[Tol Barad] Oh, hey, I'm not the only person to try this.
Posted: Tue Jan 11, 2011 10:17 am
So now that the grand Tol Barad Boosting Spree is over, and it's back to heavy Horde control, as usual. I've mentioned this in /g before, but it turns out someone else also happened to put to thread the idea of trying to hold center during TB offense:
http://www.arenajunkies.com/showthread.php?t=220543
I don't hold completely to this strategy (namely the group splits) but that's the basic concept: attacking Baradin Hold itself, to delay and/or soften up defenders.
If it were up to me, I'd organize into three types of teams:
1) the Zerg. My main problem with trying to send everyone to center is the inevitable cat herding troubles; I don't look forward to trying to convince everyone to stop what they've been doing, so why bother? The masses will likely do as they have done till now; bludgeon one flag at a time like an angry ball of Skittles. No sense trying to convince them otherwise for fear of diluting their brute force advantage.
2) the Keepers. A small force put together for either survivability, stealth, or both, to hold onto a capped flag, or even to retake a flag once the defender ball decides to move away. Night Elves are hilarious for this, since Shadowmeld doesn't have a set time limit on it. I'd imagine this would also be a fine role for a qualified tank/healer duo as well. On the off chance the defenders move back en masse, remember that your job is not necessarily to hold, but to at least delay the opponent's recapping and rely on the rest of the squad taking the other nodes and coming back to you.
3) the Skirmishers. In my opinion this group doesn't necessarily have to be large, since we want to exploit numbers advantage as much as possible on the flags themselves. Also, since defense has one spawn point and offense has three, it might not always be possible to regroup easily, and it's generally easier to hang behind a wall adjacent to a relevant keep. Basically, anyone with good slows/snares/DoTs can wait for a crowd to come down off the center platform and put a real dent on their coordination before they even reach a flag. Bonus points if you actually manage to get under the center platform, but don't expect to stay there for very long, especially if a warrior or a bear finds you.
This is pretty much where I've been having my fun on TB offense; snaring, dazing, and generally living out my Sickly Gazelle achievement dreams picking off defenders as they run to their destination. This might be a job best suited for stealth, since even behind a wall your nameplate may end up giving away your location. But anyone with a big hitting long-cast attack will likely have a field day nuking the floating mounted PiƱatas before they hit the ground.
I find myself almost looking forward to TB offense now. Obviously, I only really know tactical options for hunters, so any thoughts, ideas or suggestions would be appreciated.
http://www.arenajunkies.com/showthread.php?t=220543
I don't hold completely to this strategy (namely the group splits) but that's the basic concept: attacking Baradin Hold itself, to delay and/or soften up defenders.
If it were up to me, I'd organize into three types of teams:
1) the Zerg. My main problem with trying to send everyone to center is the inevitable cat herding troubles; I don't look forward to trying to convince everyone to stop what they've been doing, so why bother? The masses will likely do as they have done till now; bludgeon one flag at a time like an angry ball of Skittles. No sense trying to convince them otherwise for fear of diluting their brute force advantage.
2) the Keepers. A small force put together for either survivability, stealth, or both, to hold onto a capped flag, or even to retake a flag once the defender ball decides to move away. Night Elves are hilarious for this, since Shadowmeld doesn't have a set time limit on it. I'd imagine this would also be a fine role for a qualified tank/healer duo as well. On the off chance the defenders move back en masse, remember that your job is not necessarily to hold, but to at least delay the opponent's recapping and rely on the rest of the squad taking the other nodes and coming back to you.
3) the Skirmishers. In my opinion this group doesn't necessarily have to be large, since we want to exploit numbers advantage as much as possible on the flags themselves. Also, since defense has one spawn point and offense has three, it might not always be possible to regroup easily, and it's generally easier to hang behind a wall adjacent to a relevant keep. Basically, anyone with good slows/snares/DoTs can wait for a crowd to come down off the center platform and put a real dent on their coordination before they even reach a flag. Bonus points if you actually manage to get under the center platform, but don't expect to stay there for very long, especially if a warrior or a bear finds you.
This is pretty much where I've been having my fun on TB offense; snaring, dazing, and generally living out my Sickly Gazelle achievement dreams picking off defenders as they run to their destination. This might be a job best suited for stealth, since even behind a wall your nameplate may end up giving away your location. But anyone with a big hitting long-cast attack will likely have a field day nuking the floating mounted PiƱatas before they hit the ground.
I find myself almost looking forward to TB offense now. Obviously, I only really know tactical options for hunters, so any thoughts, ideas or suggestions would be appreciated.