Preparing for rated battlegrounds, Part 2

Some addons can be critical in conveying battleground information and should be required, so that everyone is aware of the state of the match at all times. At the very least, the battleground leader should have them. Addons such as Capping Battleground Timers inform you of the map's timers such as flag respawns, node capture times and even estimated time to win in resource maps such as Arathi Basin and Eye of the Storm. These timers are especially important in figuring out how many bases your team needs to capture or defend in order to win the game. Note that the timer jumps forward drastically in Eye of the Storm because flag captures alter the otherwise constant flow of resources.
AlarBGHelper is another battleground timer addon with added features such as announcements on battleground chat, such as identifying the flag carrier in Warsong Gulch or tracking the health of the enemy general in Alterac Valley. The popular raid addon Deadly Boss Mods also has a battleground component that performs similar functions, so there are a few addons to choose from. Battleground chat announcements are almost superfluous with voice communication, but they help keep everyone focused and allow team members to be on the same page without necessarily talking.
Beyond battleground timers, the rest is up to you. Arena target unit frames such as Gladius don't work in the battlegrounds, but I wouldn't be surprised to find addons that will be tailored to the new rated battlegrounds such as honor and conquest point trackers, or even specialized unit frames that allow teams to focus on targets in the battlegrounds. It didn't used to be necessary, but in a rated battleground environment, micromanaging skirmishes becomes far more important.
Get the right mix of classes and specs
It doesn't quite matter in today's battlegrounds, but getting the right combination of specs will become more important than ever. Ending up without a healer can sometimes happen in a small 10-man battleground PUG, but because you can control the group you're going in with, it makes no sense to go without one or more. It's also important to keep track of players' abilities and how they can contribute to team play. As mentioned, death knights and shaman (as well as priests with their Levitate) actually contribute something unique to the team in Twin Peaks. Imagine running the middle of the map as a group carrying the flag -- a team with a death knight with Path of Frost activated can opt to bypass the bottleneck bridge and pass through the sides without the river slowing them down. On the flip side, teams will want a balance druid with the Fungal Growth talent to slow down opponents -- Wild Mushrooms that have an AoE 70% snare can be game-changing in a capture-the-flag battleground.
Unlike battleground PUGs, where players can get away with PvE gear and even raid specs, members of rated battleground premades need to spec the right way because every little thing gives teams an edge. The proper equipment (resilience gear) goes without saying, but it's equally important to choose the right talents, such as Fungal Growth. Blizzard is far from done with the Cataclysm talents and abilities, but right away it's easy to spot abilities that will come in handy in PvP situations. Depending on what finally comes out the gates come Cataclysm, we might even see slight differences in PvP specs for arenas and battlegrounds. Needless to say, you should be speccing for battleground play.
Different abilities come into the fore depending on the battleground. Accelerated movement and snares play a far more important part in Warsong Gulch, for example, than they do in, say, Isle of Conquest. On the other hand, long-range AoE abilities such as the elemental shaman talent Earthquake will be more useful in Arathi Basin as a way to prevent flag captures than it is in Warsong Gulch. These nuances should allow players to shine in particular situations -- it's a wonderful difference to arenas, where the game is all about killing the enemy. Battleground play also focuses on other tasks such as capturing flags, blowing up keeps and killing NPC generals. Needless to say, that last bit requires your group to have someone who can tank. That takes a bit of planning, too.
Practice, practice, practice
The game will change immensely in Cataclysm, and PvP won't be the same at level 85. There is the new paradigm of higher stamina or health for all classes, less burst and less healing. Combat will take longer, be more strategic and require far more coordination. The only way to learn how to PvP in the expansion is to try it -- this means playing the battlegrounds at max level a lot of times. New battlegrounds such as the Battle for Gilneas and Twin Peaks will need to be studied. Optimal strategies for these battlegrounds will only emerge after the WoW community has been playing it for some time.
Take the Isle of Conquest, for example. When it was first released, players headed to the workshop, thinking that control of the workshop that produced most of the vehicles was key to the map. Over time, players realized that Glaive Throwers were far more effective against the gates as well as personnel, consequently intensifying the battle for the docks. Alliance players also learned that they could reach and tag the hangar a few precious seconds faster than the Horde, opening up air drop strategies for that faction. These things are only learned through experience and a lot of battleground play.
Play as a group, play solo ... just keep playing. Being exposed to the whole battleground community can be an eye-opener, especially early on in the expansion. You can count on players to discover clever ways to use new abilities. Learn from them. Read the forums for tips and tricks, scour the blogs (especially WoW.com!) and practice what you've learned in the unrated battlegrounds. Just as with all things, you will need to practice in order to get better. You will need to try out strategies in actual play in order to see if they work. We haven't even learned about the Path of the Titans or guild talents for PvP yet! There's so much to expect when Cataclysm finally breaks out, and it'll take a lot of practice to apply everything. That said, it won't hurt you to start now ... so queue up!






Reader Comments (Page 1 of 2)
michael.doucet Jun 10th 2010 8:21PM
"Alliance players also learned that they could reach and tag the hangar a few precious seconds faster than the Horde"
Am I the only one who thinks that Blizzard is failing when this kind of imbalance exists? Even if it's only 2 seconds, one side has an advantage. Is it that hard to move the flag a few steps towards the Horde to make it even?
Sietchtabr Jun 10th 2010 8:40PM
And the workshop is a few seconds closer to the horde side, Why don't they move that one closer too?
michael.doucet Jun 10th 2010 9:32PM
I think they should.
