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Battlegrounds 101: Honor made easy.
来自 Tihrel
[Last Updated]:
2017/09/28
补丁:5.1.0
目录
评分:
Of all the things to do in the World of Warcraft, Battlegrounds have probably the most varied outcomes AND player bases. You get people from all niches, the hardcore raiders, the fresh 90's, casuals, and all levels of PvPers, from the part time battleground goer to the Gladiators and Heroes of the Horde/Alliance. Due to this, it is very hard to say exactly how every game will go, and nothing I say here will apply to every game, save this...You are not alone, don't play like you are.
For New Players
Terms and Definitions
It was brought to my attention that I do use a bit of jargon, so a quick rundown of some of the terms I use would probably be for the best.
Node: Control points, these are areas that are either captured by clicking on flags or by a tug-of-war system which moves towards your team based on the number of players in the area. These generate points to move your team towards victory.
Flag: There are two types, the kind that is carried, and the kind that is used to capture a node. The carried kind is held by an FC(see below) and will be dropped when they are killed, at which time it can be returned or taken by one of your team. The node capture flags are in Arathi Basin, Battle for Gilneas, Alterac Valley, and Isle of Conquest. These are captured by clicking, and after a short cast, will become "contested", and after a set amount of time will become controlled by your team.
FC: Stands for Flag Carrier, this is seen in Warsong Gulch, Twin Peaks, and Eye of the Storm. When this player clicks on the flag, they are given a buff and a flag on their characters back, they will score points when it is returned to the flag stand. They will drop the flag from death, casting an immunity effect on themselves(Ice Block, Paladin Bubble), attempting to stealth, mounting, or using rocket boots(Yeah, screw us engineers, right?).
EFC: Enemy Flag Carrier, the dude on the other team that has your flag, the ultimate insult. Kill him.
Ball: This shows up in Temple of Kotmogu, it's like a flag, except for the associated debuff and lack of a place to capture it. This item is just held onto as long as possible.
Hard Casting: Sitting in place casting a spell. This may not seem like such a big deal while questing or dungeons, but in PvP it gives the enemy a chance to lock you out of that spell type for a substantial amount of time. Take a frost mage, if you get interrupted by an enemy mage during a frostbolt cast, that is 8 seconds where you cannot renew Ice Barrier, Ice Block to save yourself, or even Deep Freeze to stun them for a getaway. This is not to say to never hard cast, but it can leave you in a bad place if the wrong spell gets interrupted.
AoE: Area of Effect, using spells which do damage or effects over an area. There are ground AoEs and target centered AoEs, ground being Death and Decay or Blizzard and target centered being either off you(Frost nova) or off your target((Howling Blast).
CC: Crowd Control, this is using spells that aren't exactly killing that specific enemy, but are used to remove his ability to aid his team. This can be done by the conventional CC specific spells such as polymorph, Repentance, or Fear spells, or it can be done through other spells, like Death Gripping a melee off your healer to give them time to heal up.
Turtling: This is a tactic involving pulling off all player on the offense and playing very defensively. This can and only(but isn't) be used when your victory is gaurunteed by timer if the enemy does not score anymore and there is not much time left. Turtling should be used in situations like in WSG when you just barely get in another flag capture, bringing the score to 1-1(as the winner of a tie is whoever captured last) with 4 minutes to go. Not in situations where you have it 1-1 with 15 minutes on the clock, where they can take time to set up a full on attack or wait for the damage debuff on the flag carrier to increase to lethal amounts.
Zerging: Made popular by the Starcraft race, zerging is to pick up all your dudes and bum rush whatever resource is chosen as being the most important, this is usually seen more in node defense maps such as Arathi Basin. This tactic is very popular with teasm that have little to no communication, as people will generally just follow the pack, leading to a large portion of your team rolling around in a giant deathball.
Battleground Basics
The Ultimate Question:
Is the goal to rack up the kills, be the hero, or get the objectives?
Hint: Yes.
This is not a multiple choice question, all of these things have their place, but only one in any particular situation.
In order to win a battleground, you will have to kill people. It's almost unavoidable. Few of the battlegrounds can be won without any fatalities on the other team, but you can't just sit in the middle of the map chasing after anything with a red name over it's head, you have to make decisions on who is important to go after and who you should ignore until they become dangerous. The biggest factor is where. If they are running circles of nowhere chasing after nothing, should you really peel off your FC to go get another 2 honor for your team? Or should you go after the warrior that is busy wailing away on your healers? The second factor is their current situation. If a mage on your team has a warrior locked in place (tougher in MoP but possible), it may be a good idea to instead hit another target instead of placing yourself in range of the melee that was otherwise doing no damage, and therefore putting no strain on your healers. The final factor I will mention is what this will accomplish. If you run off the flag in Arathi Basin to try to kill a healer while another is ninja capping your flag, all you have done is given up a node for one kill.
