In offense, I ask for crusader aura, because speed is important. I give myself a skull marker and tell everyone to follow me and stick together. I glider down from the bridge and use shadowflame rockets to fly straight into the alliance stragglers and engage them in combat. Then use all my defensive and healing CDs to survive them beating me up until the horde arrives and kills all the stragglers. Then we push for the flag together, outnumbering the alliance since their stragglers are already dead.
In defense, I usually do the standard strat and just tell everyone to go to sunken. I only tell them to fight at the flag and place down a horde battle standard.
If we are outnumbered in defense, I do the Zado strat and go to broken. We take the workshops and wait for them to come to broken. Usually the opponents don’t come all at once, but slowly trickle in, so they can easily be picked off. We get some kills defending broken, build catas and take sunken. If you are outnumbered, broken is the way to go since a direct confrontation equals suicide.
Oh you can bet people will blame you the second something goes wrong, even though it would have been way worse if you didn’t call anything. This is just in the nature of angry people. You have to have a thick skin to lead epic bgs alone or in a small group, but it’s worth it. I win 75-80% of epic bgs by doing this.
So you ask someone for a buff and they actually give it to you? Monk privilege I guess. Playing as a warlock, I’m a backline offensive, the best I can do is hope people have a plan and stick with the group otherwise I get instakilled the second any melee, stray feral or rogue looks at me and it’s all pointless.
I ask for a buff for the entire group via raidwarning. Paladin is a popular class. In a raid of 40 players, there are likely 3-7 paladins and if they have any sense at all, at least one of them will invest a point in a talent that allows the entire team to reach an important objective faster when it matters.
Yea well it’s good atleast the games you’re in you’re likely to win them more often. I always seemed to find myself in raids full of people who hate that chat window and aren’t interested in any kind of team work outside of running to sunken and getting wiped, then trying broken and breaking the alliance gates down but still somehow losing.
Since this post anyway I’ve only been interested in Blitz and I’m telling you that the win/loss is much more balanced and seeing people coordinate and actually try is amazing. And have two dedicated healers is incredible. I actually get to cast haunt now.
You do not “somehow” lose in this scenario. Everything happens for a reason.
What happens when you get wiped in wintergrasp offense? The defending team starts building demolishers at sunken ring, then goes to attack eastspark workshop and destroy east tower, then moves clockwise to destroy all towers and take all workshops the attackers control to reduce the remaining time and their ability to build until they take back broken temple from the attackers and clear all remaining vehicles from their wall. Then the attackers are left with nothing and the defenders usually win.
Most players will follow this exact script in this exact order, much like NPCs, and they will not deviate from it or do other tasks until the task before is accomplished.
What do you need to do as an attacker, when the first attack on sunken ring has failed?
You need to stop the enemy advance on eastspark and your towers to keep your siege capability and enough time in offense (provided by towers). You must also try to start the siege on the keep.
The mistake most attackers make is that they flee from the defenders instead of holding eastspark and try to attack the keep from broken, but because they lack vehicles since their workshops have been captured and they never got enough kills from the first fight, the attack fails and they lose everything.
You must tell your team to hold eastspark and only send few players to broken. Catapults are very good vehicles to build against infantry and other vehicles, so build them to MAX. Then you can push up to sunken again or at least lock the opponents in a stalemate on the bridge which is also good, since your team can attack their keep from the west in the meantime. If you can push the opponents back to sunken and take sunken, you can also continue the siege from the east and force the defenders back into their keep.
Many players equate losing the zerg for sunken or for hangar to a loss, some even start complaining and spreading defeatism, but this is far from true if you understand these BGs and can coordinate your team. There is a possibility for a comeback in almost any scenario.
Just like in all bgs, you can win a lot more than you lose if you play the objectives the right way.