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Table of Contents:
1.0 Introduction To Alterac Valley
1.1 Offense
1.1 Defense
1.2 Stealther's Hot Spots
1.3 Taking mines
1.4 Turtling in Drek's Room
1.5 Rushing Dun Baldar Bunkers
1.0 Introduction to AV:
Although many may feel that a great offense is the best way to win,
since the patch is has been very much the opposite as rushing to Van
just simply doesn't work. This is because of the fact of towers/caps
being a large part in av now, as marshals are removed and
reinforcements are decreased from the opposition as towers are
capped. So therefore leads the belief if you go full offense gives
the for these towers be taken back by small groups that overpower
the little amount of defense in each tower, in which I will get into
later. If you
need help leveling up to be able to get into AV, you can get
Joana's Horde
Leveling Guide, which is probably the best horde leveling guide
available right now.
To win, a balanced amount of player need to go both offense and
defense. This is because, as offense is taking those towers to lower
reinforcements and taking graveyards to offer a more constant rate
pushing back the alliance. At the same time defense is holding
alliance from getting to Drek because graveyards are consistently
under attack as well as towers may have quite a bit of the alliance
in force it.
1.1 Offense
Even though your role may sound simple - kill alliance, cap and kill
Van if time. It isn't that simple sadly, the offense is also is
acting as a barrier protecting the defense part of the map. What I
mean by this is; the alliance at the start of the game have to pass
by one another to get through to the defense. Horde as a whole in
the offense, need to know the amount of alliance they can cope with.
Therefore giving the possibility of intercepting the massive army,
therefore causing less of a job for the defense to deal with. There
are a couple of things that may go wrong during this time of
attempting to intercept:
1) The interception is too early, therefore causing minimal kills
per death, as yes it will cause the overall speed of the massive
force to penetrate the defenses. But it slows you down as well, if
wanting to do this. It can be looked upon as a good idea as a lot of
alliance still love to get that extra kill, so say if have a shaman
and frost mage. This is a great way to aoe slow anyone that tries to
pass you and anyone that doesn't (the majority) will demount and try
to kill you (and yes it is suicide). But it will slow down the
overall time for the alliance to reach the defense, in which time
the alliance force will be scattered and will be easier to pick
targets off.
2) You intercept with too many people intercept (worse case
scenario), therefore causing a large portion of alliance to be
pushed back into Stormpike Graveyard and creating a harder situation
for the offense. This is due to the bottle neck right beside Icewing
Bunker as any alliance wishing to pass are simply massacred. This
can lead to a massive turtle in which is described as "very bad
honor noobs why did you cap sf gy omg".
Another trick to a winning offense is knowing how many people you
need to hold at each tower:
None- Gives quicker offense but leaves the chance of an overall
longer battle as towers have to be recaptured.
Three plus- This gives a massively slower offense, but can help out
in the longer run as towers don't have to be recaptured.
1.2 Defense
Your job may be very difficult and require coordination as weak
spots in the alliance offense need to be picked off, keeping in mind
if you completely wipe their offense, it will create a turtle if no
available graveyards are available to them. As you will find,
alliance often skips Galv and rushes through to Frostwolf Relief
Hut. This will therefore give the entire horde raid a buff every so
often, in which gives 20% bonus health for 2min. This comes in quite
useful when trying to get more kills per death.
If during this time they do rush past Galv, their forces will be
spread thin, with the bulk of the offense at the front and some
offense at the back to sweep away any horde that attempt to recap
(this is known as the arrow effect). Your aim as defense is to take
back those towers and reset the timers, therefore making it harder
for the alliance offense to kill Drek as they move past the
lieutenants.
At first the defense around the towers will be minimal early in the
game, but as towers become consistently recapped, this makes it much
harder, as more alliance will start to defend these towers and
causing a very high improbability of recapping. During this time,
even though there's a lot of defense in those towers, there will be
very little alliance holding the graveyard (that is all but
Frostwolf Relief Hut).
But soon after the capping of those towers, few alliance will come
to those graveyards to pick up a few kills. So it is recommended
that you go in groups of 3-4 if wanting to hold a graveyard, if you
don't you will most likely respawn back at Stonehearth Graveyard in
which takes a while getting back.