MrJackSauce Jun 10th 2010 9:52PM
@Sietchtabr (nice name!! :P) I'm pretty sure that's what he meant. I for one do think that they should leave that kind of thing as is, but for instance the stables being captured first every. single. time by ally in AB is senseless. Moving the flag a few feet closer to BS solves that IMO.
But then again, i'm not sure exactly what's running in the background when it comes to this. The flag is after all an important fixture in the BG so it may be a bit more work than just: "move to there now go"
ladycicilia Jun 10th 2010 8:23PM
Hmm, if there were rated battlegrounds I might actually enjoy them. See I have the opposite problem from the high powered serious PVPer. I am lousy at PVP. I do it only when I need it for some holiday achievement. If I could casually play against other newbs like me, I might have fun instead of getting stomped and feeling useless. :)
Felix_NZ Jun 10th 2010 8:29PM
"inform everyone through voice to type "no" when you ask if everyone is ready on raid chat. Inform them that players who type "yes" will be kicked automatically."...
But what if I'm genuinely not ready? emergency leak or whatnot, and type 'no', then everyone assumes all is good and start running in a healer short huh? HUH?
Crazyates Jun 10th 2010 11:53PM
"Not Yet"
"Gimme a min"
Davio Jun 11th 2010 2:43PM
It's not like you have a choice as to when the gates drop though. If you're a few seconds late to start no-one is going to notice, and you're specifically looking to avoid any longer distractions in rated anyway.
Moonsonet Jun 10th 2010 8:36PM
Hmm I think it will get the same happy result as Twinks did.. Cool at first but when you can't face roll the noobs people will be unhappy and want the unrated back so they can faceroll noobs just like twinks use to.
Squatstopee Jun 10th 2010 9:27PM
Had more fun facing premades than randoms on my twink. Maybe because I was a lock and the other team was filled with hunters in randoms. Stupid effing pet resistances... Fearfail!
Nitzky Jun 10th 2010 8:38PM
Haha if you're not ready then just say "I'm not ready!"
Crimpshrine Jun 10th 2010 9:28PM
It was good to see that Twin Peaks will have 2 graveyards per faction so the whole BG can't be dominated by camping a single GY. So at least they're doing something about that. But why can't they just make players at a graveyard immune to attack for 10 seconds after resurrection, time enough to buff and eat/drink? Does the answer have something to do with how difficult they apparently find it to stop BG bots?
Pauls Jun 11th 2010 5:44PM
They would also need to make you unable to attack as well. Back in the vanilla era of premade vs premade it was common for flag carriers and their guards to fight at their own graveyard when they were under serious pressure. That way, any kills the attackers got would be rejoining the fight within 30 seconds. You still see this strategy from time to time today. You wouldn't want to have invulnerable people appearing to buff or heal their allies in the middle of a fight for the flag.
Omnipenpen Jun 10th 2010 9:38PM
When it comes to communicating in game, my guild (Thundering Herd, Cairne,-US) uses the new Voice Chat software from Dolby called Axon.
Axon is free, easy to setup, and basically works like an instant messenger for voice. Even my least skilled guild members have set it up. And if you get a premium account you get this cool 3-d room thing. We find it to be WAY easier than vent or teamspeak, no servers, no hard setup. turn it on and go.
you can check it out, again it's free! axon.dolby.com. really worth looking into. I hope this is the next big thing for voice chat.
Cyanea Jun 10th 2010 10:56PM
WTB a deathmatch BG. 15v15 on a big field. Winner is the first one to reduce the other side's Reinforcements to Zero.
Aaron Jun 11th 2010 9:31AM
YES!!!!! Best. Suggestion. Ever.
I wish I could uprate you until the suggestion ended up in the patch notes for 3.3.5!
Obeyfez Jun 11th 2010 11:48AM
Sounds awesome, until you get the match where only 2 Holy Paladins remain, 1 on each side, trying to kill each other for the win. You'll have to wait until one runs out of mana (i.e. a really long time) for the game to be done. And all I wanted was my free arena points. Stop bubbling dammit, and die already!
David Jun 11th 2010 12:13PM
That would be interesting, just a pure team deathmatch!
Jamin Jun 10th 2010 11:15PM
Nice article...just want to add a few thoughts.
To be highly competitive, it's going to take more than just having PVP gear, ventrilo, and communicating what's going on. Remember, you're going up against another team that most likely has PVP gear, ventrilo, and is communicating what's going on.
Effective teams will have a balanced composition of classes/specs that fits with the BG and strategy they will employ. Strategy is key. There are several valid strategies and counterstrats to Warsong Gulch, for example.
You might employ a few classes strong in snares and control such as a Boomkin, Frost Mage, and DK to sit in mid and control players passing through with snares, CC, deathgrip, etc. while meanwhile the bulk of the team goes to get the enemy flag, a tanking class grabs the flag and, supported by strong heals and dps, move their way down the field intercepting the enemy flag carrier along the way.
Other strategies might be to have a strong defense an a smaller away team to go get the flag.
Or you could just zerg the flag as an entire team and meet efc in mid or regroup after you get your flag at least to the relative safety of the home base.
Strategy is what I'm most excited about with rated BGs. It's what is missing from arena. Arena is about tactics and quick execution/coordination to CC and score a kill. Usually the first player to die on a team means a loss.
Given that strategy will be so important to success in rated BGs, the good teams will have their strategy down before they queue and probably have a "leader" who is generally calling the shots..asking for players to shift positions and perform various tasks as needed throughout the match.
Felix_NZ Jun 11th 2010 12:16AM
Too long to type, already gone in pants :(