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Posts with tag world-pvp

Officers' Quarters: 4 radical ways to help your guild stand out in Mists

Fireworks over Pandaria
Every Monday, Scott Andrews contributes Officers' Quarters, a column about the ins and outs of guild leadership. He is the author of The Guild Leader's Handbook.

Today we stand at the precipice of a new era. In less than 24 hours, Mists of Pandaria will usher in what could be called the Fifth Age of WoW. The long wait through 2012 has been hard on guilds, but that time is now over.

If your guild has made it this far, you should be proud of that, but this is not a time to rest. This is a time to ensure that your guild will thrive. In this new era, the best method to recruit players will not change: finding ways to set your guild apart from the dozens of others on your server. Here are four ways to do just that -- but be warned! These are not for the faint of heart.

1. Offer tutorial runs of the new dungeons. Blizzard's new guild mentoring program is a great idea, but just because your guild wasn't selected doesn't mean you can't be a force for good on your server. This strategy requires patient guild members who have run the dungeons in beta or who get a lot of practice in the early weeks of the expansion.

Start an initiative on your server in which, one night a week, you offer to run players through dungeons while teaching them the boss mechanics. Players will very much appreciate the chance to learn the runs in a low-stress and constructive environment rather than the merciless meat-grinder boot camp of the dungeon finder.

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Filed under: Officers' Quarters (Guild Leadership)

Reflections on moving from a PvP to a PvE realm

Truthfully, I had no business ever rolling on a PvP server. I only went there because some friends went there, and I stayed there out of habit. For years, I moved in the shadows, keeping one eye warily over my shoulder, with all buffs active at all times and the button for my flying mount at the ready. When I left cities, it was only to touch ground for the briefest of moments -- grab the herb, pick the ore, kill the mob, and get the hell out.

Indeed, there's a certain pride in surviving on a PvP server, like a rabbit reveling in its luck of returning to the burrow at the end of a long, perilous day. I've been through multiple expansion launches and patch events and been ganked at exotic locales from Hellfire Peninsula to Quel'danas to the Molten Front to Mount Hyjal.

Over time, you learn to subsist from that extra adrenaline. Even if you loathe world PvP, your body feeds off of it. The heightened sense of perception becomes exhilarating. That first terrifying moment when you realize you are under attack and fight or flight instincts kick in -- there's something in that emotional response that resonates with our most primal underpinnings.

And yet, a month ago, I gave it all up. I transferred from a PvP realm to a PvE one -- and immediately, it felt like an alien landscape.

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I am not going to miss Tol Barad at all

I am not going to miss Tol Barad even one bit ANY
I've been making a pretty concerted effort over the past month or so to knock out all those things that I hadn't quite gotten around to finishing for one reason or another in Cataclysm. Last week saw the end of the grueling grind to get enough tokens to purchase the mount shown above, which is easily the most hideous mount I now possess. I'm not sure who thought aqua went with olive green and pink, but whoever they were, I wholeheartedly hope they aren't doing the color scheme on any further mounts.

While I was pleased to get the mount despite its questionable color scheme, there was something I was far, far happier about. I got all the tokens I needed, I got the mount, and at last, at long, long last, I never had to look at Tol Barad ever again. The only things I enjoyed from Tol Barad were getting a pet and two mounts, and the backstory that never really developed further than "Here is a mysterious island with some really strange stuff and ghosts on it." The story disappointed me, the mounts and pet were happily added to the collection, and as for the rest of it ... Well, let's just say I'm not holding any candlelight vigils for the zone.

In Mists of Pandaria, we don't have a Tol Barad. We don't have a Wintergrasp. And I am perfectly happy with both of those things.

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Filed under: Analysis / Opinion, PvP

WoW Archivist: Massacre at the Crossroads

The Alliance occupies the Crossroads
WoW Archivist explores the secrets of World of Warcraft's past. What did the game look like years ago? Who is etched into WoW's history? What secrets does the game still hold?

Last week, Tom Chilton revealed that Mists would have no dedicated world PvP zone like Wintergrasp or Tol Barad. Instead, Blizzard wants to encourage a more natural style of world PvP. It wants players to duke it out in actual questing zones. On PvP realms, it wants players to be free to attack towns and cities without overwhelming NPC intervention.

Since we're reviving WoW Archivist here at WoW Insider after a seven-month hiatus, now seemed like a good time to revisit the earliest days of world PvP.

