Poag
06-08-2005, 12:47 PM
Ok to join an instance you need to go to the instance area..
Warsong
For Warsong this is Just to the right of the river cloestest tot he Barrens entrance in Ashenvale
For the Horde its the other side of the road along the hill side
Alterac
Alliance its just North of the Headland in Alterac Mountains
For horde its just north of Tarren Mill
Both are down a long tunnel filled with elite gaurds.
------------------------
To enter or Queue you must walk into the swirl. You'll get a popup box appear on the screen, this lists all the currently active instances and a 'join First available' option
The 'join first available' will add you [or your party if you click 'join as Party'] to the first instance with space, or a new instance with members of the opposing faction.
you can also select an individual instance to join... Your friend bob is in Alterac 4, simply click on *Alterac 4* from the list and click 'join'. You will then enter the queue for that instance.
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Populations and new instances
New instances will only be started when the minimum for each side has been reached.
For Warsong gulch this is 8 vs 8
For Alterac it is 15 vs 15
For Arathi its 10v10 too start and Xv5 before the instance ends.
Once these mimimums have been met [and there are no other instances needing people] a new instance will be created and both teams added with 60 seconds to sort themselves out.
Battle then commences
---
[I]Objectives
Warsong - 20 Players [10vs10]
Capture the flag - Each side has a flag in the centre of there base aproachable from 3 sides and above.
each base has a tunnel leading to the flag room and the roof
each tunnel has randomly spawn speed boots.
Outside of the bases there are 4 houses, each house contains a different upgrade, there is also a Speed bonus in each factions tunnel.
Green Leaf - Heal over Time boost for 100% heal, also regens mana and pet happiness, interestingly this works in combat aswell [for a few seconds]
Speed boots - 50% speed bost [same as rogue speed] for 15 seconds [need to confirm]
Bazerka Gloves - Increases damage delt by 30% [?] but also increase damage taken by 30%
Death
When you die [not IF..you will die!] you will get the option to release...this will send you to a spirit healer...every 30 seconds she will resurrect all the dead members of your team up to a max of 8 in warsong.
When you slay your enemy you will get a 'loot' option...you will remove a trinket from them which is worth a small amount of coin. [usually around 5 silver, but it varies as too how well the enemy player is doign and there rank]
Avenues of Attack!
The basics of an attack stem from the two entrance routes into each base.
Firstly through the tunnels leading directly too the flag room of each side. The tunnel is straight and narrow but provides direct access bypassing the enemy graveyard and the players there.
Secondly the outer route, this bring you in on the level with the flag room until the last moment where you can choose up...or …down
Up takes you into the flag room looking down onto the flag floor
Down takes you into a connecting room and then into the flag room on the flag floor.
Escape!
So you’ve got the flag, now too get home. The best [and quickest exit] is via the tunnel using the speed boost boots on the way down.
You can also exit via the upper levels, passing outside and then left down a slope through a gate back onto the main field.
Thirdly you can go out through the main doors and turn right, past the enemy graveyard too make your escape jumping down the slope.
Holding onto the flag!
So you’ve got the flag back too base only too find some sneaky sod has taken yours…how do you hold onto it?
Theres a few options,
1-Hide. Hide out of sight on a higher level, behind a wall, behind a tree, in a bush.
2-Run around like a maniac so they can’t catch you. Less effective, but worth a laugh :)
----
Alterac 80 players [20vs20 for Start Condition]
A vast battlefield taking some 40 players on massive combat and building destruction.
Each team starts with half the map under control no Mines and 3 graveyards [not including the main base yard].
The map is dominated by the central area, containing 1 neutral graveyard, the two summoning areas, as vast empty space and Korak The Bloodrager [part of a quest for a Rare Weapon]
Initial Battles are over the neutral yard and the first yard of each faction, this phase can last some hours or only minutes depending on the tactics used by each side.
On the opposing sides of the area there are two well defended strongholds. Each containing a Captain for each side. Once every 10 minutes the captains take it in turns to provide there nearby players [nearby being half the zone] with an attack power buff that increases size and attack damage in all schools, this buff is lost on death and lasts 1 minute.
Beyond these frontline structures there are tower dotted along the road towards each base, these towers are conquerable and when captured remove the guards on the road making the road easier too travel.
The trend continues along the road, passing NPC encampments [Frostmane Trolls and Gnolls along the way] too the opposing factions base. Outside each base is a graveyard that is critical for capturing this base successfully.
The Horde Commander is situated up a hill in a squat structure guared by 4 Super Elite Guards and more conventional guards.
The Alliance Commander is in the turret building at the far end of the Dwarf base, he also has 4 Elite guards and a detachment of normal guards.
Once a commander is slain the battle is instantly over and the score sheet is displayed.
