War College - Eye of the Storm

General Discussion
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This week, the topic of discussion is:

Eye of the Storm - Which strategies are most effective in this battleground for both rated and un-rated play? What tips, tricks and tactics have you discovered? What common mistakes have you witnessed?

The battlefields of World of Warcraft are littered with the bones of those who have become casualties in the ongoing conflict between the Horde and the Alliance. You do not need to become one of them. One of the keys to victory is knowledge, and that is where the World of Warcraft War College enters the picture. In these discussions between players, you can learn and share strategies with other players to improve your tactics and improve your odds of emerging victorious from the field of battle.

Are you a veteran Gladiator with countless victories tallied? Are you new to World of Warcraft and striving to improve your PvP skills? In this weekly feature, we invite players of all skill levels to ask questions, share tips and tactics, and join a conversation dedicated to surviving and thriving in World of Warcraft PvP.

Don’t forget to up-vote forum posts that are on-topic and helpful!

War College Rules:

  • Stick to the rules. All posts should abide by the forum code of conduct and these War College forum thread guidelines. Feel free to disagree with each other, but please do so respectfully. When you express opposing opinions, focus on the idea, not its author, their rating, or perceived skill level.
  • Be constructive. The purpose of this thread is to share effective tactics and strategies; to adapt, overcome and become a better player based on current conditions. Claiming that a class, comp or strategy is overpowered isn’t conducive to learning better play and tends to just derail the discussion.
  • No soapboxes, please. This thread is for the community to discuss strategies and tactics amongst themselves, not to push individual opinions about game balance or design.
  • Please limit conjecture. Theorycrafting definitely has its place, but it’s best to keep the discussion focused, on-topic and practical.
  • Important: Please provide explanations and be prepared to provide evidence. These threads exist to elevate the level of strategic discussion on the forums. When appropriate, please provide examples illustrating tactics or techniques you believe to be effective. When using videos please post time stamps to help direct people to the specific points in the action to which you’re referring.
  • Ask questions! These threads aren’t just for experienced players, but also players who are learning the ropes or want to improve their skills. On the same token, don’t attack other players for asking questions.
fight on towers
Bases>Flag

You may want to put some pressure at the flag at the start but once the match gets going it is all about who has the most bases.

Since EotS uses a different capture system then AB or BfG you need to have greater numbers at a base then the enemy to move towards capture. This also means that if you're trying to defend a base you need to have greater numbers to keep hold. However the smaller the disparity between your numbers and theirs can, at the least, slow the loss or capture of a base.

Also remember fighting on roads is for amateurs. Keep near the objectives.
Try to early rush a 3rd tower before focusing on middle.

I'll add more into this comment later and provide more details.
Strategy usually seen:

1. Cap as many bases as possible.
2. Cap the flag as much as possible.
3. Repeat step 2 as much as possible.
4. Win.
My first move as a mage is to slowfall everyone before the match starts so they don't lose half of their life leaving the starting zone.....
03/28/2012 08:22 PMPosted by Southrnrebel
The myth that flag is "useless" is not true


Indeed, you really shouldn't underestimate the flag's value, but if you're down to 1 base the flag is fairly pointless to cap. Just hold it so the enemy can get it while you pressure to take a base.
Children's Week is fast approaching.

For those of you that are planning to do School of Hard Knocks, make sure you don't go off alone to get it!

Keep friends close, maybe it's other people that need the achievement, maybe it's just BG buddies.

Just don't go off alone! Seeing that child running along side you is like having a target on your back!
The bases take precedence over capping the flag (my thanks to Anorks for pointing out my error here). The flag can be a key tie-breaker if it's a close game, but it shouldn't be your main focus. If you can take 3 bases and hold them, the other team can cap the flag all match long and they'll still lose. Of course, if you get stuck at 2 bases each, then the flag is vital. Grabbing/capping the flag is good, but don't tunnel vision it and get stuck with one base. If you are going to be fighting near the flag (or any place by the edge of the map), knockbacks are great, given that you can send people off the map, saving you the time/risk of fighting them. Conversely, if you're fighting a spec that has a knockback, watch where you're positioned.

