The Art of War(craft): Absolute beginners' guide to AV, part II

Aside from cool titles and Achievements, what else is there for me?
If you're into large scale battles that won't lag you out, Alterac Valley is one of the most fun large scale PvP environments in the game. Alright, so maybe it's only one of three large scale PvP environments (the other two being the Isle of Conquest and the non-instanced Wintergrasp), but the snowy landscape of Alterac is usually where a lot of players get their first taste of PvP with an entire raid. It's a lot of fun, even back in the day when matches stretched out for so long that it was entirely possible to log out of the Battleground (and the game) and come back hours later and enter the very same match.
If fun isn't enough of an incentive for you -- and some people don't find the imbalanced map as fun -- there's quite a bunch of honor to be gained. At one point, Alterac Valley was the most profitable Battleground in those terms, eclipsing all others in terms of honor gained per hour. Changes to all Battlegrounds have evened things out some more so that all of them grant relatively equal amounts of honor. That said, Alterac Valley has an edge in that various objectives award bonus honor, such as killing Captains, burning down towers and bunkers, and rescuing Wing Commanders.
Honor gains aside, leveling players can also obtain relatively cheap items beginning at Level 55. Hunters (and other classes who can use ranged weapons) can actually purchase items as soon as they enter the Battleground at Level 51, as stacks of Ice Threaded Arrows and Bullets can be purchased for a mere 60 Silver and 1 honor. Other classes can pick up rare (blue) items such as belts and cloaks at Level 55 and epic (purple) weapons such as the Unstoppable Force or The Lobotomizer at Level 60. While no longer as great investments in the new, faster leveling environment of WoW, they're fairly decent items and should last players a while. Of course, there are also the cool Alterac Valley mounts that were once available only at exalted reputation, the Frostwolf Howler and Stormpike Battle Charger.
I'm convinced. Let's go!
Great! The minimum level for Alterac Valley is 51, which is a bit of a jump from Arathi Basin's minimum of 20, so leveling players will take a while before setting foot in the cold landscape.There are four level brackets for this Battleground after a change was applied in Patch 3.2.2:
- 51-60
- 61-69
- 70-79
- 80
While it's still advisable to be of a higher level in order to perform better against opponents in combat, players can enjoy the Battleground because of its size and geographical features. Ranged classes, in particular, can easily find spots from which to snipe enemies with little fear of getting hit back.
Alright, this is a bit more complex than WSG or AB... help me out?Don't worry about floundering around for a bit during your first few games. The map is large and can be a bit confusing for new players. Take the time to familiarize yourself with the landscape, particularly the locations and names of key points such as graveyards and bunkers/towers. Don't worry too much if you lose your way going to a place, and it's generally a good idea to follow the crowd for the first few games just to get into the flow of things.
To make matters a little more difficult, most players already familiar with the Battleground will abbreviate all objectives so it will take some getting used to. I'll list common abbreviations used in Alterac Valley below just so new players can get an idea of what to expect in Battleground chat:
Horde Locations and NPCs
- Relief Hut - RH or Relief
- East Tower or West Tower - sometimes called East, West only
- Frostwolf Graveyard - FWGY
- Tower Point - TP
- Iceblood Tower - IBT or IB (sometimes confused with Icewing Bunker)
- Iceblood Graveyard - IBGY or Iceblood
- Captain Galvangar - Galv
- Drek'thar - Drek
- Rokholar the Ice Lord - Rok (rarely summoned)
- Stormpike Aid Station - Aid or Aid Station
- North Bunker - Sometimes called North or NB
- South Bunker - Sometimes called South or SB
- Stormpike Graveyard - SPGY
- Icewing Bunker - IWB
- Stonehearth Graveyard - SHGY
- Stonehearth Bunker - SHB
- Captain Balinda Stonehearth - Bal
- Vanndar Stormpike - Vann
- Ivus the Frost Lord - Ivus (rarely summoned)
- Snowfall Graveyard - SFGY or SF
- Field of Strife - FoS (hardly used as it's not a specific objective)
- Starting points - The Cave (which spawned the term AFKavers)
Towers and bunkers are more important than Graveyards
This might be a controversial statement to make, but I say this because these structures can be destroyed permanently and directly affects the reinforcement count. A tower or bunker has a flag inside it which can be tagged through a 10-second channeled action. Once tagged, it will burn after two minutes. While some strategies involve yielding towers to the enemy to facilitate forward movement, it's never a bad idea to try and recapture towers to impede enemy progress.
