Tuesday, January 24, 2012

Attacking a static flag

This is just a short post which will be modified later
Attacking a static flag is pretty often done by rogues and druids or even better a combo of those two.
They should both set up the cap. A simple sap cyclone/blind should do.
Keep in mind this only works good with one enemy target. The more there are the harder it will be certainly if they have read " defending a flag "  =)

If you keep that in mind the following should not come as a surprise. Say you are in "eots" and already got 2 bases (FR/BT). The best way to ninja cap another base (MT) is to send a Whole bunch of guys to another one (DR). This should build enough presure to lure away enemies from the other base (MT). See example below.
This tactic is often ruined because people don't stick to the tower assigned to them and try to assist on the one that needs to be ninja capped. (remember last night's fight? yes 2 of you were also at mt =)

In case this attack doesn't work because there were simply to many at MT and/or there was too little pressure at DR, It might be wise to go stealth, and  sap at MT and  give the impression that you are still at MT and go back to DR to assist.

 But incase the situation is not as perfect as described above. And there are non stealthers at a flag that needs to be capped. Try to always lure em away from the flag. "eots" is perfect for that just run behind the building or jump down. If you see they are being easily lured its should be so easy to cap that flag. So if you are a non stealther and a stealther is near, Lure em away and let the sneaky peeps cap the flag. (edit: Same at WW if you see your stealther at the flag and you come from the water and you think you can lure em, don't move to the flag but away from it, a lot of players are happy to be kited, credits for the cap are yours than :-)

Bones =)



Communication

Whether its in arena or rbg's bad communicating leads to chaos and not chaos bolts.
Since there are 10 people in an rbg the things spoken about should be limited to what is crucial and there should be someone leading and someone assisting.

Vocal communication
When saying anything make those words count. Using general directions as "attack opposite base", "kill the healer, boomkin whatever ", "help" easily lead to confusion, which leads to chaos, which could lead to a loss.

Take the lead or listen
The moment you start in an rbg everyone should listen to the leader and leave the chit chat outside.
The leader on the other hand should precisely say what will be the plan and who does what. Moreover the leader should assign someone as his assistant, to take over his task, when the leader dies or the group splits.

Calling Targets
Although assist macro's are nice,.. in addition its valuable that people know who to switch to as the next target. This allows them to keep certain spells save or save combo points to redirect later.

When calling targets one should give the name and the class. Its only 2 words and its not that hard. This way your team members have 2 things that can help em.
I.e ("Kill the Mage, XMO",...... when he is almost down, "Next one is etc")

Keep the chat clear on these big fights do not repeat stuff for the sake of repetition if you are not the leader.

If the group splits, say in a defensive group and an offensive group (i.e twin peaks). It would be ideal if The assist and leader are split too. More on this at the part about visual communication.

What to say
need assistance 3 man inc (classes), lost your trinket when you guarding, attack a specific tower, attack name class, Which direction the FC or EFC runs, If a rogue/druid shows or hides (eyes on the rogue) And anything that actually increases the game awareness.


Visual communication

marking lead and assist
As already mentioned:
If the group splits, say in a defensive group and an offensive group (i.e twin peaks). It would be ideal if The assist and leader are split too. To make this more clear it would be nice if they both got a raid sign.
Say Skull and Cross

marking Healers
marking the healers will of course add to the game awareness since their position is more visible. That way they can be more easily protected than instead looking at nameplates and manapools.
Propper markers would be the diamonts and the triangle.

marking the tank
As far as I can see leaders and tanks will often be the same. but in case they are not the Square would be a nice raid icon.

To conclude
 What counts in the end is that ventrilo and the raid symbols add to game awareness. mixing up signs and chaos in vent are to be prevented. After a while when the same team plays long enough together one will recognize voices, but never assume people know who you are when you talk. Always be precise when you shout out something. Of course leaders and chicks are earlier recognized since they speak the most. =)


Bones =) 

Defending a flag (two ways)


This article will combine a few things that I see go wrong pretty often certainly by ranged dps.

Protecting a flag (when the coast looks clear)

Retri pala's (potential bubble as trinket) Shamans with magma totems, hunters with flares anything with a pet, try to stand  2 seconds away from the flag and put your pet/ totems (magma) near it. They need atleast 2 people. To ninja, and most likly after their first attempt their cc's are diminished and they blew cd's like smokebomb. Which should allow enough time on any battleground for someone to assist you the moment you call incs. 

The 2 seconds are of course for rogues that try to sap you and immediately try to cap. If you stand too close to the flag they have enough time to cap, by forcing your trinket and than blind you. Don't stand away to far, because the moment he has a helper you should be close to aoe. (this doesn't count of course if you are in combat so hug that flag the moment you are in combat, and reposition again when out of combat)

Protecting a flag (when the shit hits the fan)

Mostly at the beginning of the fight - say you got lucky and got WW  - its often a complete mayhem around the flag. The leader or assistant will call out targets but there immediately is an immobility problem. We all want to prevent them from (ninja)capping but you also want to kill the targets that are called for. This is where pure logic comes in handy.

