How does alterac valley work




















At this point, you need some players defend the graveyard until it's converted to your side. This process takes about four minutes. If the enemy comes over and is able to complete the flag re-capture, the graveyard is instantly converted back to their side. They don't have to wait several minutes to get it back; they only have to complete the flag capturing action.

If the other side doesn't recapture the flag in time, the graveyard will come under the control of your faction. A common mistake players make is to leave the graveyard after it has turned to contested. The enemy then just shows up and recaptures the graveyard. Some players need to stay behind and guard the graveyard until it's converted to your side.

If there aren't enough players staying, make sure you alert your team. Defending Graveyards When you receive an alert message that the graveyard is being taken over, you need to send some team members to save it. Since the graveyard was under your control, all you need to do is go back and click on the flag and complete the channeling time to recapture it.

The enemy will try to prevent you from doing this. If you don't have enough people, you might not be able to recapture the graveyard. If the enemy has not yet contested the graveyard but is trying to, players on your side will continue to respawn at the graveyard for its defense. It's good to cast AoE spells over the graveyard so that anyone trying to steal the flag will be interrupted. Rogues often like to sneak in and try to steal it when no one is looking. If you ever see an enemy standing next to your flag, attack them to stop them from capturing the flag.

Captains Your side's NPC captain gives everyone a powerful buff every so often. The captain also controls various guards. If your captain is slain, you will no longer receive the buff and you will have fewer allied NPCs to help your cause. For this reason, you need to protect your captain whenever he or she is under attack. Make sure you alert your team that the captain is in danger and organize a defense. Attacking the Fortress Before you take out the enemy general you need to pull the warmasters and other NPCs who guard the general.

It's a good idea to assign a main tank to the job of tanking these hard-hitting NPCs, with plenty of healing to back them up. If everyone does their role, the process will go much more smoothly. If a player rushes in and engages the general before the guards have been killed, they should just die in place rather than running out, as that will draw the general out as well. When it's time to take on the general, people usually say something along the lines of "all in" which indicates everyone should rush into the general's chamber and kill him.

Again, having a designated tank with plenty of healing is best. Without reliable tanking, the general bounces around between players slaying them. If a player aggros the boss by mistake by doing too much damage, or threat, they should stand their ground even if it means death, rather than train the general out.

It's still possible to kill the general without a tank if you have enough players, but it's less than ideal as it is much more time consuming. Also, make sure you kill any enemy players you see in the general's room once you're fighting inside. If you have a Battle Standard, place it in the general's room to help in the final fight.

It has a long cooldown, so save it until you really need it. Overcoming Fortress Defenders Defenders can significantly slow down the attack on the general by attacking players, assisting NPCs, attempting to capture graveyards, or other forms of disruption. A common defensive tactic is to attack the gathered enemy force outside the fortress from the fortress entrance, and then run back into the fortress by the general and hide.

In close matches, defense is key in delaying the enemy's attempt on your general while your attackers are simultaneously attacking their general.

Defenders with a Stormpike Insignia or Frostwolf Insignia can use it repeatedly to teleport just outside the fortress entrance. This can teleport you near your general to defend them. Holidays During the holidays, Stormpike Emissaries Alliance and Frostwolf Emissaries Horde will spawn in the major cities, and players will receive extra honor for completing objectives in Alterac Valley.

Right-click on their portrait, minimap dot, world map dot, or raid tab, and then select "report as AFK". When enough reports are registered, a 60 second debuff will begin to count down. It also prevents you from getting battleground marks, and completing your daily quest if it is for that battleground. To remove this, the player must enter PVP combat, as attacking the neutral mobs will not remove the debuff. You must attack something that is pvp flagged.

Payment: PayPal, Skrill, Cryptocurrencies. Alterac Valley Tips: Before the Match. Before entering the battleground, it's best to be prepared with all the supplies you might need in battle. Bringing your own food, water, and consumables can make a difference to your performance and help your team that much more. Potions, bandages, and food with positive effects all increase your survivability in combat.

