Does anyone play wintergrasp anymore




















This may change as more hi-level players discover it. Some play tips: 1 You need 2 kills to get the rank of Corporal, which lasts one hour and enables you to build the light catapult vehicle which you do by asking the engineer working in any shop you control. The catapult vehicle is good for AoE damage by plague barrel, and flamethrower damage through crowds, and in a pinch, you can take down a wall with it but it takes a LONG time -- park against the wall, aim as low as you can, and lob about 20 plague barrels, one by one.

That's where skirmishes take place, and I just jumped into the battle. As long as I was doing a fair amount of damage, I got credit for the kill, so even a patient 70 can help take out a 76 elite and get the necessary kills to get ranks.

Of course, as more players discover the zone, the likelihood of getting ganked while doing this increases! Once you cap it, you can build vehicles there. A player on foot can do damage to the other side's vehicles simply by attacking it. Just like Strand of the Ancients. They're not at every one, but they're fairly obvious when they're there to the left of the garage as you're looking at it. You can only carry five at a time, and you lose them when you die. But they do decent damage, although the range is short, and it takes a LONG time to fire.

Have fun! I love this place! So as long as your on their threat list, you should receive some XP for the kill, and they also count towards the total needed to advance your rank while the battle is engaged.

You can also grind XP while in a vehicle. This works on the elementals surrounding the zone too. Comment by i wonder what PVP is gonna be like in an open area where everyone can join, Anytime. Looking forward to try it on me mage. Comment by This is an incredibly important note to those of you attacking the keep. Last night on Moonglade I was able to successfully direct our horde assault of the keep.

We breached the first wall in about ten minutes not bad for a bunch of starters , and were through the second wall with 8 minutes remaining. By the time we pounded through the door and got to the relic we had about 2. How do you click the relic? Alright for those of you planning to make a successful attack we noted that there is a 10 second "use" timer on right-clicking the relic.

This is interuptable so I suggest that a priest or paladin bubbles and then uses it, otherwise you'll have to take the time to clear the entire room fo players and enemy npcs, plus form a defensive line. Best of luck to all of you. I'll follow this up with my own little strategy write-up later tonight. Comment by For easier acess to Wintergrasp when the portal isn't working or you aren't defending, there are flightpoints in the zone.

Horde is east of the keep, Alliance is west. Both are about parallel to the lower part of the keep and far off the buildings. Also note that your rank appears to determine at least partly how many marks you get then the battle is over. Rank 1 gives two marks, Rank 2 gives three. There aren't any rewards yet for them, though. Comment by Just took the zone for my faction today. Ironically it seems the LESS people you have the better you do. It was just me and a friend.

I was a 78 warlock and he was a 73 mage. The first thing we did is rush to the Vehicle shop to defend it from the Horde. That meant we pretty much one shot the horde there. We then immediately picked up two siege weapons. These normally do about damage to enemy players. With out buff it one shot nearly everyone.

Two shot everyone else. With our insanely high health we essentially walked in. They just couldn't kill us fast enough. The only tricky part was claiming the orb in the center. Eventually my friend just sat in the doorway and knocked back anyone trying to get in with ram while I capped.

Anyway if you have a low pop server and it is time for battle don't call in the Calvary. The buff will easily make up for lack of numbers. Comment by Is anybody else having a problem with the portal not being open before the battle starts?

It's been happening consistently for the last couple of days, and there was a post about it on the European forums with a blue saying it was a known problem. Comment by Strange, I had the rank 2 buff, and since the battle bugged we destroyed the stone, yet we did not win I left, and after about 10 minutes about the time the battle would end I got honor out of no where O.

Comment by MythrilShotgun Well, here's a hint to all who think sneaking in the side by blasting a wall instead of going through the gates, you might not wanna do that. Just had a Wintergrasp where we did exactly that, we had lost quite a few beforehand, so we had many resources, we rode our mounts up, got a few kills, got a rank, got a tank, went up side blasted them a new one, blasted another one, and there are the inner sanctum gates, without the first two destroyed, well, we destroyed the inner sanctum, and didn't cap Have a ticket open atm, if anyone else has an issue like this, let me know please.

