WoW Rookie: How to win Tol Barad

Tol Barad can be a massive, confusing, hot mess to anyone who isn't already accustomed to its evolution. Don't worry, though -- despite all of the dailies quests, NPCs, and various fluff, Tol Barad is actually fairly simple.
There are two parts of Tol Barad. There's the "always open" quest area and the battlefield area. The quest area is Tol Barad Peninsula, while the battlefield is just plain Tol Barad.
Winning Tol Barad gets you honor and other fabulous prizes. Winning is about flag control, similar to Arathi Basin. Essentially, there are three flags located in a triangle inside larger fortification. When you stand near the flag, a slider will move in the direction of your faction. The more people near the flag, the faster it goes.
The basic rules
There are a few basic rules that add depth to the game of Tol Barad. The most important part of these rules depend upon whether you're attacking or defending.If you're attacking Tol Barad, you win as soon as you capture all three flags. When you die, you resurrect near the flag you were attacking. There are three locations with siege engines. You can park the siege engines by the towers to extend the timer, giving you longer to win the three flags. The attacker's challenge is all about coordinating your strike teams so that you get all the flags simultaneously.
If you're defending Tol Barad, you win by letting the timer run out. That means your challenge is one of endurance as well as coordination. The moment all three flags are owned by the attackers, the game is over. You can't risk letting the enemy's getting even two flags for longer than necessary, because the second that third flips, it's game over. If you die while on defense, you resurrect at the center of the map. This is a good situation because it allows you to quickly reallocate your team equally across all three flags.
If the attacker owns two flags, then the slider will move considerably faster on the third. Owning two flags is not a neutral situation because of how much faster the slider moves in that case.
Smash-face tactics
Even though the rules for Tol Barad are a little different depending on whether you're attacking or defending, the general tactics are about the same. You want to deliver a slightly more powerful force to where your opponent is the weakest, forcing them out of that flag.
When attackers have two out of three flags, then obviously they must go to the third. The danger here, of course, is that if you leave the first two flags insufficiently defended, the defenders will easily take it back.
Tol Barad comes down to smash-face PvP. Warsong Gulch depends on your ability to run with flags. By contrast, in Tol Barad, if your force can't force the other team out of the flag areas, then you can't take back the base.
Be sure you always leave at least two or three people to defend your owned flags; this will allow them to yell for help before getting overwhelmed.
Personal performance
Since Tol Barad relies so much on personal performance, here are some tips to help make sure you can do well in the battle.
- Duck and cover. There are lots of corners, poles, and obstacles in Tol Barad. If you have the option, get behind them. Don't give hunters and casters a chance to go hog wild on you.
- Pair up. Grab a partner to watch your back, and in turn, watch his back. This is especially important because rogues will take the opportunity to stunlock and gank people who stray from the pack. If a pair is protecting one another, rogues will have less chance to do that.
- Heal. Healing is a key part of winning in Tol Barad. Because of its fast-paced and energetic nature, a lot of the damage in Tol Barad is relatively "incidental." Damage dealers rarely get the chance to lock down on a single target and really unload. Throwing heals will minimize the likelihood of half-hearted opponents' easily killing your team.
- Protect the healers. Healing is important; therefore, protecting the people who are doing that healing is equally important. It's also a great way to mow down the enemy; if opponents are trying to kill someone that's not you, you're left relatively open to fire through a full rotation of damage.
Caveats
There are a few things that can significantly set back your team. Here are some things to avoid (or at least be really sure of the situation before you start doing them):
- Don't fight away from the flag. The goal of the game is to flip the flag; the farther from the flag you are, the less likely it is that you'll take it. Fighting on the roads tends to be the ultimate sin, because it's a distraction.
- Don't chase siege engines. If you don't pump out huge amounts of DPS, it probably won't be worth your time to chase down siege engines. It takes one attacker less than a minute to set up two siege engines on a single tower. However, if you're on defense and it seems like a chunk of attackers are actively defending siege engines ... make them defend it! If they're defending a siege engine, they're not attacking a flag.
- Don't think you're safe. Tol Barad is fast-paced. You can't stop because you think you're safe. You've got to stay focused and keep pushing to win, or you'll lose ground as soon as you relax.
Filed under: WoW Rookie






Reader Comments (Page 2 of 4)
Bynde Mar 31st 2011 4:36PM
Generally, that is correct, one should not fight on the road.
However there is something to be said for goading 2 or 3 or more of
your enemies to chase you down and try to kill you. Those are
enemies that are going to waste time on you, than are going to be
trying to cap flags.
