Every week, WoW Insider brings you The Art of War(craft), covering battlegrounds and world PvP, and Blood Sport, with the inside line for arena enthusiasts. Want to crush your enemies, see them driven before you and hear the lamentation of their women? Battlemaster Zach Yonzon, old-world PvP grinder and casual battleground habitué, rambles on about anything and everything PvP.
Just like Wrath's
introduction of Wintergrasp, Cataclysm
implemented an outdoor (non-instanced) PvP zone where the Horde and Alliance fight for control. This place is called Tol Barad
, and most of what I'd written from the beta
still applies. What I didn't write about then (and what wasn't quite apparent from beta testing) was how imbalanced the zone could be in favor of the defenders
. If you're level 85 and play a few battles of Tol Barad, you'll understand what I mean. While I've won more assaults than I've lost, this anecdotal experience belies the fact that the defenders have a distinct advantage -- they only need to keep one point from being captured, while the attackers need to hold all three at once. Because of how the flag is captured, through proximity and numbers (similar to the towers in Eye of the Storm), it is ridiculously easy to ruin an assault by simply zerging one capture point.
post going through the problems of Tol Barad
is a pretty good read and should give you an idea of the problems with the zone and some suggestions on how to fix them. For today, we'll take a look at how we can win in the zone despite the overwhelming odds. A fix is probably due, but until then, we'll all have to do battle under unfavorable conditions. This happens often in war -- so soldier up.
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Filed under: Analysis / Opinion, PvP, The Art of War(craft) (PvP)