Wrath 101: The battle for Wintergrasp continued
CannonsWhile cannons aren't technically siege vehicles, they certainly play a huge part in siege warfare as these are Wintergrasp Fortress' primary form of defense. For attackers to have any success, it is imperative to take out these cannons, as they deal massive damage to players and siege vehicles alike. Cannons have extremely long range so can deal damage even before attackers reach the keep.
Cannons are mounted between destructible walls, and a pair on each fortress tower. It's good to note that the three Southern towers, belonging to the offense, also have four cannons mounted on top, making them defensible.
RP-GG
Also part of siege warfare are the RP-GGs found on the floor in front of Goblin Workshops. These rockets can be carried in stacks of five and it's always a good idea to carry them around. Firing the RP-GG is a 5-second cast spell, and deals about 5,000 damage per hit to vehicles and splash damage to players. While players can deal more DPS to siege vehicles, the RP-GG has a long, if unpredictable, 150 yard range, allowing players to defend similar to tower gunners. The RP-GG is also usable while riding a Demolisher, extending its range of attack. If you kill a player carrying an RP-GG, they will drop it and the rockets can be picked up from the ground.
Goblin WorkshopsThe siege vehicle workshops are the key to many Wintergrasp battles. There are a total of six workshops throughout Wintergrasp, two are housed inside Wintergrasp Fortress, on the East and West sides. These workshops cannot be captured but can be destroyed. Two workshops, the East and West on the Broken Ring and Sunken Ring zones respectively, are right outside the fortress and can be captured or destroyed. Two workshops on the Southeast and Southwest, called the Eastspark Workshop and Westspark Workshop respectively, are like the workshops inside the keep. They cannot be captured but can be destroyed.
The number of workshops under a faction's control, whether intact or destroyed, determines the maximum number of siege vehicles that faction can deploy. Each workshop entitles a faction to four siege vehicles. Because each faction permanently controls 2 workshops, players can always create a minimum of 8 vehicles, up to maximum of 16 if they control both the East and West workshops. If a workshop is destroyed, it will no longer be able to produce any more vehicles. So while each side will always be allowed a minimum of eight vehicles, it's entirely possible to cut off vehicle supply. Capturing either the East or West workshop after it has been destroyed will repair it.
Capturing a workshop is similar to gaining control of a tower in Eye of the Storm or the flag in Halaa. The more players of one faction are within the vicinity of the workshop, the more control shifts over to that faction. At the beginning of the game, the workshops inside the fortress as well as the East and West workshops are under the control of the defense. In order to mount an effective offense, with siege vehicles needing to travel a shorter distance to the fortress, attackers usually take control of the workshops at the start. Because of their proximity to the landing camps, the default spawn point for offense, East is usually susceptible to Alliance attacks and West to the Horde. Workshops have about 30,000 hp.
Wintergrasp Fortress
The main fortress is protected by walls and towers. Towers are extremely sturdy, with around 80,000 hp, making it difficult to take down with only one siege vehicle. It grants bonus Honor when partly destroyed at 50%, and again when completely destroyed. It's always best for attackers to focus fire on one point in order to break through as quickly as possible. Each tower is flanked by portals which defenders can use to enter the fortress. There is no physical way for players to enter Wintergrasp Fortress other than to use the portal or to break down the walls. Inside the fortress is a giant version of the portal, usable by siege vehicles to exit the structure.
In order to get to the Titan Relic, attackers must break through three barriers -- the Wintergrasp Fortress Walls, the inner Fortress Walls, and the Wintergrasp Keep Door. Fortress Walls and the Fortress Door have about 40,000 hp. The walls will become partly destroyed when they reach 50%, although they do not grant any Honor. The Wintergrasp Keep Door will become partly destroyed when reaching 66-75%. Attuning the Titan Relic is a 10-second action that breaks when taking damage. The Titan Relic despawns when Wintergrasp is controlled.
Wintergrasp NPCs
In Patch 3.0.8, when the battle begins, elemental mobs will despawn. In the current game, the elementals are something of a nuisance as they constantly aggro players and vehicles. There are constantly respawning Warsong and Valiance Expedition Level 76 elite NPCs at key points of the map, such as the ends of bridges and guarding towers. Players may kill these NPCs to gain rank, which enables even a sparsely populated Wintergrasp to see siege vehicles in play.
Tower ControlIn Patch 3.0.8, Blizzard will introduce Tower Control, a buff that grants 5% more damage dealt, stacking up to three times. The Southern towers -- Shadowsight, Winter's Edge, and Flamewatch -- grant this buff to offense at the beginning of the game, giving attackers a slight advantage. Destroying these towers will transfer the buff to the defense, making towers a strategic part of the game and not just a source of bonus Honor. If both sides are equal in number, a 15% damage increase is a substantial buff. It also promotes a better offense, giving more opportunity for Wintergrasp to change control.
Tenacity
Blizzard's answer to foreseeable faction imbalance is a buff called Tenacity. If a side is outnumbered, members of that faction gain Tenacity, a stacking buff that grants 25% more health and faster mana regeneration as well as 18% more damage. This buff stacks as many times as necessary, although it's not certain how much of an imbalance creates a Tenacity stack. There are Wintergrasp battles where players can possibly run around with over 50,000 hp.
If you encounter a player with Tenacity of more than a few stacks, it's generally best to avoid them. Players with Tenacity should pick on solo players or even groups of 2-3, keeping in mind that crowd control can still overcome the buff. A stunned player with 50,000 hp isn't going to be doing very much. Wintergrasp is all about coordination, so even a player with 20 stacks of Tenacity won't be able to succeed against an organized bunch. Conversely, a small group of organized players with Tenacity can be brutally efficient.
