccommended if you have tenacity. Fort defense can be tough. Make sure most of the turrets on the side of the most offense are manned. When the sieges start rolling, have most of your players go out into the field to defend it. Seperate healers among your ranks. Kill vehicles in order of priority - sieges, demos, then catapults. Don't forget to knock out players as well.
At this point, it all really comes down to skill, chance, and whether or not the enemy manages to break down the other wall. Good luck. Comment by Ok, can someone please clear up HOW you destroy a tower?
Next sentece: 'Once you have the towers Comment by from what zone i can enter Wintergrasp. Please tell i need to go there. Comment by WG is a Lagfest.
I remember a few weeks ago I was in a match with well over combatants which I admit is impressive, more so since my server doesn't have an abundance of willing BG participants.
Comment by ninjeff On what day of the week do the now- weekly quests refresh? Comment by This is for all the fisherman out there.
Just got done fishing here for 1 hour with a 1 hour lure I got from the fishing daily. Glacial Salmon 78 Comment by as of the patch it is now a vs bg. People will have to go in a queue to enter.
An lvl can enter but the higher lvls get to enter first. If anyone tries to enter wintergrasp during the battle they will be transported out. Comment by Queueing to participate in WG currently requires you to be level 75 or higher. Comment by This just in! Flying mounts won't abandon you in WG anymore!
Thats right you can fly through without breaking your face open! Flying is accepted until the beginning of the WG Battle. Any1 of the opposing faction who thinks himself smart about flying into the fortress before the battle is sadly mistaken and will be dropped on their buts outside of the keep. Do NOT ask for invites anymore becuase there is now a queue for WG like any of the other BGs in the game, players are allowed on either side 3 40 man raids , but don't get flustered becuase it would be rare to find that many ppl rushing for WG at that time so you should get your spot on the roster.
The Queue is open 15 minutes prior to the beginning of WG. Flying mounts are effective in WG while doing one of the weeklies that requires 10 items from the opposite faction A rare herb, Fueling The Demolishers, Etc.
Comment by I entered wintergrasp 1. It would appear that you can obtain the ranks before wg but now they disapear if you log out and at the start of the battle too.
Comment by Besides having a flyer, how would you get into WG to farm crystallized air? Comment by They still need to work on balancing this zone. I love Wintergrasp, but on Malygos, Alliance outnumbers Horde at least It's difficult winning a battle when Horde has 30 players and Alliance has Comment by I just want to say that this is the most unfair part of WoW that I've ever seen.
It makes me want to quit playing Wintergrasp forever and a lot of players I know have done just that. I thought I'd see more posts mentioning this and that is why the heck can't the Alliance win a little more often than once every 24 hours, at best. Most of the time we go without a win for 1 to 2 days, sometimes much longer than that.
I hope Blizzard sees this problem and does something since I am getting tired of being holed up in our corner graveyard since we are constantly being overrun by horde players on vehicles using recently slain players for target practice! Sometimes I wonder if the horde ever sleep or go to school on weekdays. Perhaps horde players are just better at pvp. I cannot think of any solution to this myself but I must say thank you to whoever came up with the idea of the faction change service, that will sure help us win more, lol.
Comment by mixter reply to duskfire: The first thing you said makes no sense at all so if youre controlling you get same benefits as defending Comment by Random question Comment by Has anyone else been having problems with Quests resetting?
Comment by mixter Lets hope blizz brings back shredders to WG in patch 3. Comment by There were never shredders in WG, Only in venture bay. Comment by Does it gives much xp at level 77? Commander Dardosh was one of the two guards of Captain Galvangar's fortress. Commander Zanneth was one of the two guards of Captain Balinda Stonehearth's fort, along with Tactical Officer Ahbramis , who was then named "Lieutenant Greywand" Siegesmith Stronghoof was the guardian of the Frostwolf Healing Hut I'm french, I don't know the exact name ; I'm talking about the Graveyard nearest to Drek'thar's fortress banner, and was named Commander Stronghoof.
Lieutenant Murp would patrol around this path. Comment by Hey i was just wondering if you can enter wintergrasp at lvl 70 :O? Comment by Does a player get ported out of the battle if they go AFK? Is there a certain location that they would get ported to? Since this is a PVP zone rather than a standard battleground such as Alterac Valley, would a player get kicked to that "safe" zone that the patch notes talk about players getting sent to if they do not queue?
Can anyone provide a location of that safe zone in Icecrown? I know that it is north of Wintergrasp, but I was hoping that someone would know the exact location. Comment by nero6x So have they added in the arena ratings yet, or is it still as it was when it was released? I heard that they were gonna start doing that if anyone could give me an educated answer, it would be much appreciated! Comment by Is it possible to damage the workshops with the cannons on the side-towers of the keep?
