Does anyone still do wintergrasp




















Each side also has level 76 NPC guards, which can be found near the vehicle shops, attacker's towers, inside the Keep, and at various points along the roadways. Killing the guards will reward credit for your faction's 'Kill Players' quest, as well as up your count for the rank.

Approximately every 2 hours 30 minutes, Wintergrasp becomes a unique type of PvP battleground, and anyone in the zone will be prompted to join the battle. The faction that won the last Wintergrasp battle must defend Wintergrasp Keep for 30 minutes, while the opposing faction attacks the keep. Both factions can take control of Goblin workshops scattered around the zone.

To take the keep, the attacking faction must break down walls by causing siege damage with siege engines and items that cause siege damage, ultimately entering the Relic Chamber in the keep's innermost area to claim victory. Three towers in the southern part of the zone provide an additional objective: Destroying a tower grants a damage buff, and destruction of all three towers shortens the battle's time by 10 minutes.

After Wintergrasp Keep has been captured, or successfully defended, it will be controlled by that faction for approximately 2 hours 30 minutes. The status of Wintergrasp and whether or not it is contested can be seen on the Northrend map by the appearance or absence of a faction symbol or a PvP symbol indicating control of the keep is being contested over the zone. To find out when the next battle is starting you can go to the Portal Mage in Dalaran, visit the Zone itself, or view the World Map, which as of patch 3.

As of patch 3. Formerly, it would not display if you hadn't been to Northrend since logging in and would display the last known time if you traveled to an area outside of Northrend. After killing five enemy players, defensive cannons or NPC guards during a Wintergrasp match, you are given the rank of Corporal. Ten enemy kills after your field promotion, you are given the rank of First Lieutenant, which allows you to create Wintergrasp Demolishers and Wintergrasp Siege Engines.

Receiving Wintergrasp Marks of Honor at the end of a match is dependent on reaching the rank of First Lieutenant or higher. This is intended to encourage players to participate in PvP combat and not merely idle in the zone during a match in order to receive "free" Marks of Honor.

At the end of a match that results in a win for your side, players will be awarded 1 Mark for being a Recruit, 2 Marks for being a Corporal , and 3 Marks for being a First Lieutenant. Since patch 3. To join the queue, you can either talk to Wintergrasp battlemaster in any of the major cities or just simply enter the zone.

You also need to be at least Level 75 to join. The queue will accept players from each faction, so a total of players can join the battle. Level 80 players have a higher probability to join the queue than lower level players. If you want to join the Wintergrasp battle and are queued but are not called to join, there is a bypass to this. Simply take a taxi from Dalaran or some other Flightpath in Northrend to your faction's landing camp in Wintergrasp.

You won't earn any rank or honor from PVP kills unless you inflict at least some damage to the target. If you are in the zone, but not in queue when the battle starts, you will be teleported away to a "safe" area of Icecrown just north of Wintergrasp.

But be warned, all players ported out will be sent to the same location, Horde and Alliance alike. Since you will still be flagged as PvP, be prepared to fight. Players are able to inflict damage to vehicles and turrets with spells and weapons; players cannot damage a wall, tower, or Goblin Workshops without a vehicle or weapon that deals siege damage. Goblin Workshops inside the keep and on the southern half of the map spawn multiple copies of The RP-GG , which can be fired at enemy vehicles.

Engineers have access to two schematics for explosives that deal siege damage to vehicles, walls, and towers. In order to create vehicles in Wintergrasp, you must attain a rank of Corporal or better during a Wintergrasp match by killing enemy players or NPC guards.

Once a vehicle has been created, any player can pilot or operate a turret on one. Vehicles are created at Goblin Workshops under your faction's control. These factories can be captured by the opposing team. Catapults are capable of throwing plague barrels along ballistic trajectories which cause small amounts of AoE damage to players, vehicles, and structures. They also can create a flame jet which does a cone damage in the front of the catapult to enemy players and enemy vehicles, but not buildings.

Demolishers are capable of throwing burning boulders along a ballistic trajectory which cause medium amounts of damage to players, vehicles, and structures. They also can ram which does cone damage in front of them, and is particularly damaging to structures. Passengers are vulnerable to attack in the Demolisher but can cast offensive and defensive spells.