It's no secret that world PvP has had a rough journey throughout WoW's history. Blizzard did all it could to discourage the wild Southshore vs. Tarren Mill clashes that made Hillsbrad Foothills a laggy, unplayable mess, often crashing the Eastern Kingdoms servers entirely. In patch 1.12, the developers gave us new objectives to fight over in Silithus and Eastern Plaguelands, far away from where new players were leveling.

Ultimately, those objectives failed to capture much interest. Players mocked the Silithyst PvP objective as "sandlol." Further experiments in The Burning Crusade were only moderately more successful. In Wrath, Blizzard added the Wintergrasp PvP zone, and that has been the company's primary world PvP model through the last two expansions.

Before all of that, however, when the game was still so young that the vast majority of the playerbase hadn't yet reached level 60, there were raids on the Crossroads, in the heart of the infamous Barrens. And they were glorious.

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Filed under: PvP, WoW Archivist

WoW Moviewatch: RP-PvP events on Defias Brotherhood

This video is a roundup of various world PvP events on the roleplay server Defias Brotherhood (EU). While we generally don't do a great deal of PvP videos around here, this was enough of a unique snowflake that I wanted to bring some attention to it.

A common complaint on official forums is that world PvP is dead. (For those who don't know, world PvP is the phenomenon wherein multiple characters flag and fight wherever they happen to be standing. Tol Barad doesn't really count.) I'm a big fan of this video because it proves world PvP is still viable; it can happen, if you're dedicated enough to getting out there and doing it.

Thanks to Croftzi for the tip; I was really happy to see this video.

Interested in the wide world of machinima? We have new movies every weekday here on WoW Moviewatch! Have suggestions for machinima we ought to feature? Toss us an email at

Filed under: WoW Moviewatch

Why enmity means success to these vile rogues

Lurking above
So let's talk about ganking and getting ganked -- vile, nasty, evil rogues. How WoW players rage against rogues! You'd think an entire collective of them would be utterly reviled by the player community -- but not this group, which is such a straight-up gang that many of its sap-and-drop victims actually become cross-faction buddies. Vile Thorn of Defias Brotherhood (EU-H), an all-rogue guild that recently packed up shop and moved from another slowly stagnating roleplay, is probably the amicable gank squad you'll ever come across (or that'll come across you -- you know what we mean ...).

With an ironclad one-kill rule and a hankering for cross-faction roleplay, Vile Thorn takes no prisoners when it comes to fostering realm-wide roleplaying and world PvP. Its roster shows no sign of tanks, healers or other DPS classes; this group is utterly dedicated to its dark duties. GM Arli reports a warm welcome from players on Defias Brotherhood, both in character and out, after the guild's weekend sprint in search of a wider roleplaying community. To gank, or not to gank -- why is death at the hands of the Vile Thorns so compelling that one guild of factional enemies even realm-transferred along with its nemesis?

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Filed under: Interviews, 15 Minutes of Fame

Breakfast Topic: What are your rules of engagement for world PVP?

Molten Front PVP
This Breakfast Topic has been brought to you by Seed, the AOL guest writer program that brings your words to WoW Insider's pages.

I have found that everyone likes to PVP in different ways. Some like to play in the Arena, some in Rated Battlegrounds, some in regular PVP, and some like to do my favorite -- world PVP! I personally have rules for world PVP:
  • I only attack when I am within one level of my prey.
  • If they are fighting a mob, I wait until they kill the mob.
  • I will not attack if they are less than 90% health/mana.
  • I refuse to camp someone.
If they attack me, the above rules do not apply. My aim is to not die, as I generally do like to run back. If a level 70 tries to kill me, I have no probably one-shotting them. If I kill someone and they start attacking me as soon as they rez, I have no problem retaliating in kind.

I realize I am not a typical world PVPer. I know I am not unique in the hundreds of thousands of times that I have been ganked. But even in a game, I have a problem taking out my anger on another human being, even if it just their avatar. Do not get me wrong -- I still get angry. But I take it out in dungeons or battlegrounds.

Do you have any rules of engagement when you PVP?

Filed under: Breakfast Topics, Guest Posts

Encrypted Text: How to run the Molten Front

Every week, WoW Insider brings you Encrypted Text for assassination, combat and subtlety rogues. Chase Christian will be your guide to the world of shadows every Wednesday. Feel free to email me with any questions or article topics you'd like to see covered.