In the situation described above. its clear that melee's suffer most from immobility. They cant stand at both the flag and chase a target (that will probably kite them away from the flag). But ranged dps can do this easily. The best spot for ranged DPS in such a situation is of course to hug the flag. (note: you cant be sapped since you are in combat). Anyone that comes close gets aoe'ed. Furthermore the enemy most be super coordinated and aware of your trinkets to pull off a ninja cap than. In the meanwhile the melee's should be able to chase, snare and stun targets that are called in order for everybody to kill it.

Imprint this in your brains because last time it were the melee's that were defending the flag preventing us all from outputting more damage on the targets called. So if your are ranged dps and the above occurs hug that flag and let the mellee chase.

extra: 
I saw someone saying but I rather stand aside and do a blizzard. My opinion is that this is very wrong because of 2 things. 
1) Not only are you not in the epicentre of the flag and thus your effective range around the flag is limited.
2) Your blizzard can also be extremely easily kicked silenced or interrupted by anyone, which leads to 2 even bigger problems.
  • You are not in range to arcane nova, potentially forcing melee's to do your job.
  • Even worse your main talent tree "frost" is disabled, which can easily make you a prime target that can't ice block. Just a garotte and some damage and you are a sitting duck.

Just a word about chasing targets. 
Rbg's are not about outputting the most damage or killing the most targets. Its nice if it happens but the only objective is to win by capping and keeping flags. So don't get lured away from a flag you are guarding, just because you want that kill. I have seen it a few times tonight.

Trinkets
If you are assigned to a flag or you happen to  guard one and you are out of a trinket, let your team know that someone should assist you. It's obvious that anyone with a pet has the advantage


Bones =)


Addons to have

Hereunder follows a list of addons that will greatly increase your game awareness. I recommend you try them out in a normal battleground before stepping in to a rbg. Of course if you have other addons that supply the same sort of information, be my guest all I know is that this is what works great for me. (edit: in red below are the ones that are vital for doing a better job, in the comments is extra info on lose control and diminishing returns)

  1. battleground targets
  2. carbonite
  3. deminishing returns
  4. interruptbar
  5. killthehealer
  6. omni cc
  7. lose control
 Herunder follow the same addons but with some extra info

  1. battleground targets (must have)
    1. This Addon is vital in rbg's since it directly shows who you are up against. Make sure you set it up so you can see the classes, specs and who is carrying the flag.
    2. Another advantage is that you can see the moment they re spawn or when someone is hiding (sneaky rogues druids). very important!
  2. Carbonite (optional)
    1.  Although this is mainly a quest helper. It also has a great mini map for battlegrounds showing timers on flags where your team mates are (with their names, optional). And even more it shows very clearly where people are fighting. 
  3. Diminishing returns (if you don't have this or something similar, your CC is based on luck)
    1.  This is one of the things all people tend to forget. And if you don't have it, set up asap because this is a game maker. In a nut shell, all forms of cc have diminishing returns. Meaning: the first time you use for instance a fear the effect is full, but if you fear again within 15 seconds the effect is deminished (1/2) and the third time its even worse (1/4) not to mention a 4 time the target is immune.
    2. Now if you consider that quite some spells - although they are different - have a shared diminishing return (i.e. fear and blind). You can imagine how impossible it will be for you to keep track of effective cc's when you are with 4 people that are all trying to cc. This addon Shows you How effective the following cc is and how much time is left on a cc for it to have full effect again, instead of diminished.
    3. If you try to set this up, you need to be in combat unfortunately. So try a training dummy. /w me if you have troubles setting it up.
  4. interruptbar (are you a caster?)
    1. If you are a caster,  you should be fake casting if its appropriate. But how do you know when you can freely cast? This addons directly shows you. If you were able to fake cast and trigger a kick and you were successful, it shows you the symbol of the "kick" spell and a timer until the next is ready.
  5. killthehealer (optional)
    1.  This or addon, (comes in many similar forms) gives enemy healers a special mark above their head so you know which enemy should be your prime. (healers often are)
  6. omni cc (very usefull)
    1.  This addons shows a more precise timer on your spells. Nothing more nothing less. Great for communicating, and setting up bursts or cc chains. (note this is no subsitute for loose control or diminishing returns)
  7. lose control (lightweight and SUPER useful)
    1.  This addon Is just as vital as diminishing returns. It shows on your main and focus target if they are cc'ed and what spell it is and how much time left. Make the spells a bit bigger so you never ever have to excuse again for screwing up a sheep or a blind. (saw one tonight again) And in combination with diminishing returns you know if you should better kidney or dance and sap next.
If you have troubles setting these addons up you can /w me if I am around.



Bones =)


P.s. All the addons mentioned above can be downloaded from curse.com I also recommend using the curse client to keep up to date and save you from unzipping and other crap.