By being a hero I didn't mean going 25-1, top damage, and letting out a massive man roar while your chest hair grows thicker. In my opinion that always helps. I meant sacrificing yourself to unbeatable odds. Peeling away from your FC to rush the entire enemy team screaming bloody murder, just to die horribly as they remount and continue on their way. There are very few situations that this will ever do anything for your team, but it's those noble sacrifices that really make a game when they do work, such as stopping a pack of horde with AoE slows when your mine cart is just a few seconds from capping, or a rogue spamming FoK on top of a flag in arathi Basin to buy his team time to get back to defend.
Of course objectives should always be on your mind in everything you do. Is your action going to help with offense or defense of your bases/flag? If not you may want to rethink what you are doing.
Your team and you.
This is by far the hardest part of battlegrounds for many people, dealing with people who just do not want to play nice and have fun. These are the consatnt complainers, the ones who have nothing positive to say, who blame everyone else when they lose and then talk about how they carried the team when they win. The only advice I really have here is to ignore them, find someone who wants to win and work with them instead.
Once you have the problem children tuned out, you have to find out the strengths and weaknesses of your team, figure out who can hold their own in a fight, try to rally them up to push objectives, and win it all.
The other team and you.
Most of the time your interactions with the other team will be limited to removing them from a fight, however possible. This is either done through CCs or death. It depends on your classes CCs, the targets gear levels compared to yours, and what they are doing.
When to kill: If the target is much weaker geared than you, I wouldn't waste the time to CC them, but when they are a heavy CC class, they will need to be removed to give your team the advantage. Even a mage with no gear can prove problematic with well timed polymorphs, counterspells, or Deep Freezes. It also depends on their health, if you can snipe a quick kill, do it. Lastly, healers are generally good kill targets since that will limit their ability to hard cast heals, since a good healer will have ways to break out of CCs.
When to CC: If you see a caster sitting on the edges of a fight, not being hit by any AoEs that would break them out of CCs, and freecasting on one of your teammates, that would be a good time to plant a poly/fear onto them to remove them from the fight instantly, without the hassle of chasing them down. CCs are not a permanent solution to the problem of their being that guy there, but it will buy you time to take out another while the first sits there as a sheep or runs far away due to fear pathing. Unlike killing someone, where they can continue to do damage, even if it is dminished by you being on them, CCs will take them out of the battle for ~8 seconds, which can feel like an eternity in a fast paced team fight.
Good teamwork and you.
A lot of people don't realize how much you actually help others in a BG, whether it be hitting a target that a melee couldn't quite catch with a ranged slow, or stunning a target off a near dead healer so they could top off. But teamwork is not just limited to in a fight.
Let's use Warsong Gulch as an example, there are almost always two focal points to this BG, your FC and the EFC. You can't win by just sitting on your own carrier and leaving the other carrier to be a good pal and kill himself so you can cap. You have to make the decision to stay and defend, or help the offensive team to coordinate a kill and return.
Your role.
Unlike PvE, your role is not as strictly defined in a Battleground. A DPS no longer exists, nobody cares that you pulled a stable 20k on a healer as he bounced around staying at full health and mana, whereas another player places light dps out while they position a healer out of cover and then nuke him dead. That is why I use Damage Dealer instead of DPS, since that is your job, take them down to 0 health. Likewise a healer will not just be healing, all healing classes have multiple CCs or ways to add a little burst to the kill efforts. Then there's tanks, they do some damage, usually have a bit more ways to be annoying, and can really change the course of a fight if too many damage dealers tunnel vision them.
Pure Damage Dealer
These are the rogues, death knights, warriors, hunters, warlocks, and mages of the battleground. They have very little to no heals for others, usually their heals are limited to just themselves. Most of them have much higher damage outputs when compared to the hybrids, and in my opinion have the strongest CCs in the game (mages and locks). Generally these classes want to stick to a healer, and their help to them is usually by peeling for said healer and killing the most dangerous targets as quickly as possible.
Hybrids
These are the retribution paladins, enhance/ele shamans, shadow priests, balance druids(somewhat feral, but I'd say feral is more of a pure, as they lose a lot of output if they leave cat form for long) and windwalker monks. These classes have a lot of healing output, usually boosted by using certain damaging spells or attacking to proc better heals. These classes are all too often played as a pure, healing only themselves and forgetting that sometimes it's better to save another person instead of using that holy power/maelstrom stack to do a bit more damage to your target. As these classes usually have a bit lower damage output, it is generally best to save a pure if you can spare the healing than try to bolster your own numbers. You don't get extra honor for being the team MVP(Okay, you sort of do through the extra HKs you will pull in, but that's besides the point), and another person alive longer is always helpful.
