Tag Archives: WSG

On Marks of Honor

Marks of Honor are one of several types of PvP currency in the game. They are awarded from the various battlegrounds for participation: 3 for winning, 2 for a tie, and 1 for a loss. You can have up to 100 of each; check your currency tab to see them.

Wowhead has a great feature allowing you to view what a given object is currency for, so below are the types of Marks you can get and what you can buy with them.

Some of these rewards are quite good, depending on your level.

THE OLD WORLD BATTLEGROUNDS

The first three battlegrounds in Azeroth (Warsong Gulch, Arathi Basin, and Alterac Valley) all have similar types of rewards that are available for a combination of honor and marks.. You can purchase specific types of gear from either vendors at the site of the battleground, or from your faction PvP quartermasters in Stormwind or Orgrimmar.

The Warsong Gulch rewards are actually quite good for their level, if you can get them early enough. Several WSG pieces (the necklaces, rings, cloaks and staffs) are best in slot or near-best in slot items for 19 twinks, which means they’re good for leveling, too. The Arathi Basin rewards are also outstanding, especially the boots. I’ve written about them before, but I love them primarily because you can have both a riding and walking speed enchant on them.

The gear you get from Alterac Valley marks used to be great, but since it’s available at level 55, Outland greens that outclass them in every way are right around the corner at 58. AV marks can get you a very sweet mount and cool Battle Standard, which is always nice.

Combinations of these marks can buy very nice rewards from the faction quartermasters. Of particular value to collectors are the PvP mounts (Alliance, Horde) that used to be a cheap way to get an epic mount when such things were expensive, and tabards, which can be gotten either through marks (WSG, AV) or reputation (AB). You can also get some great looking level 60 PvP sets for RP, though again — anything that’s level 60 from the Old World is outclassed by equivalent level items in Outland.

EXPANSION BATTLEGROUNDS

The battlegrounds from Burning Crusade and Wrath of the Lich King are fundamentally different from the previous ones because they don’t have a physical location or gateway you can visit in the world. They might have a place in lore, but they don’t exist within the World of Warcraft. So there aren’t battleground-specific vendors, and with that lack comes a corresponding lack of cool gear and neat toys.

Eye of the Storm marks can at least give you access to some level 70 PvP gear, which can serve you well as you level through Northrend. Not that it’s great leveling gear per se, but it has good PvP itemization and is some of the first resilience pieces you can get, which does make a difference in a battleground.

Strand of the Ancients and Isle of Conquest marks can’t buy you anything. Perhaps in the next expansion you’ll be able to purchase the current PvP gear with them, but for now they are almost worthless. Keep in mind I said almost worthless. We’ll get to that in a bit.

WINTERGRASP

Wintergrasp marks are different than the other Northrend marks of honor, perhaps because Wintergrasp is itself different. It exists on the map. There are multiple vendors who sell great PvP gear for level 80 characters that can only be purchased with Wintergrasp Marks. This gear is valuable not only because it’s an alternate currency for getting endgame PvP gear, but because the gear is itemized differently than the standard Gladiator gear, allowing you to balance out Crit and Haste and not be overly gimped in one direction or another.

I’ve written a lot about the gear you can get in Wintergrasp, because it’s the one battleground for level 80 characters where the marks really get you gear you can and should use. But it’s not the only reason Wintergrasp Marks are valuable.

THE VALUE OF A MARK

This post was prompted by several terrible battles where people were yelling to either zerg Drek and ignore all the towers in Alterac Valley (“for quick marks! so we can get honor for gear!”), or forfeiting the fight in Arathi Basin to “collect their Mark and get out.”

Both of these actions confuse me a bit, because those marks are less valuable than the honor you get from fighting a good fight. They’re nice to have for later, but a good fight where you meet more of the objectives will yield more honor, and isn’t that why you’re in Alterac Valley at level 80?

Apparently not.

Determining the value of a battleground Mark of Honor lies entirely upon your character’s goals. While leveling, the marks have value for the gear and stuff they can get you. At level 29, the WSG and AB rewards are pretty darn good, and you need marks to buy them!

But marks lose this particular value as you level, because the gear they purchase loses value. My boots from Arathi Basin served me well, but they now collect dust in my bank. So while there’s real value associated with the gear you can get from marks, it decays over time and expansions.

