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** Also, at the Battlegrounds (side vs side [[Player Versus Player|PvP]] areas), zerging (which is called just that, even by people who use it) is usually the most common tactic for defeating the enemy. Suggesting anything more complicated will either get you ignored or insulted. However, the final bosses of Alterac Valley are designed so that zerging them will only result in lots of unnecessary deaths.
*** Don't tell this [[Captain Obvious|completely obvious]] point to players in the Alterac Valley however. [[Failure Is the Only Option|Zerg teh 0lny w@y 2 win!1!]]
**** In the old PVP Rank Grind days, skilled, rank-minded presets or premades - groups of players all queueing together and acting as a team, instead of the random team the game's queueing system throws you together with - often had multiple, pre-planned strategies for each map, in case the enemy team resorted to Zerg. Zerg in [[
** This type of instance event is usually called a "gauntlet" where waves of enemies will attack the party, with little to no downtime between waves, followed immediately by a powerful boss. A couple of notable gauntlets in the latest expansion include: The Violet Hold which is nothing more than 3 gauntlets, one after the other; Gothik the Harvester in Naxxramas, where the waves of enemies you must defeat before you can fight Gothik return in waves of ''undead'' after you kill them.
*** The "wave boss" of Halls of Stone follows this pattern for the most part, but has no final boss. Instead, the waves consist of 2-3 elites, which can Charge past you instantly into the room you're protecting. Unlike Violet Hold or the gauntlet from Culling of Stratholme, waves are on a set timer, which is shorter than most geared-at-level parties can kill them. Also, the room you're protecting is firing lasers at you from behind. This is considered one of the most challenging encounters in the Heroic tier, especially when running with a tank without a Zone of Threat capability.
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