tag:blogger.com,1999:blog-1461700565722278823.post2031061980900743109..comments2024-02-27T14:44:07.868+01:00Comments on Greedy goblin: RBG strategies: GilneasGevlonhttp://www.blogger.com/profile/07072766785893313616noreply@blogger.comBlogger3125tag:blogger.com,1999:blog-1461700565722278823.post-86355626873029201962011-08-10T17:49:09.409+02:002011-08-10T17:49:09.409+02:00I would add,
it is very important to have a rogue...I would add,<br /><br />it is very important to have a rogue on your team, and to make sure you are keeping them healed and dispelled. I play a Disc Priest and like to pretned that my Holy Novas and Psyhic Screams are the best way to prevent flag caps. However, all it takes is one Solar Beam from a Boomkin and I'm rendered useless. Having a rogue with fan of knives is the best way to prevent flag caps when you are being hit hard at a base.Beehttp://highlatencylife.comnoreply@blogger.comtag:blogger.com,1999:blog-1461700565722278823.post-84269743712696505772011-08-10T16:39:54.245+02:002011-08-10T16:39:54.245+02:00I am very happy to see this kind of info being dis...I am very happy to see this kind of info being discussed. There just isn't all that much in terms of strats for rated BGs. <br /><br />I can only make a few observations. Some map elements are NOT LoS causing objects. Such as the little shack/stables by the mine. They hide your character but do not create LoS. <br /><br />The other is this map has a number of excellent alternate access points to each node. This makes it very easy to send in a small force to kite people from one side of a base while crushing them with a larger force from the alternate side. The example is you control or have people fighting at the LH and currently control WW. You send a small dupe team (2-3, one tank, preferably the DK) to the Mine attacking on the northwestern side(The beach). The main team is hiding in the small path from the WW south of the Mine. The DK will deathgrip a flag defender and kill or effectively kite the other defenders away from the flag so the main team is able to cap the flag. If the dupe team is able to kill the defender but removes no other defender from the flag proceed to camping the ship to entice the defenders to intervene. <br /><br />Since you control the southern pass no one will be running to WW from that way. Since LH is otherwise engaged you will be able to make sure no one is coming from that direction. Finally the dupe team should be able to see from the beach any Mine attacks via the middle ground to the WW. Perhaps not the best strategy in the world but I thought I'd throw in my two cents.Joshuahttps://www.blogger.com/profile/11864632156683028648noreply@blogger.comtag:blogger.com,1999:blog-1461700565722278823.post-91248844151759337952011-08-10T15:37:02.872+02:002011-08-10T15:37:02.872+02:00I just read both your guides (today and yesterday)...I just read both your guides (today and yesterday), and it reminded me of 2 other guides which might be quite useful as well.<br /><br />One was written by myself, both on the EU forums, but I thought they would fit the topic well.<br /><br />This is a Gilneas guide:<br />http://eu.battle.net/wow/en/forum/topic/1776523347<br /><br />And this one I wrote myself about AB:<br />http://eu.battle.net/wow/en/forum/topic/1622863577<br /><br />Not my best guide, but I guess it's okay.<br /><br />I thought they could maybe be useful for your guild as well, or anyone reading this really.<br /><br />In Gilneas though, I personally prefer to send a Rogue to Mines (Alliance PoV), so he/she can ninjacap it.<br /><br />The rest can then go to WW, while leaving someone with a pet at LH to make sure it can't be ninja capped.<br /><br />That way, about 50% of the times the Rogue can just sap/blind the defender and solocap mines, while in the other 50% of the situations, you still have a good shot at WW.Dalriannoreply@blogger.com