AV Strategy
( taken from a post on the official WoW PvP forum made by Viskahn )
Angry Troll Studios presents…
Viskahn’s Nub Guide to Alterac Valley
Introduction to Alterac
Valley
Im going to say it now, and again at the end;
THIS THREAD IS NOT TO DO WITH THE BALANCE OR IMBALANCE OF ALTERAC VALLEY, OR
EXPLOITS PLEASE DO NOT WHINE ABOUT VARIOUS IMBALANCES OR EXPLOITS ON THIS
THREAD.
Moving swiftly on then..
I decided to write this since ive seen a lot
of posts asking what to do in AV, what various items are used
for etc, and there is currently no guide on the forums to answer
these questions.
Alterac Valley (AV) is a battleground located
in the Alterac Mountains. Its capacity is 40 horde players
and 40 alliance, fighting across a pretty big battlefield littered
with graveyards, bunkers and various other features.
The main thing which distinguishes AV from the other battlegrounds is the strong
NPC presence, as well as the secondary objectives and quests which can be done
inside it. Some people dislike the concept, others such as me, love it. This
gives AV a different style of play completely to the other battlegrounds, as
you have to overcome not only the enemy players but also the NPCs and static
defences which are in place.
A typical game of AV (PuG vs PuG) can range from anything between 4-20 hours,
though usually something like 5-8. Hence it is not something to do if you just
want a quick fight, AV is a serious timesink and if you expect any reasonable
amount of reputation or honor from it (though honor is better farmed elsewhere)
then be prepared to stay for at least 3-4 hours.
The Basics
OK, as with all BGs, AV is divided roughly into
two halves, the alliance controlling the northern half with
their main base at the top, Dun Baldar. The horde control the
southern area with their base of Frostwolf Village. Each bases
is defending by 2 towers/bunkers (explained more later) as
well as ridiculous amounts of NPCs. The objective of the game
is to kill the enemy general, who is basically a raid boss,
who resides right at the “end” of the enemy base,
in his fortress. Each base also boasts a graveyard, along with
various NPC vendors, quest givers and of course, crates.
Moving out of the base, each team has another
graveyard pretty close to their base, situated along the main
road, and there is also an NPC controlled Mine near each teams
base (details later). Moving even further on there is a line
of static defences and NPC guards (there are guards patrolling
pretty much everywhere) as well as another graveyard for each
team.
Now we are in the middle of the battlefield, on the Field of Strife, with a
neutral starting graveyard, Snowfall, which can be claimed by whichever team
captures it first.
On the northern and southern edges of the field of strife is also an “Outpost” which
houses each sides captain, who provides periodic buffs as long as he/she is
alive. There is also a 4th and final tower for each team situated between the
outpost and their graveyards near the field of strife.
A pretty good map of AV is available here: http://www.wow-europe.com/en/info/basics/battlegrounds/map-alterac.html
The only things not up-to-date is the central graveyard which used to be horde
controlled, but now starts neutral. And on the mid eastern and western
sides of the battleground, the 2 caves no longer exist (update plx blizz).
Most people go to Alterac Valley only to gain reputation with Stormpike or
Frostwolf. You can see a list of rewards at different reputation levels
here: http://www.wow-europe.com/en/info/basics/battlegrounds/rewards-alterac.html
The fastest way to get reputation is to win,
and destroy all towers, capture all graveyards, kill all lieutenants/commanders/captain
and basically "do" everything.
You automatically gain 1 reputation every time somebody hands in an item in
the battleground, as well as recieving small amounts for doing quests, destroying
towers, defending towers, ditto for graveyards and so forth. Basically, pretty
much everything which helps your team will get you reputation.
Beware of "leechers" who will just sit somewhere with an anti-afk
macro on, getting reputation from everyone elses hard work without doing anything
themselves. If you find one, report him to a GM and hope that they will actually
do something about it.
The Quests
Quests perhaps isn’t the right word, but
there are several missions that you can undertake in AV to
help your team in various ways. Whenever someone in the battleground
(on your team) does one of these, everyone in the battleground
will usually receive a tiny little bit of reputation with your
battleground faction.