Alterac Valley Tips: Gameplay. Basic Graveyard Info Releasing spirit will port you to the closest graveyard that your faction controls. If you die near your starting tunnel after the AV match has begun you will be ported to the nearest graveyard your faction controls - not resurrected in the tunnel.

R-clicking an enemy's graveyard flag will change the flag to contested. Generals are guarded by several Marshals Alliance or Warmasters Horde , and they cannot be pulled separately. Each general starts with four, but each one is linked to one of the four towers and dies when the tower is destroyed. They are fairly tough bosses that can be taken down by a skilled 5-man group. In addition, both factions have a number of non-elite NPCs that assist their side.

These NPCs spawn at all graveyards and towers, and a small number of road patrols. When a graveyard is captured by a faction, the NPC guards for the graveyard spawn immediately. In patch 1. On some servers, this has led to a strategy that is known as "the race" or "the zerg". In this strategy, both sides bypass the main enemy group and rush the graveyard nearest the enemy base, quickly clear the two bunkers in the base, pull the Marshals, and then pull the General.

Each side may also kill the opposing captain and claim a mine or easy Graveyard on the way, but the goal is still to rush the General without directly engaging players of the opposing faction. This leads to a faster-paced game which can be easily won or easily lost, providing more honor per hour than protracted games with the same win rate. The safest route is to leave some defenders to at least slow the opposing team's attack, but to still maintain an overpowering offense; to give up some ground, but not too much.

The way some do it is to run most of a faction as fast as possible to the enemy base and then some of the team will use their recall to go on the defense team and slow the progress of the enemy.

This provides enough time to let one side win while the other is held up by the defense. If you've just visited Alterac Valley AV a few times, and quickly want to know what's going on, here's a short and simple overview. The goal in AV is to reduce the opposing faction's reinforcement count to 0. The most direct way to do this is to kill the enemy general, which will immediately drain all reinforcement points from the enemy and end the round. The two generals are raid-level bosses that can be found in their fortresses at the two ends of the map — Vanndar Stormpike "Vann" for the Alliance north, Drek'Thar "Drek" for the Horde south.

A rather elaborate system of NPCs, fortifications and graveyards fills the map between the generals. The general is accompanied by guards, who will disappear as towers are destroyed. The General alone is relatively easy for 10 players, the General with one guard is much harder, with 2 guards is very difficult, and with 3 or 4 is nigh impossible even for a whole team. Both sides can do quests to improve themselves and their NPCs, and spend quite some time capturing mines etc, but usually that's not done.

It is far more efficient considering reputation and honor gain to just rush the enemy buildings and burn them ASAP, and then kill the enemy general. A "Rush" game is the most effective way of battling in Alterac Valley, because it ends the fight quickly, which means more bonus honor. It is however also one of the hardest to master. In offensive games, a strong emphasis is put on offense. Usually at least 30 people will take part in the attack, and at most 10 will try to delay the enemy.

The defense needs to be aware that they do fight a losing battle, nevertheless it's usually the quality of the defense which decides the final outcome of the battle. The name given to a defensive game. A "turtle" can happen either because the team planned it, or because all of their forward graveyards were lost and their entire team resurrects on defense. If planned then the typical Horde strategy is to send defenders to Iceblood Tower and the small one-way chokepoint that provides access to Iceblood Graveyard which prevents any Alliance players from racing to the Frostwolf Relief Hut.

If unplanned the horde tend to fall back to hold the towers at Frostwolf Relief Hut. The key to the defensive game is keeping your casualties to a minimum, allowing you to win the game by reinforcements. Defensive games take a long time and give minimal bonus honor in the event of a loss, making them an unpopular and usually last resort strategy. Three graveyards are usually taken — Stonehearth, Stormpike and the Aid Station. Stonehearth GY is usually skipped by the players that rush to Dun Baldar, as Stormpike is important for those that want to stay on the offense.