I often "taunt" the Horde, and get some of them to come out of their
group to chase me. It's quite fun but I expect only noobies fall for
it anymore.
Scott Clark Mar 31st 2011 5:22PM
"Fight on the flag" is not universally good advice for Tol Barad. Because of the way flag-flipping works, once the attacking team controls two towers, each attacker is worth more than one defender. If the defenders can stall the attackers away from the flags, this will decrease to chances of the third tower being taken while increasing the chances of taking back one of the first two.
If you're trying to defend that last tower, fighting on the flag is the worst possible strategy. The attackers don't need to win; even with a smaller attacking team, they just need to stay alive long enough to push the marker. Each attacker you keep away from the flag by fighting on the road is a proportionally greater loss to their side and decreases the chance of your side losing the flag.
The inverse situation is true for attackers at the start of the match: if you can lure defenders away from their flags to fight on the roads, you can take that flag with a proportionally smaller team.
Eirik Apr 1st 2011 2:31PM
@Scott Clark: I think you've hit the nail on the head: "Fight on the flag" is the advice to whoever is trying to cap the flag. "Distract them off the flag" is the tactic for whoever is trying to retain the flag.
If the flag's defenders can lure the attackers off the flag, then it doesn't matter whether any defenders stay to "defend" the flag, only the attackers can affect it. As good, if the scrum is "placed" well, the healers for the defending force can stay in back "on the flag" while the rest of the flag defense keeps the attackers busy.
Bumblebee Apr 1st 2011 6:03PM
I have to agree with that. I think it's still overall more beneficial for defenders to fight inside the keep than on the road, in most cases. You don't want to get too far from your team mates and find yourself isolated too far from where you could actually make a difference. So, as a general rule, with a few exceptions, fighting on the road is less than optimal.
If you can coordinate your actions well enough, then fighting away from the keep isn't a problem, but this isn't usually the case.
Pyromelter Mar 31st 2011 2:23PM
"Protect the healers"
Equally important is to kill the other team's healers. Otherwise you're just going to be hitting a prot warrior being healed by a disc priest for a long time.
"Don't fight away from the flag... Fighting on the roads tends to be the ultimate sin, because it's a distraction."
Advanced pvp'ers can use this to their advantage. A single rogue sitting near a road not near a flag can sap someone on a mount and cause a lot of confusion and mayhem, and cause people to panic and fight away from the flag, or at least delay moving towards the flag. Also, if your teams controls a map point, if there is a natural bottle-neck on the road away from the flag, it can be to your advantage to keep the other team bottled up there. You can gain an advantage by being the first attackers on a group of incoming enemies - if you are firing away while they are still mounted, you've gotten that fist punch in which may help you kill your enemies faster than they kill you.
GhostWhoWalks Mar 31st 2011 2:30PM
A feasible but risky strategy. Posting Rogues and CCers along the roads to disrupt travelers, absolutely. But there are no guarenteed chokepoints at any of the bases, so if too many people are sitting outside the main entrance of, say, Warden's Vigil, it would be easy for their opponents to slip around to the side entrances and get a free shot at a cap.
Franlkin Mar 31st 2011 3:47PM
I personally like the idea of posting a very small number of CCers (especially rogues) spread out along the roads because of two things -- 1. Tol Barad is a pvp battle that can literally turn in a matter of seconds (I don't know how many times I've seen a victory either foiled or sealed on whether a third base is capped within seconds of a second base being either taken or not taken), and 2.it takes advantage of players' natural aggressiveness and bad tendencies in big scale pvp battles like this.
In short, if you can have a CC player positioned along the road, oftentimes that player can attract the temporary attention of a crowd -- even just by ccing one of them, oftentimes a group will drop what they are doing to attack the enemy. Now one player might not last very long against five, but if you can successfully use one player to even temporarily delay the arrival of five players to capture range by making them take the time to dismount, kill, and remount, then you have made a strategic victory in the numbers game and maybe just maybe a win, if those 5 players would have made the difference in that third node either capping or not capping in time.
Fallacy Mar 31st 2011 5:01PM
@ leigh
This isn't necessarily an answer for Tol Barad per se (don't think it has a scoreboard), but in any battleground with a scoreboard, open it up early on and see who is on top of healing on the other team. Then, make it your goal to kill/cc/harass that person and ensure that they can't do anything.
roshomon Mar 31st 2011 5:14PM
@Leigh
Look for the guy standing still with his palms up wiggling his fingers. Then stab him.
nikdaheratik Mar 31st 2011 5:20PM
@ leigh: It's actually pretty easy. 1) The healers are always in the back of the rugby scrum so if you see a pally just standing there, it's a healer. It might be iffy for the other 3, so then you look at: 2) If you have enemy cast bar and target of target up, which you should for pvp, they'll be targetting their own side and you'll see them cast heals. It might take a sec to be sure as they tend to focus on instant heals if they're good at pvp, but them targetting their own side is a dead giveaway.