Speaking of tunnel vision, remember to be flexible. If your current plan isn't working out, change it. If you can't take MT as a third base, try for DR. If both teams are close, and you've both got two bases, it might be better to go for the flag for a bit. If it works, you'll gain a few points that'll give you a slight advantage. Even if it doesn't, it'll likely force them to weaken their defense, giving you a chance to take a third base.

Also, remember that bases are taken by standing close to them (in regular, I believe Rated BGs use a tag system similar to Arathi Basin and Gilneas). If you're taking or defending a base and you don't see the little conversion bar, you need to get closer.

Lastly, make sure you communicate. At the beginning of the game, come up with a plan. If you're going to attack a base, or see one empty, call it out. If you notice a bunch of hostiles going towards one of your bases, yell it out. If you're not Rambo, then you need teamwork, and teamwork requires communication. If you think you are Rambo, you're probably wrong. Even if you're not wrong, the rest of your team probably isn't Rambo as well, so put the chain gun down for a minute and help the grunts.
*nvm
1. Leave 2 people at BET.
2. Leave 2 people at FR.
3. Have about 5 go to DR or MT.
4. Have the last 6 go mid to either get the flag or stop the enemy team getting flag.
5. Keep pressure on the middle unless one of the 3 nodes you should have by now is being taken.
6. Profit
Also remember if you're in a random BG and you see a Shaman or Balance Druid coming at you near the flag spawn...buckle down. They will try to knock you off 90% of the time.
everyone grab bases and a blood Dk/healer team go for the flag
03/28/2012 08:24 PMPosted by Xenoie
My first move as a mage is to slowfall everyone before the match starts so they don't lose half of their life leaving the starting zone.....


thats a Pro tip, means no gingerly dropping onto rock and quicker starts for the first two caps.

Also look at the team your playing play againsed them, if they choose the 2 bases and flag run option dont waste time attacking the defended base, take the middle force them to play a different strat, also applies if your strat is being beaten , dont be afraid to change up.
If you have 3 bases and little pressure grab the flag cause the oposition to make a decision to gain a base back or risk or high point flag capture.
This has become a very difficult bg for Alliance in terms of the collective consciousness of gamers who pay attention to such things. The general Horde strategy for a PUG that has developed has been 2 to FRR, 3 to BET, and EVERYONE else to Zergf*ck the middle. The PUG Alliance strategy that has developed is to split the raid evenly between 3 groups, and try to cap a third tower. However, in the situation of a PUG, this becomes almost impossible because it's guaranteed that at least 3 of your players will completely SUCK !@#, as you factor in the type of people that Alliance tends to attract MORE so than Horde, and that an additional 2 - 3 players with moderate levels of skill will either fight Horde on the road, or try to capture a third tower to no avail, as the Horde players will see 1 - 2 Alliance heading over the bridge and fly into that kill crazy nerd rampage that frustrates the more socially adept Alliance players to no end. Therefore in my experience it's my belief that the Alliance should attempt to counter the Horde with the following strategy:

* Divide 3 / 3 between DR and MT, slug it out in the middle, if the middle becomes Alliance controlled, bring the flag to a tower and hold until Mid. is secured once again. During this foray, it is HIGHLY recommended that the battleground leader or a skilled player attempt to rally a group of 2 -3 with a healer to try to cap an empty or less populated third Horde tower, ... or to send a group of rogues or druids over to the least populated tower. This, as many know, is a viable strategy in Rated BG's on BOTH factions, but is one that I would like to see the Alliance using more in Random BG's / PUGS.
One thing that Moonkins and Elemental Shaman can do (if positioned correctly) is knock people off the edge near the flag with Typhoon/Thunderstorm. Also, Priests can use Mind Control to run people off the cliff. Of course, seasoned players will see this coming and can move out of the way fairly easily, so this is best used only when there are people fighting near the edge, as a surprise when people are not focusing on you.

This methods has potential, but don't focus on using it too much if your fighting for the flag. If there's nobody near the edge, make sure the enemy doesn't get the flag, kill healers, and cc as per usual.

In cases where you're not fighting for the flag, make sure you're fighting near the base (if you can't see the bar that indicates which faction has control over the base, you need to move closer to the base).

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