Their range is fairly good, so I would suspect you can lob a shell into the area there and cause some havoc. But I don't think I've ever seen it actually occur. Comment by The balance for wintergrasp needs a significant improve.
Yes,there is tenacity,but it is useless when the imbalance is huge. I think they should raise the tenacity stack number for example making it unlimited,improve the damage and health bonus for tenacity,make vehicles benefit from tenacity even more, and once certain stack numbers are achieved,player will gain CC and slow immunity. Comment by For those who don't know, the workshops offer 4 Total vehicles each.
Wintergrasp will end much quicker if the opposing sides towers are all destroyed as well. Comment by It's possible to get here if You are an Engineer. Just get to the highest tower in Dalaran, and then use your rocket boots and Parachute tinker. Comment by Jetlok Is there any way to get to Wintergrasp without cold flight training? Since im an engineer, ill try RoguePol's way. Comment by insaneblade if your faction owns it jet you can use portal in dalaran to wg , be sure to grab the flightpath too , or get a lock to summon you and grab the fp problem solved.
Comment by On many servers, there is an noticeable difference in how often each faction controls Wintergrasph compared to the other. The reason for this control imbalance, on any server, is likely the result of one or more of the following reasons.
Player Imbalance - While this is often the result of one faction caring more about Wintergrasp than the other, it can also be the result of having a severe faction population imbalance on a server. It is widely accepted that Tenacity is, as of now, incapable of fully performing its job balancing the factions , primarily because it does nothing to affect CC effects. Usually, there is nothing that can be done about this unless you get your whole faction into a battle.
Southern Towers and Workshops - I cannot stress the importance of the southern workshops and, especially, towers. For example, I was once in a battle where we, the offense, had all 4 workshops and a few walls down, but screwed ourselves over at the beginning of the fight by not defending the towers. Those 10 minutes probably would have won us the match.
As for defense, it is crucial to destroy the towers. Doing so knocks off a substantial amount of time from the clock, which you'll want, and weakens the offense. The shops are equally important. If the defense gets them, they have an easier way to take down the towers and steal 8 potential vehicles from the offense.
Skill Differences - Sometimes you'll just find yourself facing really well geared, and more skilled PvPers. In that case, there's not much you can really do unless you have a PvP guild or two to counterbalance them. Preparation - While this isn't a huge deal, it can help. Some people like to make raids beforehand and put a certain amount of people at each workshop beforehand. Another tactic for the offense is to have a few ranged classes knock out the wall turrets right after the battle starts, helping the tanks stay alive longer.
Lone Wolves Offense - Get this through your head, if you haven't already. Never, ever, ever leave a workshop unless you are in a group of at least 3 tanks. A single tank is laughably easy for defenders to take down. Organize when you will charge, where from, and how many tanks you will have.
And every tank should have a gunner. Tank Defense - You will want to have a good amount of ground support I'd say about 2 ground players for each tank. Rather than attempt to kill all of the defenders, players who are protecting tanks should CC players who are attacking tanks. The purpose is not to kill the people attacking tanks, but to reduce the damage tanks take. For this reason, it is best to ignore any of the defense's healers while you are protecting a tank. Workshop Defense - Each workshop owned by a faction raises that faction's vehicle cap by 4.
For this reason, both of the top workshops should be heavily defended at least 4 or 5 at all times , and the south workshops must not be forgotten generally they are attacked the most at the start of a battle, so a good amount of defense should be there right after the battle begins. Zerging the Wrong Place - If there are 20 people sitting at a workshop, no matter how many times 10 people try to take it, they'll almost always fail unless Tenacity is really, really high.
Know when something is a lost cause, leave it alone for a while, and come back when there are less defenders. In addition, I have seen many situations in which the offense breaks through a front wall, and that section of the fortress is filled with defenders.
Unless you are in the very last part of the fort in front of the relic room door , don't try to take tanks into heavily guarded places. There are other parts of the fort that can be attacked. Once you do reach the final section of the fort, use the tank's turret to take out the door. When the door is down, you'll want a stealth class, a mage with Invisibility, or a bubbled Paladin to cap the relic.
Comment by Guide for players below 77 lvl to get in wintergrasp zone. You can get Dangerously Delicious but you cant go there to cath terrorfishes before 77 if you are not and alt char-main chars can buy book of cold weather fying that binds to account.
Whatever die in crystalsong forest and release spirit. Your ghost will be riding a spectral gyrophon or sth. Walk to spirit guide , there is small blue chamber on the floor right click on it to port near guid annd right click to guide and here you are in wg ready to fish!