(You can argue that some of this gear has great RP value, which is absolutely true. The level 60 PvP sets look fantastic. But fashion has a variable value because it is so highly subjective.)

The Old World marks definitely have value if you are a mount or tabard collector. The 6 epic mounts and 4 tabards you can buy with them go a long way towards some of those achievements and there are people (myself included) who have ground out battlegrounds solely for this reason. But, much like RP PvP gear sets, this value is subjective. Not everyone needs dozens of epic mounts. And with prices and level requirements slashed on epic mounts, the gold value we could have assigned to these Marks (90 total marks = 60 AV marks = 1 epic mount) has decreased considerably.

The New World marks have even less value than the Old World ones in terms of purchasing power. Eye of the Storm marks at least can help get you some PvP gear, but Strand and Isle marks buy you nothing. So as you level up, one set of marks is losing the value it once had, and the other set starts out with little value and doesn’t gain anything as you go.

So what’s left to do with these marks at level 80?

The good old standby, convert them to honor. Honor is a universal currency amongst PvP, and can be converted directly to gold. So honor it is.

Concerted Efforts / For Great Honor are repeatable quests that allow you to convert 1 mark from each battleground available to your level (except Wintergrasp) into honor. With each new battleground’s release, new marks have been added and the honor rewards increased. Currently, there are 6 marks required for 1489 honor, so any given mark is worth 248 honor. If you figure that each battleground takes an average of 20 minutes — you have to do Warsong Gulch and Arathi Basin, don’t forget — then we can start really assigning value not only to the marks themselves, but also to the methods used to getting them.

Six marks from six battlegrounds, each lasting 20 minutes each… that’s 1489 honor divided by 120 minutes, or 12.4 honor per minute. It’s really bonus honor per minute, because you’re already accumulating honor by being in a battleground, which can vary wildly from battleground to battleground. Let’s look at the two scenarios that drove me up a wall last night, running the AV Blitz and giving up in Arathi Basin.

SCENARIO 1: WINNING ALTERAC VALLEY

I’ve been in Alterac Valley battles that netted over 3000 honor for the game. Sure, they have been 45-minute long slugfests, with half of our towers down and honorable kills in the thousands, but Alterac Valley is like that sometimes!

Alterac Valley rewards bonus honor based upon objectives, which you can see on the official AV page:

  • 1*20.9 honor for every wing commander (3) that returns to base
  • 2*20.9 honor for every tower/bunker you still have
  • 2*20.9 honor for your Captain surviving
  • 3*20.9 honor for every tower/bunker you destroy
  • 3*20.9 honor for the captain you killed
  • 4*20.9 honor for winning

So, if all your towers and captain are up while all the enemy’s towers and captain is down when you win, you get (62.7+167.2+41.8+250.8+62.7+83.6) = 668.1 bonus honor for the match.

Now, compare this to the Alterac Blitz, where you take nothing, tank the adds, and kill the general in under 6 minutes. You get 83.6 bonus honor for each match because you win, a difference of 584.5 honor.

For the sake of argument, let’s assume that you’ve got optimal conditions in both cases and are pretty much facerolling the opposition. Waiting for all the towers to go down adds another 4-5 minutes or so to the standard Blitz, which itself takes about 5-6 minutes. So let’s call it 5 minutes for the Blitz and 10 minutes for the Stormpike/Frostwolf Perfection win to make it easy. We should also add 1 minute at the start of each game in the cave, and another minute for the queue. So 7 minutes per Blitz, and 12 minutes per Perfection.

  • The Blitz’s strength is in the number of marks it generates — twice as much as for the Perfection win if we look at the time fighting, and almost twice as much with the queue and start times.
  • Over the course of an hour, you could conceivably run 8.57 AV Blitzes, giving you 25.74 AV Marks for a conceptual value of 6337.14 honor (or 105.6 honor per minute).
  • During that same hour, you could run only 5 Perfection AVs, giving you 15 AV Marks for 3720 honor.
  • However, those 5 Perfection AVs grant 3340.5 honor from reaching all the conditions described above, for a total of 7060.5 honor , or 732.36 honor more than the Blitzes. That’s 117.67 honor per minute.