Also bare in mind that all quest items except for the “Headhunting” ones
will disappear when you leave the battleground, so try to hand them in before
you leave. They disappear to prevent someone spending a week hoarding quest
items, then going into a battleground, unleashing every single NPC attack/upgrade
available all right at the start and instantly creaming the enemy with an unstoppable
push.
Note that killing NPCs can also yield most of these items.
Blacksmith Supplies – For either team,
when you kill an enemy you can effectively loot their corpse
by right clicking it. You get a couple of silver and some
quest items, and sometimes a grey junk item with a humorous
name (Broken IWIN button for instance) which serves no purpose.
One of the things you are likely to find is armor scraps.
You get about 5-10 of these per player usually, and in your
main base your blacksmith NPC will accept stacks of 20 of
them. When you and your team-mates have handed in enough
of these scraps, you will have the option to upgrade your
NPC guards and patrols. You should do this immediately since
there is no real downside to doing it.
The guards have 4 levels of upgrade – Default (no rank), Seasoned, Veteran
and Champion. Obviously, the more upgraded they are, the stronger. Even after
you have champions you can still hand in armor scraps just for the reputation.
”Headhunting” – Whenever
you ‘loot’ someone, they will always drop an item
relating to their race. This is tauren hooves, human bone chips,
gnome hair, troll mojo etc. In your base, or in a nearby location,
there are 4 NPCs who will collect these and award everybody
1 reputation per turn in. There are no extra benefits of doing
this other than the reputation, so these items do not disappear
when you leave the battleground and can be handing in later.
Elemental Lords – Sometimes
when you loot an enemy player, you will find either a Storm
Crystal (for alliance looting horde) or a Stormpike Soldier’s
Blood (for horde looting alliance). When you have handed in
a LOT of these (500 or so I think? Not sure…) then in
your base, the Primalist for horde or Archdruid for alliance,
will yell for assistance. He and an escort of shamans/druids
will then proceed towards the field of strife. Once they reach
the outskirts, they will begin a summoning ritual. They will
then require 10 players to come and help the summon (the same
as a beefed up warlock summoning). After the ritual is done,
an elemental lord will enter the field of strife. For alliance
this is Ivus the Forest Lord, and for horde it is Lokholar
the Icelord.
These 2 bosses will remain on the field of strife for roughly 20 minutes before
heading towards the enemy base, obliterating all in their path. These things
are extremely tough to take down, and virtually impossible if the other team
is good at healing/buffing them. The best way, owing to a pretty stupid AI,
is simply to have a hunter pull the boss all the way back to your teams general,
who will then annihilate the puny elemental lord.
Note if the primalist/druid is killed before they can start the summoning ritual,
then that is the end of it, and you have just wasted a lot of blood/storm crystals,
and will have to wait for a pretty hefty respawn time.
Cavalry! – To get your
teams cavalry onto the field requires 2 things. Firstly, some
of your team will have to spend some time taming wolves for
horde or rams for alliance (you are given the taming thing
with the quest) and returning them to the stable-master NPC
who you got the quest from. For alliance he is at the back
of Dun Baldar, for the horde he is outside of the base on the
eastern side of the BG, south of the entry portal.
The other part of this is to collect ram or wolf hides. This means you have
to kill the opposing teams beasts (ie if you are horde you kill rams and vice
versa) and loot a “Alterac Ram Hide” or “Frostwolf Hide”.
Once you have collected 25 wolves/rams and 25 ram/wolf hides respectively,
you can give the order to let loose the cavalry. They will march out to the
field of strife and remain there patrolling a set route until told otherwise.
However, if you have some reputation with your Alterac faction (honoured I
think) you can then talk to the cavalry commander and tell him to attack. This
will then cause your cavalry to charge towards the enemy base. Cavalry can
prove deadly against the enemy zerg, and should be used wisely since once the
commander is dead he has a long respawn before you can start collecting stuff
again.
Another note is that by killing the enemy cavalry commander, this will automatically
force the enemy cavalry to attack in the same way as if the attack order was
given. This is useful just if you have the enemy cavalry patrolling and want
to get rid of them quickly before the other team can use them at a better time.
