Tag Archive | Wintergrasp

WINTERGRASP IS BACK!!

They turned Wintergrasp into a queue-able battleground and WOW.  I haven’t seen this much activity even back when it was new! Lines of vehicles everywhere, people getting chased down by catapults, 12 sieges and demos rolling towards the towers, just amazing!

It’s a good time all around.  Now that being said, I do believe that defending is way easier than attacking right now.  I played 3, won 2, and the loss was attacking and the 2 wins defending.  I have some thoughts about that.

Defenders, just have it easier.  You can spare maybe 4 vehicles to go get the towers and break them down in relatively short order, making the game end quicker.  The rest of your vehicles can be helping ALL THE OTHER players who are in the turrets on the keep, on the ground assisting you, and absolutely wreck both the players and the vehicles coming in.  So let’s count that, defenders have the keep turrets, the RPG GGs, any vehicles they have (catapults are SCARY anti-personnel vehicles right now!), and any players in ideal situations around the keep.  As a solo player you can stand on the keep ledges if ranged, you can stay near the keep walls and teleport instantly back in, etc.

As the attackers you… you can get vehicles.  And uh, that’s it.  You have to send way more than 4 people to defend your towers since there are 3 and 1 player has a hard time taking out 1 vehicle.  So let’s say 3 players per vehicle.  If the other team is rolling 12 sieges, like my loss game was doing, you need probably at least 30 people to go take care of that.  That leaves 10 people to go beat up the keep, and you’re facing all the defense I just talked about.

Now let’s say you are on the attack, and  defending your towers, you have all the rings and temples and workshops and have 16 vehicles. I think that’s the max.  You send all 16 to batter down the keep walls.  The defenders can abandon breaking down your towers no problem, and rush to deal with you with all the resources they have.  Let’s just list, IMO of course, what side has what to be clear.

Defenders:

  1. Turrets on the keep
  2. Attacking from the walls
  3. Easy port back into the keep for safety
  4. RPG GG (two shot vehicles)
  5. Easily defend-able choke point assuming the other side only opens one wall
  6. The leisure to abandon tower breaking at any time for keep defense

Attackers:

  1. uh.  the same vehicles defenders can get?
  2. ?????

 

I really don’t know how the attackers can win very easily.  They are pretty much forced to be spread out, with the ease of getting vehicles both sides that I’ve seen have pretty equal amounts, but attackers need to defend 3 towers spread across the south part of the map, while also making a HUGE push to the keep, against massive defenses.  Attackers have to get down the turrets, defend against the other sides vehicles, protect their own vehicles against players as well, while also trying to break down walls where you are basically immobile while doing so.

They may need to add something for the attackers, like the ability to repair the vehicles.

 

 

Muh priest

Apparently shadow/disc lost a lot of stuff.  Disc long ago lost Divine Hymn which I’m still mad about, but we also have no…

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Prayer of Healing

Spirit Shell

Prayer of Mending

Hymn of Hope (lost in Draenor or so)

Halo

Cascade

Void Tendrils

Psyfiend

Flash Heal

 

Then on top of that, SHADOW has no…

Flash Heal

Halo/divine star/cascade

Psyfiend/Void Tendrils/Phantasm

Devouring Plague

Spectral Guise

Psychic Horror

Angelic Feather

 

I attacked a somewhat afk hunter in Wintergrasp last night, got him to about half health, then he woke up and schooled me into next year.  This is going to be fun.

 

On the other hand, druids appear to have everything they use to have, except Cyclone which is an honor talent, including baseline Ursol’s, Ysera’s, a mana saving version of Innervate, AND can choose to use a neutered version of a feral, boomy, or guardian which gives you access to several of their skills.  Crazy.

 

Oh, and Tol Barad and Wintergrasp are CRZ now.

 

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Scale, Much?

After the numbers squish things are still off here and there.  If my belt boost fails, it’ll kill me.  I didn’t catch the exact ticks of it, but it’s like 15k on a 69k health pool.

Then back in Wintergrasp, ouch.  The siege engine has 1.5 million health.  The turret or the basher thing hits for half your health (Siege Turrent Cannon hits for 43,577!) .  I believe it’s tuned for 100, but I am hoping our health pools don’t get that insane again.  It takes all 5 RPG-GG blasts to kill a vehicle.  I missed this one by the slightest little health.

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It would take me probably 30 minutes to tear through that normally.

Took half a day and something like 3k gold to make a Jeeves, and wormhole Pandaria and Northrend.  We did Garrosh last night, and I got a nice BoA caster staff, but we wiped so much I had well over 300g in repairs.  And no one had a Jeeves.  No wonder though, it takes A TON of mats and other patterns to do.

 

 

 

Wintergrasp is BROKEN


Well, that’s something you don’t see every day.

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Apparently Wintergrasp is really broken.  Worse than the CRZ thing.  No walls, no npcs, no temples, no portals.  Mind you, Alliance owns the fort here, according to the map.  And we won the battle. I killed a mage, warlock, and a hunter more than a few times to rank up.

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Not even spirit rezzers.  When horde die and release, they don’t leave a corpse nor a skeleton.

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It’s very messed up.