Elementals and Forest Lords!
In the main base of each faction there are a group of NPCs away from the rest. The alliance has a group of druids off too the right in the base. The horde has a collection of shamans in a cave on the left
These NPCs collect the Crystal shards that are dropped from slain foes [players] each shard turning grants a small faction bonus and progress towards the summoning on each factions Elemental.
Once the required number of shards have been turned in the NPCs will set off for the centre field too summon the lord.
The Alliance Druids too the north of the field amongst the ballista, the horde Shamans too the South, near the neutral Graveyard and a tower. The summoning takes roughly 1 minute too complete with about 8 players required for the process.
Once the lord is summoned he will generally…stand around and not doo a lot unless one of the enemy players goes up and hit him….like that’s gonna happen :p he will remain in the centre until the final attack on the enemy base has begun, then he will stomp around and generally make a nuisance of himself...but not much aside that, these lords have a tendancy to Bug and instantly heal too 100% inside the bases.
[I]Wind Commanders and Ram Raids!
There are a selection of quests available dealing with Wolf Charges and Ram raids, these require you too collect harnesses and wolves/rams from the field and return them too your base. Once the required number of harnesses and mounts have been collected a raid is launched of elite riders down or up the map following the roads towards the enemy base. These guys do hurt, but also follow some funny pathing around the neutral yard.
There are also air strikes, now I’ve never seen one of these pulled off, but it centres around collecting the three wing commanders from the enemy bases and returning them too the faction base. Repairing the aircraft and then sending them off too deal death from above.
Mines!
Lastly there are the mines. There are 6 mines in total, all of which start as held by one of the NPC races [Gnolls or Troggs] They can be fought back by the faction players and by killing the named elite can be captured. Once captured they provide supplies too upgrade that factions guards making the guards, progressively harder and harder, this also affects the Faction Commander and the guards he has.
Looted Items!
When you slay your foes you will be able too loot there corpse.
On the corpse you can find one of many things, normally an Insignia, some armour scraps and a races specific item [A Tauren Hoof a Undead heart etc etc] these items can be turned in for faction and tempory buffs. The Race items give a faction increase, the armour scraps give a tempory armour bonus that lasts 10 minutes or until death. Insignias are also traded in for faction points.
NPC Deaths!
The factional NPCs that are named [Armourer Minelayer and the like] do NOT respawn. Once they are dead, they are dead. Guards however do respawn until the base is taken which they are attached too.
Warsong
For Warsong this is Just to the right of the river cloestest tot he Barrens entrance in Ashenvale
For the Horde its the other side of the road along the hill side
Alterac
Alliance its just North of the Headland in Alterac Mountains
For horde its just north of Tarren Mill
Both are down a long tunnel filled with elite gaurds.
------------------------
To enter or Queue you must walk into the swirl. You'll get a popup box appear on the screen, this lists all the currently active instances and a 'join First available' option
The 'join first available' will add you [or your party if you click 'join as Party'] to the first instance with space, or a new instance with members of the opposing faction.
you can also select an individual instance to join... Your friend bob is in Alterac 4, simply click on *Alterac 4* from the list and click 'join'. You will then enter the queue for that instance.
------
Populations and new instances
New instances will only be started when the minimum for each side has been reached.
For Warsong gulch this is 8 vs 8
For Alterac it is 15 vs 15
For Arathi its 10v10 too start and Xv5 before the instance ends.
Once these mimimums have been met [and there are no other instances needing people] a new instance will be created and both teams added with 60 seconds to sort themselves out.
Battle then commences
---
[I]Objectives
Warsong - 20 Players [10vs10]
Capture the flag - Each side has a flag in the centre of there base aproachable from 3 sides and above.
each base has a tunnel leading to the flag room and the roof
each tunnel has randomly spawn speed boots.
Outside of the bases there are 4 houses, each house contains a different upgrade, there is also a Speed bonus in each factions tunnel.
Green Leaf - Heal over Time boost for 100% heal, also regens mana and pet happiness, interestingly this works in combat aswell [for a few seconds]
Speed boots - 50% speed bost [same as rogue speed] for 15 seconds [need to confirm]
Bazerka Gloves - Increases damage delt by 30% [?] but also increase damage taken by 30%
Death
When you die [not IF..you will die!] you will get the option to release...this will send you to a spirit healer...every 30 seconds she will resurrect all the dead members of your team up to a max of 8 in warsong.
When you slay your enemy you will get a 'loot' option...you will remove a trinket from them which is worth a small amount of coin. [usually around 5 silver, but it varies as too how well the enemy player is doign and there rank]
Avenues of Attack!
The basics of an attack stem from the two entrance routes into each base.
Firstly through the tunnels leading directly too the flag room of each side. The tunnel is straight and narrow but provides direct access bypassing the enemy graveyard and the players there.