Comment by Monroe85 Coming from a realm where the alliance on a good day has 6 stacks of tenacity and routinely hits 15ish it is possible to still win. But you have to have the right amount of preparation. I arms warrior , a restro druid, a hunter, and a boomkin were able to hold the western courtyard of the base after parachuting in Flying above the base then landing once the battle began.
We held it for a good 15 minutes. A skilled arena team with 8ish stacks of tenacity is pretty much invincible. The only problem is getting our side to listen to us and attack west and not just farm HKs in the east. Once they did that we've won on occasion. Now, what would be nice is if blizzard actually made tenacity effect CC and slows but that would require common sense on their part. I'm particularly upset about how weak tenacity is because in Cata we are going to have our daily quests cut off because the horde out number us by such a large margin on my server.
Comment by Not exactly true Duskfire. There actually IS a geometric advantage to Horde over Alliance with respect to starting area and graveyard placement. WG is not a perfectly symmetrical BG. Even if it were vs in all equivalent gear and experience and teamwork, the Horde has the advantage on D. As any true warrior knows, battles are all about the lay of the land.
Any irl servicemen, paintballers, SCA-ers, black powder society people, footballers, basketballers, or really anyone that plays at irl melee etc. I'll explain It is easier for horde to defend the keep. When they resurrect and run down the gy ramp, they can get into the action quicker than the alliance, because inevitably, the alliance is attacking on the east side.
The east side is where alliance usually and foolishly, concentrate their asssault. Which is not really their fault, since it seems the right way to do it because the east walls are closer to their starting point. The Horde however, start on the west camp, which is further from the defenders graveyard. The alliance defenders, to engage on the west side, must run an additional 40 seconds to get from the GY, down the ramp, across the east factory, across the temple gate, and across the west factory, to get on the walls and engage seige machines.
When they die, they miss half the res waves due to asychnonicity from the forced 40 second delay from their last rez. Because Res'es happen in waves and fixed intervals, this creates another advantage.
They can get into the action faster and they get twice as many EFFECTIVE res waves to go pounding on tanks that cant be healed, assuming Hordes die within 60 seconds of their last rez - without a res cap, the most effective strategy is just to throw yourself on the enemies swords and wear them out.
For a real life example, look into Zulu Dawn. This article concerns content exclusive to Wrath of the Lich King. Wintergrasp appears in the second World of Warcraft expansion as the first non-battleground zone fully dedicated to world PvP, even on PvE servers. It focuses on siege weapon warfare. You can purchase Wintergrasp honor rewards from vendors that appear when your faction controls the zone.
Wintergrasp was once the location of a vast lake known as Lake Wintergrasp ; the lake has shrunk since then, leaving the basin open to exploration. Wintergrasp contains a valuable mine, ownership of which is contested by the Horde and Alliance in order to reap its riches.
The Wintergrasp zone in World of Warcraft is about the size of Westfall. It can also be reached on foot, details of which can be found in getting to Wintergrasp through Icecrown you generally have to die at least once, this way, though.
The most convenient method is simply to fly into the zone. Players can fly in to or out of Wintergrasp via the flight master near the attackers' rally point. The Horde rally point is on the west side beyond the western goblin workshop also known as the Broken Temple , and the Alliance rally point is north-east of the eastern goblin workshop also known as the Sunken Ring.
There are several other methods to leave Wintergrasp, as well. A player can right-click the PvP icon on the minimap that looks as if you are queued up for a battleground and clicking Leave Wintergrasp using your hearthstone , or flying out at one of the edges of the zone's borders.
Also, there is a portal inside the Relic Chamber that can be used by anyone who can get to it, which teleports you to the Violet Citadel. Wintergrasp is home to several characters of status. Many of the commanding officers from both sides hail from the early days of Alterac Valley , including Lieutenant Murp and Primalist Mulfort.
Level 80 elementals of all known kinds earth, fire, water, air, shadow, life wander in various areas. The side that controls Wintergrasp Keep will be able to see elemental Revenants, with roughly twice as much health as the regular elementals and a guaranteed droprate for crystallized elements.
Each side also has level 76 NPC guards, which can be found near the vehicle shops, attacker's towers, inside the Keep, and at various points along the roadways. Killing the guards will reward credit for your faction's 'Kill Players' quest, as well as up your count for the rank.
Approximately every 2 hours 30 minutes, Wintergrasp becomes a unique type of PvP battleground, and anyone in the zone will be prompted to join the battle.
