War College - Isle of Conquest
I'm amazed at the number of people still advocating docks. Glaives are incredibly weak. A single rogue can pop immunities and kill both, even with plenty of defenders. Even with disarms/stuns, etc, it is nearly impossible to defend glaives, and if they are really smart and got bleeds/dots up on them, they are going down, nothing you can do about it. Horde generally has 5-6 stealthers who kill glaives and lol as we lose though, it is never just a single rogue killing them.
The best way to win IOC is workshop, plain and simple. Defend the demolishers, demo drivers need to LOS the turrets and its an easy win. If you get refinery/quarry along with WS its a faster win. Alliance does not do this however, because they are deathly afraid of PVP. The one time I actually talked the entire team into going WS we won in 3 minutes. Every other time though is docks, watch glaives die, turtle until siege engine pops and then horde camps the graveyard and laughs as they burn through alliance.
It has become the norm for one team to go docks, and one team to go workshop. Nodes aren't even really contested anymore. Sometimes there is a bit of fighting at hangar, nothing epic though.
So now with this we are going into pretty much the same situation AV is - in order for the Horde to win to have a better chance to win, they have to prolong the BG by preventing Ally from taking the docks.
overwhelming amount of Horde ride to Workshop, leaving this area as a makeshift alliance gy in most battles, although there have been rare occurrences of pitched rumbles.
if a sizable alliance group can gain control of the hangar at the start, while Horde is securing the workshop, then they can begin to bomb the west gate, clear out Horde defenders/stragglers while the main alliance force secures control of the Docks.
Once their tanks are attacking the Alliance base, the Horde will then have a chance to gain control of either docks or hangar. The choice is dependent on the flow of the battle. Good bet, that the Alliance paratroops are inside Horde base leaving the Hangar abandoned. Also good chance that Alliance maintains a strong presence at Docks until the inner base breach, since Horde strike teams can quickly bring down the glaives and catapults.
Turret duty is a good Defense strat and something to do for stragglers, afkers and achievement seekers.
As a 40 player zone, it is a good place for new or infrequent PvPers to get lost in the mayhem for awhile.
In the old days, people were encouraged to fight other players in Alterac Valley to summon giant treants to smash in the field of strife. Now people ignore player to player combat in favor of just getting it over with faster (via zerging). When victory is determined by meeting one of two conditions: Killing a tank n spank boss (which is easier mechanically then the first boss of Ragefire Chasm) or collectively getting 500 kills on the opponents, its easier and faster just to go straight for the pve boss.
As others have said in the past, there needs to be two Call to Arms every weekend. One which rotates ioc/strand/AV and another which rotates the rest, that way those interested in PVP can PVP and those interested in pve and/or performing actions that ignore player specific personality and functionality have an outlet to do so as well.
But if you somehow find this BG fun, Workshop + Hangar is the way. Glaives are very easily negated by just 1-2 rogues or ferals, given the insane burst they are capable of.
Demos are far more resilient to damage and if one or two go down, atleast you can quickly have more on the way. Not to mention Siege Engine is nuts.
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