Defend what you tag
Corollary to bunkers and towers being important, players should never leave what they tag. Just as with Arathi Basin, where it's a bad move to leave a flag unguarded, graveyards or bunkers and towers should be defended until they are captured or destroyed. Can you imagine how much of a setback it is to have a bunker with thirty or so seconds left on its timer get reclaimed by the enemy? Careless defense of tagged objectives often spells the difference in close matches.
Be useful
This might seem like a no-brainer, but there are unscrupulous and lazy players who tend to just 'soak' honor by entering Alterac Valley and not participating actively in the battle. In fact, this behavior led Blizzard to introduce the debuff that prevents players from gaining Honor while its on. Report players who exhibit suspicious behavior by being in odd areas of the map where there seems to be no activity by clicking on their 'dot' in the map and selecting 'Report Player AFK'. There are many ways for players to be useful in Alterac Valley, from defending nodes to capturing them, as well as good old-fashioned killing enemies.
On to Eye of the Storm!
Alterac Valley is most players' first taste of epic PvP encounters. While it takes a coordinated, concentrated effort to win efficiently in the Battleground, it's quite alright for beginners to feel their way around the map as there are many opportunities to be useful. So queue up, get some quests while you're at it -- those quests provide decent XP -- and cause a bit of mayhem! Next week, we'll take a look at the 15-player Eye of the Storm.






Reader Comments (Page 1 of 2)
Clydtsdk-Rivendare Nov 21st 2009 2:22PM
"won't lag you out"
Wait, wut?......
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Kidding...
darthfett77 Nov 21st 2009 2:43PM
There were some other features in the original AV that you didn't mention. Did you know the ground in front of each factions fortress used to be covered with mines? This was intended as an extra objective before you could kill the enemy General.
There was a quest for each faction to kill an engineer, that would deactivate the mines. Problem with this was the engineer didn't spawn, or at least I never saw him/her. I actually carried the quest in my log for a while to show it to my friends. It was insanely hard to break through the Frostwolf keep defenses, we coordinated 30+ player mounted charges to try to break through the mines, but we would lose so many players to the mines that the players defending Drek'thar had an easy time picking off the survivors.
Another cool feature was the Goblin shredder. If you brought a bunch of materials one of the goblin NPCs demanded, he would make you a shredder like the ones the goblin loggers use in Stranglethorn Vale. You would remotely control this shredder to take out enemies from afar until they destroyed it. After that you had to wait like 30 mins or something to use it again.
The last one I can remember was an orb (can't remember the name now) that was inside the Kobold mine that used to be by the spot where the Snowfall Graveyard is now. You would either sneak in and steal the orb or you had to clear the way to it, then you'd return it to their owners, the Ravenholdt thieves guild. Their representatives were in a cave on the opposite side of the Kobold mine, close to the Iceblood GY.
If you succeeded doing this, the Ravenholdt leader would give you a stealth detection buff that let you spot stealthed rogues from about 50 yards away hehe.
You could also intercept the orb carrier before he turned it in and kill him then do the turn in yourself. The carrier was easy to spot since the orb made the player glow with a purple aura and left a long trail.
I miss those old school AV battles that lasted days.
Alanid Nov 21st 2009 3:18PM
Sometimes I miss the old AV battles of 2+ hours epic proportions. But now I don't have as much time to play and very much welcome the changes that blizz has made to shorten it.
Kaphik Nov 21st 2009 7:13PM
Two hour plus? I miss the old two DAY plus AV battles. Log in, AV, raid, back to AV, log out, log in later, repeat, all the same battle.
Alanid Nov 21st 2009 8:56PM
Well I used to stay in for a few hours because I knew that I could be doing other things, so after a certain amount of time I would leave unless we were close to finishing that is.
Knifey Nov 21st 2009 3:23PM
if you want to win at AV(Alliance Valley) you must be alliance :/
xvkarbear Nov 21st 2009 3:24PM
Yo, Alliance members:
DO NOT CAPTURE FROSTWOLF GRAVEYARD BEFORE THE RELIEF HUT IS CAPTURED.
Thank you.
