Wow how does wintergrasp work
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. These towers are destructible buildings, but can only be destroyed by siege weapons. Destroying these towers grants honor. Once destroyed, any cannons perched on the tower will fall to the ground and shatter. Go to the portal room in Orgrimmar. Vault of Archavon is a raid instance located within Wintergrasp Fortress. Players may only enter the raid while their faction controls the Wintergrasp zone, it is only accessible to the winning faction that claims victory over Wintergrasp.
The Obsidian Sanctum is the black dragonflight area of the Chamber of Aspects. The entrance is in under the Wyrmrest Temple in the Dragonblight and accessed via a crack in the ice following the Path of the Titans.
This makes it more fun and gives you a reason to get more involved in the combat. Also as of right now you have to have at least one person with rank 2 in order to win, this means if you can't get someone to 10 KBs then it will be impossible to win without the siege tanks. Comment by How do i get into Wintersgrasp?
Comment by Looks like there will be a raid boss for the wintergrasp winners We have a lot of rewards lined up for Wintergrasp but most importantly we are planning to introduce a new raid boss that will be available to the winning faction for the 4hr duration that they hold the fortress. His name is Archavon the Stone Watcher and he will be available in both 10 and 25 player raids.
The zone will be located inside the Wintergrasp fortress. The current plan is to put him on a 3 day reset but we will speed this up during beta to 30 minutes for testing. As an added bonus, the faction that holds the keep will also have a portal open in Dalaran that ports players directly to fortress for easy access! The portal will be de-activated during games however. Comment by This balancing, if done well, would be awsome.
I have been concerned this would turn out to be another Halla ie total crap. We need real incentives to PvP here, and balanced fighiting. By that I mean every PvPer needs to come here often to get their gear. Such as Arena Gear requires 50marks as well as point cost, and 35 for honour gear or somthing.
It would be a real shame if it turned into a thing where only players are doing this at any time. It is almost like Battleground's before they were cross server only these have no person minimum or maximum. Couldn't they just make this another BG as well as Strand so we have 2 cool things to do? Comment by How to get to wintergrasp on low lvl: Go to storm peaks and die - you will get a flying spirit mount, with which you can reach it.
Then find only place where you can ressurect - spirit guide near flight master Done it at lvl Comment by nazumagal This place will mostly likely be tweaked a little And to your "mate", k honor and marks each is a huge bonus either way. Comment by rathalos can any1 give me a link where to find all information about the siege? Comment by valhallaresa Theres only 1 problem with the current system as it is now.
You have a max of 15 vehicles at once when attacking. Too many people on getting Rank 1, go and make as many catapults as possible. Comment by I guess this question has come up many times already, but I'm really curious: Are they re-implementing PvP ranks in any form or manner? Lake Wintergrasp only? I did not list and placeholders.
To add, Wintergrasp offers mobs that drop Crystallized Elements to the holders of Wintergrasp, not only making it the new Elemental Plataeu, but also increasing the incentive to win. The siege weapons are surprisingly easy to control. Nice one on that Blizz! Wintergrasp was undergoing a major stress test like 2 weeks ago and it had to fight with massive serverside lag. However it is getting fixed and finetuned every day which you can really feel. Regarding Ranks: At the time beeing there were no "ranks" as there were in vanilla wow.
However you were getting Ranks as buff, exclusively for Wintergrasp. You can increase your rank by getting HKs and higher ranks allow you to buy siege weapons as well as flying machines. There are also stationary turrets for the defenders to help defend the Keep. Easy aiming, easy control, nice damage but still not overpowered.
I like that. As to some of the believes, that Blizzard might implement a "queue" for this zone: I highly doubt it. Reason is that a whole Premade PvP server was made just to stress test this zone. So I'm sure Blizz is aiming for open world-pvp action without queues. Comment by farout59 Wow No more constantly losing BGs just to get honor. Sign me up for some 'o that :D. Comment by How much honor does it give in current build?
Comment by Yay. I'm on a pvp server and people wave at each other, basically saying they aren't gonna attack enjoy your pve. I'm on a pvp server.. Glad we will have somewhere aimed at that. Of course there is always STV hehe. But an entire zone prepped and intended for PvP. Guess where you will find me as soon as I can get there.