Siege Engines are capable of ramming which also does cone damage in front of them and is the highest damage to structures available. They also have a cannon that can shoot boulders which do high damage along a ballistic path; the cannon requires a second player to operate.

Passengers are protected from harm but cannot attack or cast spells. A Beta version of Wrath of the lich king included a shredder , a fighter one seat flying vehicle , and a bomber two seat flier , but these were apparently dropped before release.

Wintergrasp Catapult Wintergrasp Demolisher. Wintergrasp is a classic "assault"-style gameplay. The objective of the attackers is to capture the keep before time runs out. The objective of the defenders is to keep them from doing so.

Should the attackers capture the keep, the battle ends immediately and they gain control. The objective in Wintergrasp is a large orange sphere located inside the keep itself. The Orb is instantly clickable as of Patch 3. If this is done successfully, the attackers win. To reach the relic, three levels of walls must be breached. First, the outer perimeter of the keep must be breached. Flame cannons would be used as fast assault to burn Sieges.

Players would be trying to defend them. You know PvP…Player against Player over objectives. The main problem with WG is that the outcome is usually decided after the first skirmish. Then both teams are stuck waiting half an hour in a battle where the outcome has already been decided. Why is Wintergrasp still a thing? PVP Battlegrounds. Potential fixes: Divorce vehicle eligibility from kills. Comment by At rank 3 you unlock the huge tank the gnomes use. Comment by why were the fighter bombers and shreaders removed they made wintergrasp more exciting.

Comment by Wtcher Out of curiosity, I attempted to bring a level 5 bank alt into the zone, just to see if it was possible. Since cannons and vehicles take damage instead of your character, players of any level can actually participate and be useful.

While a level 5 bank alt is beyond ludicrous, I would not at all begrudge anyone popping in for a bit of PvP fun so long as they're putting in some effort to contribute. Comment by Leaflow "And hey, there's a flight master too! Now I can fly in and out as I want : ". But you can't fly to Wintergrasp From anywhere Comment by EvilTomte The end phase of the assault on Wintergrasp sucks hard.

We had 10 minutes to spare when we got there but they kept respawning and AoEing the room with healers. No chance of getting the end objective, despite breaking down all their defenses. This is fixed It is now instantly clickable Comment by Corrupted Has anyone achieved a rank above First Lieutenant? Comment by I have now played both offense and defense of this map many times.

Each time the defending team has had players outside the keep attempting to stop the opponent from reaching the keep.

The team on offense is able to kill some of them granting them access to siege engines. If all defending players were to remain in the keep manning guns or even just huddling in the middle wouldn't it be next to impossible for the team on offense to get access to siege engines?

Since they would have no one to kill they would not get the access and thus the defending team should be able to win every time. Does anyone see a flaw with my logic? Comment by u can get enough rank from killing NPCs to get siege dalberon, and i guessed u answered my question thanks "ihatethealliance".

Destroying the southern workshops doesn't seem to make any difference, but capturing the northern ones reduces the enemy's maximum number of siege vehicles by 4 each. It is easy to repel the siege with an 8-vehicle maximum. It is downright impossible to repel it if they have 16 vehicles, because siege engines can simply brute-force their way through the walls if the enemy is attacking with any sort of coordination. I don't think the majority of players have caught on to this yet.

Comment by Bovey Destroying the southern workshops doesn't seem to make any difference. Comment by Bovey Once the final door is breached, all players on offense should be building catapults only. Drive four or five cats into the relic room, spam plague barrels and flamethrowers, and you will kill all the defenders there very quickly.

Catapults are the antipersonnel vehicles. Comment by I tried to summarize this There is a battle approximately every 2 hours 30 minutes after the conclusion of the last battle. In this time Wintergrasp is contested, and players from both the Horde and the Alliance can portal in to begin the fight, which plays much like a Battleground.

One faction will be defending the previous victor , while the other attacks. The attacking side has to lay seige to Wintergrasp Keep, with the ultimate goal of entering the control room to the North in the center and clicking on the giant globe before the 30 minute timer runs out.