Comment by Parachute make you float to safety, woot. Comment by This is only as fun as the server allow. Sucks, but it would suck even more if I were alliance. Good thing though is that I've earned about stonekeeper's marks in just three days.

Comment by I'm back to talk about that strat that I was promising. Now that I've been running this for about a week I think I can comment on some of the typical situations that you might run into, and how best to deal with them.

Attacking First off, and in my opinion the most important: Form a raid. Everyone will see when walls falls and what-have-you, but to best direct the overall battle it's good to have one or two experienced players using raid warnings to infrom everyone about incoming waves, attack directions, and other fun tips. As for the strategy itself Your best bet is to hit one wall and hit it hard.

Don't go doing anything fancy by splitting forces for a pincer maneuver, or playing general bloodgut and yelling at everyone else on the battlefield. Keep it simple and you'll find yourselves most effective. In hitting the wall you'll want to make note of the following: Are people simply running at the wall and poking it with their sword? If so recommend that they go and kill an npc guard, get rank 1 and jump in a catapult at the very least; otherwise they're cannon fodder.

The walls are broken up into specific sections, I've seen many battles where people are vigorously attacking, but they're hitting a corner tower as opposed to a wall section which would make for a better breach , and due to this your breach time through the first ring is much slower.

Make sure that everyone is attacking the same wall section, otherwise you will most likely run into a lot more frustration than you intended. As for attacking the wall itself once people have hit Rank 2 make sure that they're making good use of the tanks.

Don't send your troops up one at a time, rather take the three minutes it may take to gather 5 tanks at your shop and then charge the wall. The Catapult, the "Devestator", and the Siege tank. Once you hop into a vehicle a little "doll" will appear on the right hand side of the screen. This will display a small top-down view of your vehicle with different "nodes" on it.

These are where people can sit, and by clicking on a node you can swap positions if it's unoccupied. For both the catapult and the tank the gunning positions are accessible from the driver's seat if you're driving, you're shooting things. For the siege tank things are different. If you're driving then you can use the melee attack, "siege" damage to buildings, plus pushback and damage on both players and their vehicles. You need to do one of two things: a recruit a team mate to shoot the cannon middle node and go wreck havok.

Now that we've covered vehicles and the first wall, let's get to where things go down hill incredibly fast when you're trying to coordinate everyone.

Comment by So here's where people find themselves starting to do their own thing. I don't know what possess' players to think that "hey we're through the first ring, so I'm going to go and knock on the front door Onec they've died, which they almost always will, regroup back at the shop for a coordinated second strike.

This should consist of tanks and siege engines, with anyone who's jumping into the battle halfway through mounting catapults to guard the engines. The tanks themselves Devestators are slow moving with two attacks. They're nice for taking out walls but best used against other tanks and siege engines.

The catapults are the quickest of your vehicles and excel at picking off runners unmounted players as well as, from my experience, make excellent defenders for the large sloth like siege engines. Due to the fact that you've got enough speed to stay out of range of the tanks melee attacks, plus you can stay just inside the range of their distance shot, all you need to do is pepper them fire fire blasts and canisters.

This allows your siege engines to concetrate on what matters You will also want to pick off turrets with the catapults and tanks. These do not respawn unlike vehicles which will continue to respawn once you control a machine shop , and will severly deter your defenders efforts. The second ring should typically be breached thrugh the front gate, and onwards to the third ring. The main difference that I have experienced in the court is a lack of coordination on the attack.

If people are chasing elementals on the battlefield you're going to find yourself severly disadvantaged. Reinforcements from your machine shop will come at a snails pace due to the movement speed of the heavier guns, which is what you're going to want for both courtyards.

If people are heading up one-by-one, then you can expect them to get picked off one-by-one. Once you're in the courtyard the defenders have a nice advantage of having the machine shops very close at hand, and will always have a steady flow of machines to hinder you.

That said you're not without options: a capture the inner machine shops, which will require further wall breaching and what have you. With the goblin dead you can be sure that no more machines will come out of that shop, and will really impact the defenders ability to do their part. That's about all that I would want to really say. I know that lots of people are going to go about this in a hundred and one different ways, but for those of you just zoning in for the first time I hope that this will help you to establish your role in the battle while attacking, and once I've gone through a couple more defensive battles I'll have something similar up for that.