Now that we have a grasp of the basics of Wintergrasp gameplay, in the next part of this series we'll take a look at strategy on offense and defense. We'll also be going through the daily quests as well as Achievements in Wintergrasp.
Filed under: PvP, Guides, Battlegrounds






Reader Comments (Page 1 of 2)
furtive Dec 18th 2008 9:11AM
I was just looking for this follow up. Thanks!
Rob Dec 18th 2008 11:49AM
Can you guys explain what "Vault" is?
FreekStyle Dec 18th 2008 9:23AM
Very informative, thanks! Think I'll have to give it a try sometime soon.
FireStar Dec 18th 2008 9:29AM
No after the jump on this one?
Speedmonkay Dec 18th 2008 9:36AM
Good article
But it definitely needed a break to not hog the main page
Speedmonkay Dec 18th 2008 9:39AM
Oh I see what happened. This one wasnt supposed to display on the main page at all because it is a continuation of the long one beneath it.
Zach Dec 18th 2008 9:51AM
Yeah. Ugh. Fixed it. =( Thanks!
garfunkel Dec 18th 2008 9:55AM
Great Article! thank you kindly
happy holidays to the staff at WI
cheers'
Culhag Dec 18th 2008 10:24AM
I've yet to see a game where the attackers fail, and they're buffing offense ???
Kellerune Dec 18th 2008 11:48AM
I have seen plenty of battles where defense have won. D usually wins, except when O has lost about 2 times in a row, because then they get buffed. They are just balancing things, it will still be as fun as ever! :)
infection Dec 18th 2008 3:20PM
we outnumbered the horde 2 to 1 the other day and still lost
30 minutes is pretty easy mode for offense... especially when everyone just sits inside the base and defends
Brasson Dec 18th 2008 10:25AM
I saw a prot warrior running around with twenty stacks of Tenacity and about 150,000 health one day.
ameretto Dec 18th 2008 10:53AM
as much as I like LWG and its world pvp kinda play with vehicles and all during peak play times the lag is so horrible it is completely unplayable at times. most noticeable is when theres an intense battle going on in the fortress not only is there like 30 sec server side cast delays but also icecrown suffers too and those ppl aren't even in wintergrasp.
is this a problem on your server too? skullcrusher has been notorious for being laggy if not crashing repeatedly during some of the most inconvenient times
CKaz Dec 18th 2008 12:47PM
Just a shame you need to be 80, right? =b
Aust Dec 18th 2008 1:17PM
There is no active level restriction on entering, but there's also no way in on foot. You have to fly or get summoned.
vazhkatsi Dec 18th 2008 5:42PM
or take the portal, i was running around there at 72 2 days after release, because there was so much titanium and saronite, and i could solo win or defend it a few times a day, i netted myself 60khonor easily before 80s started showing up. also you can use vehicles before 80, and a 72 and a 80 in vehicles are equal
VSUReaper Dec 18th 2008 1:42PM
If a side is outnumbered, members of that faction gain Tenacity, a stacking buff that grants 25% more health and faster mana regeneration as well as 18% more damage....
There are Wintergrasp battles where players can possibly run around with over 50,000 hp...
I ran into a ret last night with 60k hp (I'm not exagerating, I wish I had gotten a screen shot, but was to shocked to bother) that one shot me. I was at 100% hp (~27k hp) saw a ret, popped shield block and then died. I checked the combat log and saw that I took a 30k hit after blocking some of it (normal swing + w/e spell he used), non crit, from the paladin.
While tenacity has its benefits (for lopsided populations) it kinda sucks for one on one battles. I really believe it should not stack.
With the way it is now, I can already see how a stacking tenacity buff will be abused:
DK death grips someone, casts chains of ice, and either the DK (or anyone else with the buff) one shots them, unable to do anything b/c they were yanked away from thier comrades. Get 2-3 dk's and you can just systematicaly destroy the defense thats not hiding in the siege machines.
Kanuris Dec 18th 2008 1:50PM
Tenacity is quite iffy. Death Knights are particuarly brutal with it as they can, like you pointed out, pull someone from the big nasty crowd and two shot them. As a Melee it's not much of a boost if your getting focus fired the second you try poke an enemy in a group.
As a Retridin, i've found that you'd need a sick high stack to get a decent damage boost, it's more of a boost to healing and hp. Perhaps get a personal healer to fly into wintergrasp from the north to land ontop of the vault or walls.
Kanuris Dec 18th 2008 1:46PM
Might be worth mentioning in your strategy section the power of the siege engine's knockback. Recently our offense was having major trouble capping the vault, just too many alliance who would focus fire anyone capping. So we grabbed 3-4 of the big fat siege engines and parked them at the vault door and spammed the ram at anything that got close.
Got us a near insta win, we'd time our rams one after another to create a constant knockback spam that couldn't be avoided unless a tank got trashed, then our attackers just mopped up the alliance in the vault and capped it while we stopped any reinforcements getting inside.
Also, WTB upgraded Mechanical Health Kit. 700 hp really isn't that much. Would definatly give engineers a much needed profitable item.
Liltimmy Dec 18th 2008 1:56PM
Great write-up! Really helpful for those of us who haven't spent much time pvping yet. Is there any way to see what your current Wintergrasp rank is?