AD Rush for AB

This strategy relies on players who know how to pvp. This means that they have a mind to know when to fight, and when to run away and kite. They know when to burst in and grab hk's and when to run in and out of the fight just to stall people on a flag. HK farmers have no place in this strategy.

The MAIN OBJECTIVE is a 5-8 min game that ends in a 5 cap.

Here is the macro I use for the groups. Again, always use PRE-BG group assignments.

G1 = LM, G2 = BS, G3 = Mine, G4 = stables
Clear your out incs...push to stables once your area is secure
Leave 1 to guard each node.

The most important part of this strategy is communication. Each person must communicate about the alliance movements, and whether or not they are volunteering to help wipe it up. This way you know exactly how many, and who is going to address what threats. That alone will win an AB.

The thing that makes this strategy different, is the rush group.

Group 4: No one will assault the farm off the start except 1 of the 2 people in Group 4. Then the person who stopped will catch up with the other member of Group 4 and they will assault the Stables together. This will give horde control of Stables at the very beginning, and it will force the alliance to res at the spawn causing delay in their attacks.

The objective for this group is NOT HK FARMING. This group must be built around survival. If you are no good at surviving against ALL CLASSES, then you should not be in this group. This group is responsible for the speed of this 5 cap. If you can manage to keep 5-8 alliance busy without dying, then that's 5-8 alliance that ARE NOT reinforcing the other nodes. This will end quickly if you do this well.

Groups 1-3: Each group (with the exception of group 4) is to press to their respective assignments, and report immediately on the alliance threat that's visible. If one of the groups makes it with little or no resistance, then they must press on and assist the places that are being hit hard.

Once you have 4 bases assaulted, and one person guarding each node. Then you are called upon to kill all alliance on sight. They must be forced to res at stables/spawn. You then force them to turtle into the stables / spawn.

If they turtle at stables, then you should fight them on the graveyard side and out a little into the road. Have a rogue or someone come through the water to snipe the stables flag, and end it quickly.

You MUST CALL OUT INCS early. If you call out that a warrior is at LM and he has already charged you and gotten in combat, then you are 45 secs too late on calling out that incoming. When you see an alliance going to an area, you call it out immediately. Rogues can stealth, they are the only exception to this rule.

VERY IMPORTANT -- NEVER leave a healer behind to guard a node. They are worth more when they are supporting the majority of the group on an assault.

Setup each group with a healer, and find a good balance between burst dps, and tanking dpsers (SLSL warlocks, etc).

Everyone in this premade should be 250+ resilience. This is easy enough to obtain. I prefer to run with 300+, but occaisionally exceptions can be made to fill spots that are necessary (i.e. healers with lower resilience).

Be sure that you put classes together that complement each other. Always put warriors with paladins and Shamans for WF totems and support mechanics.

Druids work best with warlocks, rogues, hunters.

I tend to make Windfury groups whenver possible.

The key to this is the Group 4 composition. I find that rogue/frost mage is the best composition for this. You can also throw in rogue/rogue, rogue/spriest or mage/spriest. These people must have good solid skills and can hold off 5-8 alliance for a long time.

I've said it before. People love it when I lead this strategy, but it's not my leadership that makes it work. It's everyone working together as a unit and communicating. The best games are always the ones when I am required to say very little.

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