Topic
Arathi Basin RBG strat - discuss
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Edited by Slx on 04/06/12 10:03 (BST)
Ive finally got down to playing in and leading an rbg team.
Id like to discuss my arathi basin rbg strat and get some input. I play horde and its easy to see that the "holy triumvirate" is LM, BS and Farm. What i do is make a pet class (pref hunter) stay back at farm from the start. the tank and 2 healers go bs and the remaining 6 people (including a boomkin and a priest) rush LM get a fast kill and cap (leave the feral druid up top) and slowfall down to BS and get a cap there. after which i have the tank at BS, pet class at farm and feral druid at LM and the rest sitting pretty near BS bridge ready to rush where needed. QUESTIONS I HAVE 1)should i send someone goldmine at the start? maybe a rogue (me) if i do so however i lose out on a dps at LM 2)should i ever bother about goldmine or just let alliance have it 3)any tips and tricks you guys can share with me 4)also regarding the sap and cap technique (sap the person guarding flag when he trinkets blind em and cap the flag) i know that prot warriors can break sap without trinket. are there any other classes i should be worried about? 5)Last question - which is the best class to guard a base choosing from prot warrior, blood dk, hunter, frost mage, feral druid, rogue, warlock. thanks in advance guys |
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Your strat sounds pritty good to be honest. I have lead a few RBGs with a high success rate in AB with a similar strat, although being ally i would go for ST LM and BS.
IMO Goldmine is a dead end, Mainly because its so isolated from the rest of the map. You have no LoS from the other bases and ppl spawning there have to get out of the vally before they can even see whats going on and then may not have the best view of the rest of the map. It can be an idea to send a stealther there for an easy cap but if opposing team send any players there i would abandon any attempt, the extra man would be better at another base. So with that in mind you could send a rogue or feral in stealth but if enemys go to GM have them abandon the attempt and go BS or support ST or in your case Farm.
Any Human as they have racial trink so could easily be packing double cc brakers. also BM hunters Trink + BW both break cc.
Any class with Spammable AOE or cast brakers are great for flag defence. Prot Wars, and Disc Priest are both great options. Hunters also can be good defenders with our multitude of CC stuns and pins all good for brakeing Cap casts but should probably have some heals with them. As survivability is seriously gimped if were defending caps.
You probably already know this or have atleast heard it mentioned before but its always worth adding. "Always fight at the flag" When defending cappers are always priority targets. |
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Edited by Wuss on 04/06/12 12:27 (BST)
Oh and just to add to this, if you and your team havent already i recommend installing an Addon called "Carbonite" Its a multi function addon it helps hugely with lvling and other stuff and at first glance may look like a waste of time, but most notably from a RBG point of view the Advanced Battle Ground Map it provides is a must have. It allows you to see which bases are in conflict at a glance and calling incs and other orders (unless you use TS or Vent) is as easy as 2 clicks of your mouse. http://www.carboniteaddon.com/ |
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All high rated RBG teams use a base attack and def rotation in AB. You basicly run in a 10man group and never split up. The attack rotation goes like this: STABLES-->LM--<<<--<BS--><-<<-LM--->MINES>--<FARM-->LM -->-<<-->MINES. When the situation allows it, you switch to def rotation which goes like this: 1- MINE 3 STABLES 2FARM 5 BS 4 LM. So far we've had a 100% win loss with this tactic over 15 games which is pretty neat.
Hope this helped. |
1)should i send someone goldmine at the start? maybe a rogue (me) if i do so however i lose out on a dps at LM Usually both teams send their rogue to GM and they duel over it. After this the loser rogue can go help another base and leave it alone for now. 2)should i ever bother about goldmine or just let alliance have it Always try and get it with the rogue imo, practice duelling against rogues could help? Or maybe wait until he tries to cap so you can get your opener. 4)also regarding the sap and cap technique (sap the person guarding flag when he trinkets blind em and cap the flag) i know that prot warriors can break sap without trinket. are there any other classes i should be worried about? I don't think we have ever tried to ninja cap with JUST a rogue like you are describing, usually you send 2 people e.g. mage+rogue/feral+rogue since you really need to be fast because they will be screaming on Skype for help :P 5)Last question - which is the best class to guard a base choosing from prot warrior, blood dk, hunter, frost mage, feral druid, rogue, warlock. I play a prot warrior and it can be difficult to defend against a ninja cap e.g. feral+rogue. I would say definitely use your hunter if you insist on bringing one. |
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Take Stables/Farm. Leave a pet class there to defend.
Send rogue to the GM - He gets a rogue vs rogue duel most of the time. Tank + holy pally to the BS to play disruption. Everyone else to the LM - Win the group fight - take flag - slowfall/levitate to Blacksmith and help your tank/holy. If the rogue loses - he runs around being as annoying as possible with the GM - ninja caps on their farm/stables. Once you have 3 bases - defend. Also make sure you have more cunnings/legendaries/vials than the other team for guarenteed success. |
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Feral is good, Hunter is alright too (though why do you have one? o.0) and Prot Warrior. Warrior because sap immunity and obvious survivability, hunter and feral because they're immune to stealth opener/sap through their own stealth + hunters cc and ferals immortality.
You don't want to lose the mage or lock from the team fight, they're too useful there. Rogue's smoke, too, cannot be missed from the team fight (except at the start for the GM duel). Blood DK shouldn't be in the team, tell him to spec frost and learn to pick juicy targets and call them out to raid. Mage should also be fire tbh, combustion + impact proc covered by locks UA is just too good to miss out on. -- Sap + cap shouldn't work against anybody that knows what they're doing. They just stand far enough away from the flag that you can't sap and start capping straight away. Which is why you need two to ninja cap, you sap then blind whilst the other caps. Or cap while your buddy kites him slightly away from flag, though that shouldn't work against knowledgeable players. They'll keep an eye out for rogue/feral auras and know not to leave flag unattended even for a second if they see one. A paladin can burn his bubble as a cc breaker, as well as his trink ofc, though it's extremely unlikely a pala will ever be on defence.
Wut? |
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Posted by Wuss Every Man or Himself + Pvp trink = 2x CC Breakers whats hard to understand? |
Posted by Wuss human racial and pvp trinket share cooldown |
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ooops, ok i did'nt know this. Thanks :) |
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Draenei male, please sort this out. POST HASTE!
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You pay for my Sub and ill play whatever race/sex combo you want me too, untill then keep on topic |
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But draenei male ;_; You could be anything on allaince except gnome why draenei ;(
But OT the strat is solid but if the rogue can't cap GM at least make him stop them from capping, a good rogue should be able to stop 1-2 people from capping for a very long time. that way you'll be 3 base and they'll be stuck with just STB |
