The last few weeks I’ve developed a taste for PvP, especially since my Mage hit 80. I used to PvP tons back in Vanilla WoW while I was playing my hunter and even made the rank of Blood Guard. After this long break PvP has gotten fun again, but not as fun as it used to. This is largely due to the fact that when I PvP-ed on my hunter it was always with a premade or semi-premade. This made PvP a lot more fun since I was playing with people knew and it made it a lot less frustrating. So to freshen up a bit on mah PvP skillz I decided to write this guide and share tactics on how I used to do AB as a premade.
This is not so much aimed at a pre-made group, but more like “rules” that everyone should follow individually.
Always fight at the flag – This is one of the more common mistakes I see in AB. People are defending a node, they see 2-3 others on their way to towards that node. Perhaps the attacking team stops and wonders what to do, or even runs back. At this point you should just hold your ground. Do not chase them or meet them half way. If you do, the end result is usually that somone comes in behind you and caps the node while you are busy fighting.
Get Blacksmith – Holding BS can be the key to winning AB. Why? Because BS is the spawning point with the shortest traveling distance to any other node. If you’re down 4-1 and have BS, your opponent will have a very hard time keeping those 4 bases. If you only got, say, Stables, you’re pushed into a corner.
Team Up! – With a few exceptions that I will get to later, running around on your own will accomplish nothing. Most of the time I try to follow atleast one person around, preferably two others.
Don’t Die Unnecessarily – Are you up against a player or group that you know you won’t be able to kill? Back out and regroup or go somewhere else.
Sacrifice your self – In some rare cases it’s OK to go head in first into group of 4 others while you’re on your own. One situation where you should sacrifice your self is when you see several others capping a undefended node. Report what they are doing, jump in and keep them from capping until help arrives. Even better, get the to chase you and lead them away from the node(I love having 6 people chase me in WSG, leading them away from the flag carrier. That’s what you get for HK farming.).
Speak Up! – This is key to using this successfully. Vent or TS is ideal for this purpose, but chat works as well. As soon as you see an opponent report how many there are and where they are heading. This way you should be able to reinforce that node before they even get there.
Each group with more than 1 player should have their own MA to burn down people faster.
Grp. 1 – Stables/Farm – 1 player – Always keep one person left at your first node. This is a dull job so you might wanna take turns doing this. It’s preferable to have an enduring class like a Paladin or Druid here who can hold up potential attackers until help arrives. Another possibility is to have your BG leader here, he or she should have plenty of time to yell out orders and be able to keep an eye on things more easily.
Grp. 2 – Blacksmith – 3 players – If possible this group should consist of 1 healer, 1 melee and 1 ranged class. Simple jop. Keep BS at all costs.
Grp. 3/4 – Lumber Mill/Gold Mine – 3 players – Should consist of 1 healer, 1 melee and 1 ranged. Primary job is to attack and keep their node. They will only keep heading onwards if 4 bases are safe and the moving group already are ahead.
Grp. 5 – Moving – 4 players – Should consist of 1 healer, 1/2 melee and 1/2 ranged (Paladins are handy in this group because of Crusader Aura). This group is the one who will see the most action, so again you might wanna take turns being in this group. Their job is what their name suggests, they move to wherever the action is. More often than not people will focus on capping node at the time. This group will come to the aid of which ever other group is under the most pressure. This will in most cases make sure the node is not lost, unless the opposition decides to send in 10+ people (in theory leaving 4 others up for grabs). While a well organized Mine/BS/LM group should be able to hold off groups 1-2 people larger than them.
Grp. 6 – Poker/Scout – 1 player – This players job is simple. Report back to the others where the opposition is moving, stay out of combat and be a pain in the arse. Best suited for this role are Feral Druids, Hunters and Rogues. Whenever not scouting/reporting, this player should always look for the node with the least defence and cap it if possible. This is not so much to hold the node, but rather force the opposition back to re capture it or make them have at least 2 players defending it at all times.
The purpose/objective of this tactic is to always go for 4 nodes, and only 5 when you’re entirely sure you won’t get flanked. Always be on the attack, thus you won’t even let the opposition have chance at capturing on of your nodes. Off the bat all groups should head to their respective positions and secure them, Group 5 will go with the BS group until BS is secured and then peel off and do their thing. While holding BS is prio nr. 1, one of the other nodes might get overrun. If this should happen simply reassign this group to an unassigned node. As mentioned, always keep pushing, but without risking losing a node if you’re not sure you can re capture another.
And that’s how I used to do AB. Dunno how effective it may still be, but if you should happen to try it out please leave some feed back. I might even try to nag some guildies/friends into trying this one out.