Although it seems there's a narrow passage through which all Horde forces must pass to reach Stormpike, advanced players will know that there are several approaches to the graveyard flag. Horde can go up the mountain to the right when approaching the choke then circle around near the mine or come down the cliffs above the graveyard. Horde can also come under the Dun Baldar bridge. The Alliance defense usually focuses on Stormpike, and it is not an unknown occurrence that Horde completely fails to take it.

If Stormpike GY has been taken, the Ally forces will defend the bridge next, which is a choke-point that supposedly cannot be bypassed. However, there are reports that some horde have discovered a way to climb the cliffs to the south of Dun Baldar and enter the base that way.

The main choke point for defense is the opening in the fence between the Frostwolf towers. A secondary choke point happens at the fence area between Iceblood and Tower Point. When Alliance tries to defend Iceblood GY, they'll position themselves between the flag and the fence. If Tower Point is destroyed or the Relief Hut has been captured, it is clearly a "turtle game" if the Horde continues to choke at this secondary point. Those on defense that want the extra PVP honor will fallback to the main choke point and avoid turtle games.

Advanced defensive players will first position themselves in Iceblood Garrison and will fallback to the main choke point once Galvangar is down. Before the Horde entrance was moved south, it was common for the Horde to rush an offensive game with little to no defense and often win, the race.

The movement of the entrance gave the Alliance an extra 10—20 seconds to maneuver uninterrupted on the field. At the same time, the offensive Horde players that went straight to Balinda have barely entered the field of strife and have another 10 seconds till they reach Stonehearth Outpost. Obviously, Horde will lose their Captain's buff faster than the Alliance if there is no defense at Iceblood. Offensive players that go straight to the Aid station are also at a disadvantage compared to Alliance that go straight to the Relief Hut.

The Horde players have to traverse the narrow road with higher chance of being interrupted by the Alliance than the Alliance do while they run through the open area of Frostwolf fields. The Alliance can travel much straighter and more efficient route from the Frostwolf field to the Relief Hut, while the Horde has to run to Stormpike Graveyard, on one side of the map, and then across the map again to get to the Aid Station. It is not uncommon to see players encourage no defense at all on the Horde side, which will make it quick for the Alliance to gain bonus honor.

Those that encourage this say it is to avoid turtle games, but a turtle game can be easily avoided when the defense falls back early to the main choke-point where all Horde players on defense can easily pick up honor kills. Others that encourage no defense also claim that it is good game if all towers have been destroyed.

Claiming that the honor gained is worth the loss to the offensive race. However, you may notice that the people who made the claim rush the Aid Station and will wait there while all towers get destroyed, there by gaining easy honor for doing very little. That is also a sure way to lose, as with no defense in the Horde base is a guarantees the Frostwolf towers to be quickly lost, which means a quicker win for Alliance.

One can easily suspect that the people that encourage the no defense on Horde plays are there to help the Alliance win. If you see players encourage no defense, ask them "if the raid will run into no Alliance defenses when raid crosses the Dun Baldar Bridge. If you do an all-out offensive start like this, be sure to have the extras immediately recall to base to defend main choke once Balinda is down. The Alliance often does not defend Stonehearth and so the Alliance caps Snowfall at about the same time as the Horde caps Stonehearth.

A danger of this strategy is that if the Horde assault Snowfall before the Alliance has capped it, the Alliance have only Stormpike to resurrect in.

When the Horde assault Snowfall while they also hold Stonehearth the Alliance is often forced into a turtle at Stormpike. The best way to counter this is by camping Balinda the next round or try to predict if the Horde will do it and just camp Balinda until either the Horde get tired of being ganked at Balinda's or they will give up Snowfall Graveyard. If either one of these happen you can contiune without holding Balinda. However holding Balinda gives you honor to the alliance at level 80 and another honor per each blue tower at the end of battle.