(I am sure the same applies to capturing stormpike graveyard before the aid station fr you hordies..)
Camo Nov 21st 2009 8:18PM
It's snowfall but yeah having the opposite team spawn in their base sucks.
Ringo Flinthammer Nov 21st 2009 8:31PM
FYI, that's a current strat, and hardly the only way it's ever been done. (Indeed, if you FAIL to get the relief hut and don't have FWGY, grats on losing the game, since you now spawn way the hell away from Frostwolf Keep.) A sense of history about AV helps keep the "one true strat" of the month in perspective.
And I really miss the old AV, land mines and all. I wish they'd just turn it into the Lake Wintergrasp of the Eastern Kingdoms and make it an outdoor zone. The original idea was that it'd be available all the time and, yes, be a quest hub when combat wasn't occurring. They could take the Azshara Crater idea out of mothballs for Kalimdor at the same time.
beaglesan Nov 21st 2009 3:37PM
As a veteran of both sides, though especially Alliance, there are some things which are worth noting, especially for Alliance:
1) Do not cap FW GY until after the RH has been capped!!!!!!!!!!! Why? Because horde will spawn at the RH if it is the only GY available, which will increase the chance of a turtle.
2) Wipes at Galv. A tactic I'm seeing a lot from the Horde as I'm leveling a pally to be my 4th 80 (76 and 2/3rds at the moment), is that the Horde is doing a defense at Galv, using the Horde to wipe the raid. This enables the Horde to maintain the best choke-point in the game, where the road passes between IB tower and IB GY. Aside from getting a lot less honor for the Alliance, what the Horde players fail to realize is that the reason people love fast AVs is that the faster you reach your goals, the more honor you get. Horde players might get over 1000 honor, at times, with these tactics, but they're getting a lot less honor-per-minnute than if they were pursuing their objectives by ignoring the Alliance at Galv. Horde players would be getting twice or more honor in the same amount of time, in many instances.
3) Holding a GY in the South is important. Without one, players rez back at DB.
4) Leave Stonehearth GY alone!!! Let the Horde cap it. Why? Horde re's here, north of the IB choke-point, leaving the choke-point clear for us to burn towers and get points. Even if we lose, we still get a lot of honor if the Horde isn't there.
5) Turnins. If you're not planning to do turnins, don't loot the Horde. These turnins are a great way to gain rep with Stormpike AND, MOST IMPORTANTLY, with all of your side's factions.
6) In a turtle, turn-in Storm Crystals to the druids. Bsides from great faction rep, they will summon the druids to go be ready to summon the Big Toothpick aka Ivus. But summoning Ivus isn't the main reason to get the druids up. They are elites, and will cut through the Horde, especially if they have control of the Choke-point at the Icewing Bunker. This tactic can be used to cut through the Horde, and get past the IB choke-point, and at least burn towers and get honor out of a losing game, or, even, actually win. Use the druids to cut down Horde...exactly the way the Horde can if they've turtled up at FW Keep by someone who capped FW GY before capping the RH.
7) Guard towers well. One person on guard duty is an invitation to be stunlocked to death by a rogue and or druid in catform. and then the Horde recaps their tower, and you have a whole 'nother 4 minutes before the tower can burn again, get rid of a warmaster and make Drek more manageable.
8) Know your priorities. Last night, my then 75 pally was getting owned in S DB Bunker. We were split up, too few to get Drek, and too many on D (I'd failed several times to get South. So, 4 minutes of trying to retake a bunker while there were 15-20 people fighting horde at Stormpike GY. It wsa close on reinforcements...and then we lost because the Horde was able to burn S DB. Had those players paid attention, they'd have realized that losing a bunker guaranteed a loss. Sometimes you need to fall back. If your side has under 75 points, retake those bunkers or towers is top priority.
9) Turn-in armor. You get a nice armor buff, and if enough is turned in, you upgrade the toughness of your flag guards, making it that much harder for the opposition to take a GY, and that much easier to use the guards to help you spank your enemy.
10) REPORT AFKERS!!! These scumbags are letting you do all the work, while they weaken your team. I've lost count of the times that games were decided by which side had the fewest afkers. These morons are costing you honor. Report them immediately if they're in the cave or not guarding a GY or tower. Some players might not have points to start, but end up doing good, as they are guarding DB, staying close to base for turnins.