Healer
The loveless task of healing, do your job and nobody says thank you, but the second you let someone die, it's all your fault. These brave souls are the holy paladins, restoration druids/shamans, discipline and holy priests, and mistweaver monks. Your main focus is to keep the green bars full, especially yours. Every class has many different spells to accomplish this seemingly basic task, and it really comes down to experience to determine which is the best for which situation. But there is also a secondary task for healers, and that is to be a backup damage dealer. Sometimes you can find a break in damage to help snipe down a target, or poke out of your cover to toss a CC on a target.
Tank
This role is usually unwanted in BGs that have no flags to carry or NPC bosses to tank, as they are usually played as a gimped damage dealer and contribute little to the team when played poorly. However this role does have it's place in many team fights or as a node defender. The real power of a tank is in their ability to soak up damage that would kill a damage dealer/healer. Many players in a battleground fall into the trap of focusing their target, no matter how much they are actually accomplishing against that target. A tank can also be used as a enemy griefer, prot warriors can charge around stunning and interrupting mostly unharrassed. Prot paladins can toss Avengers Shields for interrupts while using their hands of freedom, sacrifice and protection to aid allies. Blood Death knights can sacrifice some of their ways to stay on targets that a frost/unholy would have to pick up CCs such as Asphyxiate or ally aiders such as Anti-magic Zone.
The Battlegrounds
Each battleground is quite a bit different from the next, with a few exceptions of course(WSG and TP), so it's mandatory to cover each individually in order to give viable strategies.
Warsong Gulch and Twin Peaks
Basic Overview: This is a game of capture the flag, in order to capture you must have your flag at your base when you get back to the flag stand. Win goes to the first team to get 3 points or the team to have the higher score at time up or the last team to capture in the event of a tie.
Playing Defense: Defense will take place close to your flag carrier, who will start to take more and more damage as he holds the flag longer. During defense it will quickly become vital to CC as many of the attackers as you can while killing them before they take down your carrier. Many attacks will start uncoordinated, one or two people running in to try and be the hero of the BG and get the flag back, but as they realize there are defenders able to beat them off, they will usually attempt to rally a small force to rush in at once and pop cooldowns to try and kill the carrier before they get killed off. Sending a stealth class such as a rogue to sap them as they run in can turn the tides of the battle with the loss of another player, and it is sometimes best to run out to meet the other team in the tunnel, as that could split their team if some stop to fight while the rest attempt to break through your lines to get to the carrier. However you must be careful to not push too far from your carrier, as there are multiple entrances to the base.
Playing Offense: The best time to kill a flag carrier is before he even leaves the base. A lot of times a carrier will run in alone and his team will gather around him as he crosses the field. If you can jump him in your base, and keep him from leaving while others get to you to help finish him, that will force the other team to use a potentially weaker carrier until the original gets back up, and even then weaker players will attempt to run the flag despite having a much stronger player asking for it, either through being stubborn or not knowing how to drop the flag. If a carrier does make it across the field into their own base, it will usually become harder, as they will have the advantage of laying down traps and positioning themselves before you can engage. Popular positions are up on the roof, on the middle level balcony, or in the flag room, either in the small room off to the side, or in the alcove housing the flag. There is also the RBG position of sitting under your teams graveyard, but this is a rare one to see in randoms. Each position has advantages, the roof and balcony having the advantage of a single choke point that can be trapped/AoEd to stop stealthers from entering and engaging, and the edge allows for classes with knockbacks to remove a few enemies from the fight if used well.
Alternate Defense: Turtling up your flag room even when the other team does not have your flag is a viable strategy, as most of the time it will be single targets running in, allowing a group of 2-3 of you to pick them off as the rest of your team escorts your carrier across the field, forcing the enemy to split their attempts to either get their flag back, or send a small team in to grab yours before the carrier makes it across. However this strategy does require a competent group who can kill anyone trying to grab the flag, or at least hold them up while the escort makes it back to help finish them off before they escape.
Arathi Basin
Basic Overview: A node control battleground, with 5 nodes in a diamond pattern around the map with one central node. Your team scores based on how many nodes you control, each additional node you control speeding up the rate at which each node generates score. The winner is the first team to 1600 points.
Players per node: As there are 5 nodes for 15 players, my reccomendation of people per node is at least 3 defenders at each you own, and the remaining either pushing additional bases, or floating between nodes you control and backing up any that come under attack.
