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3-31-2011 @ 2:08PM
People often travel in circles around Tol Barad. To counter this while attacking, start going the other way round and you have a good chance of winning.
3-31-2011 @ 2:25PM
This is honestly the biggest thing rookie tend to ignore in TB, and I'm kinda surprised I didn't notice it in the article. Some good stuff, but this REALLY needs to be in the article itself. If you don't understand what most folks are doing, you can't emulate or counter it.
3-31-2011 @ 4:04PM
"Don't get frustrated if your faction seems to lose a lot, because everyone feels that way."I don't know if this is necessarily true. If you play Horde on Azol-Nerub, you hold Tol Barad 95% of the time (give or take). Personally, I think the mechanics of Tol Barad are still in need of tweaking. The sliding scale for holding 2/3 points for the attackers is nice (makes it at least POSSIBLE to win while attacking), but the defenders still have a massive advantage, and downing the towers doesn't seem to help the attackers all that much, meaning the defense has absolutely no incentive to defend the towers.Further, the Michael Gray points out that the defense should allocate "...your team equally across all three flags." This is a TERRIBLE idea for defense. Equal distribution will allow the attackers a chance to mass up on the 3rd node. Much better for the defenders to have one or two spotters for each point, letting everyone know where the attackers are weak and then having the rest zerg from the point the defense just took to the oldest point controlled by the attackers ... i.e. if the attackers have WV and Slags (and just took Slags), then the defenders can and should easily overwhelm the opposing force at WV before the attackers have a chance to take ICG. If they do take ICG after the defense had pushed them off of WV, that doesn't matter for the defense, because they can now swarm Slags while the attackers rush to get to WV. It's a big merri-go-round system right now that still heavily favors the defense. If the defenders are better geared or know what they're doing, they should only ever lose TB because they somehow messed up (like by trying to defend the towers). Tol Barad can be fun, but it still offers absolutely nothing to the losing side while offering great rewards (in honor, quests, etc.) to the winners.I'm still desperately hoping that Blizzard decides to tweak TB a little more to make it a bit more competitive (or even favoring the attackers and thus allowing more participation between the factions) and therefore more fun.
4-01-2011 @ 2:46AM
@gabrael: I'm honestly enormously surprised to hear that. On our realm (EU - Shattered Hand, 4:1 H:A ratio) TB has been changing hands I'd estimate 80% of the battles ever since the last round of fixes that increased the cap speed going from 2->3. Given the amount of time you need the defense to stay focused, and stay moving and flowing, there always tends to be that lapse in concentration when ressers stay to long trying to re-cap a lost flag, or when there's two different calls going out as to what point to defend/retake next. TB has really gotten quite good and exhilarating ever since, offering great Honor rewards, and a great sense of achievement. If anything, it's stacked in the favor of attack, now, though, because they only need to get it right for one second (and it usually is just that, the overlap between losing the first node you capped and the last just needs to be that). Getting 40+ ADH...ooooh shiny WoW players on defense to concentrate for the time needed to run down the timer with all towers destroyed is no mean feat, and that's why defense has really gotten hard, but satisfying.
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