I am not a dedicated raider, but I love raiding. Since I can never commit to the raiding schedules that guilds require of their raiders, I am in a constant state of pugging. When I'm not actively in a pug, I am scanning the trade channel looking for one that will have all the qualities required to be successful- gear, experience, patience, and maybe a little bit of luck. When I find such a group, I'm ecstatic. But more often than not, I face group after group of impatient, inexperienced, and under geared scrubs who simply want to be carried to the final boss so they can get their [EPIC LOOT] Those groups often end in a way that everyone who has ever pugged is familiar with- people getting frustrated and leaving. But every now and then, there is a group that fails so bad, the fail is almost a win, in and of itself, for being such a unique level of fail.

Those are the groups this blog is about.

Saturday, December 4, 2010

SW Raid

To counter my org raid post, and because I am Horde at heart and was bored, I went through SW and created a map and strategy.

The first thing you're going to notice is that there are not nearly as many auctioneer's, bankers, and innkeepers as in Org. This is actually good. You can theoretically control the city with fewer raids.

Raid1- Only one raid should be necessary for the Dwarven District. The alliance population there is exceptionally low. It will however be an entry point for all alliance coming from Ironforge. This raid needs to be prepared for that.

Raid2&3- The trade district has an incredibly high concentration of alliance players. Because of this, I'm suggesting two raids to handle this area. One raid may be able to handle it, but two will keep it comfortably under control. Should there be a lull in this area and R1 needs assistance, R3 can peel off and go assist there.

Raid 4&5-  King Wrynn's room. The horde has an advantage that the alliance does not in raiding each others main cities. King Wrynn's fortress has multiple rooms and entrances. The red lines on my map indicate areas in the fortress where flyers can land, and immediately launch an assault- providing at least thirty seconds of dps on King Wrynn before the bulk of the alliance arrives to interfere. The price of that advantage is more guards already posted in his room that will have to be dealt with. His fortress handily provides another advantage- a separate room from which to heal, res, and summon reinforcements. It should be noted that room needs to be cleared out beforehand- it comes equipped with two battlemasters. King Wrynn's room has two entrances, a long hallway lined with guards, and landing platform I mentioned above. Keep in mind, that the alliance can also take advantage of that landing area. Don't get caught with your pants down. Assign a raid to lock down those two entrances. When opposition is light, they can switch to Wrynn.

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The horde has another advantage that I feel the alliance does not have- LOS. Whereas Org is very flat and open, SW is full of buildings, cramped streets and handy nooks and crannies. I highly recommend utilizing rooftops, and line of sight by entering buildings and running around corners. A notation about SW banks- they are very roomy, and provide a good "base of operations" to settle down in. DPS should lay down aoe after aoe directly *outside* the door, while healers stay towards the rear. Warlocks can set up summoning stones in one of the back rooms, and healers should be capable of dropping combat back there to res anyone who dies. There is also plenty of room for mages to set up ports when everyone is ready to leave.

Post cata edit- It should be noted that the dwarven district recieves much more activity now, due to its proximity to the portals that access the new cata zones.

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