Comment by inc huge wall of text, lol Comment by continued map of wintergrasp the north central area is where the base is. Comment by This zone looks absolutely amazing. I love PvP, so I'm looking forward to this more than anything. Comment by I'm looking forward to charging into Wintergrasp with a guild full of 80s and swarming everything! Congratulations Blizzard, you have officially made my year! Comment by There seems to be a level 80 raid-dungeon up in Wintergrasp Keep. Comment by For those of you who will be stepping into Wintergrasp for the first time I'll give you a small slice of my experience last night with the ranking system.
When I first zoned in there was about 5 minutes left until the battle would begin. I decided to start carefully exploring the zone in kitty form feral Tauren druid and stumbled across a little skirmish at one of the birdges. There were two lvl 76 elite aliance npcs attacking two horde npcs just at the foot of the bridge so I decided to mosey on over and help out. All I did was sit behind the alliance guard and help my fellow horde mate burn him down, and then we jumped over to help his friend.
This did not grant a rank up! Ranks are only gained after a battle has oficially been initiated. My kill did seem to start counting up, and after finding a couple more guards sorry I didn't keep count I gained a nice little buff that increased my rep and honor from killing enemies on the field. Once the battle did start killing guards by the brigdes did serve to rank me up high enough to start flinging the plague canisters at the alliance catapult , so I would strongly recommend that the first thing you do once you zone into a battle is find some guards to kill instead of hunting down enemy players.
The players will take time to make it to your end of the map, and the bonus is that when you do find a player to kill you'll be riding a war machine rather than facing them one-on-one. Rinse and repeat for the Siege vehicles and other ranks. Once your team needs use of these vehicles just go and find more guards to hit.
They've got a very quick respawn rate and killing 10 of them will take no time at all. New Information So I've done the whole Wintergrasp thing a little bit now and had a real blasty while doing it!
Here's some of the things that I'd like to add in to this initial post before posting a strategy session: Rank 1 takes 1 kills and allows you to use light machinery catapults do not operate while under the effects of Tylenol? Rank 2 takes 5 kills and allows you to start using the tanks this rank may be where planes open up but as I'm not a lvl 77 with cold weather flying yet I can't confirm this Rank 3 takes 10 kills and allows you to I wish I knew.
If planes are not available at rank 2 then I would assume Rank 3 is the pilot's license. I end up being the driver on the large siege tanks while other people jump in on the middle turret and blast away. My strat will include my success and failures in this zone with attack plans that worked well, moderately well, or failed miserably, as well as an entertaining look at the first time that I found the relic Comment by djlinks The battle occurs every 2.
You can be ported from your respective Dalaran Wintergrasp battlemaster five minutes before the battle begins. I also discovered a flightpath so that you can fly there as opposed to taking the port in Dalaran.
Comment by Wintergrasp is an awesome PvP zone, and, although it lists as the levels to go in there, as a 70, I could contribute. This may change as more hi-level players discover it. Some play tips: 1 You need 2 kills to get the rank of Corporal, which lasts one hour and enables you to build the light catapult vehicle which you do by asking the engineer working in any shop you control.
The catapult vehicle is good for AoE damage by plague barrel, and flamethrower damage through crowds, and in a pinch, you can take down a wall with it but it takes a LONG time -- park against the wall, aim as low as you can, and lob about 20 plague barrels, one by one. That's where skirmishes take place, and I just jumped into the battle. As long as I was doing a fair amount of damage, I got credit for the kill, so even a patient 70 can help take out a 76 elite and get the necessary kills to get ranks.
Of course, as more players discover the zone, the likelihood of getting ganked while doing this increases! Once you cap it, you can build vehicles there. A player on foot can do damage to the other side's vehicles simply by attacking it. Just like Strand of the Ancients. They're not at every one, but they're fairly obvious when they're there to the left of the garage as you're looking at it.
You can only carry five at a time, and you lose them when you die. But they do decent damage, although the range is short, and it takes a LONG time to fire. Have fun! I love this place! So as long as your on their threat list, you should receive some XP for the kill, and they also count towards the total needed to advance your rank while the battle is engaged.
You can also grind XP while in a vehicle. This works on the elementals surrounding the zone too. Comment by i wonder what PVP is gonna be like in an open area where everyone can join, Anytime.
Looking forward to try it on me mage. Comment by This is an incredibly important note to those of you attacking the keep. Last night on Moonglade I was able to successfully direct our horde assault of the keep. We breached the first wall in about ten minutes not bad for a bunch of starters , and were through the second wall with 8 minutes remaining.