Aerial Support – Another
thing you may loot from time to time is either Frostwolf Medals
(for alliance killing horde) or Stormpike Flesh (for horde
killing alliance, not to be confused with the blood required
for the icelord). There are 3 different types and they appear
to be “dropped” pretty much at random. Until you
have rescued your wing commanders, there is nothing you can
do with these.
Each team has 3 wing commanders, all of which have been captured and are being
held prisoner by the enemy. For the horde these are as follows – Wing
Commander Guse is in Icewing Bunker, Jeztor is in the Stormpike Lumber Mill,
and Mulverick is in the Dun Baldar North Bunker. For the alliance, I don’t
know the names, but they are in Tower Point, a little hut near the gate of
frostwolf village, and in frostwolf villages western tower.
When you have found them, you can talk to them and tell them to go back to
base. This they will do, and it is up to you to protect them until they get
there. If they are killed along the way then that’s it, they don’t
respawn. This means that it is a really bad idea to try to free one when he
is in the middle of a tower with loads of NPCs guarding him, as he will just
be slaughtered by the guards immediately.
Once they are back in base however, the wing commanders will accept a certain
type of medal/flesh depending on which wing commander they are. Once you have
handed in enough of whatever they want, you will be able to do 2 things.
1) Obtain a beacon, which must be planted somewhere on the field of strife
and protected for 1 minute. After this minute is up, a bat rider or gryphon
rider (depending on faction) will come and fly around the field of strife.
You can get one of these for each wing commander, and having 3 of these things
flying around battering the enemy is a nice advantage.
2) Tell the wing commander to attack, upon which he/she will mount up on his/her
bat/gryphon and fly to a specific location, after which they will act pretty
much like a normal bat rider but a lot tougher and more powerful.
You can do each of these things for each wing commander, so there is no sense
in telling a wing commander to attack before you have gotten a beacon from
him/her.
Also note after the wing commander is out flying, there is then no use whatsoever
for his/her specific type of flesh/medal, so you can safely destroy it.
Mines and Infantry Assaults – Near
each teams base is a mine. At the start of the game this will
be controlled by neutral NPCs. At the centre of each mine is
a named neutral NPC boss, and if killed, your teams NPC miners
will then come to the mine and start mining. The neutral boss
isn’t too hard, and a stealth team should easily take
him out. The mine will then be under your control for about
an hour until the neutrals come and reclaim it. Whilst the
mine is under your control, supplies will begin to spawn. In
your base you can get a quest to gather these supplies in bundles
of 10. Once enough supplies have been turned in, you will have
the option of sending an infantry attack (reavers for horde,
commandos for alliance) which are much like the cavalry. You
will need to get the attack orders from an NPC in your base
and give them to your infantry commander, who should be on
the field of strife somewhere waiting for you. After you have
given them to him, he and his infantry will start their attack.
Note that it is perfectly possible to claim the opposing teams mine, and supplies
gathered there are a lot more “valuable” to your team than those
gathered from your home mine, but naturally the trip is a long longer and far
more perilous.
It is also possible to capture a mine directly from the opposing team. To do
this, do exactly the same as if it were controlled by neutrals, and kill the
named NPC at the centre of the mine. Capturing a mine is instant once the NPC
is dead (explained with towers/graveyards later).
Lieutenants, Commanders
and Captains
Scattered around the battlefield in each teams halves are 6 lieutenants, 4
commanders and a captain. Each of these provide the enemy with various uses-
-The lieutenants control various NPC spawns, so by killing them you prevent
the respawn of certain enemy NPC guards.
-The commanders are in towers and bunkers, and also command NPC spawnpoints.
Hence they offer the same benefits for killing as a lieutenant, but also need
to be killed if you plan on taking the enemy towers.
-The captains, as mentioned earlier, provide a periodic battleshout buff to
everyone on their team in the battleground. They are heavily guarded in their
outposts, and pretty tough to take down. Killing them will also grant you an
extra battleshout buff (assuming your captain is alive still) and prevent the
respawn of the NPCs near the outpost. The Hordes captain is called Galvanger,
and is a melee fighter with various warrior skills, whilst the Alliance captain
- Balinda - is a mage.