Secondly the outer route, this bring you in on the level with the flag room until the last moment where you can choose up...or …down
Up takes you into the flag room looking down onto the flag floor
Down takes you into a connecting room and then into the flag room on the flag floor.
Escape!
So you’ve got the flag, now too get home. The best [and quickest exit] is via the tunnel using the speed boost boots on the way down.
You can also exit via the upper levels, passing outside and then left down a slope through a gate back onto the main field.
Thirdly you can go out through the main doors and turn right, past the enemy graveyard too make your escape jumping down the slope.
Holding onto the flag!
So you’ve got the flag back too base only too find some sneaky sod has taken yours…how do you hold onto it?
Theres a few options,
1-Hide. Hide out of sight on a higher level, behind a wall, behind a tree, in a bush.
2-Run around like a maniac so they can’t catch you. Less effective, but worth a laugh :)
----
Alterac 80 players [20vs20 for Start Condition]
A vast battlefield taking some 40 players on massive combat and building destruction.
Each team starts with half the map under control no Mines and 3 graveyards [not including the main base yard].
The map is dominated by the central area, containing 1 neutral graveyard, the two summoning areas, as vast empty space and Korak The Bloodrager [part of a quest for a Rare Weapon]
Initial Battles are over the neutral yard and the first yard of each faction, this phase can last some hours or only minutes depending on the tactics used by each side.
On the opposing sides of the area there are two well defended strongholds. Each containing a Captain for each side. Once every 10 minutes the captains take it in turns to provide there nearby players [nearby being half the zone] with an attack power buff that increases size and attack damage in all schools, this buff is lost on death and lasts 1 minute.
Beyond these frontline structures there are tower dotted along the road towards each base, these towers are conquerable and when captured remove the guards on the road making the road easier too travel.
The trend continues along the road, passing NPC encampments [Frostmane Trolls and Gnolls along the way] too the opposing factions base. Outside each base is a graveyard that is critical for capturing this base successfully.
The Horde Commander is situated up a hill in a squat structure guared by 4 Super Elite Guards and more conventional guards.
The Alliance Commander is in the turret building at the far end of the Dwarf base, he also has 4 Elite guards and a detachment of normal guards.
Once a commander is slain the battle is instantly over and the score sheet is displayed.
Elementals and Forest Lords!
In the main base of each faction there are a group of NPCs away from the rest. The alliance has a group of druids off too the right in the base. The horde has a collection of shamans in a cave on the left
These NPCs collect the Crystal shards that are dropped from slain foes [players] each shard turning grants a small faction bonus and progress towards the summoning on each factions Elemental.
Once the required number of shards have been turned in the NPCs will set off for the centre field too summon the lord.
The Alliance Druids too the north of the field amongst the ballista, the horde Shamans too the South, near the neutral Graveyard and a tower. The summoning takes roughly 1 minute too complete with about 8 players required for the process.
Once the lord is summoned he will generally…stand around and not doo a lot unless one of the enemy players goes up and hit him….like that’s gonna happen :p he will remain in the centre until the final attack on the enemy base has begun, then he will stomp around and generally make a nuisance of himself...but not much aside that, these lords have a tendancy to Bug and instantly heal too 100% inside the bases.
[I]Wind Commanders and Ram Raids!
There are a selection of quests available dealing with Wolf Charges and Ram raids, these require you too collect harnesses and wolves/rams from the field and return them too your base. Once the required number of harnesses and mounts have been collected a raid is launched of elite riders down or up the map following the roads towards the enemy base. These guys do hurt, but also follow some funny pathing around the neutral yard.
There are also air strikes, now I’ve never seen one of these pulled off, but it centres around collecting the three wing commanders from the enemy bases and returning them too the faction base. Repairing the aircraft and then sending them off too deal death from above.
Mines!
Lastly there are the mines. There are 6 mines in total, all of which start as held by one of the NPC races [Gnolls or Troggs] They can be fought back by the faction players and by killing the named elite can be captured. Once captured they provide supplies too upgrade that factions guards making the guards, progressively harder and harder, this also affects the Faction Commander and the guards he has.
Looted Items!
When you slay your foes you will be able too loot there corpse.
On the corpse you can find one of many things, normally an Insignia, some armour scraps and a races specific item [A Tauren Hoof a Undead heart etc etc] these items can be turned in for faction and tempory buffs. The Race items give a faction increase, the armour scraps give a tempory armour bonus that lasts 10 minutes or until death. Insignias are also traded in for faction points.
NPC Deaths!
The factional NPCs that are named [Armourer Minelayer and the like] do NOT respawn. Once they are dead, they are dead. Guards however do respawn until the base is taken which they are attached too.