As archers on your side are looked upon as an advantage, try to use
them as much as you can. You can do this many ways as you can
stun/slow down people Frostwolf's Gate, therefore giving large
impact from both towers as they attempt to move under shelter. You
will find this type of game play successful, the arrow head effect
comes into play (small amount of offense right at the start followed
by a massive increase). So depending on such things as:
1) The resistance offered by the defense Frostwolf Graveyard, if a
large amount of defense is here it will give the likely chance that
a few at a time will pass through these gate seeking to cap
Frostwolf Relief Hut. So your 'farming' will be consistent followed
by slight increase as the game progresses, after Frostwolf Graveyard
is capped however, you should keep in mind you will be attempting to
take on 20 players at a time. This is however until all horde that
was defending the graveyard are resurrected.
2) The amount of alliance offense ratio to horde defense. This can
cause either, alot of players to skip Frostwolf Graveyard and other
major points as there is nothing to fight and come straight though
Frostwolf's Gate. Or there is the option of a large amount of
alliance attempting to overpower the horde defense at major points,
therefore causing the same effect as in '1)' But in a larger ratio.
1.2 Stealther's Hot Spots
As any class, they have advantages and disadvantages, but a major
stealther's ability to pull targets out of massive armies and
ninjaring towers easily. So therefore decided to include a guide
about using them as they are a major part of winnning a game of
Alterac Valley...
1) Just outside Iceblood Garrison there is a hill, at this point
down the hill any players entering or leaving this garrison will be
unlikely unaware of your presence. Your job there will be to pick
off the later targets that come individually, therefore sending them
back to Stormpike Graveyard and getting extra honor. If there are
two targets coming last, do not try to take both as the one not
focused on will most likely alert the others of your presence.
For druids there is not much you can do to separate the targets, but
as a rogue you may be able to Distracting Shot, followed a Sap. This
causes the player they u do not Distracting Shot, to think he has
just turned around in which he soon goes out of that players screen.
With the sap, it is important to use this just encase the other
player is alert of your presence or you are not sure this is a late
enough target.
2) This is a similar place, a place that soon needs to be followed
by '1)' to work successfully. This involves you going into Iceblood
Garrison just after the mass of them have gone, this leaves damaged
targets from the fight with Galv as the start to eat to recover
their life. Your job (in search of honor and a fun time) is to take
these lower healthed targets down before they can leave the
garrison.
If they do there is a high chance that players at Iceblood Tower are
likely to see you, in other words don't try take the paladin unless
he has crap gear, because he will most likely bubble and run out on
low life, in which it's a hard enough job taking down plate wearers
without three extra players trying to kill you.
3) This may act as a replacement of '1)', with the main objective is
killing people that have taken significant damage from the archers
and have ran inside to the flag to cap it. Killing these players
will be easy and will get you quite a bit of honor. This works for
any class.. however it does work best for druids and rogues, as they
get they can get that safe get away. Make sure you to prevent them
from escaping at this point because if they get outside this
enclosed area, you are sure to pull a lot of agro from alliance
players using ranged attacks on these archers
I would greatly suggest if you are doing this to, use the buttons
ctrl + V. In which will bring up health bars of all surrounding
allies and enemies, so therefore letting you know when there is just
to many coming up those stairs to get you, as well as what targets
are at lower health and are advised to take down first.
4) As later in the game you will get less easier kills like this,
but try to ninja towers back as often there will be few defending
these towers. This offers easy kills but a trick to use is by going
around the outside of the hut, close to the wall so that it brings
up any stealthed foes awaiting someone to reset the times on that
tower. Any kills here will most likely trigger the player to come
back with another couple, in this case the rogue is the best option
for this case.
All you do is go down, near the bottom of the stairs and sap the
last target coming up. At this time the player coming up first it to
preoccupied about getting revenge to notice you are killing his only
hope of success. Once this target is dead go back up to the top and
kill that player, shortly after recapping that tower again, expect a
very large amount of alliance to be coming up that tower.
