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  • Gukojon
  • Member Since Jun 14th, 2010

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Recent Comments:

Scattered Shots: Hunting Halfus, Valiona, and Theralion {WoW}

Feb 10th 2011 4:25PM I realize now that I quoted this strangely; it was early in the morning, but I mean that quote to be "During Theralion's ground phase, if your raid strat requires ranged to cluster separately (the common strat), then you'll very likely want to stay in Aspect of the Fox for the entire phase"

It's quote the contrary, Matthew, as each group only moves half the time that if all range were grouped, and Engulfing magic, if it happens to hit anybody, only hits a maximum of half the people.

Scattered Shots: Hunting Halfus, Valiona, and Theralion {WoW}

Feb 10th 2011 9:14AM Also: "During Theralion's ground phase, if your raid strat requires ranged to cluster separately"

This only applies when you have one ranged and one melee group. My 10m splits into 2 ranged groups and stay close enough to the boss for a melee in each group to catch the meteors.

12 Days of Winter Veil Giveaway Day 11: $20 J!NX codes {WoW}

Jan 1st 2011 2:22PM Clothes! Necessities! Finally!

The Queue: In short {WoW}

Dec 29th 2010 11:45AM I new comment system?! Will this one have new gadgets and also reward us cookies? =D

The Art of War(craft): Winning Tol Barad {WoW}

Dec 27th 2010 9:37PM I don't think this goes deep into enough the 'how and why' of your enemies strategy or how you're trying to win. It's makes it look like you're trying to cap 2 flags and spend a good while 'fending off the Zerg while people take their time capping the third. This just isn't my belief; you're likely to get hit by 40+ people, and it's difficult to fend that off for long. Defenders operate carelessly, and thusly in a predictable manner. There's an opportunity (window) to seize control of Tol Barad, and it's same within the first 5 minutes as it is at 15.

The enemy has almost one guaranteed strategy, and it works the most: zerg the second to last base captured (this isn't always the case) due to this being the lowest-guarded area most the time. This allows them to play Ring-Around-the-Rosie all they want, but it's not guaranteed. Assuming the base trade is a steady 2-1 to attackers, then there's a prime opportunity set before you when the zerg moves from one base to another. It takes the coordination of maybe 15 people.

Traveling: Your enemies aren't all coming from the same direction at the same time. Their zerg is most powerful when they're all there, but they don't all arrive at once. With your small coordination of people, you can take advantage of this. Kill people as they arrive as much as you can: this weakens the zerg and causes it to slow while your allies attack the base last left by the defenders. Like stated in the article: fight them away from the flag. You're trying to seize the third flag while your enemies are still traveling to the next zerg location. Use slows, stuns, and whatever's in your arsenal to keep them at bay for a mere minute.

I've won more assaults than lost as well, and many of them, when taking advantage of this window, have been five a second or two away from failure. You must realize that this window is small, and the more time you can buy defending the one base that the defenders are almost guaranteed to zerg, the more time you can buy the rest of the raids to cap the final flag.

(I've probably sounded like an ass through most of this)