Please note : If you're attacking an have not read any of my prior posts here be aware that there is a 10 second "use" timer on the relic. This will allow you to escape getting interupted by mass AoEs that smart defenders will let rip in order to frustrate the living hell out of you. Your only other option is to clear the entire chamber of enemies which includes several higher level elite npcs. Comment by this place is really fun, i love the new thing how you can get on tanks and use catapults, quite the adventure.

Comment by Tirasmol Ok so maybe I missed something but I've just read all of these comments and I hit a snag this evening that isn't covered here. I went through the Dalaran portal with 27 minutes on the clock. My first stop was the Eastspark machine shop. I killed all of the surrounding guards but when I went in, I expected a bar to pop up showing that it was currently controlled by the Horde like the tower bars in EotS.

No such bar ever appeared. I also tried to kill the goblin mechanic but got Invalid Target errors. By now all the guards had respawned so I killed them again and waited inside the shop for another few minutes. All together I spent 15 minutes in the machine shop or around it killing guards and didn't gain control of it. At that point I said to heck with it, went up to the one machine shop controlled by the Alliance, hopped into a catapult and started chasing Horde tanks. We won the battle and I got my honor points, but I don't understand what I did wrong in Eastspark.

Any suggestions? Comment by hmm.. Just wondering.. Comment by Senus today we won and i get only pts :O what the hell. Comment by At rank 3 you unlock the huge tank the gnomes use.

Comment by why were the fighter bombers and shreaders removed they made wintergrasp more exciting. Comment by Wtcher Out of curiosity, I attempted to bring a level 5 bank alt into the zone, just to see if it was possible. Since cannons and vehicles take damage instead of your character, players of any level can actually participate and be useful. While a level 5 bank alt is beyond ludicrous, I would not at all begrudge anyone popping in for a bit of PvP fun so long as they're putting in some effort to contribute.

Comment by Leaflow "And hey, there's a flight master too! Now I can fly in and out as I want : ". But you can't fly to Wintergrasp From anywhere Comment by EvilTomte The end phase of the assault on Wintergrasp sucks hard. We had 10 minutes to spare when we got there but they kept respawning and AoEing the room with healers.

No chance of getting the end objective, despite breaking down all their defenses. This is fixed It is now instantly clickable Comment by Corrupted Has anyone achieved a rank above First Lieutenant?

Comment by I have now played both offense and defense of this map many times. Each time the defending team has had players outside the keep attempting to stop the opponent from reaching the keep. The team on offense is able to kill some of them granting them access to siege engines. If all defending players were to remain in the keep manning guns or even just huddling in the middle wouldn't it be next to impossible for the team on offense to get access to siege engines? Since they would have no one to kill they would not get the access and thus the defending team should be able to win every time.

Does anyone see a flaw with my logic? Comment by u can get enough rank from killing NPCs to get siege dalberon, and i guessed u answered my question thanks "ihatethealliance". Destroying the southern workshops doesn't seem to make any difference, but capturing the northern ones reduces the enemy's maximum number of siege vehicles by 4 each.

It is easy to repel the siege with an 8-vehicle maximum. It is downright impossible to repel it if they have 16 vehicles, because siege engines can simply brute-force their way through the walls if the enemy is attacking with any sort of coordination. I don't think the majority of players have caught on to this yet. Comment by Bovey Destroying the southern workshops doesn't seem to make any difference.

Comment by Bovey Once the final door is breached, all players on offense should be building catapults only. Drive four or five cats into the relic room, spam plague barrels and flamethrowers, and you will kill all the defenders there very quickly. Catapults are the antipersonnel vehicles. Comment by I tried to summarize this There is a battle approximately every 2 hours 30 minutes after the conclusion of the last battle.

In this time Wintergrasp is contested, and players from both the Horde and the Alliance can portal in to begin the fight, which plays much like a Battleground. One faction will be defending the previous victor , while the other attacks. The attacking side has to lay seige to Wintergrasp Keep, with the ultimate goal of entering the control room to the North in the center and clicking on the giant globe before the 30 minute timer runs out.

To do so, they will have to capture the workshops both are not necessary, but make it much easier , destroy the doors with siege vehicles, and fight their way into the Wintergrasp Keep control room, all the while the Defenders want nothing more than to stop them.