To do so, they will have to capture the workshops both are not necessary, but make it much easier , destroy the doors with siege vehicles, and fight their way into the Wintergrasp Keep control room, all the while the Defenders want nothing more than to stop them. The defending faction has to defend the fortress for 30 minutes. A PvP symbol is shown over the zone if there is currently a battle taking place.

Getting There A portal was mentioned above, and although it is the primary way to enter the zone, you can also fly in. Note that the air above Wintergrasp is a 'No fly zone' so you will get dismounted once you get inside. You do not have to be in control of Wintergrasp to be able to fly into the area , but you will not be able to get into the Wintergrasp Keep which contains the Battlemaster, portals, and raid.

The portal should be fully explained as well; it opens in Dalaran right as a battle begins, and remains open for the duration of the battle. The portal closes for the losing faction but stays there, fully functional, for the winning side. You can get away from Wintergrasp by talking to the flight master by the Attackers starting area. It is also possible to find areas on the edge of the zone that count as other zones as in, there are areas right up to the mountains which count as neighboring zones, allowing you to summon your flying mount.

As of patch 3. Grouping Whether your side is defending or attacking Wintergrasp, raid groups are usually formed much before or only slightly before, as they fall apart and reform frequently the battle begins. Defending Defenders need to both defend the outer walls, and attempt to capture one of the Workshops or both, ideally. Focus on the Siege vehicles and try to push the Attackers back as much as possible.

This plays out similar to Alterac Valley, where half of your team is defending while the other half is attacking and harassing. Protect nearby allied guns with crossfire, and encourage players on your side to use them as much as possible their range limits may make them, in some cases, useless.

If the attackers breach the walls to the Inner Keep, you are forced to turtle and, hopefully, push them back. It is possible to ninja Workshops while in this position as a Defender, but it is not recommended unless a very favorable opportunity were to arise. Defend the control room and, most importantly, interrupt anyone on the Attacking side who tries to click the globe and end the battle.

Pretend its Stormpike Graveyard from Alterac Valley for those who might not get the reference after the Horde have pushed your defense across the bridge into your main area; do not let anyone complete the casting time. Area of Effects spells are vital, as are any other methods that may sow fear and confusion into the enemy ranks. If the battle reaches this stage, hang on as long as possible, who knows, you may yet prevail.

Attacking The first thing to do as an attacker is gain the rank of Corporal. Do this by attacking two guards or a varying amount the current consensus is that it takes 1 player kill of enemy Players.

Once at this rank, you can create and drive a catapult. Since the walls need to be taken down, and it takes hits to damage them, it is best to only focus on dismounted enemy players with your attacks so as to not waste valuable wall-smashing time.

The RP-GG is another tool that you can use to besiege the Defenders, targeting out their vehicles at range. Once you get 10 kills rank Liutenant , you are granted the ability to create siege vehicles at Workshops , which are extremely effective at destroying enemies of all forums.

A common tactic at the moment is to level up to Liutenant as quickly as possible, then make siege vehicles for other players and leave them unattended by the Workshops.

There is a maximum of 16 Siege vehicles on the map, so this becomes much less viable after the majority of players attain the rank. In terms of strategy and tactics, the attacking force needs to first take command of the two neutral Workshops outside of the Keep. One capture should be quite easy, although the second one may cause problems.

A good suggestion is to take one Workshop and then split your forces into one group attacking the wall, distracting the Defenders, while the other group lays siege to the other Workshop if the Defenders have taken it, which they will have in the situation described.

Once you get inside the courtyard from the Outer walls, it is a good idea to take down the Defenders Workshops to further hinder them in their plans. In the end, though, a successful attacking team is an aggressive one; you are working against the clock with a sole objective: take the control room inside the Wintergrasp Keep by any means necessary.

Comment by Continued These Workshops allow your side to create Siege Vehicles, and are thus extremely important. Two are controlled this is when a battle is taking place by the Defenders, two by the Attackers, and two are neutral and capturable. The Defenders and the Attackers Workshops can be destroyed with siege vehicles, and do not respawn. The two neutral Workshops located in the middle of the map, right where the Attackers and Defenders should first clash are taken over in the same way the towers in the Eye of the Storm are; the faction with more players in the vicinity will be granted the Workshop or tower, in the case of the Eye of the Storm.