This also doesn’t take into account the increased number of HKs a Perfection AV generates over a Blitz, since people are actually defending nodes, capping graveyards, things like that. So that will need to be factored into the model somehow, but it just strengthens the point. Perfection gives you an edge in honor versus the Blitz — not a big one, but there

Now here’s the kicker — this direct comparison assumes that you are running not only AV, but all the other battlegrounds too to generate marks for turn-ins. So the more marks you generate, the more time you need to spend in other battlegrounds — battlegrounds that reward less honor per minute.

Consider it this way: for every AV marks you generate, you will have to win 5 other battlegrounds to realize the value of that honor. So the fewer marks you generate, the more honor you get overall. Using Ihra’s holiday HPM results:

  • AB: 79.19
  • WSG: 83.92
  • IOC: 86.44
  • EOTS: 88.56
  • SOTA: 97.59
  • AV: 146.42

… you will have to spend your time in battlegrounds that yield 56.6% – 66.6% less honor per minute than Alterac Valley. Now, some of the bonus honor from objectives is already baked into Ihra’s AV value, so we can’t distinguish between the Blitz and the Perfection values. But we don’t have to! Look at it this way: Perfection generates 15 marks per hour, while Blitz generates 25.74 marks per hour (1.716 times more).

So, assuming all other things in those other battlegrounds are equal, you will need to spend 1.716 more time in those battlegrounds to convert those marks to honor. If it takes you 10 hours to match all the marks you get from Perfection, it takes 17 hours to match the marks from the Blitz. That’s seven more hours at 2/3rds honor.

In that 7 hours, you could run Alterac Valley for 61496.4 honor, or those other 5 for 35700 honor, for a net gain of 25796 honor.

That’s half a piece of Wrathful gear.

To sum up: not only is blitzing AV for marks bad because you aren’t getting the bonus honor for reaching the objectives, it’s doubly bad because you end up spending less time in Alterac Valley.

And no matter how you value honor (gear or gold), that’s a bad thing.

SCENARIO 2: LOSING ARATHI BASIN

Having laid out why it’s bad to value marks over achieving all the victory conditions in a high HPM environment, what about deliberately losing Arathi Basin to get it over with, collect their marks, and move on.

The competitor in me hates these people. I’ll come right out and say it — I hate people who consider it okay to lose. But do they have a point? Is it logical to adopt this strategy?

The reason I was in Arathi Basin last night was because it was the daily BG quest for me. So to me, the marks had no importance — only victory. Victory meant 1489 honor and 25 Arena points, which for a 20 minute battle is +74.45 honor per minute. The marks — at best — were 248 honor apiece, but I was really there for the Arena points. So a win would get me +2233 honor over whatever I got out of the battleground, while a loss… well, a loss gets me +248 honor. Yikes.

I have to assume the people clamoring for us to lose quickly so they can claim their marks, though, were not there for the daily battleground quest. Why were they there? I’m not honestly sure. Perhaps they were grinding out a few marks for some old gear or some mounts, but I have a tough time thinking that’s the primary motivation behind their desire for a quick mark.

What I’m left with is that they are looking for marks for the turn-in quests, which means that perhaps a loss really is the best use of their time. Giving up certainly requires the least amount of effort! If you aren’t trying to reach any of the goals of the battleground, or even engage in combat to get honorable kills, then you’re basically discounting all the potential honor you could get from fighting.

In a high HPM battleground like Alterac Valley, that attitude is crazy. Even a loss gives you a chance to get good honor, which is one of the reasons why it’s such a good battleground to farm honor in. And fighting back to take objectives gives you honor no matter what. But Arathi Basin doesn’t give nearly as much total honor, and since the resource accumulation scales non-linearly, a side with 4 or 5 bases is going to win in a very, very short period of time. How short?

  • If you control 1 base, you gain 10 resources every 12 seconds. 32 minutes to get to 1600.
  • If you control 2 bases, you gain 10 resources every 9 seconds. 24 minutes to get to 1600.
  • If you control 3 bases, you gain 10 resources every 6 seconds. 16 minutes to get to 1600.
  • If you control 4 bases, you gain 10 resources every 3 seconds. 8 minutes to get to 1600.
  • If you control 5 bases, you gain 30 resources every 1 second. 53.3 seconds to get to 1600.

