General strategy is the same for most teams.
I play alliance, so...
My start of game macro, essentially says:
- Take and hold Iceblood Graveyard so we rez on offense.
- Give the horde Stonehearth Graveyard so they rez on offense.
- Kill Galv if he's open, or come back for him in 5 mins if he's camped.
- At least five in towers until they burn.
- Backcap Iceblood/Stonehearth Bunkers is good too.
- Rush RH with one group, capping it before FWGY.
- Talk to Wing Commanders, that is bonus honor if they make it home.
Depending on the group you're with...
If people seem onboard with that, I'd generally go to Iceblood Graveyard and hold that.
Once it caps, almost any alliance who dies will rez on offense which helps immensely.
Or the ground outside of Iceblood Tower's entrance if the horde had a lot in with Galv.
That way, 4x Army of the Dead... could help defend IBT when they come out.
If anyone suggests defending Belinda, I almost always go with that.
Even though that is likely to wipe the horde, split their offense and turn the game into a longer attrition match.
In those games, I rotate from Stonehearth Graveyard, Belinda and Icewing Bunker, trying to hold all three and kill every horde that is moving north.
If it doesn't look like we have many at Dun Baldar, I will often hearth home via the AV Trinket.
And recap the bunkers or the final two graveyards.
With the Druids, I was less likely to run into the middle of a large group.
But more likely to stealth around a group... and then attack the stragglers hard.
And then run away from anything that hit hard, or if focused... with powershifting to break snares.
Would use the new 83 Roar spell, for root break/immunity too.
And once I have distance, heal up via HOTs and stealth to repeat.
The Druids would frequently stealth past a horde turtle blockade around IBT, IBGY, TP.
And then cap Reserve Hut, East/West Towers then move towards FW graveyard.
And harass a lot there, possibly take that graveyard too.
Even if nothing got to cap (something often did), it would frequently draw enough away from the middle that something in the middle would cap or our offense could move up some.
As an AV boxer...
With casters/deathgrip, the Bunkers are easier to take or retake.
Because you can stand on the last set of stairs that lead up to the ring around the outside.
And cast or DG things to you.
With melee the towers are easier to take/retake.
Getting up is the same deal, auto follow works fine.
Once you're up in the top, it is a small area where any kind of a cleave move is great.
Just need to beware of fear.
Druids had Trinkets + Beserk.... just Trinkets now; DK's have Lichborne + Trinkets.
Taking Towers/Bunkers and holding them wins games.
Retaking Towers/Bunkers, so they don't burn wins games.
Holding a forward graveyard can win games.
Taking an objective away from their main army can split that army making it easier for the rest of the group.
The mines are mathematically a waste of time to take, even as a solo toon.
So should probably be avoided as a boxer.
If there's any kind of battle going on, whether in the Field of Strife or around Iceblood Graveyard...
It is essentially not doing either side any good.
But as boxers, we can shine in those environments, especially if we distract a lot of opposition while our objectives move closer to finishing.
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