These give whichever faction holds them more vehicles and a more strategic launching point for their advances, allowing them both players and vehicles to spawn closer to the frontlines. The faction on the Attack has the option to destroy these Workshops in the same method as the other four , but the Defenders do not even if the Attackers have control of it.

Towers There are four towers on the corners of the Wintergrasp Keep belonging to the defenders , and three to the south of the map belonging to the attackers. The towers serve the purpose of defense through their turrets, which can be devestating, especially to Siege Vehicles.

Luckily, for the sieging faction, these can also be destroyed, although they will eventually respawn. Bonus honor is given to the defenders for each attacker tower destroyed. Vehicles Vehicles serve the purpose of assailing enemy players and vehicles, while destroying walls and turrets. They can be attacked by players, but have high amounts of health and armor. It is possible to ride as a passenger in these, with the option to attack with ranged attacks while doing so except for the driver, of course, who controls the vehicles movement and attack.

These can be aquired by talking to an NPC inside Workshops controlled by your faction you must be of rank Corporal. These can be fired at enemy vehicles, with 5, damage per hit, a 5 second cast time, and a yard range. Once your Faction wins After your faction, be it Horde or Alliance, gains control of Wintergrasp for the 2 to two and a half hour time period, you will be able to take advantage of the many benefits granted: A Battlemaster Portals to all of the BG's as well as Dalaran the Dalaran portal to Wintergrasp will stay open for the duration you control Wintergrasp A PvE Raid boss, available in 10 man and 25 man modes, which drops a good assortment of gear and is not at all difficult to overtake.

And, as was mentioned above, you gain Revenants to farm for Crystallized Elementals, as well as shards which drop from all Northrend Instance and Raid bosses while you control Wintergrasp the currency used by Wintergrasp Vendors. Allows the purchase of many recipes and gems, a couple epics, as well as all new 'Bind on Account' items, which you can transfer from character to character that is on the same account.

The fight is, through and through, a dps race. The only thing that groups really struggle with is the tank switch. Periodically, Archavon will take one of the tanks and pick him up with his hands. Other then that, spread out because of rock spikes AoE damage which hit random players and an AoE around them and do not stand in the gas clouds although its not hard to heal through them.

Beat the enrage timer and you get your free well, some would argue well-earned epics. Tenacity and Balance The problems of Server inbalance has been recognized by Blizzard from the start, and a rather interesting solution is used in Wintergrasp. When a team is - significantly - outnumbered, each player on the team will be given a 'Tenacity' buff. This buff also applies to vehicles.

Should you find yourself fighting those with great tenacity, do not be alarmed. On the flip side of that situation, it is a good idea for ranged players with tenacity to sit back and 'snipe' as much as possible, or else with melee especially group up with a couple other similarily buffed players and storm the other team with an organized and concentrated front, so as to take down as many players possible cc'ers asap.

Achievements There are a total of 20 achievements that can be earned through Wintergrasp. Comment by kaze This may be a stupid question, but is it possible to cause collateral damage? Like, say your on defense and an enemy vehicle is trying to break the door. If they're right near the door, and you have a vehicle, will firing at them hurt them and the door you're trying to defend? Comment by If you like going on the defensive guns inside the fortress here are a few simple and obvious tips to help your fellow defenders: 1.

Turrets on the "inner ring" can fire over and above the "outer ring" walls. You can still inflict damage whilst in the inner ring, so don't wait for a wall to come down before starting to shoot. Focus on enemy tanks first, rather than groups of players sounds simple, but I've seen gunners make that mistake plenty of times 4.

Inner and outer ring guns can rotate Take a moment to aim. If your shot lands well ie, the dot in the centre of the crosshair is where they are you'll inflict more damage than the outer area of the crosshair. Try and pre-empt where the enemy is heading. Your shell takes a few moments to land and impact, so don't fire "on" them if they are moving, fire where they "will be" also refer to point 6 here 8. If there's no point being on a gun ie, the wall behind is down and you can't hit anything get off, and get DPS'ing.