Resources control bonus honor — I think it’s 20.9 honor for every 260 resources gained, or 160 on a holiday weekend. (Some sources say it’s every 330, but more say 260.) The winning side will therefore get 128 honor from resources, and then another 20.9 on top of that for winning, for a total of 149 bonus honor. (Holiday increases that to 209 and 230, respectively).

Let’s put that into the perspective of Alterac Valley: if you do nothing other than kill the enemy captain and general, you get 146.3 honor, about the same as winning Arathi Basin. Every tower you take down is additional 62.7 honor, so the conservative strategy of taking out the captain, towers, and general will net you +250 honor more than winning Arathi Basin. All in about 8-12 minutes, a time which could only be met by controlling 4 bases. The only conditions when winning Arathi Basin is more profitable than Alterac Valley is when you can control all 5 bases, making it an extremely quick small burst of honor.

Compare that to the established value of a Mark of Honor: 248 honor. If you win, you get three, or 744 honor, on top of the 149 bonus honor from the objectives for a grand total of 893 honor when all is said and done. If you lose having gotten to, say, 800 resources, you’ll get one mark worth 248 and 64.3 bonus honor from objectives, but at the cost of prolonging the match at least 15 minutes for that additional 64 honor. (I am ignoring the honor you can get from HKs during that time.)

So staying and fighting for that additional 800 resources nets me +4.28 bonus honor per minute. Which is terrible. I mean, that’s an awful return on your time.

Assuming that it is not your daily battleground, and you’re there just for honor, giving up when you start getting behind starts looking like a valid strategy. Allowing the enemy to 5-cap ends the battle quickly without materially changing your outcome. You are still going to walk away with 250-500 honor, tops. Staying and fighting might give you some HKs and associated honor, but it’s going to be tough going. Whereas if it is your daily battleground, the stakes for winning are much higher, so gritting it out actually makes sense. If you’re getting an additional 2000 honor out of a win, spending 20 minutes getting it is still +100 honor per minute. You can afford to slug it out.

But if you’re just playing for marks to balance out all those sweet AV marks in your bank? Letting them 5-cap actually makes sense, because the single AB mark you get has more value than fighting back for a win. Surrender is a viable option.

Ugh. I feel dirty writing that.

KNOW WHEN TO HOLD ‘EM

The biggest problem with Marks of Honor in level 80 battlegrounds is that they have no intrinsic value outside of the honor they confer. And while I’m generally a fan of having a few, universal currencies, in this case the mechanism of the turn-in quest means that a mark from a high HPM battleground is equivalent to the mark from a low HPM battleground in terms of opportunity cost. To realize the value of an AV mark means you have to spend the time in WSG and AB getting their counterparts; but spending time in WSG and AB means you are getting less honor for your time spent playing than simply going back and playing more AV. Which is madness!

This is one of the flaws of the current PvP reward system. While it’s great to have a unified set of currencies, and the three-tiered model works well in PvE and PvP, the incentives for winning need to be better for the worse-off battlegrounds. It’s like if when running heroics through the Dungeon Finder you had heroics with wildly different numbers of bosses and times to complete, and worse, the ones with the fewest bosses (and therefore the fewest Emblems) took the longest to do, while the ones with more bosses were faster and dropped better loot. No matter how enticing you made the daily quest reward in this instance, players would still look at those hard ones and either take the debuff and bail, figuring they could do something better with their time and try a different one later, or grit your teeth and smash through it as quickly as possible to get it over with.

Replace Emblems with honor and you have the state of battlegrounds and the daily bg quests today. Even having a Battleground Finder to randomize the quest location wouldn’t overcome the discrepancy between battlegrounds in the amount of common currency they reward.

Arathi Basin is one of my favorite battlegrounds. It’s one that uses the most small unit tactics, requires great communication and teamwork, has interesting, challenging terrain, and allows for many, many ways to win. It is wrong on so many levels to have to look at the incentives for playing it and conclude that if you’re not in it for achievements or reputation, you’re sometimes better off forfeiting, losing quickly, and taking your mark than sticking it out.