By the time we pounded through the door and got to the relic we had about 2. How do you click the relic? Alright for those of you planning to make a successful attack we noted that there is a 10 second "use" timer on right-clicking the relic. This is interuptable so I suggest that a priest or paladin bubbles and then uses it, otherwise you'll have to take the time to clear the entire room fo players and enemy npcs, plus form a defensive line.
Best of luck to all of you. I'll follow this up with my own little strategy write-up later tonight. Comment by For easier acess to Wintergrasp when the portal isn't working or you aren't defending, there are flightpoints in the zone.
Horde is east of the keep, Alliance is west. Both are about parallel to the lower part of the keep and far off the buildings. Also note that your rank appears to determine at least partly how many marks you get then the battle is over.
Rank 1 gives two marks, Rank 2 gives three. There aren't any rewards yet for them, though. Comment by Just took the zone for my faction today. Ironically it seems the LESS people you have the better you do. It was just me and a friend. I was a 78 warlock and he was a 73 mage. The first thing we did is rush to the Vehicle shop to defend it from the Horde.
That meant we pretty much one shot the horde there. We then immediately picked up two siege weapons. These normally do about damage to enemy players. With out buff it one shot nearly everyone. Two shot everyone else. With our insanely high health we essentially walked in. They just couldn't kill us fast enough. The only tricky part was claiming the orb in the center. Eventually my friend just sat in the doorway and knocked back anyone trying to get in with ram while I capped. Anyway if you have a low pop server and it is time for battle don't call in the Calvary.
The buff will easily make up for lack of numbers. Comment by Is anybody else having a problem with the portal not being open before the battle starts? It's been happening consistently for the last couple of days, and there was a post about it on the European forums with a blue saying it was a known problem.
Comment by Strange, I had the rank 2 buff, and since the battle bugged we destroyed the stone, yet we did not win I left, and after about 10 minutes about the time the battle would end I got honor out of no where O.
Comment by MythrilShotgun Well, here's a hint to all who think sneaking in the side by blasting a wall instead of going through the gates, you might not wanna do that. Just had a Wintergrasp where we did exactly that, we had lost quite a few beforehand, so we had many resources, we rode our mounts up, got a few kills, got a rank, got a tank, went up side blasted them a new one, blasted another one, and there are the inner sanctum gates, without the first two destroyed, well, we destroyed the inner sanctum, and didn't cap Have a ticket open atm, if anyone else has an issue like this, let me know please.
Comment by Parachute make you float to safety, woot. Comment by This is only as fun as the server allow. Sucks, but it would suck even more if I were alliance. Good thing though is that I've earned about stonekeeper's marks in just three days. Comment by I'm back to talk about that strat that I was promising. Now that I've been running this for about a week I think I can comment on some of the typical situations that you might run into, and how best to deal with them.
Attacking First off, and in my opinion the most important: Form a raid. Everyone will see when walls falls and what-have-you, but to best direct the overall battle it's good to have one or two experienced players using raid warnings to infrom everyone about incoming waves, attack directions, and other fun tips.
As for the strategy itself Your best bet is to hit one wall and hit it hard. Don't go doing anything fancy by splitting forces for a pincer maneuver, or playing general bloodgut and yelling at everyone else on the battlefield. Keep it simple and you'll find yourselves most effective.
In hitting the wall you'll want to make note of the following: Are people simply running at the wall and poking it with their sword? If so recommend that they go and kill an npc guard, get rank 1 and jump in a catapult at the very least; otherwise they're cannon fodder. The walls are broken up into specific sections, I've seen many battles where people are vigorously attacking, but they're hitting a corner tower as opposed to a wall section which would make for a better breach , and due to this your breach time through the first ring is much slower.
Make sure that everyone is attacking the same wall section, otherwise you will most likely run into a lot more frustration than you intended. As for attacking the wall itself once people have hit Rank 2 make sure that they're making good use of the tanks. Don't send your troops up one at a time, rather take the three minutes it may take to gather 5 tanks at your shop and then charge the wall.
The Catapult, the "Devestator", and the Siege tank. Once you hop into a vehicle a little "doll" will appear on the right hand side of the screen. This will display a small top-down view of your vehicle with different "nodes" on it.
These are where people can sit, and by clicking on a node you can swap positions if it's unoccupied. For both the catapult and the tank the gunning positions are accessible from the driver's seat if you're driving, you're shooting things. For the siege tank things are different. If you're driving then you can use the melee attack, "siege" damage to buildings, plus pushback and damage on both players and their vehicles. You need to do one of two things: a recruit a team mate to shoot the cannon middle node and go wreck havok.