From the inner ring, you can also fire through the "gap" of the outer ring guns ahead of you to give them supporting fire. Again, don't worry, you can't hit your own side. Trajectory is your friend accounting for shell plummeting time XD Guns and vehicles are fun, but don't get bound to them and don't sit there idol whilst a fight is going on that you could be helping in. Enjoy WG! It's by far the best PvP imo. Comment by How does one get to wintergrasp?

Tired of running in circles around it! Comment by Tools I really hate flying peacefully around in the skies of Northrend and then suddenly Comment by over honor in the end :D. Comment by for pvp players you should participate in wintergrasp battles as soon as you reach lvl74 and can get into dalaran get a catapult or turret and kill as many possible by the time you reach 80 you will have a real bunch of honor.

Comment by There have been a few occasions where our faction has controlled WG Had the buff and everything and the Portal from Dalaran has not been available.

It's incredibly unreliable. Comment by Corrupted Nobody wrote this so far but, I'm pretty sure that during 3. I didn't see the buff or the towers before 3. Comment by I don't know about you, but this is worst thing ever created.

We have gotten tenacity x20, and i'm sorry, but that just doesn't work. I could have 50k health, but when it's 20 horde on me Epic failure IMO. Aside from that, it is very fun ; Lots of honor too. Wintergrasp appears in the second World of Warcraft expansion as the first non-battleground zone fully dedicated to world PvP, even on PvE servers. It focuses on siege weapon warfare. History Wintergrasp was once the location of a vast lake known as Lake Wintergrasp; the lake has shrunk since then, leaving the basin open to exploration.

Wintergrasp contains a valuable mine, ownership of which is contested by the Horde and the Alliance in order to reap its riches. Wintergrasp can be reached via portals from Dalaran, one portal for each side, which open while the zone is controlled; the portals are shut down while the match is in progress.

It can also be reached on foot, details of which can be found here. Players can fly into Wintergrasp under their own power, but in Wintergrasp the air is too thin to sustain flight; players entering this no-fly zone are warned and failure to leave within 8 seconds will result in the player being kicked off of their mount. Players who are kicked from their mount are automatically given a "parachute" effect similar to Slow Fall.

Players can fly out of Wintergrasp to other regions via the flight master near the attackers' rally point. The Horde rally point is on the west side beyond the western goblin workshop, and the Alliance rally point is north-east of the eastern goblin workshop.

They can also leave Wintergrasp by moving to one of the various locations that are technically within other zones but remain on the plateau then summoning a flying mount. Comment by I hate this place. Games last a maximum of 5 minutes on my server and it's almost impossible to win on defense. Comment by Shielda Heads up great place to leech honor as a low level if they invite you to a group Comment by Major epic failure imo. When you have tenacity x Plus, tenacity is worthless when 20 people are on you GG blizzard Comment by theajt This might seem obvious but the portal to Wintergrasp for Horde is located up the stairs above the portals to the other cities in the Sunreaver's Sanctuary, Dalaran.

Comment by Sotokai As of 3. You can now fish in Wintergrasp, and the fishin' is good! A new clam, the Giant Darkwater Clam, can be obtained by fishing in Wintergrasp. This mighty clam has a greatly increased chance to drop pearls, and yields up to five times the regular amount of clam meat. Comment by Fatnub Wintergrasp starts again seconds after the last one ends.

Comment by any1 knowing if i can go to wg when im lvl 60 to gain honour? Comment by For anyone wondering, You can get in at any lvl and get rewards at any lvl.

Just no quests. Comment by Arathian WG was and is a very good idea that unfortunately needs some balance. As WoTLK is out 1. It is simply too easy for an attacker to take the castle. What happens is in best case senario the defenders will pwn all attacking vecicles with them throwing hits at the door. Unfortunately that happens usually for minutes and then the door breaks as it has no regeneration except when a loooong time passes and all attackers come together mounted so at least reach relic and press the WEWIN button and GG.

Try tack both workshops and pwn towers as fast as you can. That's the only way unfortunately. Comment by SpitefulCrow Do you have to enter this zone to reveal it? Is it counted twords exploration of Northrend? Comment by Jinton Update to the above, very outdated, post. It can also do a channeled cone-shaped DoT fire spell.

Catapults are very effective against groups of players but less effective against walls, towers and cannons. They are also useful on defense; because of their mobility.

