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 3 of 4)
Damn Dirty Ape Mar 31st 2011 2:57PM
One fun thing that sometimes works is to mount up and do a drive-by at a guarded flag. I've seen whole groups of people happily leave their flag unguarded all to try and get a kill on someone (often me) who keep staying just a teeny tiny bit out of range... close enough to be tempting, but far enough not to be stunned by a warrior charge or something.
Damn Dirty Ape Mar 31st 2011 3:06PM
Oh and another tip, although most warriors never go protection for pvp a prot warrior can make a huge difference in TB. Just heroic leap into a pile, rend+thunderclap somebody, shockwave the healers (who are usually all clumped together, especially on the steps at slags or to the right and left of the flag at warden's vigil), glue yourself to a healer and start interrupting, stunning, and generally irritating the heck out of them. Finally for the coup de grace hit intimidating shout to CC and interrupt the other healers. Sure you may not actually KILL anybody, but you will seriously mess with their healing mojo.
Hit defensive cooldowns when people start attacking you (and oh how they will attack you if you do your job and are irritating enough) and laugh as your side burns them down.
GhostWhoWalks Mar 31st 2011 2:59PM
I've developed a "harassment" strategy for Tol Barad that defenders should consider using.
If the attackers have just taken (or are about to take) one out of the three bases, split the defenders between both remaining bases and then take a small team (3 or 4 people is all you need, for best results include both a healer and a tank) and sneak it around to the back of the base the attackers control. Each base has a "backyard" sort of area where a large structure blocks line of sight from each flag, but standing close enough to the wall will still count you for flag capture. Take your harassment team and...sit there. Just sit there. If the attackers have nameplates on (i.e. the healthbars that appear over the heads of nearby attackable targets), they'll be able to see your team back there. This is intentional, because you've just presented the attackers with a paralyzing conundrum.
If they all leave to try and attack one of your bases, your harassment team will start to recap the flag as soon as they're gone. Even if they succeed in their attack, they'll have lost what they already captured, and they're back to square one. Migrate the harassment team to the new base, rinse, repeat.
If they leave only a few people to defend their base while they go on the offensive, your harassment team can come out of hiding and engage them. With a strong enough composition, they'll kill the ones defending the base and we're back to situation 1.
If they leave a significant group to defend their base while they go on the offensive, now their offensive team is weaker and less likely to successfully remove the groups defending your bases.
If they ALL run around and try to kill your harassment team, instruct them to stay alive for as long as possible. The presence of a healer and tank will help here, since the goal is to keep the attackers occupied, not get kills. When they die and respawn, have them run right back to their spot and sit there again. If the attacking team isn't expecting them to come back, we're back to situation 1. If the attacking team is expecting them and have left defenders, you're still accomplishing situations 2 or 3.
The best result is when the entire attacking team sits there trying to decide what to do; the clock is ticking down to their defeat and you didn't even have to lift a finger.
The few times I've done this have been hilariously effective; you're drawing your opponents into a stalemate and time is on your side. The ONLY time this strategy can be countered is if they leave a strong healer/tank team to defend their base from your harassment team, at which point you would need to commit more DPS to remove them.
Bynde Mar 31st 2011 4:41PM
That's a damn good strat. And worth a try. Hope you're alliance. ;)
/salute
GhostWhoWalks Mar 31st 2011 5:44PM
Horde actually, but I'm not biased. Just throwing it out there for anyone to use.
/salute
Ominous Mar 31st 2011 3:08PM
Assuming there is a coherent leader - with or without the leadership status - and not someone spontaneously shouting "get base" (note the lack of detail), then...
KEEP CHATTER RELEVANT:
Nobody cares what you ate for dinner / are about to eat. What you're listening to, as music, doesn't matter. Leave the channel clear, so that everyone can see the directions that are being issued.
If you're not the leader, all you need to contribute is "INC [Base Name]" and the number of attackers / defenders at a base. INC = INComing. You cannot / will not receive help, in time, if you do not keep up the "INCs". Numbers of attackers / defenders are not essential, but they help.
A good leader can / will facilitate all other dialogue / information.
Argue later. You might find that you were wrong and that you saved yourself the embarrassment of publicly demonstrating that.
BE AWARE:
Press M / look at your map. Know where your team-mates are and what they're doing. The leader will tell you why, if there's time. Above all...
DO WHAT YOU'RE TOLD, WHEN YOU'RE TOLD!
It's not a democracy. It's a battle.
Move together and you'll likely win. Think you know better, playing around the middle or edges, and you'll be worse than useless - as someone else could at least be bulk, to help take the flag.