The defending faction has to defend the fortress for 30 minutes. A PvP symbol is shown over the zone if there is currently a battle taking place. Getting There A portal was mentioned above, and although it is the primary way to enter the zone, you can also fly in. Note that the air above Wintergrasp is a 'No fly zone' so you will get dismounted once you get inside. You do not have to be in control of Wintergrasp to be able to fly into the area , but you will not be able to get into the Wintergrasp Keep which contains the Battlemaster, portals, and raid.

The portal should be fully explained as well; it opens in Dalaran right as a battle begins, and remains open for the duration of the battle.

The portal closes for the losing faction but stays there, fully functional, for the winning side. You can get away from Wintergrasp by talking to the flight master by the Attackers starting area. It is also possible to find areas on the edge of the zone that count as other zones as in, there are areas right up to the mountains which count as neighboring zones, allowing you to summon your flying mount.

As of patch 3. Grouping Whether your side is defending or attacking Wintergrasp, raid groups are usually formed much before or only slightly before, as they fall apart and reform frequently the battle begins. Defending Defenders need to both defend the outer walls, and attempt to capture one of the Workshops or both, ideally. Focus on the Siege vehicles and try to push the Attackers back as much as possible.

This plays out similar to Alterac Valley, where half of your team is defending while the other half is attacking and harassing. Protect nearby allied guns with crossfire, and encourage players on your side to use them as much as possible their range limits may make them, in some cases, useless. If the attackers breach the walls to the Inner Keep, you are forced to turtle and, hopefully, push them back. It is possible to ninja Workshops while in this position as a Defender, but it is not recommended unless a very favorable opportunity were to arise.

Defend the control room and, most importantly, interrupt anyone on the Attacking side who tries to click the globe and end the battle. Pretend its Stormpike Graveyard from Alterac Valley for those who might not get the reference after the Horde have pushed your defense across the bridge into your main area; do not let anyone complete the casting time. Area of Effects spells are vital, as are any other methods that may sow fear and confusion into the enemy ranks.

If the battle reaches this stage, hang on as long as possible, who knows, you may yet prevail. Attacking The first thing to do as an attacker is gain the rank of Corporal. Do this by attacking two guards or a varying amount the current consensus is that it takes 1 player kill of enemy Players. Once at this rank, you can create and drive a catapult. Since the walls need to be taken down, and it takes hits to damage them, it is best to only focus on dismounted enemy players with your attacks so as to not waste valuable wall-smashing time.

The RP-GG is another tool that you can use to besiege the Defenders, targeting out their vehicles at range. Once you get 10 kills rank Liutenant , you are granted the ability to create siege vehicles at Workshops , which are extremely effective at destroying enemies of all forums. A common tactic at the moment is to level up to Liutenant as quickly as possible, then make siege vehicles for other players and leave them unattended by the Workshops.

There is a maximum of 16 Siege vehicles on the map, so this becomes much less viable after the majority of players attain the rank. In terms of strategy and tactics, the attacking force needs to first take command of the two neutral Workshops outside of the Keep. One capture should be quite easy, although the second one may cause problems. A good suggestion is to take one Workshop and then split your forces into one group attacking the wall, distracting the Defenders, while the other group lays siege to the other Workshop if the Defenders have taken it, which they will have in the situation described.

Once you get inside the courtyard from the Outer walls, it is a good idea to take down the Defenders Workshops to further hinder them in their plans. In the end, though, a successful attacking team is an aggressive one; you are working against the clock with a sole objective: take the control room inside the Wintergrasp Keep by any means necessary. Comment by Continued These Workshops allow your side to create Siege Vehicles, and are thus extremely important.

Two are controlled this is when a battle is taking place by the Defenders, two by the Attackers, and two are neutral and capturable. The Defenders and the Attackers Workshops can be destroyed with siege vehicles, and do not respawn. The two neutral Workshops located in the middle of the map, right where the Attackers and Defenders should first clash are taken over in the same way the towers in the Eye of the Storm are; the faction with more players in the vicinity will be granted the Workshop or tower, in the case of the Eye of the Storm.