Playing Defense: This is perhaps the most boring job in any battleground, as you have multiple nodes the enemy can go after, or if you only have one node remaining they may just not care to overextend. You could sit at a node the entire game and see nobody, or you could be bogged down in constant combat. Your main job is to keep the other team off your flag. This comes above killing anyone in your area, if they are able to sneak a cap out from under your nose, you will lose points for your team even if you wipe them out and recap it, as you lose the generation speed and any points that node would have generated during the time it was contested. As long as there are multiple enemies near the node flag, you should keep an eye on them, using any attacks you have to interrupt the capture, or just walking over and pressuring them to run away or die. If you find yourself alone at a node your ability to defend it will be much harder than with a partner, or maybe 2. A rogue can just sap cap if you are alone, or a simgle player better geared than you could just kill you and take it before backup shows up, but a small group can call the incoming and hold it against a couple enemies while help makes it.
Playing Floater Defense: Your job is to stay near as many of the nodes your team owns and responding to the movements of the other team to help the static defenders at each node. Responses must be quick so you can return to the middle ground so you can respond to the next attack quickly. A floater group should be at least 3, with one being a healer, so you can stall a zerg on a base while others try to take a weak enemy base in response.
Playing Offense: Your job is to work with others to try and take nodes from the other team, or if you notice an undefended node, to run over and grab it. This job requires more judgement calls on where to attack, or even IF to attack. If your team holds 3 nodes and the enemy seems content turtling up their own nodes, you can just back off and prevent them from pushing out and end up winning that way. The big thing here is to never, EVER, fight on the roads. If you are on offense, you must always be near a node, either helping bolster one of your own numbers to ward off attackers, or grabbing another from the other team. Killing a small pack on the road does nothing to further your teams efforts. When attacking a base, you should always look for an opening to ninja cap if the defenders are drawn away chasing one of your casters, or you feel they are not paying attention to the flag, but you should NOT sit there trying over and over to capture it. They will notice your intents and will keep a closer eye on you, and while attempting to capture you are essentially CCing yourself by no longer doing damage or healing allies.
The Iron Triangle: This is a strategy that is generally employed by the horde, as it involves capturing the farm, blacksmith, and lumber mill and employing the floater defense to hold those 3. This is known as the Iron Triangle because the bridge leading to Blacksmith from Farm is a focal point of those 3 nodes, and gives you the fastest response times to each node possible, making it very hard to push any node.
Battle for Gilneas
Basic Overview: Very much like Arathi Basin, a node defense map, but with differences, 3 nodes instead of 5 and 10v10 instead of 15v15. This map is much smaller, with a small plateu in the middle which has ramps leading between the Lighthouse and Mines, and a final node with a river around it, preventing fast entry from 2 of 3 sides unless you have waterwalking.
Playing Defense: Having 2 of the 3 nodes is the key to victory, if you are able to capture all 3, you don't need any of the tips on this guide, as your team is wrecking shop. If you can capture any two and get defenses set up, it is very hard for the other team to mount a successful assault as the map is very small and response times are short. A floater group can and should be used to cut down response times further. If you control Lighthouse and Mines, the floaters should stay up on the middle cliffs, as this gives them a vantage point to watch all routes from Waterworks to the other nodes with the exception of the small mountain pass to mines, but even then you can see the enemy team running from the Waterworks graveyard towards that back route.
Playing Offense: This can be a difficult task if their team holds 2 of the nodes. Unless they overextend and try to capture the one remaining node, they will generally be able to send backup to an attacked node before you can wipe out the defenders and grab the flag unless you get a ninja cap, but that should be a focus as described above in Arathi Basins guide. When deciding which base to assault, you must look at which base seems to have a weaker defense, and must also factor in whether any of the other team has died recently and will be repopping there shortly. Split pushing is also an option, sending a few to one node to draw defenders that way while taking a back path to another with a larger force to try and grab it before they can realize their mistake.
Eye of the Storm
Basic Overview: A combination of node defense and neutral capture the flag, this map has 4 node, which are almost identical except for the distance between the vertical and horizontal nodes from one another and minor terrain changes between each. The flag in the middle can be grabbed and returned to any node controlled by your team, earning more points depending on how many nodes your team controls at time of capture.
Playing Defense: Unlike in Arathi Basin and Battle for Gilneas, the nodes here are capture by a tug-of-war depending on how many players from each team are in range, becoming captured slowly by whoever has more. this leaves defense with only two ways to stop a capture, call for help and hope to kill them off while you get more people there than they have, or use a knockback class to remove them from the node(You must be up on whichever hill the node is to be aiding the capture) to give yourself progress on the capture bar again. This can be difficult on Fel Reaver Ruins and Draenei Ruins as they have a much larger surface area, and the fight can take place much farther from the edges.