WHY WE FIGHT

When you zone into Alterac Valley, you’re surrounded by people with a lot of different reasons for being there. There’s a lot of incentive for people to fight well, and while the strategy for optimal gains can be debated, all the incentive is to fight the whole way through. Even a turtle in AV can be profitable (and a hell of a lot of fun.)

When you zone into Warsong Gulch or Arathi Basin, though, you have to wonder: why are these people here? This isn’t the best place for me to grind honor for good gear (or money), so why are people there? Are they trying to realize the honor they have stored up in other marks? Are they grinding reputation, or achievements? Are they completely lost?

Or, are they there to have fun, and maybe, just maybe, win?

The key difference between PvP and PvE is that the opponents have to be motivated in PvP. Winning in a raid means downing the bosses and collecting the loot; your incentives are clear. But you never have to consider the incentives of the trash mobs or bosses; they’ll be there, giving their all, no matter what. In PvP, you have to give players on both sides a reason to show up, a reason to compete, and a reason to win.

More than anything else, this is the problem facing endgame battlegrounds today. How do you motivate the losing side? These battlegrounds are still exhilarating places to spend an evening; simple to learn the basics, but hard to master. Competing in them is fun, and can be rewarding in and of itself.

But when the tangible rewards for doing other, somewhat similar activities are far superior, you have a conflict between doing what is right — fighting hard until the end — and doing what is best for you.

Surrender should never be a viable strategy for victory.

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Green Tinted Giggles

Twinks.

For as long as I have played World of Warcraft, “twink” has been a dirty word. Conventional wisdom held that twinks were the reason low-level PvP was inaccessible to normal players, that those toons with their Green Tinted Goggles and their Lucky Fishing Hats –the most visible sign of a level 19 twink — had ruined casual battleground play.

Prior to the great Battleground Experience Patch of 2009, I think the conventional wisdom had identified the symptoms correctly while missing the real problem. A new player venturing into Warsong Gulch, clad in a few quest greens and whites, with untrained skills and professions and only a few hours of /played under their belt, would (and did) get slaughtered at the hands of players with a deep understanding of their abilities and the battleground, best-in-slot gear, maxed skills and professions, and weeks of /played time. Couple that disparity with the nerdrage prevalent in so many battlegrounds and the 10-19 WSG bracket was hellish for casual players.

Setting aside the nerdrage, which is its own independent problem, the ability disparity is neither unique to WSG nor the fault of twinking players. With but one exception, this is the almost the exact same problem experienced at the level cap: a freshly-dinged 80 is nothing like the main of a hardcore raider or arena gladiator with maxed skills and ilevel 245 gear, except in level only. If we ignore the character levels, the attitudes of hardcore raiders and twinks are identical: pursue excellence in your character’s chosen activity and seize every advantage possible. What would you call a raider without maxed professions, who refuses to ever flask before a run or get the Hodir shoulder enchants?

Benched.

The exception I mentioned above is that hardcore raiders and gladiators get to select both their teammates and their opponents, while WSG twinks could not. Raiders can be as picky as they want about who is in the raid, and run content appropriate to their ability. Gladiators have opponents chosen for them based on a complicated evaluation of gear and performance, and while the system has some flaws, it does prevent teams in crafted blues going up against teams in Relentless gear.

Battlegrounds can be joined by anyone who could find the appropriate Battlemaster and met the level requirements. I think this is why the conventional wisdom about twinks in Warsong Gulch was right, though it was for all the wrong reasons. It was never the twink’s fault. Warsong Gulch sucked for casual players because they weren’t fighting other casual players, and it sucked for twinks because they would get non-twinks assigned to their team, with no corresponding weakness on the other side. In other words, the content was too hard for some characters to handle, and those players with characters who could handle the content grew frustrated at their inability to choose teammates who took it as seriously as they did.

But since there is an order of magnitude more casual players than there are twinks, twinking became the dirty word.

