I start the game by picking off stragglers from the main alliance group. Then I recap our towers. Usually results in a win.
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I start the game by picking off stragglers from the main alliance group. Then I recap our towers. Usually results in a win.
We not gonna have this discussion again, are we? :D
It's factually proven that the alliance can reach & cap the frostwolf towers faster than horde can reach and cap DB towers. Even more, it's factually proven that alliance can kill the horde captain faster than horde can kill the alliance captain, at equal dps and speed buffs.
Quite a few less players are required to down Belinda than Galvatron.
In full conquest gear, during 4.1, my 4x Frost DK's with the support of an equally geared Holy Paladin could not down Galv on several dozen attempts.
The fear and the AoE attack sucked.
My group would easily take out 2-3 Horde who were successfully half-grouping Belinda.
Stopping my toons (on mounts) 2-3 times for the stragglers (on auto follow) to catch up... to not lose a toon enroute to Galv...
That results in Galv dying before my team can get there (in 4.3), and that is only maybe a 10-15 second delay compared to the first alliance to reach Galv.
So in the current patch, there's a great chance my team would be able to down Galv or Belinda solo and with ease, once geared.
Not saying the map favors one faction over the other.
But being able to get to Galv faster than Belinda, does not make the encounters equal.
You are fighting uphill along a narrow path into the horde base. The towers hit you all the way up, and the NPCs are all along it which aggro as soon as you go near them. you go through 4 bottlenecks and finish with a blind crest. The horde base is FAR harder to get into than the Ally base.
And the best Ally choke point is the Slope just south of SP GY in that canyon, fighting uphill against people who can see you but you can't see them is one of the hardest positions to take. As well as the horde GY is very far away, making reinforcements for Alliance much closer.
End of the day, the team that will win any turtle grind is the team with the most healers. Without a boxer, dmg is spread and making a kill against 6 healers aoe healing is nigh impossible.
Defeating Galv and balinda has basically no impact whatsoever on the game. It is quite easy to come back to them. The REAL objectives that are the goal are the towers/bunkers. Defeating them makes the end boss much easier to defeat. And just saying, SH bunker is easier/quicker to get to than IBT for Alliance.
Step 1: make one dk blood (if using dks + paladin)
Step 2: get two towers down
Step 3: pull with two dudes up
Step 4: Win
Step 1: get one tower down
Step 2: pop all totems 10x earth and 10x fire, drop 10x healing rain and some earthquakes too
Step 3: pull with three dudes up
Step 4: Make sure the rest of your team are human meatshields
Step 5: Win
This weekend i've been defending one of the dun baldar towers, which went pretty well.
With my 3 shadow priests and a friendly healer waiting inside the tower, killing the horde one at a time.
The trick is to stay inside, since the majority of the horde just runs into the base and starts idling at the entrance, if they see someone else already trying to cap a tower.
Assuming the rest of the alliance just rushes south and assuming the horde won't start fighting the endboss before both dun baldar towers are down, we'll win. and 9 out of 10 times that works.
It only works during the times the most kids are playing though.