ADAPT AND OVERCOME!
As has been stated, move in a circular fashion. Be prepared to adapt and switch directions, though.
A simple formula:
You have one well defended, they take another, you then attack the third. It will be the weakest. Rinse and repeat.
steak Mar 31st 2011 3:23PM
i resemble that remark, NO ONE PAY ATTENTION TO THE DRUID ITS ALL IN YOUR MIND!
Bynde Mar 31st 2011 3:48PM
I think this BG is the best thing about cata. I love it.
But, what I don't understand is the announcements of a winner in the BG. It used to be a sound like horns went off and some little victory ditty was played whenever we (Alliance) won a BG. Now, you miss the announcement because there's no audible announcement. I don't know how many times I've been in TB and we or the Horde have won and I'm still fighting.
Am I right that there used to be a sound to indicate the battle is over? I'd like that back, please.
GhostWhoWalks Mar 31st 2011 4:40PM
Most BGs still have that victory sound, it just seems to be absent from Tol Barad.
Aggblade Mar 31st 2011 7:01PM
Now you get a 3 sec lag spike at the end of the BG.
Bynde Mar 31st 2011 3:50PM
As with all the BGs, communication is your most powerful tool. Particularly calling incoming and spying enemy controlled flags to report on the condition of their defense.
The team that communicates and organizes around that communication is very hard to beat.
Tzo Mar 31st 2011 3:54PM
This article leaves out a MAJOR key to Tol Barad. When the attacking faction owns two of the three bases the 3rd base will cap for them at 200% speed. This is the key to winning and losing Tol Barad.
If you are defending you must at all times have or be close to having 2 or 3 of the bases (Obviously easier said than done but being down to 1 base puts you at your most vulnerable). Because the attackers will often be zerging from one base to another this means that if you have just lost a base the attackers will all be leaving to get the next one and you want to attack the base they are capping or have just capped immediately as there will be very few of the opposing faction still there.
If you are attacking you want to get 2 bases and then pile your whole team into the 3rd. Defending the 2 you have will only lead to having that many fewer people to attack and quickly cap the last base. Even if half their team attacks an empty base you will win if you can get everyone on to the flag at the third base because you will cap that base so much faster.
I have often wondered how well a well entrenched defense of one base would work, where you would try to primarily engage the attacking force outside of their capping zone but have never managed to convince people to try it.
resonance Mar 31st 2011 5:23PM
Trying to zerg rush the last base usually fails because of the defenders have a shorter travel time between bases.
On my server, as soon as the offensive side contests the 2nd base (i.e., moves the slider into the neutral gray section), one third to one half of the attackers move to establish defense back at Base #1. We do this because when the attackers control 2 of 3 bases, they don't just capture the last base at 200% efficiency. They get the 200% bonus throughout the map. The defending faction's zerg can't capture Base #1 before they lose the final base.
Bynde Mar 31st 2011 4:35PM
Also - this can sometimes be of marginal help.
Remove any titles on your name. Shorter names, like 'Bynde' can hide better than names like "Rumpelstiltskin Kingslayer".
wrendil Mar 31st 2011 4:40PM
The number one comment we always have to point out is:
"If you are fighting and you DO NOT see a meter, your doing it wrong!"
Eldoron Mar 31st 2011 4:52PM
Meh, I don't like TB, Wintergrasp was way better, because it was more complex. I mean, TB is just 3 flags you have to capture... the "strategy" is over-simplified, and usually favors the defenders.
roshomon Mar 31st 2011 5:15PM
LOL
/wave
/s This is not the druid you're looking for
dmeade2 Mar 31st 2011 5:46PM
Another tip, one that applies to all battlegrounds:
DON'T NERDRAGE.
Doc Mar 31st 2011 7:28PM
Good article but I'm still hoping Blizzard will introduce some new world style pvp. In my opinion TB is a mindless rollerskating rink of a bg that discourages any small group (1v1or 2v2) battles that do happen in all the other successful fun bg's. It makes me sad to think that I'll have to endure this BG for this entire expansion if I want access to BH. Most of the time I just skip it.
Eridian Apr 1st 2011 7:05AM
I am surprised by comments saying that horde or alliance have TB locked down most of the time (I appreciate that this is from my personal experience peoples mileage may vary). On my realm (Moonglade EU), it flip-flops between factions pretty consistently - which I think is what Blizz intended after the last tweaks to cap-speed. It does make defending feel like a bit of a lost cause (and I would not be surprised to find out people not showing up when we're on defence (that's D - fence for all you folks from across the pond :) ), but at the same time makes a successful defence feel like a much greater accomplishment.