Cult of the Zenith
Within these guides, there are some terms that will be used a lot. To assist with understanding the strategies, the following should be learned.
Roles listed here are not exclusive to the example classes given – a rogue can function as interceptor, for example, or a frost DK as ‘tank’.
- Assassin: Simply, an assassin is purely focused on putting as much melee or close-quarters damage into a target as possible, be this an enemy tank or support by priority in most cases. Rogues, feral druids, and warriors tend to do best here, any class with a high damage capacity. Typically, assassins should be capable of eliminating targets in single battle.
- Carrier: Typically a tank, a carrier is simply the player carrying an important objective (artifact, flag, etc). For all intents and purposes, they are a mobile ‘flag’ in of themselves.
- Interceptor: Exactly as it sounds, the role of an interceptor is to reach a target quickly and lock them down as much as possible. Hunters, shaman, and mages can excel in this role. Their role is less about damage dealing (though that certainly will assist) than crowd control.
- Nukes: All about that boom. The purpose of nukes is to bring out a large amount of burst damage in as wide a distant area as possible. Unlike assassins, who are intended to focus on enemy tanks or support, a nuke’s role is purely to cause damage to everyone in a given area, and lock them down if possible. Mages and warlocks are the obvious go-to for here. The role can incorporate crowd control, but focuses more on simply hurting things enmasse.
- Support: Keep others alive, buffed, and provide utility support. Healing spec classes are obvious for this role, which is to essentially keep others alive. In turn, it’s generally considered both polite and sound to assist them whenever they are under attack or duress.
- Tank: The role of a tank is in survival. They are a pack mule of the team for ‘flag’ objectives, a ‘sustained presence’ in point objectives, and meatshield in “boss” objectives. Tank spec classes obviously suit this role best. The purpose for the role is simply being difficult to kill; self-healing and high mitigation are key, though mobility is also important for flag captures.
Positions are fairly important to know, seeing as they tend to be used for instruction. It should be noted that generally, the Horde begin on the south (bottom) side of every PvP map. Please refer to directions by map orientation (top/left/bottom/right), not by compass direction (north/west/south/east), and not by personal reference (my left/your right) to minimize confusion.
- Base: Is the primary starting area for a team, where spawning typically happens. Objectives are normally held there, but it usually is not a ‘capture point’, and therefore not a flag in of itself.
- Defense: Is to guard what you have. You focus less on completing new objectives and more on protecting what you already control.
- Flag: Is an objective point. Whether an ancient artifact, a literal flag, a tower, etc, expect it to be referred to as a ‘flag’.
- Mid: Is the central ‘kill region’ for the zone, usually in the ‘middle’ of the map. It’s the primary position for simply killing enemies.
- Offense: Is to be on the attack. You focus less on objectives you have already completed, and more on completing new ones.
Formations simply describes the overall group numbers expected.
- Balanced: Splitting roughly half the team between offense and defense, balanced teams sometimes also spawn a scout party or two to assist with objective control. Strong against the aforementioned scouts, they will have difficulties against most turtles, but on mobile objectives can outmaneuver a zerg.
- Scout: Normally a pair of fast, easily-hidden players, scouts are intended to work in hit-and-run attacks, either by sending one in as distraction before the other works on the objective, or by literally hitting an enemy and then leaving to bait them elsewhere. Strong against turtles, typically vulnerable to zerg attacks and balanced teams.
- Turtle: Means to pull almost everyone onto defense, regardless of role, and to hold objectives as all costs. Strong against zerg attacks, typically vulnerable to scouts and AoE attacks. Do not pull everyone onto defense unless all objectives are held.
- Zerg: Coined from the eponymous “zerg rush” of Starcraft, this is an all-out assault involving either the entire team or all but a scout party, moving as a coherent blob of screaming death across the map. Exceptional against ‘balanced’ or ‘scout’ teams that cannot outrun or outflank them, but not nearly as good against turtles.
For any battle, it is best to stay with those you are assigned, as a single wolf is hard-pressed to stand against a dozen dogs. Rather, you should stand back-to-back with your brethren, so that no matter how your enemies try, all directions they come from show them nothing but teeth.
Be prepared before the battle begins. Do not waste precious time in providing enchantments, enhancements, food, and potions in the field – supplies should always be kept well outside of the field of duty.
Protect those who keep you alive. Those who heal you cannot continue when they are incapacitated or dead, and if you neglect them, they may reciprocate. Pay attention to their health, and if they are threatened, remove that threat judiciously.
Identify your enemy before the combat starts. Any who have ability to scout the opposing force should identify enemy numbers and roles if able, so that tactics can be made in advance.
For specific battle advice, the following pages are offered:
- Flag Capture
– Twin Peaks
– Warsong Gulch
- Point Capture
– Arathi Basin
– Battle for Gilneas
– Silvershard Mines
– Tol Barad