Deepwind Gorge
The battleground has two different objectives, the first being the three mines. There is a northern Pandaren mine, central mine, and a southern Goblin mine. The mines are captured like the bases in other battlegrounds, just clicking the flag and capturing it. While you hold the mine NPCs will mine gold for your faction, bringing you closer to the 1600 resources required to win.
The second objective is the cart of gold placed at each faction's base. You can click the cart to attach it to yourself, and then walk back to your base to capture it. You do not need your own team's cart to be present to capture, unlike the normal battleground flags. Holding the cart limits your movement speed to normal running speed, with only things like Blink allowing you to get there faster. If you kill the enemy cart holder, you must click on the cart to return it to your base before someone on the other team clicks to pick it up.
Capturing the cart rewards you with 20 bonus honor, 200 resources, and the message that your faction has stolen gold from the other. It also takes 200 resources away from the enemy team.
The second objective is the cart of gold placed at each faction's base. You can click the cart to attach it to yourself, and then walk back to your base to capture it. You do not need your own team's cart to be present to capture, unlike the normal battleground flags. Holding the cart limits your movement speed to normal running speed, with only things like Blink allowing you to get there faster. If you kill the enemy cart holder, you must click on the cart to return it to your base before someone on the other team clicks to pick it up.
Capturing the cart rewards you with 20 bonus honor, 200 resources, and the message that your faction has stolen gold from the other. It also takes 200 resources away from the enemy team.
Strategy/ Overview
Each player will be described as follows:
Flag Carrier (FC) – A flag carrier needs to be a team member who can absorb large damage, and escape snares, and preferably travel at an enhanced speed. A feral druid is the ideal runner, followed by a druid in general. Protection spec’d warriors are another good choice due to the intense amount of damage they can take with their tanking cooldowns. Rogues can also be used due to sprint ability. Finally, a frost mage, due to the frost novas (including the elementals frost nova), various shields/wards, frostbite, and, of course, blink.
Healers – Healers play a support role for the flag carrier. They need to both keep the runner alive, as well as allowing the runner to stay mobile. A paladin is idea for blessing of freedom, the ability to dispel, and a relatively fast flash of light spell. Restoration druids are also great for their poison abolish, and ability to stay mobile while healing with their HOTs.
DPS – A DPS class kills things. It would be advisable to have an assist macro for their teams main assist. Like healing, creating group unity whenever it is possible.
Ninja – Classes that can stealth can be grouped together to strategically attack or cap locations. A ninja team would ideally be able to quickly surprise and kill/cap a location if it is under guarded. Feral Druids and Rogues are ideal, but Mages can be used as well, thanks to invisibility. If there are extra healers, a Resto Druid could be used in this position to provide some crowd control.
Flag Carrier (FC) – A flag carrier needs to be a team member who can absorb large damage, and escape snares, and preferably travel at an enhanced speed. A feral druid is the ideal runner, followed by a druid in general. Protection spec’d warriors are another good choice due to the intense amount of damage they can take with their tanking cooldowns. Rogues can also be used due to sprint ability. Finally, a frost mage, due to the frost novas (including the elementals frost nova), various shields/wards, frostbite, and, of course, blink.
Healers – Healers play a support role for the flag carrier. They need to both keep the runner alive, as well as allowing the runner to stay mobile. A paladin is idea for blessing of freedom, the ability to dispel, and a relatively fast flash of light spell. Restoration druids are also great for their poison abolish, and ability to stay mobile while healing with their HOTs.
DPS – A DPS class kills things. It would be advisable to have an assist macro for their teams main assist. Like healing, creating group unity whenever it is possible.
Ninja – Classes that can stealth can be grouped together to strategically attack or cap locations. A ninja team would ideally be able to quickly surprise and kill/cap a location if it is under guarded. Feral Druids and Rogues are ideal, but Mages can be used as well, thanks to invisibility. If there are extra healers, a Resto Druid could be used in this position to provide some crowd control.
The Strategy
2 Hard Cap and Flag
This strategy revolves around getting 2 bases, one being the middle, and holding them. While this is going on another team will be getting the cart and taking back to their base to steal the other teams points.
This strategy revolves around getting 2 bases, one being the middle, and holding them. While this is going on another team will be getting the cart and taking back to their base to steal the other teams points.
Group 1:
Flag Carrier Healer DPS |
Group 2:
Healer DPS DPS |
Group 3
Healer DPS DPS DPS |
Send Group 1 after the cart. Capturing the cart steals "gold" or points from the opposition, as well as adding to your own total.
Group 2 should head to the Pandaren or Goblin mine, depending on which faction you are with. (Pandaren is alliance and Goblin is horde).
Finally, Group 3 should head to the center. This is where most of the fighting will take place.
This is what it should look like at the start:
Group 2 should head to the Pandaren or Goblin mine, depending on which faction you are with. (Pandaren is alliance and Goblin is horde).
Finally, Group 3 should head to the center. This is where most of the fighting will take place.
This is what it should look like at the start:
From this point you need to hold two bases while running the enemy cart back to your base. If you can, you also need to try to stop the enemy from getting your cart to their base.
In summary and order of priority:
When running the cart, it is a good idea to take it through bases you hold, preferably the side bases, so Goblin or Pandaren. Failing that, if they are in conflict, a great way to run the cart is down the outside wall of the center area.
In summary and order of priority:
- Hold bases, two is plenty.
- Prevent the enemy from capturing your cart.
- Capture the enemy cart.
When running the cart, it is a good idea to take it through bases you hold, preferably the side bases, so Goblin or Pandaren. Failing that, if they are in conflict, a great way to run the cart is down the outside wall of the center area.