Warrior PvP & Arena // Warrior Tanking & Improved Slam // Got Plate - Limescale, Grim Batol EU-PvP

Playing the Field

Posted by Limescale - April 3, 2008 23:18
Last night I went into Battlegrounds with a guild group for the first time. Actually I lie, it wasn't the first time - but it was the first time that it wasn't just Alterac Valley; so it didn't feel quite as diluted. In either case, was wanted to get our Eye of the Storm daily PvP quest complete - so our main objective was to get in there. Sadly there was an unreliably high 7 minute queue to get in there.

So we went to Warsong Gulch a couple of times first. I'd not gone into WSG as a premade (or even part premade) since I was level 60 on my old Gnome Warrior. I'd forgotten quite how much that I loved it. I think that it features the right style of teamplay for me. Where killing and living is less important that getting those flags in the right places at the right times. Getting back into my old "position" on the field was almost like instinct - and before long I was "on fire", coming in top of the ending scoreboards twice (despite my gear).

I tend to play defense in WSG. Though I prefere to take the fight out to the tunnel/ramp area of the map. There I have ample time where I concentrate on one objective and one secondary objective. The main objective of defense there is to identify potential flag carriers on their way into your base, and drop them - or remove them from their guarding group. Alternatively, if you can't do that - I aim to get the enemy attacking group's main healer out of the equation. Charge, Intercept and Hamstring are the most important tools here I find. Once seperated from the attacking group you are free to DPS them down - or even die! As long as they don't enter your base for the flag with the rest of their group - you've foiled the whole attack. If you are keen on having a team mate in this endeavour; my I suggest you find yourself an Affliction Warlock - who can DOT the hell out of the whole enemy team while they run past - so those in the flag room on defense can easily "finish the job".

Finally - being out on the tunnel/ramp area means that if your flag carrier is crossing the mid field and is in need of assistance, you can mount up straight away and run to his aid. Here I find that the most important task is to Hamstring potential melee units so that he can get away from them faster - I'd probably put hamstring on Warriors first over rogues and shamans - mainly to avoid our carrier from being hit by a Mortal Strike debuff. If for whatever reason your defense has failed and the enemy attacking group get through - then again, as outside you can mount up damned fast, and wait for a report on their exit and move to it fast. Here again you want to aim to use Hamstring on potential healers to seperate from their carrier - and make sure you get the Mortal Strike debuf on their flag carrier. I also find that making Hamstring into Spamstring on the carrier (when they are a druid particularly) is very important for keeping your melee allies on the case.

Other than that - lay the smack down and have a laugh.

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