09-16-2005, 12:42 AM
Curious to see what other's thoughts are on AB, as I'm not what you'd call strategically minded and need all the help I can get. :)
On the druid topic, you could always try sending a warlock or shadow priest. We can't shift to escape fear (although we can now shift out of forms and use our PvP trinket to get out of it). I know when I see a warlock or priest coming at me I die a little bit on the inside. :blush:
As for strategy, I've heard a few calls of "get three and hold them", splitting the raid into three groups of 5. I don't know about everyone else but I haven't found this tactic to be very effective and is certainly very easy to counter. (Just split your raid in two and zerg two nodes.) Right now, mobility seems more important than rock solid defense, although this will probably change as people become accustomed to the map.
I've also heard a lot about how important the blacksmith is, but I'm really in two minds about this. On the map screen it looks like it should be very important, however the geometry of the map is such that access from the BS to the mill or mine is not that easy. I think - strategically - holding either the mill or the mine gives you a better graveyard and easier access to multiple nodes (the stables and the farm are both close, and a bridge to the blacksmith is right around the corner from both).
One thing I have noticed, if you really outmatch your opponent and can hold them at their spawn point it's pretty much an insta-win tactic.
Right now, the AB matches on Terenas are more of a free-for-all melee and it's great fun. :D
On the druid topic, you could always try sending a warlock or shadow priest. We can't shift to escape fear (although we can now shift out of forms and use our PvP trinket to get out of it). I know when I see a warlock or priest coming at me I die a little bit on the inside. :blush:
As for strategy, I've heard a few calls of "get three and hold them", splitting the raid into three groups of 5. I don't know about everyone else but I haven't found this tactic to be very effective and is certainly very easy to counter. (Just split your raid in two and zerg two nodes.) Right now, mobility seems more important than rock solid defense, although this will probably change as people become accustomed to the map.
I've also heard a lot about how important the blacksmith is, but I'm really in two minds about this. On the map screen it looks like it should be very important, however the geometry of the map is such that access from the BS to the mill or mine is not that easy. I think - strategically - holding either the mill or the mine gives you a better graveyard and easier access to multiple nodes (the stables and the farm are both close, and a bridge to the blacksmith is right around the corner from both).
One thing I have noticed, if you really outmatch your opponent and can hold them at their spawn point it's pretty much an insta-win tactic.
Right now, the AB matches on Terenas are more of a free-for-all melee and it's great fun. :D
I hate flags
"Then Honor System came out and I had b*$@& tattoo'd on my forehead and a "kick me" sign taped to my back." - Tiku
Stormscale: Treglies, UD Mage; Treggles, 49 Orc Shaman; Tregor, semi-un-retired Druid.
Terenas (all retired): 60 Druid; 60 Shaman. (Not very creative with my character selection, am I?!
"Then Honor System came out and I had b*$@& tattoo'd on my forehead and a "kick me" sign taped to my back." - Tiku
Stormscale: Treglies, UD Mage; Treggles, 49 Orc Shaman; Tregor, semi-un-retired Druid.
Terenas (all retired): 60 Druid; 60 Shaman. (Not very creative with my character selection, am I?!