So basically, these guys are all worth taking
out. The best way I find is to just pull and kite them into
your teams zerg, and then spam /attacktarget and hope people
will pay some attention. It doesn’t require a huge amount
of effort to kill them and they don’t respawn.
Towers, Bunkers and Graveyards
Basically, towers and bunkers provide static
defence points as you would expect. They are manned with NPC
archers/bowmen who have a nice range and are pretty good at
sniping and annoying, so it is worth taking out the towers
to eliminate these guys. Most towers also have a commander
at the top, who is a pretty tough cookie, and some have captured
wing commanders. There are also some anti-stealth units.
Towers are controlled by flags. At the top of every bunker or tower is a flagroom,
well defended with guards of course. In order to destroy an enemy tower (note
you cannot capture them, only destroy them) you must first take the flag, which
requires you to “open” it for 10 seconds. After this, you must
then hold the tower for 5 minutes and prevent the enemy from taking it back.
After these 5 minutes are up, the tower will burst into flames and it is destroyed.
Obviously, if the enemy has any sense they will try to reclaim it when they
see that a tower is under attack (it is broadcast across AV whenever something
important happens). If you want to reclaim a tower under attack, you must similarly “open” the
flag for 10 seconds, and if done successfully then the tower will be back under
your control and the NPCs will respawn pretty shortly.
That’s pretty much all there is to towers.
Now graveyards, these provide a place for you to resurrect
when you die. As with other battlegrounds, the spirit healer will resurrect
all the ghosts in the graveyard every 30 seconds.
The graveyards are controlled by flags similarly to towers. The flag will be
defended by 4 NPC guards and sometimes a lieutenant. Same as with towers, if
you manage to capture a flag, it will be 5 minutes before the graveyard comes
under your control. Notably however, whilst the graveyard is under attack/contested,
the enemy will be unable to resurrect there.
When you die and release your spirit, your ghost will appear at the nearest
graveyard controlled by your team and you will recieve a countdown to resurrection.
When the countdown reaches 0, you are resurrected with full life and mana and
your pet alive, at the graveyard.
You are ALWAYS ressed at the closest graveyard owned by your team, so if an
alliance side controls ONLY frostwolf graveyard and the entry tunnel (there
are spirit healers at the entrance/exit portal to the battleground) then if
you die at say, iceblood, you will be nearer to frostwolf and be transported
there when you release. You can still run to another graveyard owned by your
team and res there if you like, but never at a contested or enemy owned graveyard.
The only other thing worth mentioning about graveyards is Snowfall (SF) and
Korrak. Before 1.8 (I think) Korrak roamed the field of strife and had a quest
to kill him. It caused too much annoyance however, that everyone was constantly
asking to “OMG KILLZ KORRAX PLS I NEED QEUST” and not actually
fighting, so blizzard removed the quest, made Snowfall start neutral and put
Korrak and some elite trolls there to guard it. And that’s how SF starts,
neutral and guarded by elite trolls. These are easily enough killed, but Korrak
is still a pain in the ass. The only realistic way to capture snowfall is by
kiting korrak away from the flag whilst someone else captures it. This makes
the first 30 mins of any AV match usually a case of each team trying to lure
korrak into the enemy zerg whilst they capture the flag and so forth.
Korrak will remain there even after you capture snowfall, and whilst he provides
some good extra defence, he is still hostile and will attack you when you have
just resurrected. This means snowfall is a bit of a pain in the ass in general.
Tactics
OK now you know what AV is all about, lets discuss
what you actually may want to do.
The Zerg
Usually since it is 40 vs 40, the vast majority of players will join one large “zerg” of
players and slug it out with the opposing zerg constantly (think world war
2 trenches). This is just a fact of AV and isn’t going to change, so
accept it.
However, if you are an intelligent player who doesn’t want to just be
part of the zerg, then good for you, and there are other things you can do.