The faction that won the last Wintergrasp battle must defend Wintergrasp Keep for 30 minutes, while the opposing faction attacks the keep. Both factions can take control of Goblin workshops scattered around the zone. To take the keep, the attacking faction must break down walls by causing siege damage with siege engines and items that cause siege damage, ultimately entering the Relic Chamber in the keep's innermost area to claim victory.
Three towers in the southern part of the zone provide an additional objective: Destroying a tower grants a damage buff, and destruction of all three towers shortens the battle's time by 10 minutes. After Wintergrasp Keep has been captured, or successfully defended, it will be controlled by that faction for approximately 2 hours 30 minutes.
The status of Wintergrasp and whether or not it is contested can be seen on the Northrend map by the appearance or absence of a faction symbol or a PvP symbol indicating control of the keep is being contested over the zone. To find out when the next battle is starting you can go to the Portal Mage in Dalaran, visit the Zone itself, or view the World Map, which as of patch 3. As of patch 3. Formerly, it would not display if you hadn't been to Northrend since logging in and would display the last known time if you traveled to an area outside of Northrend.
After killing five enemy players, defensive cannons or NPC guards during a Wintergrasp match, you are given the rank of Corporal. Ten enemy kills after your field promotion, you are given the rank of First Lieutenant, which allows you to create Wintergrasp Demolishers and Wintergrasp Siege Engines.
Receiving Wintergrasp Marks of Honor at the end of a match is dependent on reaching the rank of First Lieutenant or higher. This is intended to encourage players to participate in PvP combat and not merely idle in the zone during a match in order to receive "free" Marks of Honor. At the end of a match that results in a win for your side, players will be awarded 1 Mark for being a Recruit, 2 Marks for being a Corporal , and 3 Marks for being a First Lieutenant.
Since patch 3. To join the queue, you can either talk to Wintergrasp battlemaster in any of the major cities or just simply enter the zone. You also need to be at least Level 75 to join. The queue will accept players from each faction, so a total of players can join the battle. Level 80 players have a higher probability to join the queue than lower level players. If you want to join the Wintergrasp battle and are queued but are not called to join, there is a bypass to this.
Simply take a taxi from Dalaran or some other Flightpath in Northrend to your faction's landing camp in Wintergrasp. You won't earn any rank or honor from PVP kills unless you inflict at least some damage to the target.
If you are in the zone, but not in queue when the battle starts, you will be teleported away to a "safe" area of Icecrown just north of Wintergrasp. But be warned, all players ported out will be sent to the same location, Horde and Alliance alike. Since you will still be flagged as PvP, be prepared to fight. Players are able to inflict damage to vehicles and turrets with spells and weapons; players cannot damage a wall, tower, or Goblin Workshops without a vehicle or weapon that deals siege damage.
Goblin Workshops inside the keep and on the southern half of the map spawn multiple copies of The RP-GG , which can be fired at enemy vehicles. Engineers have access to two schematics for explosives that deal siege damage to vehicles, walls, and towers. In order to create vehicles in Wintergrasp, you must attain a rank of Corporal or better during a Wintergrasp match by killing enemy players or NPC guards.
Once a vehicle has been created, any player can pilot or operate a turret on one. Vehicles are created at Goblin Workshops under your faction's control. These factories can be captured by the opposing team. Catapults are capable of throwing plague barrels along ballistic trajectories which cause small amounts of AoE damage to players, vehicles, and structures. They also can create a flame jet which does a cone damage in the front of the catapult to enemy players and enemy vehicles, but not buildings.
Demolishers are capable of throwing burning boulders along a ballistic trajectory which cause medium amounts of damage to players, vehicles, and structures. They also can ram which does cone damage in front of them, and is particularly damaging to structures.
Passengers are vulnerable to attack in the Demolisher but can cast offensive and defensive spells. Siege Engines are capable of ramming which also does cone damage in front of them and is the highest damage to structures available. They also have a cannon that can shoot boulders which do high damage along a ballistic path; the cannon requires a second player to operate.
Passengers are protected from harm but cannot attack or cast spells. A Beta version of Wrath of the lich king included a shredder , a fighter one seat flying vehicle , and a bomber two seat flier , but these were apparently dropped before release.
Wintergrasp Catapult Wintergrasp Demolisher. Wintergrasp is a classic "assault"-style gameplay. The objective of the attackers is to capture the keep before time runs out. The objective of the defenders is to keep them from doing so. Should the attackers capture the keep, the battle ends immediately and they gain control. The objective in Wintergrasp is a large orange sphere located inside the keep itself. The Orb is instantly clickable as of Patch 3.
If this is done successfully, the attackers win. To reach the relic, three levels of walls must be breached. First, the outer perimeter of the keep must be breached.
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