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The Burning Crusade Classic Newbie battleground guide

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Grupo Público Active 7 meses, 2 semanas atrás

The complete opposite of dungeons. Battlegrounds provide a totally different experience to the players. Dungeons can be completed with progressive, systematic approach; the goal being to control the game instead of being a slave to the game.

PvP is quite the contrary. In PvP arenas, you’re not pitted against digital entities with deliberate actions rather, fellow human beings who have every common sense and deficiency of it that comes with being human. PvP rewards rapid thinking and a keen sense of the situation: the moment you think everything is secure and sound then a rogue appears behind you and you’ll have the option of releasing your spirit immediately or in six minutes.

Warsong Gulch

Warsong Gulch, or WSG Warsong Gulch, also known as WSG, is the first Battleground that players with a level of play are able to access. The game flow is an old-fashioned capture the flag model that was developed in real world paintballing and has been incorporated into numerous online multiplayer games. (e.g. Blood Gulch (e.g. Blood Gulch in Halo). As far as battlegrounds go, WSG is the standard kind of game. Games tend to resolve quickly resulting in high turnover and thus more opportunities to win respect.

Leadership and Play Style

In the Instance Grouping Guide briefly mentions the function of the leader of the party setting targets and arranging how the battle will unfold. The party formulates a plan for fighting and then executes the plan and then proceeds to create the next strategy. In this manner, Dungeons are akin to American Football, where play occurs frequently, and the focus is on anticipating what the opponent is likely to do in the next snap.

However, this is not the case in WSG. Game flow is never interrupted; if you stand still for a span of time during the middle of the battle it is likely that your opponent will either take out your weapon or avoid you, and then go after the target. This is where the leader must instruct in a manner more than basketball, so that the players know their roles and carry out their duties at their best abilities in accordance with their understanding of the present moment. A good battleground leader can remind everyone of what their role is, and tell them details they should know that they might not be aware of, like where the flag bearer’s location is.

The most crucial aspect of WSG is getting in the most appropriate place at the proper time to react, specifically in the lower levels of the battleground ahead of when the troops are mounted. It takes time to move across the map and in many cases you could follow someone for hours and gain no ground If they decide to take their route carefully. You can’t hit what you can’t catch.

Class Duties

If you’ve read the Instance Grouping Guide, or played WoW in any way it is likely that you are aware of the important distinctions between the classes. In the dungeons, healers and warriors exist to allow dps classes to accomplish their tasks. This situation is reversed in WSG.

Flagbearing: Druids and Warriors, Paladins

The flag bearer is absolutely guaranteed to be the target one for the opposition. S/he can expect to take the fire of any player who is able to disengage and take them down in time. Thus, it is absolutely critical that the flag bearer be a player capable of surviving the run using the flag. Druids, with their animal-like forms, can serve in this capacity because of their speed, or their armor/stamina. Mages, with their snares and blink, and priests who have shields and fear can also survive in this role but not against a focused and determined adversary. Once DoTs are accumulated the cloth classes are likely to disappear quickly. Paladins and warriors are excellent when druids are not in the game.

Skirmishing: Hunters, Warlocks, Shamans

The job of the skirmisher is to annoy the adversary. Combat pets in classes can create a risk for the opponent, particularly hunters with pets that are similar to animals with druid forms. The role of a combat pet is less about killing your opponent and more about holding back and forcing the opponent to get caught in battle instead of running towards their goal. Shamans, due to their mix of skills, also make great skirmishers. Skirmishers should focus on the wing men going in for the flag, and their flag-bearer.

Wingmen: Priests, Magi,

Priests and Mages, who possess frost nova and a fear of, make excellent wing men as flag bearers. In most cases, they can be able to be able to run alongside opponents behind the flag bearer and have the least risk of being attacked due to the fact that the opponent is focused solely on returning the flag. AOE traps can end pursuit cold. In the case of a player who is not organized wingsmen might be left at the graveyard of their adversaries and trap players when they get res; a suicide move frequently but certain to draw attention away from the rest of the fight.

Flag Guards: Mages, Hunters

Classes that can identify rogues are also good guards. Hunters, with their traps and flares can detect rogues and booby-trap the flag area. Mages, with frost nova and arcane explosive are equally adept at. In some cases an opponent Rogue can camp at the flag at an alcove as it is carried to rebound quickly in the event that the team scores or the flag is returned and guards have the abilities to detect these infiltrators before they act.

Hunter-Killers: Rogues, DPS Casters

Contrary to the name the role does not have much to do hunting and everything to do with killing. Hunter-Killer players roam the backfield and even camp on the flag, looking for other players who are not engaged to pick off. This is similar to sniper camping in many shooting games. If the skirmishers are able to pick off wingmen, the HK Rogue who is in the flag camp can take out the flag bearer before the flag is able to be removed from the base. Other DPS classes can support this function as well. Night elves can give the alliance an advantage thanks to their shadowmeld capability.

Key Aspects

You will die

It is not clear enough. The players on battlefields lose their lives. Frequently. So long as you aren’t carrying the flag or protecting the flag bearer or threatening the flag bearer, it’s often a good thing. Death allows you to revise your view of the fight and see whether you’ve contributed or not, as well as replenish your mana.

Death isn’t a cost.

Your gear doesn’t take any damage from dying on battlefields; however it does take the normal wear and tear damage.

The act of killing is not essential.

It’s not necessary to kill all opponents in the field. If your team decides to do this then you’ll likely lose because the flag bearer can avoid the mess of allies and enemies. Combats that aren’t solved in just a few minutes usually aren’t worth fighting and one of the most dangerous mistakes that a team of rookies could make is to send half their team to kill one opponent. That’s because 4 more players will run into the base behind that 5 to 1 battle. If you are able to 2-shot your opponent, do it. If not, don’t get stuck in battle, unless they force you to. Also, don’t let yourself be sucked into an opponent in a one-on-one fight or if you’re able to finish it in just a few seconds.

Terrokar Forest

Just to the south of the newly restored area that is Shattrath City is the ruined, blasted expanse called the Bone Wastes. The area will serve as the backdrop for the world-wide PvP event in Terokkar Forest. There are five towers that have been destroyed around the ruins of Auchindoun which could be taken by using the same method as those in the Hellfire Peninsula process described above. The towers’ vicinity to two towns Stonebreaker Hold (Horde) and Allerian Stronghold (Alliance) in combination with the towns’ near each other makes the battle in this region lively to say the least.

The group that is able to successfully control all 5 towers will receive an all-zone buff known as Blessing of Auchindoun, which will increase XP gain by +5 percentage, reduces damage by 5 percentage, and allows the capture of Spirit Shards within Auchindoun. Spirit Shards are the only drop of boss monsters that are located within the four wings of Auchindoun. every player is able to take their own shards off the boss. The shards are able to be traded in at Spirit Sage NPCs in Allerian Stronghold as well as Stonebreaker Hold for PvP-based rewards, such as precious Meta Gems.

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