Try to get a group of 5 people who you know can play, who you trust, and who
aren’t idiots. With 5 good men in an organised group, you should be able
to take down a bunker, graveyard or mine with ease. So do this, go around killing
lieutenants, commanders and attacking towers and graveyards etc.
If there is really nothing available, then join the zerg and PUSH. A single
warrior supported by 2 healers can easily push forward 50 yards within a few
seconds. The zerg mentality prevents them from doing this much, but if they
see you a warrior charging forward and not dying, a fair few might join in,
and the rest will follow. This is how you push.
If you cant get a nice 5-man group going, do something else useful. Go and
farm materials for your cavalry, gather supplies for your infantry and so forth.
It might not be especially interesting, but its how to win the game.
Play Your Class and I cannot emphasise this
enough. If you are grouped with someone, you share honor
with them. This means that if you are a priest and are grouped
with a warrior, you will BOTH be better off if you heal him
instead of going shadowform and trying to kill stuff. If
you aren’t in a group as a healer, then join one or
make one, and do some healing. If you are healing people
in your group, they last longer and get more kills, so you
all get more honor. Everybody wins.
Similarly, if you are a rogue like me, try to
get some other rogues and a druid or two, and do stealth attacks
on towers, graveyards and the likes. To get through how useful
this can be, here is an example;
I was in an AV match and we were losing badly, the enemy was in our base and
we were only just holding on to our final graveyard. Me and a couple of other
rogues stealthed right up to the other end of the battlefield and captured
stormpike graveyard. Gradually more and more alliance came back to try to take
it back off us, whilst more horde came up to help us defend it. Eventually
the alliance didn’t have enough people left in our base to kill anything,
so the remaining defending horde pushed out of our base and we captured the
other graveyards and suddenly the entire situation was reversed. We were then
at THEIR base, most alliance quit just out of sheer anger, and we won easily.
None of that would’ve happened if not for our little stealth attack on
stormpike.
Finally, mages and warlocks, use AoE! You
may not get quite as many kills and you may die a bit more
(but AV isn’t for honor farming) but you will push forward
far better. A team of 3-4 mages can literally destroy an entire
zerg of 20-30 people if they all blink in and start spamming
nova/ae/blast wave and so forth. Druids can also use hurricane
for AoE when the enemy zerg is nicely compact in a tight area.
Hell as a rogue i used to do stealth-sprint runs into the enemy
zerg and use my chained essence of eranikus (http://www.thottbot.com/?i=5073)
which was rather amusing. The bottom line is if you have AoE,
use it!
Want an example? Back a while ago i was in a
pretty evenly matched AV when in came a rank 14 warrior (damn
you jimmeh) along with a couple of paladins healing/buffing/cleansing
him. the guy was unstoppable, he just charged in, immune to
snaring thanks to blessing of freedom and racked up about 50
kills within 5 mins. and the paladins being equally as hard
to kill because they are paladins meant there was no easy solution.
eventually i resorted to just sapping/stunlocking jimmeh whenever
i saw him, but it didnt help much. they pushed us back to our
base in no time at all.
If jimmeh and the paladins had not been helping each other out, jimmeh would
get creamed (ish) and the paladins wouldnt be able to kill anything anyway.
teamwork.
Coordination is everything
Regardless of what you think of the balance of
AV as a battleground, one thing remains true – a well
organised team will always beat a badly organised team. If
there is no raid group, start one up, if nobody knows what
to do and you have a tactical mind, start giving some orders.
Not many people will listen to you at first (I know from experience)
but gradually people will begin to see it is working and listen
to you. Get a stealth group to go take stonehearth bunker,
move 10 men back to defend iceblood whilst the rest try to
kill balinda. Whatever, the point is, if everyone knows exactly
what they are doing and work as a team, you will win.
Similarly, communicate. If you see 5 people headed towards one of your towers,
say it in the general channel that they are attacking and you will need help.
Same if people are going to a graveyard or your captain or WHATEVER. Information
doesn’t hurt anyone, so make sure you always let people know what is
going on.
To give another example, I became quite well
known on deathwing as an AVer who knew what he was doing basically.
