BG Wargames (14 test completed)

Lol'd at your name. xD Oh the memories.

Lol thank you.

@ontopic:
Yeah, this bracket is REALLY fun. more about teamwork then regular bg's (at least with pugs.)
Plus, the other side gives you tips when you are done. I think we get better at strategies doing these war games :)
 
Yeah, this bracket is REALLY fun. more about teamwork then regular bg's (at least with pugs.)
Plus, the other side gives you tips when you are done. I think we get better at strategies doing these war games :)

That is the best part of wargames, Premade v Premade lets both teams create strategies.
 
Yeah, this bracket is REALLY fun. more about teamwork then regular bg's (at least with pugs.)
Plus, the other side gives you tips when you are done. I think we get better at strategies doing these war games :)
That is the best part of wargames, Premade v Premade lets both teams create strategies.
WTB Priest tips from Kochi after games. :D
 
19 is slightly more complicated then what we are doing at 14.

Let me know if you would like to help with the 19 rules.
No BoA's
Primary professions only (Herbalism, Mining, Skinning)
Quest items only

Limit offensive stats to a minimum and focus on stamina.
 
i would do this, but i think that without items like AGM/LFH you probably won't be able to get enough HP for this to work
 
i would do this, but i think that without items like AGM/LFH you probably won't be able to get enough HP for this to work

Farming AGM for a 19 project is not feasible.

I am not sure about LFH, some would be lucky and others not.

I think Mialo has a good start with:

No BoA's
Primary professions only (Herbalism, Mining, Skinning)
Quest items only

Limit offensive stats to a minimum and focus on stamina.

100% quest items would eliminate the problem of RNG. People could plan out exactly what gear they wanted and see what is possible to obtain within the limits of EXP.

We could also allow the WSG vendor stuff, easy to obtain.

The main concern I see with Quest items is the reliance on friends to maximize your rewards.

If Dungeon quests were allowed the only way to become BiS would be to have friends clear the instance and then the 19 run in for the boss kills.

Also, while doing quests outside of dungeons people could still group up with others to minimize the experience gained from killing mobs.

Is this what people prefer or it possible to have a system of Solo questing in that everyone gears without dungeons or help from friends?

- - -

edit: I forgot to mention that we need to keep the ban on hunter

edit: People are wondering if they can make Alliance characters. I do not think it would be good since they have different quest items.

Also, organzing A v H wargame is more difficult then a pure H v H
 
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how about we play naked as lvl 19 with only white weapons and pvp trinket? isnt that fair ?
 
No BoA's
Primary professions only (Herbalism, Mining, Skinning)
Quest items only

Limit offensive stats to a minimum and focus on stamina.

I'm very much in favor of these rules.

HP totals are too low in 19s for white gear to be a good idea IMO, plus white gear hits melee classes harder than casters.

Dungeon gear would bring the burst up higher than I would like, and makes it very possible that you'd get bad drop RNG and have to either re-level or enlist a lot of help to get no-xp clears and boss kills. This would be a big headache all around. Plus 19s-in-near-BiS doesn't seem like it'd feel much different than 20s. I want to gear up easily and have a different pvp experience than we already have.

Even if we do end up allowing dungeon gear, heirlooms definitely need a ban. Heirlooms raise the barrier to entry by either making you bot or making you do 4+ months of DMF to get into the same gear as everyone else.

As for "Limit offensive stats to a minimum and focus on stamina." I definitely would like this as a rule also, but int is a pretty big problem.

It's an offensive stat, but casters with minimal int go oom stupidly fast. A good chunk of my 14 arenas have ended with all mana users oom, running around for regen or meleeing with staves. This is fine in arena where the other team is either in the same boat or already long dead, but in wargames with a 30sec rez it'd make casters nearly unplayable.

The intellect on my 20 sham raises my self-healing from healing surge from 340 average to 380 (heirloom mace unequipped). That's a solid 12%, but maybe a small enough amount that we'd allow both stam and int stacking on casters. Thoughts?

I'm torn on LFH. Banning it would lower the barrier to entry, but the big increase in stam would be good for the bracket. If we ban it we should also ban WBFH, since that's a RNG nightmare with unavoidable xp.

TL;DR: I am very much in favor of Mialo's rules, but would also allow int stacking by casters.
 
The other problem with only white gear is Zero hit rating.

Are there enough quest items for everyone to be hit capped?

Maybe Engineering goggles for the +4 hit rating?
 
The other problem with only white gear is Zero hit rating.

Are there enough quest items for everyone to be hit capped?

Maybe Engineering goggles for the +4 hit rating?
Goggles could be tolerated.

No dungeon drop items, however, dungeon quest items are allowed.

Intellect makes healers invincible, just saying. Try killing a Hpal or Disc Priest with this while other dps mostly stamina stacks. They just won't have enough burst to get them down.
 
I would like to see some Char Devs of what might be possible.

Here is a priest using Dungeon Quests
chardev 9

A similar priest using only World Quests
chardev 9

- - -

Dungeon Priest:

+78 Stamina
+84 Intellect
+8.76% crit

World Priest:

+74 Stamina
+86 Intellect
+5.97% crit

- - -

The difference between a Dungeon Priest and a World Priest is that during the leveling process the Dungeon Priest would have to get some friends together and have them clear WC while he is waiting outside and then run in for the boss kills. The same for SFK.

Using dungeon finder might be possible, waiting outside in-between boss kills, but would require a few of the members to be friends so as not to be kicked. For WC the murloc boss would not be needed so the bonus exp at the end would not be granted. For SFK using dungeon finder would grant bonus exp, unless the characters had a P2P summon them for a run or a group of AP 20's went to SFK to clear it.

However, this seems to just make the gearing process more difficult for a minor change in stats.

I have only looked at my Priest class, are Dungeon Quests vital for other classes?
 
Just allow it. People should just watch out what is possible and what's not. If they get someone to run them through, well, just let them. But as it seems the difference is this minor, I would say to keep it to this.
 

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