These give whichever faction holds them more vehicles and a more strategic launching point for their advances, allowing them both players and vehicles to spawn closer to the frontlines. The faction on the Attack has the option to destroy these Workshops in the same method as the other four , but the Defenders do not even if the Attackers have control of it.

Towers There are four towers on the corners of the Wintergrasp Keep belonging to the defenders , and three to the south of the map belonging to the attackers. The towers serve the purpose of defense through their turrets, which can be devestating, especially to Siege Vehicles. Luckily, for the sieging faction, these can also be destroyed, although they will eventually respawn. Bonus honor is given to the defenders for each attacker tower destroyed. These will serve the purpose of making a comeback possible for the losing team.

Make the game a maximum of 20 minutes. Once they are all destroyed by the team on Defense, a boss will spawn that will immediately end the game when it is defeated. The lack of a win condition for defense other than running out the clock is a main contributor to games where everyone on the losing team just leaves or goes AFK to wait out the clock. There, done. Not really, defense would also have to send a decent-sized force south to go after the towers.

Would probably balance itself out. And sometimes you have an amazing game … Just lost a WG attacking to alliance. They won with 1. We had 30 sec on the clock remaining but they managed to get the last of the southern towers down and won the game. The bg is 45 minutes to start with to give the attackers a decent chance of winning. Making it 20 minutes would make it impossible, and the south towers would be pointless.

Its noticed long ago. People leave bg after first fight on sunken ring since no chance you can win anymore. Just drive around with 12 of those together and zerg through the enemy raid like it is nothing, is that what we call PvP nowadays? The defending team should not have that easy access to vehicles. Well 2 things originally the death counter worked so you could win by kills and secondly the attackers had a buff.

The defending team will find they need to repel the invading faction to maintain control of the fortress, while the attacking team utilizes resources to breach the walls and capture the fortress. Several regions across the zone marked in purple are home to elementals that flee when the Horde and Alliance forces prepare to clash, only resurfacing once the battle passes.

During the battle, players may choose to fight in those regions but as there are no advantages given to either side in doing so, often times they are ignored in favor of more strategically important areas. Active battle zones in Wintergrasp, aside from the fortress itself, are located across the bottom of the zone marked in green. They fall under two general categories: workshops and towers. Gaining and maintaining control of a workshop increases a team's resources by providing vehicles toward the team's goal.

Towers, on the other hand, increase the defenses of Wintergrasp Fortress, and when destroyed, increase the time provided to the attacking team. Win the battle for Wintergrasp by securing control of Wintergrasp Fortress or preventing the opposing team from gaining control of the fortress.

Strategy: Wintergrasp is devised such that there is an attacking team and defending team pitted against one another every 2. These teams are determined by which faction last held Wintergrasp. The attacking team is given 30 minutes to secure control of Wintergrasp Fortress, located at the top of the map, while the defending team attempts to prevent them from doing so.

The attacking team may use a variety of vehicles to destroy the three towers placed across the bottom of the zone to increase the time allotted for the battle, but must gain control of a workshop to receive vehicles.

The attacking team must use the vehicles to directly attack Wintergrasp Fortress as well, as only siege damage harms the walls, though the defending team can use tower cannons to halt the progress of the opposing team. The battle ends when time expires, in which case the defending team is declared successful and control of Wintergrasp returns to the defending team's faction, or the attacking team successfully gains control of Wintergrasp Fortress, in which case the attacking team is declared successful and control of Wintergrasp shifts to the attacking team's faction.

Gain control of Wintergrasp as the attacking team within 10 minutes of the battle starting. Strategy: Completion of this achievement requires some luck and finesse. Most importantly, the opposing faction must hold Wintergrasp in the prior rotation to ensure they are defending. Keeping an eye on which faction is in control leading up to a battle will save players from wasting time unnecessarily. Once in the battle, players should focus all attention on breaking into Wintergrasp, which is best accomplished by quickly acquiring control of at least one of the two workshops south of the fortress.

The vehicles received through holding a workshop can more rapidly batter down the fortress walls. It is beneficial to head into the fight with friends if possible, but remember that the zone tries to keep the teams relatively even.

Strategy: On most servers, Wintergrasp is fairly abandoned as a battleground, so it can be difficult to accrue the kills during battle.



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