I might not be a high pvp rank but eventually I DID get some
respect in AV. One time when I entered the battleground and
joined the raid group, I was immediately made leader and some
people asked me what they should do. Now I was as shocked as
anyone would be at that, since, no offence to anyone, I am
used to just utter stupidity in AV. But we got organised and
flattened the alliance in no time, it WORKS.
Finally, if there is someone who is already giving out tactics and you disagree
with him, don’t start a petty argument in the general channel, whisper
him and give him some suggestions, and just try to work as a team and be constructive.
Really, that’s all there is to winning AV, coordination, communication
and organisation. Simple.
In Conlusion
Well that’s all ive got for now, ill try
to update this when I think of more stuff to say, but until
then, I hope some people find this thread useful.
And let me just say it one more time:
IF YOU WANT TO WHINE ABOUT AV BEING IMBALANCED OR ABOUT EXPLOITS, THIS IS NOT
THE THREAD, PLEASE TRY TO KEEP IT WHINE-FREE.
- Viskahn Out
Reply to guide be …
Nice guide, Viskahn.
One suggestion, add druid Hurricane to the AOE
list. Surprisingly effective when used right, since a druid
can often get the full channeled duration off if he uses regrowth+barkskin
before starting the channel. Good for breaking zerg positions
and slowing the physical damage-dealers attack speed for the
duration. Hell on honour gained, of course, just like all other
AOE, but I've come to appreciate it as a formation breaker,
and the 5K+ damage unleashed on the opposition - spread though
it is over multiple targets - is nothing to be sneered at.
In some situations, it is much more efficient that the amount
of healing one could put out in the same duration.
Q u o t e:
What i never understood and what you do not mention
in your nice guide is ruling when and how do you get to ressurect
at which graveyard.
You resurrect at the nearest graveyard that is
under your side's ownership and control at the moment of your
releasing spirit. If that GY should be tapped by the enemy,
thus losing control, you'll have to either move to another
owned&controlled GY or wait for your side to retake control
of the GY. If your side then loses ownership as well as control
while you are waiting for your side to retake control, you'll
be teleported (while in spirit form) to the nearest owned&controlled
GY at that time.
Q u o t e:
1) Can you ressurect at foremost graveyard if
you just die nearest to it?
Yes. That's why alliance should in most cases
make a deep strike for Iceblood Graveyard, detach 3-4 men to
guarding, then go for Iceblood Tower - your fallen will rejoin
the fight in the south quickly - instead of the more common
tactic of going for Iceblood Tower first "because it shoots
arrows that hurts!" - just to be zerged by respawning
horde.
Going for the GY first, with a bit of luck you'll
only suffer attack from the usual 5-10 active enemy and not
the zerg (who'll be busy fighting in the midfield and take
at least 5 minutes to be turned around - especially if they
hold Snowfall), and you'll be strong enough to hold them off
until the Tower is history too. One of the best kept secrets
of AV is that while Alliance often point out (correctly) that
Iceblood Tower/Graveyard is harder to deal with than Stonehearth,
losing Iceblood is a much greater blow to Horde defenses than
losing Stonehearth is to Alliance. A strong initial attack
on Iceblood will wipe out 3 lieutenants, the tower with commander,
flip the graveyard, and leave the road south wide open. Takes
5-10 man organised, which is usually about the absolute maximum
of players willing to cooperate in an AV.
There is no need whatsoever to take GYs consecutively
and all reason to bypass strongpoints in enemy defenses to
hit them where they are vulnerable or where your side will
gain a better tactical or stragetical advantage.
In fact, one of the most annoying strategic mistakes
committed by Alliance zerg (and Horde zerg, for that matter)
is that of "rolling up the enemy", taking all GYs
in order, leading to all the defenders respawning inside the
main base and making for a long, long, fight. Unless it is
bed-time, it is better to have a significant part of the enemy's
team tied up in the midfield by a few of your side, while you
maintain numerical superiority in your attack on their main
base. You can tie up 20 players with 10, if the 10 knows that
their job is to buy time while an attack goes home, not to
try to press an attack of their own. 30 offense/10 defense
vs. 20/20 is much better than 40/0 vs 40/0.
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