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Posts with tag halaa

Does anyone do the world PVP objectives?

The world PVP objectives were a nice addition in the Burning Crusade. Capturing objectives in Nagrand, Hellfire Peninsula, Zangarmarsh and Terokkar Forest provided minor buffs to everyone in the zone, as well as exchangable tokens for the capturers.

Yet today, at least on Magtheridon, barely anyone actually does the world PVP objectives. What went wrong? As best I can figure:

  1. The rewards aren't good enough, at least for sustaining competition. As one of my guildies put it, "Woo, you get a graveyard in a zone you probably aren't doing anything in, or some marks for items that you don't care about."
  2. Unless you're doing SSC and can afford to station a couple people outside to keep the graveyard, most level 70s aren't in the areas affected by world PVP, and thus have nothing to gain from the zone-wide buffs.
  3. In a lot of cases, it's easier to get rewards simply by letting the opposing faction capture the towers/city/arena or what have you rather than actually holding the thing. "So you captured Halaa? Great! Now quick, lose it so we can take it back!"
  4. Dedicated PVPers are probably spending all their time on arena teams, rather than farming in Outlands.
  5. And, last but not least, that one level 70 in a guild with a name like "Huge PVPness" who spends hours in HFP or Zangarmarsh, constantly camping all of the objectives and pyroblasting anyone who comes near. Amazingly enough, no matter which faction you are on, this guy will always be on the other side and you will never have any 70s of your own to rescue you.

Other than increasing the rewards to attract more people and/or tying world PVP objectives into honor and arena points, I can't think of many ways to fix the world PVP situations. Currently on my server, there's little to no town raids and organized world PVP -- "world PVP" consists of ganking and the occasional hunter on roofs.

How is the state of world PVP on your server? Can you think of anything to make the world objectives more attractive?

Filed under: Analysis / Opinion, PvP, The Burning Crusade

World PvP in the Burning Crusade: Nagrand

World of Raids has a great preview of Nagrand -- covering both the gear you can get there and how to get it. The zone sounds to be a PvP playground -- though obtaining gear there will require both PvE and PvP work within the zone. The rewards are nice blues (with a single epic jewel) that seem to be not too difficult to obtain, at least not compared to current PvP gear standards. They are purchased with tokens, one type of token acquired from killing opponents in PvP within the zone (one Halaa battle token per kill) and the other type acquired by killing NPC opponents within the zone (Crystal Powder, which drops from NPCs, is turned in for Halaa research tokens). The gear itself costs between 20 to 40 of the battle tokens as well as 1 or 2 research tokens (requiring 20 to 40 Crystal Powder), with the epic costing 500 battle tokens. So I'd imagine that a few hours of PvP could well result in several pieces of gear, if you were after it.

To access buy gear and obtain the research tokens, your faction must have access to the neutral city of Halaa in the center of the zone. To do this, you must kill off all the guards and occupy the city -- a "bomb run" to slaughter the guards shown in the video above. Such fun!

Filed under: PvP, Expansions

Curse offers hints on expansion World PVP

Those wacky kids over at Curse have posted a few impressions of the World PVP options in the Burning Crusade on their forums. Being as the Alpha is supposed to be closed, we're not completely sure how Blizzard feels about that, but considering they haven't been entirely forthcoming with info about World PVP, these impressions are better than nothing.

There are three zones covered here, and while the first two, Hellfire Peninsula and Zangamar Marsh, don't sound much different from what we have now in Eastern Plaguelands (the only difference being that in the Marsh, holding control points grants you not only a buff but access to a midzone graveyard), the third, in Nagrand, sounds much more interesting. Halaa is an entire controllable city held by whatever faction has grabbed it lately, and not only are there, Curse says, NPCs inside to turn in tokens and quests, but outside, on the four bridges that act as access points to the inner island, you'll be able to find "Wyvern Posts" at which you can hire flying mounts to use as bombadiers. Not only that, but there are guards inside the city that fight with or against you. Now that sounds cool-- it's like a whole other battleground, but in an overworld zone.

Curse also mentions new rewards specifically for World PVP. Just as you can loot turn-in tokens from fallen players now in AV, there will be new tokens and purchaseable, zone-based buffs and items for World PVP rewards as well. There's also a few notes about Arena PVP, but I get the feeling that until we see some real maps for the setups Blizzard is planning, we won't have a good idea of what kind of strategic play they're looking for. Still, this is definitely more than we've ever heard about the new World PVP before, and it's great to see that Blizzard is trying to formalize and encourage the gigantic battles that used to be a part of World PVP in the past.

Filed under: Items, PvP, Expansions

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