Jordan Apr 1st 2011 5:01AM
basically just described my warrior's survival tactic - basically my wife sits on flag (disc priest) she bubbles/heals/ect - soon as she's under attack I intervene, or she leap of faiths me, and the rouge/dk gets a face full of axe and disarmed, or the lock/sp/mage/shammy gets lots of stuns and spell reflects... it will be less painful for ranged dps (sans hunters) fighting off us prot warriors when they double out SR cd, but to be honest 10 sec is a bit too short in a PVP world, so I get why they are going to be tacking on the 10 cd for it, between shield slamming (soon to be pummeling)/concussion blowing/intimidating shouting/shock waving and SR I've got a lot of ways to stop casters from doing that-thing-they-do so I don't mind something to make it more challenging to take out that frost mage/boomkin/ele shammy/lock. But yeah, you're best bet is to kill my disc priest and I'll fall down in about 1 minute and 30 seconds without them... Good luck with that because that's my bread and butter you're f'ing with! XD
Mike Apr 1st 2011 2:50AM
@Leigh: get a nameplates addon that can show you cast bars of players that you are not targeting, and turn that on. Tidyplates can do this.
If you see a pink nameplate with a castbar, or if you see any kind of healing spell on that castbar (out of the corner of your eye): there's your target.
Thiron Mar 31st 2011 2:27PM
Don't chase siege engines - words to live by.
JonRowley Mar 31st 2011 2:31PM
Overall excellent. With one big flaw. When trying to hold a base while on offense 2-3 defenders is not nearly enough. The bg is up to 80 per side so number of defenders should be based on size of the fight. For a one raid ( forty people per side) fight I find it takes 5-7 to hold a base long enough for help to arrive.
shawn Mar 31st 2011 2:45PM
A strange game. The only winning move is not to play. How about a nice game of chess?
Wellsee Mar 31st 2011 2:48PM
Does it matter how close you are to the flag? For instance, do you move the flag quicker being right at the base than if you are 2, 5, 10, 20 yards away? I have the impression that it moves quickest when you are right on it and that a few yards matters, but I don't know if that is really right.
Aggblade Mar 31st 2011 2:53PM
You don't cap faster the closer you are. You just need the flag control bar to be visible on your UI to be close enough to count.
Aggblade Mar 31st 2011 2:49PM
Tol Barad is balanced so that the Defender has a slight advantage by having greater mobility. This is why once there are 2 flags capped the attacker usually only has seconds to cap the third before the defender retakes one. While 2 capped, the attacker regains the advantage due to the 200% buff to capping they receive. It is critical for the attacker to prolong this short period of advantage as long as possible, thus increase the probability of 3 cap. This is done 2 ways:
1. Once a 2 cap is imminent attackers will rush to reach the uncapped base. Often what happens is these attackers rush headlong into enemies that usually outnumber the first wave assault. Bad idea. Now you have to wait for a rez to rejoin the battle and prolong the defenders superiority. Better idea is to rush to a spot behind stairs or walls of a base where most defenders will leave you alone, thus allowing you to build numbers faster. Don't attack defenders head on, just live long enough to get more than 50% of their numbers to win.
2. Hide from the defender zerg. Likely the 2 capped towers will be lightly defended when the attackers rush the uncapped base. You better believe the defenders will be trying to zerg one of these capped bases as fast as possible to regain the advantage. Your job as an attacker at one of the 2 capped bases is to live. By living you will extend the period of 2 cap. How not to live: Stand on flag and get swarmed by the zerg. How to live (longer): find those hiding spots behind the wall at IG, behind stairs at Slag, and side/back of fortress at WV...and stay there. Usually only a couple defenders will find you and then you can fight with better numbers. The longer you stay alive at the capped bases the better your chances of winning.
Franlkin Mar 31st 2011 3:59PM
Disagree slightly about the advantage being with the defender. I think the map was designed to be a slight advantage to the defender because of their mobility, and in practice after implemented that proved to be a rather large advantage. Now, the cap timer changes have turned this into a moderate advantage for the attackers. The base design makes it very easy for the defenders to dominate one node at any given time, but it's more difficult to keep two defended. And if you don't keep two nodes defended, the timer changes all but eviscerate your advantage at the one node.
jfofla Mar 31st 2011 2:52PM
I heal at TB, but I heal at the flag. If you run out to get an Allie, you are on your own.