Playing Offense: As always, finding the weaker node is the key, and capturing a node which is easier to hold is a must. If your team is going for 2 bases and flag, holding nodes which are diagonal from one another is not nearly as viable as holding a vertical or horizontal position. Attempting to hold 3 and flag is difficult if the game is balanced, but taking a third node and holding it as long as you can to draw their forces away from your own bases or the flag is a totally viable strategy, though it can lead to nasty situations if your team flocks after you looking for a fight.
Flag Control: Generally you should leave your team to handle this, as there is an endless supply of people who know nothing about this BG except that there's a flag, and if you return it you get points! Yay points! ...Nevermind that if you hold only 1 tower at the time of capture the time it took to grab the flag and run it to a tower(Factoring a short fight for the flag), your team actually made less points than if you had grabbed two towers. If you do end up witht he flag during a close game such as both team holding two towers and neither seeming to be getting the upper hand in holding mid, it is usually better to hang onto the flag and not return it, and have a stealther stay near the flag stand while the rest of your team pulls back to assist the FC when the enemy team realizes what you are doing, at that point almost all of them should go rushing off, and as soon as they have commited to the fight, cap and have the stealther grab the repop.
Temple of Kotmogu
Basic Overview: Basically a 4 ball oddball game (For lack of a better reference, I'll use Halo), you gain more points the closer to the center of the map you are while holding the ball. As long as you hold a ball you gain an increasing debuff, which reduces healing and increases damage taken. You will take a LOT of damage if the stacks get high, so expect to die.
Playing offense: Ball carriers. You have one kill target and one kill target only. Ball carriers. Due to the increased damage taken debuff, even tanks become vulnerable, quickly becoming easier and easier to kill as they hold it longer. The target takes reduced healing and takes more damage, there really isn't much more I can say, just kill the ball carrier without getting too cocky and running into a pack of 5 horde alone because you think you can 2 shot him.
Playing defense: The inverse of attacking, you need to peel for your ball carrier, which will be difficult. This battleground requires heavy CCs, as they are the only way to ensure your ball carrier doesn't get crushed in seconds by 3 people hitting him unstopped, even if you do kill them they will down the ball carrier faster, meaning you will have to run over to the stand to pick back up the ball, losing your team many points.
Bottom Line: Very easy battleground, very fast paced, and quite fun. Not much to it, probably the best arena practice you can find in a battleground while playing on defense, as you have to CC a ton.
Silvershard Mines
Basic Overview: Minecart Escort, 3 carts on 3 different tracks spawn at their stations, going down the tracks towards one of two depots, depending on which way the track splitter is set when it reaches the junction. You score points if your team is in control of a minecart when it reaches the end depot.
Taking carts: You take control of a cart if you have anyone on your team when there are no enemies in the circle. Great ways to take carts if they have minimal defenders is to use knockbacks, fears or Death Grips to remove players from the circle, especially if the cart is close to capture and you do not have time for a kill. Leaving a lone stealther to take back a cart if the enemy team abandons it near the end of the line is also a good way to earn some easy points if you notice them getting lax on defense.
Defending carts: You have to stay in the circle, once you have a cart it doesn't matter how many people from the other team are in the circle, so long as you have one guy left in it. Due to there being no timer to take the cart, at least one person should stay with it even with almost no time left until capture and no enemies in sight, as a stealther can always take it right at the end of the line.
Bottom Line: Not too difficult, grab carts, get points, get honor. I do not know the two newer battlegrounds as well, so their guides are much shorter, pending updating in the near future as I get to know them better.
Alterac Valley
Basic Overview: 40v40, Leader killing, tower capturing, teamfighting, random NPCs everywhere, and that one guy who has never done the BG before and is crazy lost. Welcome to Alterac Valley, this battleground has everything you need for an honor filled, half hour long teamfight on some choke point as the reinforcements tick away. That or you'll zerg/get zerged and it'll be over in about 6 minutes. either way this battleground is unfairly hated (At least in my eyes).