...Please keep in mind that the towers that are more often less
defended are the ones by Frostwolf Keep. This is due to most of them
on the ground close by the tower, in which they don't expect a ninja
on that tower. But this is good for only resetting the timers on the
towers and not for holding them, as there are just to many of them
that will come back.
1.3 Taking Mines
Capping Coldtooth and Irondeep Mine are major ways of winning, as it
helps ensure unfortunate moments of turtle that you will win if
holding both points this is done by giving you a steady increase of
reinforcements. As well as helping during times in which all your
towers have been capped, in which acts as chance to get Van, as
running down your reinforcements did not work.
During the times of a turtle, try to get someone to go around the
top roads of Stormpike Graveyard, as there will be very minimal if
any alliance through those roads. (But beware of guards that will
charge you, but they do very minimal damage.) When you reach an
intersection in which you can go forward/off road or take a path
going up hill, just keep heading forward until u will be at a small
cliff.
At this point you will be able to easily go into the mine with
little detection, in which your aim to capture the mine is to kill a
mob that is easily downed in the center of the stage (he will have 2
body guards in which hit for very little as well). But you there
may be the occasional alliance player in which may come straight to
the stage via stealth or kill his was through. So if you leave that
mine don't be surprised if it's quickly taken back.
1.4 Turtling in Drek's Room
This is a major way of just stopping the alliance force like that,
this is achievable as Frostwolf Relief Hut is capped, there will be
little defense at Frostwolf Graveyard as they are no longer using it
as an area or resurrection.
If you cap this point, it offers a close area in which your
reinforcements come be resurrected, as long as there is about eight
plus of you there it should work fine. The aim of this is to run
past all the alliance offense and go into Drek's room. At this stage
you hopefully have a few towers still capped, if so will create an
easier job for you and your group.
Your aim in there is to pick off targets such as ranged dps or
healers in which the melee classes can't reach you without agroing
Drek. Another couple of classes in which help greatly are:
Warriors
Priests
Warlocks
In which they are able to aoe fear people into the room, therefore
agroing drek and taking target randomly. With the tank struggles to
take the damage long because of the healers being attacked and
unable to heal him, as well as taking extra damage from horde
players in that room.
If the tank does attempt to take the tank, alliance will start to
dps the horde players, therefore gaining agro as they cast. So
therefore if you stunlock the tank he will be unable to hold agro
off Drek and he will then go for all the weaker targets.
Be careful not to become too confident as the alliance gy is very
close so don't run out to far because they will come in one massive
group after resurrections complete. If a hunter/warlock does attempt
to get you pet on you, just kite it to Drek in which he will most
likely 2 hit it and if the hunter/warlock is within Frostwolf Keep
drek will kill him as well.
1.5 Rushing Dun Baldar Bunkers
It is advised that a few players rush in through to to this area, in
front of the hordes offense. Going into these bunkers is advised for
all classes but yet again, stealthers can do job much more
effectively. After you cap one of the Dun Baldar Bunkers, the
archers are removed. This greats a huge advantage as no longer will
horde be picked off by their massive range.
If a rogue, there is a way to do it without having to take down a
single archer:
For Dun Baldar North Bunker, all you have to do is stand in one of
the gaps between the posts without being hit by any archers. During
the time of capping, providing no archers have seen you, at any time
you can restealth because you will not be in combat.
For Dun Baldar North Bunker, there will be a archer opposite the
flag on the other side of the room. You need to sap this archer
(hopefully will not be in combat). In which you can stand in the
gaps between the posts and cap from there. If the archer is in
combat, don't bother blinding it because it doesn't last long
enough. You will then have to unfortunately kill that archer to be
able to cap that flag.
I hope you enjoyed this guide.
If you need help leveling your
alliance character up so you can get into doing battle grounds
quicker, then you can check out
Penn's 1-80 Alliance guide,
which has all the quests linked to thottbot for easy reference,
there is a small fee for it, but I think it's well worth it in my
opinion.
If you need more in-depth coverage of
battle grounds and PvP tactics, check out
Spugnort's PVP guide, there's a small fee for it, but it's well worth it in
my opinion. |
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