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WARLORDS OF DREANOR - RELEASE ON 13.11.2014

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Jason Leung 
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  Sun 14 Jul 2013 - 6:57  #
A lot of things changed in 5.4 and i'm inactive in pvp stuff, sorry to bother the mods but could you please delete this thread and the other 1 ? its pointless now but i can't delete this by my own, thanks for the trouble.


Last edited by Jason Leung on Sat 16 Nov 2013 - 7:07; edited 4 times in total (Reason for editing : 5.4 change)
Jason Leung 
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  Sun 14 Jul 2013 - 6:58  #
This is still about getting out from the flag room, but I separate this because that other post is already way too long. There is a much more efficient way of taking the flag as a class with teleport skill (monk,lock, resto symbio).



Putting my teleport on the picture above.



Preparing to jump and take the flag, nothing important here.



Feint my movement by making it looked like I was going into the tunnel to lure him away from the other escape route



Teleporting back after successful feint, so now your enemy will be stuck on that tunnel and give you more time and opportunity to run out of the room.

--------------------------------------------------------------------------------

Warlock, Monk, a Druid resto with symbio and warlock circle can do this. Even though Monk as I mentioned on the post above isn't viable for this, many random RBG will ask monk to get the flag, mainly Mistweaver, this is a absurdly stupid idea that is born because so many people can't kill Mistweaver.

In my opinion when I can't kill someone there are 2 possibility : 1. that guy/class is fucking op, 2. I suck and don't know shit on how to handle him. When i'm having problem with killing some class, I would rather spend my time looking for information about it rather than crying for the rest of my life about how OP that class is.


Mistweaver isn't hard to kill at all, especially for ranged DPS. They have few defensive cooldown, some anti stun ability, and lousy armor. It seems most people are having trouble with their anti stun, and if you're unfamiliar with it the answer is simple : "NO STUN".


Last edited by Jason Leung on Sun 14 Jul 2013 - 8:27; edited 1 time in total
Jason Leung 
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  Sun 14 Jul 2013 - 6:58  #
Covering your flag carrier as a team

Common RBG never cover their flag carrier, all they do is telling the flag carrier to go take the flag by himself and later sending a healer to help him getting away from the room (which in most Chinese rbg there are at least 2 defender on the flag room), then the rest of the teams are just gathering on the middle of the map and having a stare down contest before finally beat each other while waiting their flag carrier to come back then wait for 3-4 stack before trying to kill the enemy flag carrier, this cycle happens for the rest 25 minutes.



To me this strategy is not only stupid but also unnecessary. Moreover, why the hell they keep doing this stupid thing over and over again, like there are no other alternatives or spaces on the map. If your team is a PUG (pick up group) or some new team, okay I got it everyone is new and not familiar with each other and maybe with the RBG itself. But for a static group and maybe a guild group that plays together for so long there is no reason why you can't or won't try new and more advanced strategy.

Like I mentioned above other than Druid, other FC have problems in getting their way to the flag room, that doesn't necessarily means that there is nothing you can do to help him. Here is a simple example of how your team can move together to protect his FC.



All you have to do is mount up and stay together shielding the FC away from the enemy, going into the enemy areas near the flag room (send 1 healer if you feel necessary) and then wait there until your FC got away. Then split the team between the defending team (FC and some class including healer going back to your base) and the other is either engaging the main force of the enemy or just pierce through then attack the enemy FC.

This is of course not the only solution, and for this to work you need a certain class to cross the river. There are more stuff you can do to improve the game and your chances of winning, the map is huge and there are a lot of strategic places either to defend or to attack. About engaging your enemy its also not necessary if you don't want to, you can always choose a time and place to fight them. Why you must engage them on the middle of the bridge ? does it give you additional points ? does it give you a bonus stat or buff ? no it doesn't give you anything.


Last edited by Jason Leung on Tue 16 Jul 2013 - 5:34; edited 2 times in total
Jason Leung 
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  Sun 14 Jul 2013 - 6:58  #
Reserved
Jason Leung 
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  Sun 14 Jul 2013 - 6:58  #
Reserved
Jason Leung 
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  Sun 14 Jul 2013 - 9:35  #
Reserved
Unkim 
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  Tue 16 Jul 2013 - 13:12  #
Hi Jason,
Comments:
A) As a warrior prot I have more problems arriving the base than leaving the flag room. Usually a rogue is waiting for me full of CDs and can down me 60-70% quite easy, because when I use my major Cds when he uses his too, use to come a f***ing disarm to laugh about my shield wall...
Hunters dont worry me so much as prot, maybe because I can deal better with them.
B) I really don't feel dramatically the increase of the buff... I mean, if their DPS is high I can die without stacks if they catch me on the way without healer and peeling (Use to happen too much in my oppinion...), and if I have healers and peeling I can survive 8 stacks using major CDs.

Questions:
1.- Where should I go in first way? regroup with the team? or go directly to our graveyard? well, I suppose is according to how the group battle is going right?
2.- When I am supposed to start going to get the flag? should I wait leaders command? go directly? stay back at the beginning and then go when the first people die or battle begins? Should I fight at the beginning? (I can really disturb casters/healers...).