Playing offense: In a perfect game, kill Galv/Balinda, a couple people will capture the 4 opposing towers during the kill, after the kill your team will hold those towers while a small force backcaps, when the towers you were defending burn you all rush into Drek/Vann, everyone on your team goes about their day happy and about 500 honor happier. In a normal game, kill Galv/Balinda, 2-3 people stay in a tower, 20-30 people sit in front of Drek/Vanns room and complain when towers are retaken and how there needs to be more people defending them, despite being less than 100 in game yards from a tower yet they AREN'T INSIDE IT HELPING. Sorry, caps. This battleground gets a bit under my skin. Basically the key to victory is learning how to not be that guy, and how to get it to your team to not be that guy. If you are just standing in front of the bosses room, and not in a tower, you are wrong. When defending a tower you have assaulted,alliance have the advantage, as the horde towers have a much smaller top, and you can remove a nice cluster as they run up with a good knockback, the alliance tower is much safer as it is much larger and knockbacks will not knock people out of the tower until they are at the top. If you find yourself defending with a small group, make sure CCs are being deployed effectively to remove as many of them from the tower as you can, MCs and knockbacks work wonders.
Playing defense: There are two places for defenders, there's those brave few who attempt to defend Balinda/Galvanar, and Backcappers. For the boss defenders, this strategy only works if you have enough people to kill off as many of the other team before the brute force of 40 people running you over kills you. Good strategy if it works, and if it fails it will put a few of your teammates near towers to backcap. As for being a backcapper, it is best to not immediately go backcap, but to first help kill the initial boss, then turn around and run back to the closest tower to the middle and return that to your control. When capturing a tower back, the key is to remove people from the top of the tower, either through killing or knockbacks. Remember that you don't need to kill their whole party up top, if they have healers that prove to be problematic to kill and you can get the capture off, just remove yourself from the fight and get another tower back, towers take a long time to burn.
Bottom Line: Your team will generally try to do the fastest way possible to just get out of this battleground, sometimes not caring if it is a win or a loss. Backcapping is a big part of winning, or else it just becomes a race of who grabbed their first, usually going to the alliance since Frostwolf keep is a bit closer and smaller. Do not be the guy who sits useless in front of Drek/Vann. Do not, do not, do not. Please.
Isle of Conquest
Basic Overview: A 40v40 base seige with neutral nodes which produce siege equipment. There's also two node, one by either base, which increase siege damage of whichever team holds them. Once a door of the other keep is down, the door to the boss room is opened and your team may enter to kill him.
The nodes:
Factory: Generally taken by the horde team at the start, this node produces 4 Demolishers, respawning them fairly quickly as they are destroyed, has multiple bomb pickups, and creates a Siege Engine after a few minutes of holding the node. Demolishers do decent siege damage, have decent health, and are the primary means of wall damage from the Factory. Demolishers do not have many ways to kill enemy players if they come under attack, so players usually cannot be spared to run bombs. Bombs do decent damage, can be disarmed but rarely is this accomplished, so make sure to pick up a bomb before leaving the node to assault a wall, and drop it once you reach the wall. The Siege Engine, if driven by a competent player, is generally the end of a wall. It has high health, high damage, and with a full crew it has many fun ways to rip apart any attacking players, and as long as it stays out of fire patches from keep turrets, it can stay up for long enough to beat down the remaining health of a wall.
Hangar: One of the more highly contested nodes to start, though generally taken by the alliance, this node provides an airship which does regular circles of the enemy base, giving you an option to either jump down behind the walls to help run the bombs which spawn inside the base, or hop into a turret and bombard the wall/courtyard area. Generally you want to shoot the wall, but if a wall is down and you still control the hangar, shooting at the fight will greatly tip the battle in your teams favor, as the shots do a decent amount of damage to everything they hit, and with 6 cannons you can clean up the fight fairly quickly.
Docks: Spawns Catapults and Glaive Throwers, a contested node usually, generally taken at the start by the alliance, and quickly changes hands to the horde as the battle progresses. Catapults are by themselves useless against walls, they can only be used to toss yourself over the wall. The Glaive Throwers at the docks are the real strength of this node, as they do incredible siege damage if left unchecked, and have a slightly longer range than keep cannons. Their weakness is very low health, a single good stealth class or even an unstealthed class that just runs in mounted can kill a Thrower in short order if not CCed fast enough, and even then any DoTs thrown before becoming CCed will do a good percentage of the Throwers health. Glaives must be protected at all costs if the docks is your teams node of choice, but this can be hard due to their beforementioned low health.
On the attack: Once the walls are down the game is nearly over, but there are a few things to consider. Taking the graveyard inside the keep is the first, even if it's not being used to respawn allies lost in battle, having it contested will stop enemies from spawning. The other thing is the boss himself, while a fairly easy fight, his numbers can scare some people, same as his tendancy to attack random people. If you take aggro, do not run out of the room. If he is attacking you for any reason do not run out of the room. Him attacking random people is normal, do not blame the tanks for this, it just happens. His ground slam does a good chunk of dmage to everyone in a large cone, if you are close to him and see which way he is pointing before he jumps try to move behind him, but if you cannot try to help healers top the team off if you can. The biggest thing is to keep him in the keep, if he leaves the keep he gains an incredible buff, increasing his damage caused and run speed. He will literally run around one shotting your whole team unless you can get him back inside. I have yet to see this achieved, if he makes it into the courtyard all the lackwits will continuously attack him, preventing him from resetting back inside, and effectively losing this battlegroung.