Varian Wrynn isn't happy. He sent his best and brightest men to the Molten Front to assist the Guardians of Hyjal in invading the Firelands, but all he received back was a stack of casualty alerts. The cause of death on each report was the same: several deep dagger wounds. As Varian assigned more soldiers to the Molten Front, he simply received more body bags in return. Varian confronted Garrosh about the issue, claiming that the Warchief was breaking their peace accord by using assassins in the Molten Front. Garrosh feigned ignorance and promised Varian that he'd find the perpetrator and have him properly handled. The next day, I received a post from Garrosh himself. It was brief: "Lok'tar, brother!"

I've read several articles that claim that world PVP is dead and has been for a long time. The truth is that world PVP is alive; it has simply transitioned into a seasonal event. With the release of the Molten Front quest hub, Blizzard's developers directed a ton of level 85 players into a zone where they can't use their flying mounts. If that doesn't count as revitalizing world PVP, then I don't know what does. I spend every spare moment I have plunging my daggers into the questers' ribcages. There's a plethora of targets available, with new enemies zoning in every minute. World PVP hasn't been this active since the Isle of Quel'Danas, and that means I have a lot of catching up to do.

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Filed under: Rogue, (Rogue) Encrypted Text

15 Minutes of Fame: Air Superiority Squadron's Tenj takes ganking to the skies

From Hollywood celebrities to the guy next door, millions of people have made World of Warcraft a part of their lives. How do you play WoW? We're giving each approach its own 15 Minutes of Fame.

Brace yourselves for nerdrage in the comments today -- for as they say, "PvP happens." Today, 15 Minutes of Fame covers (gasp!) actual world PvP on a PvP realm. Meet Tenj, master of the skies, leader of the Air Superiority Squadron on Twisting Nether (US-A), and renowned Azerothian aerial combat specialist. Tenj and his group of aerial assassins are in the business of bounties, plucking Horde players right out of the skies in fulfillment of their mercenary assignments. Tenj, an intrepid night elf boomkin, is known not only for his aerial antics but for rustling up world PvP in general -- and for responding to it all, enthusiastic cheering and nerdraging ranting alike, with a "Meep, meep!" more reminiscent of the hapless Roadrunner than a bounty-hunting boomkin.

If you thought dozens of flight-form druids flapping down to silently surround ground-bound newbies was creepy, after reading about Tenj and his crew, you'll definitely never feel safe around druids again.

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Filed under: Interviews, 15 Minutes of Fame

Cataclysm 101: A guide to PvP changes and challenges

There are quite a few changes to PvP in Cataclysm. Let's have a look at how the changes in the past few patches will affect the other aspect of World of Warcraft gameplay ...

Resilience is different

Resilience no longer reduces critical strike chance but instead only reduces damage across the board. As resilience is the premier PvP stat, this impacts gameplay in a major way. First, critical strikes are back on the table. This means that talents contributing to crit are valuable in PvP again. Burst damage from crits will happen more often, and players can opt to stack crit for PvP without it being devalued ... much.

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Filed under: Analysis / Opinion, PvP, Cataclysm

The Art of War(craft): The handy guide to being good at PvP

Zach writes the weekly column The Art of War(craft), which focuses on good, old-fashioned PvP. He isn't really left-handed, either.

Let's take a little break from beta-related posts for a while -- Cataclysm isn't going to be out for a few months at least -- and talk about some old-fashioned PvP. Something I've been meaning to write about for a while are my personal guidelines to ganking, or more generally, world PvP. There are no hard-and-fast rules regarding world PvP, although I follow a personal code of conduct when it comes to these things. Think of it as a guide on being good -- character-wise, if not skill-wise -- or how not to be an asshat in PvP. Today, we'll go through a few simple unwritten rules or ideas and my reasoning behind them. That way, I can also say they're no longer unwritten rules.

It might seem futile to lay out some ground rules for world PvP, considering that at the heart of it, they're not really enforceable, but I'd like to think the world (of Warcraft) would be a better place if everyone followed a few simple rules of PvP engagement. It would certainly go a long way towards rectifying the image that some PvE players have about those who PvP. I mean, we're not all uncouth ruffians. At least, not all the time -- oh, who am I kidding? PvP players are bastards. But some of us, at least, are nice bastards.

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Filed under: Analysis / Opinion, PvP, The Art of War(craft) (PvP)

The Art of War(craft): Tol Barad field report from the beta

Zach, who writes the weekly PvP column The Art of War(craft), is having the time of his life in the Cataclysm beta now that they've enabled testing of the new battlegrounds. He logs out in Tol Barad and is constantly in queue for Twin Peaks and the Battle for Gilneas. Now if only those other battlegrounds would actually open up for a game or two ...