BATTLEGROUND EXPERIENCE


This situation changed with patch 3.2 and the introduction of XP to battlegrounds. In one fell swoop, Blizzard both opened up the low-level battlegrounds back to casual players, and gave twinks their own battlegrounds. The decision to let experience-frozen characters only play their own kind divided each bracket in two: a leveling bracket and a twink bracket. It was a good move, though it had devastating effects on some of the brackets. My level 59 Death Knight Cynwulf couldn’t find a match in his twink brackets for weeks after 3.2 hit, while the leveling bracket exploded with players flocking to the rich XP rewards. Alterac Valley became a place for lightning-fast leveling through difficult stretches, with people leveling alts all the way to 80 within its frosty confines. It changed the dynamic of the game, opening up a new way for players to level. Quest for a while, then take a break and play battlegrounds for a night without falling behind!

I have heard that a similar phenomenon took place in the 19 twink bracket as the 59; very long queue times for infrequent matches. Some twinks resorted to playing in the leveling brackets and leaving the matches before they finished to avoid too much experience gain. But many twinks just had a hard time finding games after 3.2 dropped.

It’s difficult for me to reconcile those reports with the current situation, three months after battleground XP was implemented, because both the 10-19 leveling bracket and 19 twink bracket are thriving now on the Ruin battlegroup. I suspect that what happened was that since 3.2 contained so many changes (Argent Coliseum raids, new tier sets, new heirloom items, a new battleground, and mounts at lower levels) that twink players found other things to occupy their time. I know that 3.2 is when I threw myself out of the battlegrounds and into raiding. I leveled my few alts with their new mounts. I played some Isle of Conquest. I ran the new Argent Crusade dailies every single day and became an heirloom item junkie.

But mostly, I ran the Trial of the Champion and heroics until my eyes bled.

A FRESH START

I don’t know what it was, specifically, that caused me to roll a new alt. I’m a slow leveler, and I have tried to focus my attention on as few characters as possible to achieve as much as I can with them. Perhaps it was the mount changes, or all the pretty heirlooms I was getting, but something caused me to roll a paladin just to see what it was like. I outfitted her with some nice heirlooms, leveled her up to level 12 or so, and then took her into Warsong Gulch to see if things had changed since my last ill-fated visit.

Oh. My.

Warsong Gulch at 10-19 is completely different now. The leveling bracket is filled with toons of all different levels, gear, and player skill. Interestingly, level seems to be a poor predictor of performance, which is counter to what you might expect. The matches are short but not frenetic. Best of all, you get to see how your class plays in PvP before a lot of complications are added – there just aren’t as many things to keep track of as with an endgame character. Your opponents lack a lot of counters that they get later on, so you can learn how your abilities are really supposed to work.

It’s really a great experience. I recommend at least trying WSG again if you’re starting a new alt. It is a great training ground and helps you understand the core of your new class much better than solo questing does. (Running Deadmines is the other part of learning a new alt that I find really valuable.)

The leveling bracket of WSG is also ridiculously low-stress. I jokingly call it the Come-As-You-Are bracket, because you will find such a wide variety of gear, skill, and ability spread throughout both teams. Compared to the intensity of endgame PvP, this bracket is like a pickup flag football game. Sure, you want to win, but having fun is just as important.

THE HARDCORE ATTITUDE

If the matches in the 10-19 leveling bracket are afternoon pickup games, the level 19 twink matches are decidedly professional affairs. The expectation is that you’re geared, skilled, stocked, and prepared. You need to know your role in the fight, or learn it quickly.

The item levels are different, but the hardcore attitude is just the same as the endgame: be the absolute best you can be.  If you’re not there yet, you better be working on it.

Seeing this attitude applied to level 19 characters is really amazing. The potential abilities are astonishing, if you are willing to pursue them. Bandages that heal you to full in two ticks? Food buffs that give 10-20% more health?

I don’t know about you, but I had no idea any of these things were possible when I first leveled up through Westfall and Loch Modan.

The experience cap has made twinking much easier; no longer do you need to plan out every step from level 10 on. You can quest all the way to 19 and then get your gear, if you choose. Faction changes allow players to get the best of both worlds now, eliminating the problem of faction-only BiS gear. Yes, that’s how hardcore twinks can be – faction changes for a BiS ring.

Having a separate bracket for these characters is a very good thing, for everyone involved. Twinks fighting twinks is a completely different kind of game, with a slower pace and more emphasis on control. There are no facerolls in the twink games.

And when you beat a premade, the taste of victory is very, very sweet.