Defending your keep: Usually done by a very small group, this entails killing siege equipment, turtling the boss, and hoping that during the former they do not get the Hangar and shell your defense team into oblivion. Glaives are the top priority to kill, especially as a stealth class, since these must die or they will breach the wall very quickly. Second are demolishers, they do not have too much health, but they are rather bulky and can take some work to kill, especially if they have defenders peeling properly. Lastly is the Siege Engine, if the driver seems unable to watch the ground or his debuff bar, hopping in the keep turrets and laying fire patches under it is a great way to quickly tear down it's health, otherwise you'll have to rush it, probably a few times as the flame turrets will kill players quickly.
Bottom Line: Kill enemy siege equipment, defend your own, hold the additional nodes for more damage and a small honor gain, kill the leader without letting him out of the keep. Easy.
Strand of the Ancients
Basic Overview: A two round, 15v15, multi wall siege battleground. The offending team of the first round has 10 minutes to capture the relic at the end, while the second team has 10 or less depending on when the first team capturing and when the capture occured.
On Offense: Use Demolishers and bombs to destroy walls. Protecting the demolishers is top priority, either through killing or CCing enemy players that are trying to kill them. Pay particular attanetion to players wearing PvE gear to maximize dps on the Demolishers, this is the only BG where my previous statement of nobody cares about DPS is null. Demolishers do not count as players, so they take full damage, unmitigated and unbuffed by PvP power, so PvE gear will kill them faster, but leave the player vulnerable to easy kills. Dempolishers are best if travelling in a pack, but spread out enough that AoE slows/roots do not hit all of them. Grabbing East and West graveyards is vital to your success if your first wave dies, as it doubles the number of Demolishers your team has available(though you will generally not see the beach Demolishers driven again) and spawns your team closer to your final goal. You should NOT, however, capture South Graveyard. It will only move your team farther from the Demolisher spawns, and due to lack of attention spans, will cut the number of demolishers driven and increase run time of those going for them, and this is a race against time. If your team is having difficulty getting demolishers through the yellow moon door, bomb running may be the only way to break it. Otherwise bombs are merely a booster to damage if you aren't busy peeling players from your demolishers.
On Defense: Demolishers must die. If there is no demolisher in range keep an eye on the doors to prevent bomb runners from sneaking in extra damage. Slows are a must on demolishers, as they move much faster than a player on foot, and the only way to catch one if it gets away is to break combat and remount. Teleporters at each wall can be used to cut off runaways, but unless you have some baller dps, you will have a hard time killing a demolisher that is already at a wall by yourself before it breaks through. Gate of the Yellow Moon is the best choke point on the map, it is the last wall before the relic chamber, and the only entrance to the final courtyard. All demolishers that want to break the final door must pass through this choke, ground effects to slow and damage the passing demolishers should be spammed at this choke, giving your team time to get on them and deal as much damage to them before they can spread back out. Anything you can do to stall for time, spamming slows on demolishers as they travel between gates even if you can't kill it, or disarming any bombs you see, will give your team more time to assault, or will push you ever so slightly closer to a win.
Bottom Line: Kill or defend demolishers, do not capture South graveyard, AoE slows in choke points win the game.
Afternotes
How to play based on gear
Gear is a major factor in battlegrounds, make no mistake. But even at lower gear levels you can make an impact on a team fight if played correctly. Here's a few pointers on how to make the most of your current gear levels.
Low gear: This is when you are fresh 90, maybe a few pieces of Deadly, mostly crafted PvP stuff, and a few quest greens/blues. You will not be a damage or healing powerhouse, and a geared player will kill you very quickly if you go charging in without regard for your lack of survivability. In this scenario you must focus on CCs, helping your team in this way is not affected by how much strength or PvP power you have. In Strand you should not be driving demolishers, as they have health based on the ilvl of the driver, and you will only gimp the assault with a weaker demolisher, in this battleground you are better off peeling since many of the other team will not even be looking at your gear, they will be too focused on demolishers.
Medium gear: Play as a team, you are not strong enough to be a one man army, wading through a pack of enemies and killing them all. You are part of the backbone of the team, you must be there to support everyone else with a similar gear level. Your focus should be an even split of CCs and brute damage, playing like you would in an arena setting.