11) Get the trinkets, upgrade the trinkets. At level 6, the trinkets have no cool down to transport back to base. Very useful.
AV can be fun, frustrating or both, and remains a reliable place to gain good honor and to get good XP prior to level 80. It remains a good place to gear up if you never get any of the XPs and are stuck at level 60. For the rest of us, most of the gear isn't worth the cost, considering the gear available in Outland. The exception is your faction mount, which, once upon a time, was the least expensive way to get 100% riding. Use it for XP, use it for honor and badges, and use it to gain faction rep.
Ringo Flinthammer Nov 21st 2009 8:33PM
If you're concerned about AFKers -- and everyone should be, IMO -- download the Turing Test mod. It auto-identifies AFKers (with false positives being very, very rare) and auto-reports them. Even two or three people in a BG running this mod means a quick end to the leeches.
clundgren Nov 22nd 2009 1:54AM
With regards to wipes at Galv: we do it because it is a good tactic for winning. I could give a crap about honour/hour. I play the game for fun, and losing quickly so as not to inconvenience the ally rush is lol.
In any case, when we wipe the allies at Galv, we usually get 2K+ honour in 20-30 minutes, versus about 500 honour in 10 minutes if we just let you guys rush the rh. So please stop whining about horde "failing to realize" how we should just lose quickly for you.
dengarsw Nov 21st 2009 3:52PM
Not a bad article, but what about any mention of capturing mines? Turning in supllies from the mines? Ram/wolf hides, capturing rams/wolves, the reavers?
jurandr Nov 21st 2009 8:09PM
How often do you see that stuff used anymore? On the Reckoning battlegroup, it's just a zerg with a few randoms recapping whatever the alliance forgot to defend. No turn-ins used at all.
VelcroLizard Nov 21st 2009 4:23PM
Another thing that wasn't mentioned is that one of the quests you get from the NPCs outside of the AV entrance can will lead to either http://www.wowhead.com/?quest=8272 or http://www.wowhead.com/?quest=8271 The rewards from these quests are item level 63, and are great weapons that you can get at level 51, with only one AV win. These items mean that with almost any character, this should be your first objective upon reaching 51, as you won't be replacing these weapons before outland.
Evelinda Nov 23rd 2009 4:12AM
^ This.
As long as youre not melee dps that only uses 1h weapons (sorry shaman), youre going to get an excellent item from this, making it well worth your time hitting av immediately at 51, even if all you do is get your face owned off by level 60 death knights. These weapons will definitely last you to outland, and possibly even a little while when youre there. Plus, the ice barbed spear looks COOL :)
PS, i know there's a 1h mace in there, and that shaman could use it, but lets be honest, its the worst reward by quite a way.
clundgren Nov 22nd 2009 2:05AM
With rated bgs coming, are they planning to fix AV so the allies don't have ridiculous advantages?
1. How about moving the ally npcs so they aren't 10 feet from the Aid Station? The allies don't have to deal with a bunch of elite npcs at our Relief Hut. In fact, they run no risk of pulling our npcs whatsoever.
2. Try to fix the bunkers so capping/defending ally bunkers isn't 5x harder than doing the same in horde towers.
3. Make the arrow range of the horde guards extend all the way to the rh flag, just as for the ally archers at the AS flag.
4. Turn Balinda's bunker around so horde can get at her as quickly as allies can get at Galv. This is actually sort of a big deal, since the first side to down the enemy captain gets a significant buff, and the allies have at least a 10-20 second head start every match.
5. Allow horde archers to shoot into towers the way ally archers can shoot into their bunkers.
And this is just scratching the surface. The way Blizz has allowed such an obviously and egregiously unbalanced BG to persist is mind-boggling. At least they only screwed the Horde for 6 months on Strand of the Ancients; AV has been unfair for going on 2 years.
zweitblom Nov 22nd 2009 4:01AM
Yes, obviously Horde can't ever hope to win AV. Oh wait...
http://www.warcraftrealms.com/bg_list.php?b=av&id=0&lb=0
They actually win close to 50% of all matches.
DarkSpade Nov 23rd 2009 9:32AM
No mention of what benefits you get in the BG for doing the quests?
No mention of how those quests are a great way to get exalted with the capital cities?
Nick Nov 22nd 2009 2:48PM
I like the picture, shows the beastiality of the Horde and the civilized look of the Alliance.