Now that we've covered vehicles and the first wall, let's get to where things go down hill incredibly fast when you're trying to coordinate everyone. Comment by So here's where people find themselves starting to do their own thing. I don't know what possess' players to think that "hey we're through the first ring, so I'm going to go and knock on the front door Onec they've died, which they almost always will, regroup back at the shop for a coordinated second strike.
This should consist of tanks and siege engines, with anyone who's jumping into the battle halfway through mounting catapults to guard the engines. The tanks themselves Devestators are slow moving with two attacks. They're nice for taking out walls but best used against other tanks and siege engines.
The catapults are the quickest of your vehicles and excel at picking off runners unmounted players as well as, from my experience, make excellent defenders for the large sloth like siege engines. Due to the fact that you've got enough speed to stay out of range of the tanks melee attacks, plus you can stay just inside the range of their distance shot, all you need to do is pepper them fire fire blasts and canisters.
This allows your siege engines to concetrate on what matters You will also want to pick off turrets with the catapults and tanks. These do not respawn unlike vehicles which will continue to respawn once you control a machine shop , and will severly deter your defenders efforts.
The second ring should typically be breached thrugh the front gate, and onwards to the third ring. The main difference that I have experienced in the court is a lack of coordination on the attack. If people are chasing elementals on the battlefield you're going to find yourself severly disadvantaged.
Reinforcements from your machine shop will come at a snails pace due to the movement speed of the heavier guns, which is what you're going to want for both courtyards.
If people are heading up one-by-one, then you can expect them to get picked off one-by-one. Once you're in the courtyard the defenders have a nice advantage of having the machine shops very close at hand, and will always have a steady flow of machines to hinder you. That said you're not without options: a capture the inner machine shops, which will require further wall breaching and what have you. With the goblin dead you can be sure that no more machines will come out of that shop, and will really impact the defenders ability to do their part.
That's about all that I would want to really say. I know that lots of people are going to go about this in a hundred and one different ways, but for those of you just zoning in for the first time I hope that this will help you to establish your role in the battle while attacking, and once I've gone through a couple more defensive battles I'll have something similar up for that.
Please note : If you're attacking an have not read any of my prior posts here be aware that there is a 10 second "use" timer on the relic. This will allow you to escape getting interupted by mass AoEs that smart defenders will let rip in order to frustrate the living hell out of you. Your only other option is to clear the entire chamber of enemies which includes several higher level elite npcs. Comment by this place is really fun, i love the new thing how you can get on tanks and use catapults, quite the adventure.
Comment by Tirasmol Ok so maybe I missed something but I've just read all of these comments and I hit a snag this evening that isn't covered here.
I went through the Dalaran portal with 27 minutes on the clock. My first stop was the Eastspark machine shop. I killed all of the surrounding guards but when I went in, I expected a bar to pop up showing that it was currently controlled by the Horde like the tower bars in EotS.
No such bar ever appeared. I also tried to kill the goblin mechanic but got Invalid Target errors. By now all the guards had respawned so I killed them again and waited inside the shop for another few minutes. All together I spent 15 minutes in the machine shop or around it killing guards and didn't gain control of it.
At that point I said to heck with it, went up to the one machine shop controlled by the Alliance, hopped into a catapult and started chasing Horde tanks. We won the battle and I got my honor points, but I don't understand what I did wrong in Eastspark.
Any suggestions? As of patch 4. If the attackers have breached the inner courtyard, shift forces to keep them off the keep's door while still attempting to take down the south towers if not already done. While generally running around attacking anything that can be targeted in this relatively small area is easy, grouping everyone at the courtyard entrance with healers surrounding the group away from the attackers can not only keep them out of the courtyard, but can potentially push them back out, depending on how many vehicles they're utilizing.
An important tactic for both Defenders and Attackers is to quickly get to the key battle point southern towers, inner keep. Dead players who are waiting for the Spirit Healer to bring them back can ask the spirit healer to have their ghost transferred to any other graveyard currently in control of their own team.
Efficient use of Graveyard teleporting can help save areas in danger of being overrun. Being a world PvP zone, it is possible to have grossly unbalanced teams in a Wintergrasp match. This is addressed by granting the smaller team a buff called Tenacity. The greater the difference in the number of players, the more stacks of Tenacity the smaller team gets. Tenacity also applies to vehicles the team controls. However, vehicles only get a health increase with tenacity not a damage bonus.