High gear: This is probably not going to be read by anyone who really needs it, as if you are this geared you probably don't need a guide, but a quick overview. Yes, you can go Juggernaut style and rip through the weaker portions of the other team. Yes, you will probably be the top damage or healing or KBs for your team. But do not act indignant when you end up doing this, it isn't fair to expect someone with blues to keep up with you in full top tier epics. Just accept that you are going to be the team BAMF and move on.
Gearing
To start you want to start with a trinket which gives the "Breaks stuns and fears and stuff" effect, then your main set (chest, gloves, leggings, shoulders and helm), then offset. Weapon when you have enough conquest for it. For the onset I advise gloves first, as it gives a small on equip effect which is usually pretty nice.
Coming soon...
More will be added later as it comes to me. If this becomes popular enough, I will start writing an Arena guide, followed by Class Specific guides (I play all 10 classes, with a baby monk on the way). If you have any thing you wish to add to the guide, say something in the comments, I will check for anything that catches my eye, and am always open to reccomendations.
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评论
评论来自
Tamardia
Great guide!
Found one little thing that you might want to correct. In the healer section you mention Windwalker Monks, but that's the DD monks. The healers are called Mistweaver.
5/5
评论来自
982956
Some useful information, but 101 implies a starting point for people who know *nothing* about the subject. This seems more like an intermediate guide. My comments are based on assuming that it *is* your intention to write a helpful treatise for players who are brand new to battlegrounds and the player-versus-player aspect of World of Warcraft in general.
Please explain terms and strategies before you refer to them. Someone brand new to the game would be helped by defining even basic terms like CC and AoE. I've heard of turtling, but how is it done? Since it has something to do with turtles, it probably refers to something defensive, because of turtles' sturdy shells. When and how is it best used or to be avoided?
I've played casually on and off since the game was new, but have done next to no pvp. I'm the gal you mentioned who is "crazy lost". But I'm well intentioned and want to help the team if I can find a good guide to equip me with a clue.My main incentive to ever venture into a battleground has been to earn holiday achievements. But maybe it could actually be fun.
Some things I can figure out, just from having been around, but still with effort. (It took me a minute to realize that "FC" meant flag carrier. And yet, I still don't know how to retrieve a flag to carry it. Likewise, "EFC" probably means enemy flag carrier. Imagine someone who's brand new to the game.
I've seen those flags in world pvp areas like Hellfire Penninsula, and know that having more of your faction members there than the enemy has turns the flag to your side's possession. Is this capturing or "capping" the flag? It could be, but then it seems like a different sort of flag than one that gets carried. I've heard that mounts can usually not be used in battlegrounds, so sometimes certain classes have an advantage, like druids in travel form. But maybe that's outdated.
There are Battle Masters, and these days, an interface to use to join a battle. Queuing is not addressed. I would love a list of steps for learning and gaining skills. Are some Battlegrounds easier, slower, better places to start out and learn?
Believe it or not, some of us have never played Halo! So, sorry, using it a frame of reference isn't helpful. Balls? Where do I get one? Do I click on something somewhere to pick it up? Does a friendly non-player character throw it to me at random if I have an open bag slot? How can I tell that an opposing player has one. Can I tackle her?
Is a "node" anything more than an area with a certain purpose? If so, does that make a graveyard a "node"? I once tried a battleground that used vehicles. I was unable to use them. Maybe I just didn't know how to use them. There was some sort of workshop that created them, but I think I hadn't "earned the rank needed" to use it.
In eight years, I've never heard the term "hard casting" is that spell casting immune to interruption? (Educated guess here.)
I was pleasantly surprised to learn that "honorable kills" can be earned without actually doing the killing! What's the difference between honor and honorable kills? Questions like this, I know, are very basic, but, you've called this a very basic guide to easily earning this thing called "honor".
Since you define "low gear" as having freshly arrived at level 90, does that mean that you suggest never trying pvp before then? While I've know some who ache to start battle grounds at the lowest possible level, I'm planning on starting with a paladin who's a bit short of 50. My understanding is that different battlegrounds become available at different levels,and that there are brackets, each one covering 10 character levels. Some people, perhaps fewer than in the past optimize their characters to be the best in one of these brackets, and these characters are called "twinks". What can you share about playing battlegrounds at any level, including at the lower range of one of these brackets. Is it difficult to transition from the top of one bracket to the bottom of the next?
Since you obviously know a lot about these grounds of battle, please help me and other rank neophytes to not just be "crazy lost", but instead, to have fun, and even help our teams win.
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