An effective use of these, that I have seen, is to quickly deploy a few catapults to the southern towers and drive around them while firing Plague Barrels. This will take down a tower slower than a demolisher but leaves the vehicles less vulnerable to attack as they can line-of-sight ranged classes and outrun melee. Demolishers A somewhat slower Run-speed moderately armored vehicle.

Demolishers can do a ranged fireball attack which does AoE damage and moderate Siege damage It also has a frontal, multiple target melee attack which does high Siege damage and has push-back effect.

The two attacks can be used at the "same time" as the melee attack has a much lower CD than the ranged, this is very effective against walls.

There are also two seats where other players can sit and cast spells as if they were standing still. They will take no damage if the vehicle is damaged. This vehicle is popular for both offense and defense as it is effective against both players and walls and can attack both at range, thus not being as vulnerable to AoE attacks as Siege Engines but still being tougher and more effective to walls than Catapults.

It's moderate speed leaves it vulnerable to especially ranged attackers. Siege Engines This is a slow less than run-speed sturdy vehicle which does massive Siege damage with a frontal, multiple target attack which has a push-back effect on both players and vehicles. Siege Engines can also house 3 players besides the driver, one of which can fire a Turret. This vehicle is very tough, though it's low mobility mainly renders it useful as a battering ram for attacking the fortress.

It is also quite vulnerable due to it's low speed and melee-only attacks without passengers. To make this weapon effective it will need support from passengers as well as Demolishers or Catapults. Comment by was fishing in WG for my fish feasts i used a glow worm from fishing daily my total from fishing was 73 nettlefish 74 glacial salmon 68 musselback sculpin and 8 Giant Darkwater Clams from these clams i got 2 sirens tears 41 meat and 5 pearls so my fishing hour yeilded some rather nice gold :P.

Comment by is there anyway to walk into this area? Comment by We found a NEW tactic about winning this easy-After ur raid is full a lock and 2 more go behind the wintergrasp IN ICECROWN ZONE and summon,when you are there w8 the battle to begin dont go before it begins becouse if u are in wintergrasp before its started u will be teleported in front of the gates and when the battle have begun all use ur flying mounts and start flying down there for the 9 secs u have before dismount.

Comment by Devou What level should and alliance char be to give the rank for those that killed him? Comment by in patch 3. I guess they made these changes to reduce how much people do wintergrasp.

Comment by Magnion Can someone explain to me how the other side in WG gets the a lot of the Siege Engine's within the first few min? Please explain in detail as i want to do this too. Comment by Deathknight93 The other side considering your talking about the Defense side gets Seige Engines fast because the Offense people just stand there by the keep and get blown up by the turrets and everyone near that area gets an honorable kill.

Offense on the other hand, you go and kill the Alliance or Horde guards fighting on the bridges and middle areas and they count toward your kills. Where are the planes that they promised? They put a picture of it on the back of the box for crying out loud! Comment by You used to be able to leave wintergrasp via the 'leave wintergrasp' accessed around your minimap, without consuming your hearthstone but although you can still leave this way, the hearthstone cd is now consumed.

Comment by Chancelot Lately, if the Horde are losing on offense on my server Rexxar , they get their ranks up to lieutenant and then logout, thus keeping their rank.

That way, when they relog for the next Wintergrasp, they have their rank and can immediately create vehicles right at the beginning of the next Wintergrasp battle.

IMO, rank should disappear 15 minutes after logout to avoid exploits like this. See, this situation makes deserters less likely to desert, giving a couple of insentives for them to stay, but also punishes them for deserting, to a certain extent. Wintergrasp is not like that at all. If you are the Attacking team, I will bet you 10k gold you will loose, and you wont loose faster than 30 minutes. You can predict the outcome of the BG fairly early on, like, the first frame after loading the BG , and the desertion penalty is half of the time of time-lost-loosing.

I mean, you can desert in the like first 5 minutes of the BG, just to make sure your team has lost you will still come out on top minutes , but otherwise, desert it as the Attacking team-always.

Now, I could probably think of other issues, and I am pretty sure that the playerbase can come up with alot of solutions to many of the problems. I mean, this BG is rock bottom, it can only improve. But it is my thesis is that Asymetrical BGs can never be truly Fixed.



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