...that this thread is still going. You can tell how outdated it is because the it starts with pre-expansion complaints about shammies.
[That, or you could check the posting date - Ed.]
[Quiet, you! - Lichabe]
[Make me! - Ed.]
[/target Ed.... /sheep]
[Baaa!]
OK, now that that's settled.... WHAT'S YOUR EXCUSE NOW, ALLIANCE??
Tuesday, April 3, 2007
A Better Way to Win
I guess I felt a little bad about my first post. I'm a humble gal, and not one by nature to always keep an eye on the damage meters. Sure, pvp brings that out in a girl, but if I wanted teh huuge critz I would spec fire.
There are more important stats in a battleground than raw damage. In AB, that means flag caps and flag defense. So when I check the scoreboard at the end of the match, I look at those stats to judge who the real power players are. It's these people who I grin when I see them behind the Defilers' gate at the start of a new match.
And I'm pleased to say that in the last game.... well, just take a look:

In a tight game like this one turned out to be, the sooner you assault a base the better. Even if the base doesn't wind up capping for your side, those few ticks during which you deny the enemy their resources can be crucial. We Horde wound up with a 100+ point cushion here, but I've seen multiple games decided by twenty points or fewer -- in that case, even an assault that doesn't stick will have proven game-winning.
So cap on, boys and girls! Stop concentrating on kills and go for the real points!
There are more important stats in a battleground than raw damage. In AB, that means flag caps and flag defense. So when I check the scoreboard at the end of the match, I look at those stats to judge who the real power players are. It's these people who I grin when I see them behind the Defilers' gate at the start of a new match.
And I'm pleased to say that in the last game.... well, just take a look:

In a tight game like this one turned out to be, the sooner you assault a base the better. Even if the base doesn't wind up capping for your side, those few ticks during which you deny the enemy their resources can be crucial. We Horde wound up with a 100+ point cushion here, but I've seen multiple games decided by twenty points or fewer -- in that case, even an assault that doesn't stick will have proven game-winning.
So cap on, boys and girls! Stop concentrating on kills and go for the real points!
Sunday, April 1, 2007
A Good Start
What else would be more fitting for a first battle report than a story about the importance of starting off right?
I find that most games in AB start on the Horde side with a massive zerg past the farm and toward the smith, with smaller packs fragmenting off to the mine and mill. [map here, in case you're not familiar for some reason] Once the smith group crushes any Alliance who dare to show their faces, they proceed to the stables, and the game continues from there with the horde having a 2-1 advantage at least.
One game last night started in this very fashion. I went with the main group to hit the stables, which we took with little problem. After that, the fun part -- defending the stables from waves of Alliance coming from the Trollbane Hall graveyard. In this situation, my philosophy as a mage is to dump my mana as fast as I can, let them kille me, and then rez for a full mana boost. (It's like Evocation with a maximum 29 second cooldown!)
In this game, I got an extremely lucky sequence where three times in a row I hit the graveyard just in time to rez, dump all my mana, and instantly come back. I wish I could have heard the curses of all those gnomes and night elves as they screamed out, "I thought we just killed her?? OMG HAXXOR!"
Now I didn't have a lot of support in there, so they eventually took the stables back. While I was waiting at the smith for rez, I decided to check the damage charts:

Yes, your eyes do not lie. That's more than twice as much damage as the nearest runner-up. I'd like to think that that me being able to hold off a huge group of Allies pretty much by myself contributed to the stomping we gave them that game. It also shows the importance of starting off well; we proceeded to a very satisfying 5-cap.
The initial burst of damage was enough to keep me on top of the list in the final reckoning:

And I'm not even fire spec'd. *grins*
I find that most games in AB start on the Horde side with a massive zerg past the farm and toward the smith, with smaller packs fragmenting off to the mine and mill. [map here, in case you're not familiar for some reason] Once the smith group crushes any Alliance who dare to show their faces, they proceed to the stables, and the game continues from there with the horde having a 2-1 advantage at least.
One game last night started in this very fashion. I went with the main group to hit the stables, which we took with little problem. After that, the fun part -- defending the stables from waves of Alliance coming from the Trollbane Hall graveyard. In this situation, my philosophy as a mage is to dump my mana as fast as I can, let them kille me, and then rez for a full mana boost. (It's like Evocation with a maximum 29 second cooldown!)
In this game, I got an extremely lucky sequence where three times in a row I hit the graveyard just in time to rez, dump all my mana, and instantly come back. I wish I could have heard the curses of all those gnomes and night elves as they screamed out, "I thought we just killed her?? OMG HAXXOR!"
Now I didn't have a lot of support in there, so they eventually took the stables back. While I was waiting at the smith for rez, I decided to check the damage charts:

Yes, your eyes do not lie. That's more than twice as much damage as the nearest runner-up. I'd like to think that that me being able to hold off a huge group of Allies pretty much by myself contributed to the stomping we gave them that game. It also shows the importance of starting off well; we proceeded to a very satisfying 5-cap.
The initial burst of damage was enough to keep me on top of the list in the final reckoning:

And I'm not even fire spec'd. *grins*
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