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Assaulting and defending towers

7.4.1 Overview
Hunters are instrumental in AVs, as a good hunter can singlehandedly determine an AV. You will definitely want to learn how to single pull marshalls/wm's, and how to break a turtle at a GY by trapping the spawn point.

AV is very different from other BGs in that AV battles tend to occur on an epic scale. There can be a shock for hunters when they finally start playing AV -- forget about dueling tactics such as kiting rogues until dead, you will generally not find yourself in those types of situations (although they do occur). Abilities that we don't use a lot in WSG/AB such as volley become very important.

7.4.2 Exploiting terrain
There are many spots in AV where we can hide and strategically pick off enemy players. These include the elevated areas near SH, and on top of towers and bunkers. If you choose an area carefully, you can essentially render yourself safe from melee. For alliance, camping above the SP GY is highly effective because it takes a long time to navigate up the hill yet you can reach most targets below, so melee classes cannot quickly get up to you. Place a frost trap in the area you are overlooking so you can easily volley or aimed shot enemies as they get stuck in the trap.

7.4.3 Assaulting and defending towers
Hunters are great for taking out tower archers because we have fairly good range and our multishot will always hit 3 targets. Another side effect is that engaging at a distance will often draw out the commander in the tower, and from there he can be kited to the rest of your team versus the normal situation where a few people engage the commander in melee.

Hunters are not as suited with defending towers because of the enclosed space. Ask another class to defend. If you do need to defend, consider standing outside or at the entrance so you have some ranged capability.

7.4.4 Pet usage
Expect your pet to die a lot in AV. Our pets are inevitably targetted in AV since they are melee. As a non-BM spec, I am content to just assume my pet will die after any major battle. This may affect whether you choose to spec BM since your pet will need to be active in order to use abilities such as intimidation. Definitely use your pet, just bring plenty of food or be resigned to wait until you die in order to res your pet.

7.4.10 Pulling Marshalls and War Masters
Before killing the general, teams will have to pull the alliance marshalls or horde warmasters and kill them individually. Hunters should learn how to pull a single one out at a time -- these are tough NPCs and a bad pull can cause a wipe. If you accidentally pull more than one, hunter's mark one of them and tell your party to focus on it while someone else tanks the other(s).

Here is the method to single pull a marshall/wm. The idea is that depending on the number of wms in the hut, there are situations where you cannot avoid pulling more than one initially, so you have to use FD to cause the others to reset.

A. Use track humanoids to see which wm is closest to the entrance.
B. Pre-target that wm (e.g. "/target icewing" to get the icewing warmaster).
C. Keep your pet at the entrance of the hut so he doesn't accidentally draw aggro, make sure AoE effects such as howl are off.
D. Go inside the hut, staying near the entrance, until you can see the wm. Mark it and pull it with scorpid sting.
E. Start running out with drek, the wms, and hounds all probably chasing you.
F. As soon as the wm has cleared the room, have your pet attack him while you continue running.
G. Once your pet hits the wm and he's cleared the hut, feign death so that the other wms reset. They will only reset if nobody else has hit them, so make sure your team knows not to attack anything until you have FD.
8. Have a warrior attack the wm to draw him off your pet.

If your FD is resisted, it is imperative that you run back into the hut and let yourself die! Otherwise it's likely that you will cause a wipe because the rest of your team will inevitably hit each of the other wm's and thus prevent them from resetting. Finally, be sure that the rest of your team stays FAR away from the entrance, such as below the ramp in Drek's. Otherwise when you FD, the wm's will aggro the other nearby players.

Alternatively, we can use any other class to help us single pull. Just mark a wm to single pull, pull it out, then feign death once the other class has hit the wm. The others will hopefully reset.

7.4.11 Defending flags
Bear in mind that volley will NOT break node capping. Channeled spells such as rain of fire, blizzard, and volley will not stop enemies from capping your node. You must hit them directly!

7.4.12 Assaulting graveyards
Inevitably, there will be situations where we are trying to assault a graveyard but defenders are respawning faster than we can kill them, meaning that they are able to interrupt us from tapping their flag. In this situation, ride past the flag to the actual spawn point of the graveyard and put down a frost trap. Once defenders res, immediately put down another frost trap. This will effectively slow down defenders from reaching the flag for a fairly long amount of time, particularly if you present yourself as a target so they spend time killing you at their spawn point.

   
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