Sunday, June 11, 2006

Our opponents await

This is a post by Nancycalahan, and this is a longer thread (worth reading all the way) about BGs on Khaz Modan, and there are layers to both that I think have ramifications for us. For those of you not reading the Khaz Modan forums, Nancy is an alt who plays in a guild called Zeiram, one of two 10-19 Twink Guilds for the Horde (Dark Knights is the other). Zeiram has 16 alts in the top 2000, all but one lvl 19; DK has 20 in the top 2K, with 11 of them in the 10-19 bracket. They often run together, and they're formidable players.

  1. First, I think the wistfullness of Nancy's OP is not just e-peen, though there is some of that in it. It's interesting to think of a game within a game where there's the option to play but not develop expertise, while other players have committed to really understanding the rules of this bracket.
  2. The third post in the string of Nancy's thread, from Marianne, is an insight into some of the Dark Knights/Zeiram strategy - a Mage in the Flag Room (presumably to freeze or sheep), along with Gotcha (actually, Gotchamon, a good Hunter) working at the entrance to the Horde tunnel. The slowing effect of the hunter and pet at the entrance, plus the inside freeze, makes it very difficult to grab their flag. We may need a mage to replicate this - a druid's roots don't work indoors, and only targets one player at a time. I don't know of an equivalent of the shaman's Earthbind totem that slows AoE on the alliance side, so we're left with a mage for this role. We'll have to see whether we need to add this capability.
  3. Read the comment by Yscar - it's a testament to the importance of good hunters for us. I don't know the class - I just know those of you playing as a pet wrangler are going to be working.
  4. Read post 25 of the second thread, by Nancycalahan (again), about strategies that Alliance players have tried and failed at. Suggestions for 'locks and hunters alike, as well as a comment about how ineffective it is to turtle - if both flags have been captured, it's almost more effective to go out as a group, including the Flag Carrier, to chase down the opposing FC. Risky to be sure, but that's why we need a group with the ability to Fear and Shield.
  5. Read post 21 of the second thread - the "Highway, flag to flag" is just the straight down the middle path in WSG. The shortest path between two points, and all that...
Something to think about.

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