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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