However, often Alliance does not cap Frost Wolf Graveyard in order to force Horde players running back to defend to respawn farther away from the assaulting force. Additionally, Alliance usually does not defend Stonehearth Graveyard because it forces the Horde to respawn in an offensive position if they are not closer to a more southern graveyard, forcing the Horde respawns to travel back in order to defend or AV-hearth from trinket.

About half of the Alliance raid will ride to Galvangar Iceblood Garrison while the remaining half of the group will break off and ride directly to the Relief Hut and capture the Relief Hut graveyard and then work on the Relief Hut towers. If the Horde are defending the choke point just before Iceblood Graveyard, the Alliance will stay mounted and ride past them to either Frostwolf Graveyard or the Relief Hut. The danger of fighting at the choke point is that the Alliance do not yet control a forward Graveyard, so if you die you will end up back at Stormpike Graveyard.

A common mistake that groups will make is fighting the Horde defense at each successive Graveyard. If they are defending Iceblood and you fight them and capture the Graveyard, then the Horde defense is at Frostwolf Graveyard and you'll have to fight them again.

It is important to capture the Relief Hut first to avoid having to fight a moving wave of Horde defense. They normally wait until the Relief Hut is fully captured and the 4 towers are burned before attacking Drek'Thar.

Note: Drek is worth 83 honor and each tower is worth 62 honor. But, always keep an eye on the Batttleground map and look at your Defense back up at Dun Baldar. If your defense is gone along with your towers and graveyards you can bet that the Horde are already attacking Vanndar. Waiting for towers to cap while not keeping an eye on what is going on up North will cost you a win and give you less honor. If any mob near Drek is pulled, all mobs and Drek come along.

Then, Drek'Thar is finally attacked. Due to the proximity of the AV entrance cave for Horde, Iceblood graveyard and Frostwolf graveyard are both often recaptured. An effective strategy is to send one or more Alliance directly to the Frostwolf camp or Relief hut stealth classes excel in "ninjaing" these graveyards as long as they can take down the guards, usually with Area-of-Effect attacks , bypassing all other objectives.

This advance team prepares the way for the main offensive by capturing the East and West Frostwolf Towers and the Frostwolf Relief Hut. Speed is an essential quality to a winning strategy. It takes 4 minutes to capture a Graveyard or burn a Tower, so it is best to do as many of these things in parallel as possible, but it is important to balance this with defending each of the Towers. The Alliance can also use priests to defend the Dun Baldar Bridge, by Mind Controlling any Horde that attack and running them off the bridge.

When the Horde are playing a defensive game, it is common for Alliance players to try to rush south, but doing this often gets them killed. Instead, Alliance players should defend Stonehearth or push Iceblood Graveyard, kill the Horde healers, and try to ninja the Iceblood Graveyard flag while the Horde are fighting at the chokepoint.

For horde, a typical base defense strategy is for hunters to place freezing traps on the ramp by the Frostwolf towers to slow the Alliance and while the NPC archers and horde AOE and ranged attacks cut them down as they come up the steep ramp. Horde also often kite Alliance pets or players into Drek's keep to aggro warmasters and Drek's wolves into the battle. Horde can also try to aggro the wing commanders into the battle as they stand nearby.

Horde often run into Drek's keep for cover and to heal. For alliance, the strategy is similar in that hunter freezing traps and AOE and ranged attacks on the Dun Baldar bridge are effective.

This site makes extensive use of JavaScript. Please enable JavaScript in your browser. Live PTR. Classic TBC. Report Links. Table of Contents Quick Facts. Comments Comment by Bloodtake Thank you very much for the guide.

This will be long, however very rewarding! Comment by aberdonian Yeah this needs to be amended for the changes to buffed NPC's since 8. Comment by delznope A common tactic that has somehow become accepted is for both teams to pass each other in the Fields of Strife with little player versus player conflict.



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