horde side perspective defense 2 variations:
#1. ride straight to galv and delay as much as possible - if you have help you might be able to wipe them, otherwise hang back and pick off as many as you can. Re-cap IB tower/Towerpoint tower and the IB gy and dance with anyone that comes to try and re-re-cap them. This has worked well for me on teams that know how to play O.
#2. Ride straight to our mine, cap mine then ride to tower point. wait for main group to pass, kill any would-be tower point takers then venture down grab the GY and IB back etc. I don't do this anymore due to it wasting 5 "slots" early in the match for the mine cap.
Either way - if D at ice blood doesn't hold, I will try to beat them back to the base and setup my totem forest right at our upper gate between the towers - earthbind + frostshocks are usually enough to get most would-be relief hut takers low enough that archers/friendlys will finish them off.
Horde side perspective Offense:
I ride straight to Balinda to help out with heals and then straight to DB south bunker (the one with the NPC soldier guarding it) and setup camp there. Once tower caps I will move to north tower if team is moving slow...
For my shams, I've found that i am far more effective on Defense than Offense... mostly due to coordinated AV defense being hard to find these days. However, stretching a match out to 40 mins instead of 12 mins may or may not suit your honor grind style, and if you are playing with a team that is going to lose all towers anyways you might be better served just going full O doing the race thing and just repeating (depending on whether honor per hour or PvP killing is your motivation). On the other hand, if you can rally a few people to play D with you, a win with all towers standing with 15-20 mins elapsed is pretty hot.
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