The latest beta patch had a lot of goodies from the obvious, such as new talents, to the subtle, like changed items. The most interesting news for me, of course, was that Twin Peaks and Tol Barad are finally open for testing. I didn't have much luck getting into a Twin Peaks game even after hours of being in queue, but I did manage to get more than my fair share of Tol Barad battles. Granted, it was far from massive -- neither side barely managed more than two parties, let alone a full raid -- but it was easy enough to learn how everything works.

Today we'll dive right into Tol Barad, from the landscape to the gameplay to other random notes about the new world PvP zone. The isles of Tol Barad's actual geographical location is a bit curious at the moment. From the games panel at last year's BlizzCon, the developers showed a map where Tol Barad was in a body of water west of Khaz Modan, south of the Hillsbrad Foothills and east of Gilneas. The current Cataclysm beta map isn't the same, although there are two small islands west of Gilneas and north of Vashj'ir that could represent Tol Barad. There is currently no physical means to go to or leave Tol Barad -- players must enter by queuing for the battle and leave through other means such as a hearthstone. The zone currently does not permit flight, even between battles.

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Filed under: Analysis / Opinion, PvP, The Art of War(craft) (PvP), Cataclysm

Cataclysm Beta: Tol Barad gallery

The new world PvP zone Tol Barad became ready for testing in the latest Cataclysm beta (build 12759), and we got to take a look at it more than a few times today. The zone is actually two islands consisting of a northern peninsula that serves as the quest hub -- although none of the quest NPCs are implemented in this patch -- and a Southern part that serves as the main stage for combat. The zone has a bleak forest landscape that evokes Duskwood and the Isle of Conquest, with the main combat area roughly about the size of Wintergrasp. Take a sneak peek into Tol Barad in our gallery below.

World of Warcraft: Cataclysm will destroy Azeroth as we know it. Nothing will be the same. In's Guide to Cataclysm, you can find out everything you need to know about WoW's third expansion. From goblins and worgen to mastery and guild changes, it's all here for your cataclysmic enjoyment.

Filed under: PvP, Cataclysm

Guest Post: Guild wars pit friend against friend

This article has been brought to you by Seed, the Aol guest writer program that brings your words to

World of Warcraft is a social game. Blizzard made this clear with the recent addition of the Real ID system. I myself have made use of this. Being an officer in several small roleplaying guilds on both Alliance and Horde sides of Cenarion Circle (US), I have found that there is a great bit of planning and organization required in running official guild wars. Currently, the Alliance guild I am an officer in is in a heated battle with a Horde-side guild. Both are roleplaying guilds. Both guilds (in the roleplaying sense) have similar ideas -- both are pro-Horde/pro-Alliance, respectively. One may hate the other side more than the other, but the hate is there.

These guild wars bring a certain fun dynamic to the game. Having a sworn nemesis, whether it is for a character of your creation or a friend from an opposing faction, is just a great way to enjoy the game. Plotting someone's demise, thinking of strategies to take him down? It adds another layer to an already multifaceted world. However, there are a few tips I have noticed that really help with these particular battles. Some things come in handy in a roleplaying context; others focus on fair play, so that people will want to continue to the "war" and not just want to ignore/report your taunts!

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Filed under: PvP, RP, Guest Posts

The Art of War(craft): World PvP in the new Azeroth

Zach sees everything through the PvP perspective of The Art of War(craft), including homemade cookies baked by his supremely awesome and sexy baker wife. He sees the brownies as opponents that need to be devoured in a methodical, strategic and soul-crushing manner. He advises everyone to look at all things (especially food) as adversaries that must be defeated and guarantees that success in life will follow. Probably.

Let's face it. Right now, if you're a regular reader of, we're in some sort of holding pattern and the biggest thing that interests us about the game is what's going on in the Cataclysm beta. It's still far too early to settle on any talent builds, but who can resist playing with those talent calculators, right? Certainly not me. The beta changes so rapidly, though, that it would be foolish to write anything without the proper caveat that the final product is likely going to be much different.

One thing that's likely to stay the same throughout beta, however, is the ravaged landscape of Azeroth. This should create some interesting possibilities for world PvP. The biggest change is that the continents of Kalimdor and the Eastern Kingdoms will become flyable. It will become harder and far more dangerous to level as players must now not only watch their literal backs but also look skyward for potential griefers. On PvP servers, this makes it a far more dangerous and exciting world.

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Filed under: Analysis / Opinion, PvP, The Art of War(craft) (PvP)

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