Suggestions:
i) shouldnt we assign the defense and attack group before start the game? and when leader call "split", people know where to go?
ii) what about camp their graveyard? I read somewhere that a lock/mage AOEing the graveyard avoid the to mount and slow their way to reincorporate to battle, that at the end means more kills and control of the middle.
Unkim 
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  Tue 16 Jul 2013 - 13:13  #
Also, I don't know if you do in purpose, but you know that changing the fonts of the BGT addon, you can see the chinese names?
Jason Leung 
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  Tue 16 Jul 2013 - 15:09  #
Unkim wrote:
Hi Jason,
Comments:
A) As a warrior prot I have more problems arriving the base than leaving the flag room. Usually a rogue is waiting for me full of CDs and can down me 60-70% quite easy, because when I use my major Cds when he uses his too, use to come a f***ing disarm to laugh about my shield wall...
Hunters dont worry me so much as prot, maybe because I can deal better with them.
B) I really don't feel dramatically the increase of the buff... I mean, if their DPS is high I can die without stacks if they catch me on the way without healer and peeling (Use to happen too much in my oppinion...), and if I have healers and peeling I can survive 8 stacks using major CDs.

For A, yeah as warrior prot you will be having that problem that's why your team should cover for your and move together, you shouldn't be alone doing all the work while the team just screwing around looking for killing blows and topping the DPS chart.

As for B, I have no other way to explain or some sort of proof because it can't really be described in screenshot or words. But I assure you even 4 stacks is enough to kill you before the 5.3 patch coming on. Rogue and mage can finish you in few seconds with their burst and smoke bombs, because the stacking debuff really hurts.

Unkim wrote:

Questions:
1.- Where should I go in first way? regroup with the team? or go directly to our graveyard? well, I suppose is according to how the group battle is going right?
2.- When I am supposed to start going to get the flag? should I wait leaders command? go directly? stay back at the beginning and then go when the first people die or battle begins? Should I fight at the beginning? (I can really disturb casters/healers...).

1. It depends on the leader's decision and preference, you should report it to him whats happening, for example "you : getting out of flag room, from the east", then the leader should respond, for example "okay xxx, xxx, and xxx you go protect our flag carrier the rest of the team we move through the west and intercept the enemy FC". (this is what I did in the twin peaks when I lead that Tuesday because I prefer offensive and dynamic game).

2. Again, this is depends on the leader's decision and preference. Unless it is a part of the strategy, you should never fight at the beginning. As for Druid's have track humanoids so they can check the radar and see how many ppl on the bases, then determine his path easily. If he assume its only 1 guy he can charge in by himself. For warrior its not that convenient as you don't have that skill. However the leader can and should make a guess how many ppl and what class will defend their base depending on how many people coming out from their bases and the team composition. He then should tell you when you have to go.

----------------------------------------------------------------
For example : enemy team have 10 ppl consisting of 1 Druid Guardian, 3 Healer, 7 DPS (1 Rogue, 1 mage, and 1 Hunter). With the battleground targets or other add on you can target the enemy even if they're far away and out of sight. The leader can keep an eye on the rogue, ask teammate#1 to watch the mage, ask teammate#2 to watch the hunter.

Observation result :
Rogue : the rogue is mounting and go invisible immediately, most likely he will go to the middle and patrol the incoming area.
Mage : he is mounting and can be seen later on the middle of the map.
Hunter : is nowhere to be seen and never mount his ride.

Conclusion : The hunter most likely is guarding the base and the rogue is patrolling around the area, Decision : sending in the FC and a healer.
----------------------------------------------------------------

Your movement and path should be determined by the leader, one thing that you keep in mind is you should never hesitate asking for backup or support, some people have some sort of pride being able to handle everything by himself and soloing stuff to increase the size of their e-penis.

Unkim wrote:

Suggestions:
i) shouldnt we assign the defense and attack group before start the game? and when leader call "split", people know where to go?
ii) what about camp their graveyard? I read somewhere that a lock/mage AOEing the graveyard avoid the to mount and slow their way to reincorporate to battle, that at the end means more kills and control of the middle.

I) Yeah the leader should assign it, its usually either 1 or 2 ppl defending, as for me in twin peaks because of their geographical position 1 hunter is enough, you can see their best position from the picture below. Because with their track humanoid they can see the incoming enemy. The hunter's aim isn't to kill the enemy but to call out for help as soon as possible and slowing the enemy FC down at any cost so the arriving reinforcements can kill him.



ii) As for camping graveyard there are 2 prequisites : 1. the enemy should die, 2. Your lock and mage should be there to camp it.

In order for this "graveyard camp" to happen your win must be winning a landslide victory, so not only they can kill people quickly therefore sending them to the graveyard. But the lock and mage from your team also there to aoe them.

Graveyard camp is more like a follow up of what will be happening if you win the clash in the middle, after the leader see that his team overwhelms the enemy and have the upper hand. He should tell the team to pressure the enemy while slowly moving them to their graveyard. And blocking their path to the leaf item, therefore your team control the leaf distribution completely and the healer won't be out of mana at all.

If the opposite team have equal firepower and the leader is composed this graveyard camp can be a turning point, they can match their resurrect timer so everyone will resurrect together and focus 1 guy as soon as they resurrect and knocking back or cc the enemy healer at the same time.

Anyway, We make strategy and plan to anticipate equal or stronger enemies, that's what a leader and strategy is for. If your team is losing on a direct confrontation then the leader should change the approach and try other stuff. However, no matter how good the idea/concept is if the execution is poorly done, then its no use.
Barrax 
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  Fri 19 Jul 2013 - 6:43  #
well done man
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  Today at 11:10  #
 

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