If you have Tenacity, use it to your advantage; you and your vehicles are more powerful than normal. Acting as basic infantry and attacking enemy vehicles will lead to it being destroyed very quickly.
Deploying siege engines while your team has Tenacity will allow you to batter walls down quickly. If you are facing a team with Tenacity, you want to avoid direct conflict with enemy players when possible. Use your numbers to your advantage and focus fire; it will take multiple people to take enemy players and vehicles out. Tenacity also affects the number of kills needed to advance rank.
In extreme situations a single kill can advance a player from Recruit to First Lieutenant allowing the side to begin building siege vehicles from the very beginning of the battle. Tenacity does not appear to have any effect on the capturing Goblin Workshops. A team that is significantly outnumbered may be able to survive longer and damage harder, but will still lose a workshop due to overwhelming numbers of the opposition.
As of March 14, , "Only players level 70 or higher can count towards the tenacity tally or obtain the tenacity buff and get credit for victory or defeat. In addition, only players level 50 or higher will be able to use the portal to Wintergrasp. When a faction controls Wintergrasp, bosses in Northrend will drop a [ Stone Keeper's Shard ] for that faction only. These are used to buy certain PvP gear and Jewelcrafting recipes.
The controlling faction will also have access to a raid instance, the Vault of Archavon , within the fortress of Wintergrasp. Like other raid instances, the vault is available in both twenty-five player and ten player versions on separate raid lockouts. Wintergrasp has the regular mineral nodes and herbs found in Northrend, but is also a prime source of crystallized elements.
Elementals of all types can be found in Wintergrasp, which have a chance of dropping their respective crystallized element. More powerful elemental revenants exist that have a guaranteed droprate of 1 element and as many as 3 elements per mob.
Revenants are visible only to the side that is currently in control of Wintergrasp. Mature Lashers are the life element's revenant equivalent. Although [ Frost Lotus ] can be collected from other Herbalism nodes such as Icethorn , Wintergrasp is the only zone that has Frost Lotus nodes. Cinder Clouds can be found in the Cauldron of Flames.
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Reason: Needs more PvP info and Patch 8. 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 dropped before release.
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. This can be done in any of three different courtyards. The front courtyard is empty, other than NPCs, and the east and west courtyard contain Goblin Workshops for the defenders. The inner keep walls then must be breached which leads to a courtyard with higher level NPC defenders.
The final barrier is the door to the keep itself. Once that is down, the attackers have access to the relic inside. The defenders have two Goblin workshops that cannot be captured, located in the keep itself; portals nearby teleport vehicles right outside the wall directly in front of the workshop they spawned at.
Currently 3. The southern workshops are vunerable to assault leading to attackers having zero allowed vehicles with defense access to Obviously, this scenario leads to almost certain victory for the defending side.
The workshops inside the keep cannot be captured by the attackers. Two other Goblin Workshops are located nearer to the keep. They start out under the control of the defenders, but the attackers can capture them. Capturing is done in a manner similar to the towers in Hellfire Peninsula or Eye of the Storm ; the side with more players near the workshop will eventually capture it.
Holding these workshops has the dual advantage of allowing vehicles to be built closer to the keep and increasing the total number of vehicles a side is allowed to control. Workshops cannot be destroyed. The keep has four towers as part of its design, at the corners of walls.
The attackers have three towers at the southern end of the map. For each of the attacking team's towers that the defenders manage to destroy, the defenders will be rewarded with bonus honor. Towers feature defensive turrets which players can use to fire at enemy players and vehicles. These towers do high AoE damage up to for a well-aimed shot and fire quite quickly, thus are quite useful in defense. Turrets can be destroyed with vehicles or by being directly attacked by players; they respawn after some time.
As of patch 3. If the defenders destroy a tower, that tower's bonus will be transferred to the defending team. This is intended to assist the attacking team in taking the keep, and provide a reason for defenders to leave the protection of the keep during a siege.
If all three towers are destroyed the duration of the battle is shortened by 10 minutes as of Patch 3. If the game has less than 10 minutes left on the clock, this ends the battle. As the game starts with a 30 minute countdown, this could mean the difference between defeat or victory. The primary purpose of vehicles is to attack structures such walls, towers, and Goblin Workshops; they can also be used to attack other vehicles.
Vehicles have a large amount of health, but are not particularly armored and thus are vulnerable to basic infantry attack. A player doing a concerted attack on a vehicle can often destroy it quicker than the same player attacking from another vehicle. If you are on offense, your first goal is to take the factories near to the keep.
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