IN PURSUIT OF EXCELLENCE

You don’t have to be as hardcore as the most hardcore twink to take away some very good lessons from their approach.

First, train your professions to max level as early as possible. You can pick them up at level 5 and reach 150 skill by level 10 – do it. This gives you access to all the benefits at a time where they are completely OP. You will also have a viable income if you are rolling on a new server. Don’t forget that many of the best endgame professions are not very good at lower levels, and vice versa. Herbalism, Mining, Skinning, and Engineering all have excellent benefits while leveling.

Second, max out your First Aid. At level 10 you can reach 225 skill, which let’s you use (but not make) Heavy Runecloth Bandages. So you can use any old-world bandage you can get your hands on. Bandaging can be done in combat and is a cheap, easy way to reduce downtime.

Third, get good gear. Heirlooms are great if you have access to them, but crafted gear is really good at low levels, too. Seriously, crafted gear. Check it out. Enchant it if you can afford it.

I’ve started doing these things on my alts and it’s remarkable what a difference it makes. A level 10 dwarf warrior with Green Tinted Goggles and fully-enchanted heirlooms makes leveling a joy, not a grind.

I admit – I giggle a lot going into WSG and beating people 5-9 levels higher than me in 1:1 combat.

It’s funny; I didn’t originally associate these tips or attitude with twinking; I considered it part of learning how to play well, especially for a part of the game I struggle with. Let me be honest — I made just about every mistake you could make while leveling, No, really, I’m terrible at it. But I got to the endgame, I learned how to play, and now I’m learning again by watching the twinks.

Twink.  It isn’t a dirty word anymore.

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Absolute Beginner’s Guide To Battlegrounds

I’m not sure how I missed linking this earlier, but WoW Insider had a good beginner’s guide to the Battlegrounds of Warcraft late last week.

Zach Yonzon does an excellent job of not assuming you know anything about BGs, and is worth a read if you have never queued for Warsong Gulch.

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A Little Bit Easier

MMO Champion has new details about some upcoming Battleground changes in the latest 3.3 PTR build:

  • The achievements to get exalted with the Warsong Gulch, Arathi Basin, and Alterac Valley factions have been removed from their respective “Master of” meta-achievements. Special titles will be offered to those who reach exalted with these factions.

  • Wintergrasp: You must now have the following ranks to build or pilot siege vehicles:
    • Rank 1: Build/pilot Catapults.
    • Rank 2: Build/pilot Demolishers.
    • Rank 3: Build/pilot Siege Engines.

Both of these changes are interesting in their own right.

The Achievements change is an interesting way to address the difficulty of reaching Battlemaster, and not the way I thought that Blizzard would go. Restoring the reputation turn-in system that Warsong Gulch used to have would have made it fairer for those who started playing later. This change makes Battlemaster much easier to get, and therefore cheapens it a bit. That makes me sad. I liked having an absurdly hard goal. The Justicar title gains a little luster with this change, but still — nerfing a difficult achievement is never cool.

(What does make me happy, though, is the introduction of titles for exalted BG reputation. This is cosmetic, but VERY welcome. It would be nice to see in other battlegrounds, if a bit impractical since they have no reputations to grind.)

The Wintergrasp change is complicated. First, let me draw attention to the non-obvious — there’s going to be an additional rank added. Depending on how this rank is implemented, it will likely make getting Siege Engines more difficult than it is at present, which will slow down their production. The other change, limiting the ability to operate a vehicle to those with rank, is a direct answer to the strategy covered in an earlier post, which will definitely slow down the mass production of heavy vehicles, especially at the game start. Both of these changes will have the effect of making Wintergrasp longer, which will result in more honor for everyone.

But it’s also a direct response to the complaints by those who couldn’t defend against the tactic. I’m disappointed to see it happen, but not really surprised. Battlegrounds aren’t any different from any other part of the game, and subject to the same changes. Bosses get nerfed after people have downed them, too. Things get a little bit easier all the time.

I may not have the Battlemaster title, but at least I’ll have the memory of having successfully defended Wintergrasp against a charge of 12 heavy vehicles, of frantically trying to throw enough people at the onslaught to slow it down as it charges up the hill, of holding the line at the walls to the inner keep as the last few Siege Engines explode.

We won’t see the likes of those rushes again.

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