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PTR
10.2.5
PTR
10.2.6
Horde Garrison Invasion 3 player Zone Defense
来自 Corpseman
[Last Updated]:
2018/05/24
补丁:6.1.0
目录
评分:
The Three Basic Zones.
Zone 1
is the front gate.
Zone 2
is the side gate.
Zone 3
is the back gate.
Primary and Secondary Zones
Zone 1's primary area is going to be inside the gate and the path to the side gate, secondary being the campfire.
Zone 2's primary area is going to be the side gate area between the two large buildings, and secondary area is going to be the path from the front gate to the mine.
Zone 3 has a large area to cover up from the back gate to the
Herb Garden
and on patrol when they're not doing one of those three, either towards the
Herb Garden
or then to assist on Zone 1 and Zone 2 secondaries as needed.
Zone 1
Primary Zone
This will be the basic position for Zone 1. Most of the mobs will come in the front gate directly at you. This is a heavy tanking position for the
Iron Horde Invasion
in particular, and we generally keep a
Gladiator
Warrior here, though a good plate DPS should be able to handle it. Some mobs will get past Zone 2, come over the walls, drop in from the sky, or just plain run past you to the right side of this pic, particularly the area in front of the Medium building plot. (
Gladiator's Sanctum
shown here) While covering this area, some mobs may slip past you, which is why your secondary zone is the Campfire.
Secondary Zone
As you have an area to cover and mobs find interesting ways in and around, players will need to cover additional areas beyond the normal 3 ingress points. For Zone 1, this will be the Campfire. You will see later that the nature of Zone 3 allows some mobs to get past. Zone 3 will assist in the Campfire area as part of their secondary as well but that does not mean to leave it to them alone. You simply cannot ignore mobs down here for very long.
Zone 2
Primary Zone
Zone 2's primary area is the side gate here. Zone 2 will spend about half of their time on the path in front of the gate, between the two Large building plots. (
Stables
and
Warmill
pictured here.) This is the second major point of ingress. In some invasions, such as the
Shadow Council Invasion
, you will need to go beyond the wall to kill adds faster. If you have a second ranged DPS, this is where you want them.
Secondary Zone
Zone 2's secondary area is large, and they will spend about as much time here as near the gate. The path along the upper ring, leading from the Front Gate to the
Mine
, elevated above the Small building plots. You will need to be fairly mobile. When I play this position with my Frost DK the reach allows me to stay near the "T" where the paths come together. This is where you want your second range here if you have 2. Consider your group make up when assigning Zones.
Zone 3
Primary Zone
Zone 3 needs to be very mobile. We use a Hunter for this position, but any ranged is recommended. Zone 3 will need to cover the back gate, the path around in front of the Great Hall, as well as the
Herb Garden
/
Mine
entrance. In some Invasions, enemies will come in the back via the
Herb Garden
/
Mine
. This is the primary responsibility of Zone 3, but it is part of Zone 2's secondary. If Zone 3 needs help, Zone 2 should come to their aid. Zone 1 can cover a little more towards the Side Gate until Zone 2 can return. Then Zone 3 can assist Zone 1 in the Campfire, before they both return to Primary positions.
Secondary Zone
Zone 3's secondary is less of a Zone and more of a Patrol. Zone 3 should push into the Herb Garden, as well as assisting Zone 1 and Zone 2 with their secondary areas. This is why we recommend a ranged for this position. Their reach allows them to hit the Campfire, and the western portion of Zone 2's secondary area without leaving their primary. Again, Zone 3 will be extremely mobile.
Important Mechanics for all Zones
Bonus Spawns
These spawns are worth 20 points and show up on your mini-map during the main fight. You will need to kill these as quickly as possible. It is best for all 3 Zones to converge on a threat if possible. This is where most of your points will come from throughout the encounter and the mechanic that you must control to gain extra points. All other spawns in the Invasion are fixed therefore the number of points obtainable from them is fixed. New Bonus Spawns will not occur until the current spawn is dealt with. You should not ignore an overwhelmed gate to kill a bonus spawn.
Bonus spawns will not spawn once you have entered the clean-up phase. You still gain points for all the normal mobs you kill during clean up. If you are getting close to the end, it may be worth it to ignore the normal trash and push bonus spawns.
Do not let this cost you a building.
By letting the mobs stay, you are essentially building up additional points for the Clean Up phase.
Alliance Opportunist
Alliance Opportunist
are 20 point bonus spawns that can spawn at any time, even when a bonus spawn is up. They are rouges that will sneak in and destroy buildings or kill guards. They can be dispatched rather quickly for their point value, so do not let them sit around for long. Don't stand in poison either.
Rally
Rally!
will be cast on you automatically every time you kill a
Bonus Spawn
, an
Alliance Opportunist
, or escort a Frightened Peon / Worker to the Great Hall.
Trash Mob Dots
Trash mobs are worth 1 to 5 points. Whenever possible if you are passing a mob or leaving it to kill a bonus spawn, dots it. You will not get points for killing a trash mob unless a player has tap on it. You can dot them up while running to a bonus spawn and gain more points. Over the 5 minute course of a
Shadow Council Invasion
simply dotting the
Fel Imps
as we ran by gained us 150 points.
Teamwork and Communication
These are important in any team situation. Invasions are fluid. If you need help, ask for it. If you can help another Zone, do it. You are all working together to get
Gold.
Just. Keep. Killing.
No matter what you do, no matter what phase of the fight you are on, if you can kill something, kill it. Do not stand around. Yes, bonus spawns are important. However you may not want to go. For example say you are running to help, and you are not gaining points for 8 seconds. Meanwhile the other 2 Zones kill the bonus spawn, and even if you help by killing the bonus 2 seconds faster, you may not be helping. Consider how far you are and what type of bonus spawn it is. If you do go, remember to dot while running and always be killing something.
Call to Arms
Do not forget to use
Call to Arms.
Your garrison ability can be used at the beginning of the Hold Out phase and still be used for the final boss.
Final Boss
The final boss will be in the same position where you fought the initial spawns. This position varies from invasion to invasion. Consider saving cool downs for the final battle.
Buffeting Galefury
Buffeting Galefury
grants 100% to Multistrike and can help a lot. The
Shaman Stone
for this can be found at the South-East corner of Frostfire Ridge, at 65.5:79.1 hidden between a few trees and a large rock.
Invasion Rewards
Each level
Gold.
,
Silver
, or
Bronze
will reward a satchel. Higher levels award all satchels below them. You can earn one of each satchel each week. If you do not get gold, silver, or bronze on your invasion for the week do not fear. You can run another invasion and you can still earn containers not yet earned that week. Further
Gold
runs after the first will reward and 50
Apexis Crystals
.
Video Tour
For my fellow dyslexics and people who hate walls of text I have made a video that explains this with a
visual tour
of
Frostwall
to showcase each area individually and in detail.
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评论
评论来自
1289874
Seriously Great guide! Can't wait for more!
评论来自
rectuss
it would be greatly appreciated to have this guide for horde/alliance, not just 1 faction
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