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  1. #1

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    Alwynn is on a distinguished road

    Thumbs up RBG leading

    Hey, i know this site is normally about arena, but i also do RBG's and maybe some of the community can help me out, does anyone have the general "safest" or "foolproof" strategies for each map?

    I can't seem to get out of the 1700-1800 bracket. Atm i amen't even the leader in our RBG's but i'd love to get into it as it seems this is what our team lacks, a proper leader. We have so many individually skilled arena players but it's the getting them to gel together is the problem.

    Otherwise, what about target caller tips? I play multiple classes (Mage/dk/Rsham/lock) and am sometimes asked to target call on DK but i either seem to forget about it half way through a fight or just in general do not know who to nuke in the first fight.

    If anyone has any tips or exp in this it would be great

  2. #2

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    Greezon is on a distinguished road
    Hey there,

    I have been leading RBG's since they came out, currently I have a affliction warlock, Resto Druid, and a Warrior Full grieve. I have had teams fluctuate 1700-1900 this season. For the record I subscribed to Skill-Capped for a one stop shop for all of my guildies to refer to for information on how to RBG right. Alas there is not !@#$ here, but I am new and have not dove too deep into the forums and class guides yet.

    To answer your question to the best of my ability as a TC you have to keep the focus of the team at all times. I know it is easy to zone out when you die as the target caller, you gotta get back to the zone and keep the focus, with practice you can overcome. To keep the mood light constantly dis the other team, keep it clean, or dirty, and fun. Some of the best target callers I have come across had the most epic sense of humor. Calls for interesting gaming sessions. Keeps the team tight too.

    DK TC's are the best because of their ability to grip lock stun and hold toons in place while the melee in the groups decimate the target. The 2nd best TC is a Rogue. I have had rogues smoke-bomb kill healers in the first seconds in team fights. Which is almost a guaranteed win, which gives some of the team time to peel off and rock a EFC or cap a node. The best secondary TC's are Mages, Destro locks, and Hunters. A good mage or lock has incredible burst which calls for amazing hard swaps. They also have a understanding of field awareness, who has what De CD up and who has used trinkets so they can call out a swap, CC healers change targets and burst em down with ease.

    Target priority is a huge role. If a TC doesn't know about the priority of targets life will not be easy for the team. Always target Resto Shamans, and any kind of priest first. Train the resto shaman and CC the other two healers. Priests are next, than mages, ele/enh shamans, rogues, DK's, Hunters. CC Warriors and Warlocks Hpallies, and MW monks at all costs.
    (Do look for yourself though, as I am regurgitating my experience of TC's in my group and there probably not class' listed because they are not a priority)

    This season the big three classes to have is a DK Mage Warrior. DK mass grip, warrior BladeBath, and a Mages Pom Ring. Coordinating this is one of the most rewarding in the midst of a team fight.

    Safe strats:
    FC map: Keep hunter and rogue defending, so they can kill the EFC. Have a proper FC, the best is a Guardian Druid. Intercept the other team till the guardian druid picks the flag up. Run with him and do a full escort back to your flag room. Defend until 3-4 stacks then send a goon squad to go kill their FC. Ideally you want the rogue, warrior, mage, and Hunter to go out and rape their FC in a bomb. The hunter and mage CC and when it is well coordinated blow him up. The mage can go invis, the hunter in his cloak and escort the warrior in a shroud for the perfect sneak attack. In all honesty you can probably do this with no stacks. If you are sending the goon squad out with no stacks on FC's send a healer with them, a R druid is your best bet but any healer will do.

    Deepwind: Send a DK and 3 heals to middle to spin the flag, and have the rest of your DPS split up and take north and south mine. Than backup middle so that you can have mid and north or south. Flex between the two and gib Cart carriers. If you do not get both north and south be sure to not allow them to take mid because that will put your team so far behind. If you do get behind send a warrior and a healer to run the cart. If you do end up with mid and another mine, get a goon squad ready to drop the Enemy cart carrier. Always keep at least 2 people defending a node and flex between the nodes for proper pownage. SPIN FLAGS!!!!

    Silvershard: Control middle cart at all costs, and flex between middle and another. If you get behind, turn both lava and stone arrows so that they are heading to the Northeast corner of the map. Try and get a triple cap by surprise using this strat. Otherwise flex between water and lava, Slowing and CCing anyone out of the circle. Kills are not as important as having people in the circle. a DK's mass grip is your best weapon here. If the DK can mass grip enemies out of the circle right before the cart caps. GG. If you do get behind do try to win a team fight and get them on a res timer. If you outnumber them you cap carts.

    Arathi Basin: My favorite to lead and also the hardest. The basic strat is to send a rogue to mines hunter defending st or farm and the rest up to LM. Cap LM and slow fall to BS. Have BS farm/st and LM or Mine. have three nodes defend and flex where needed. The best three nodes to have is GM BS and Farm. Have 2 defenders at each node, the rest of your team sit on the bridge between BS and GM and flex where needed. The most important thing here is to flex as early as possible, send a quick class to peel out as soon as you drop 1 or 2 of the enemy in a fight. If you ever run with me strat varies wildly but I always seem to win. oh and SPIN the *(&#$*) FLAG! sometimes blizzard likes to bug this out and I have personally fallen victim to this so don't rage too hard. when it isn't done.

    Temple: Have the lock and a ranged DPS pick up left and right orb. Send the rogue right to pick up the zerker buff and drop the right orb carrier. Send the rest of the team left. Ranged DPS need to sit on the north and south side with healers so they can run and grab orbs and DPS any orbs in the middle. And healers can heal where needed. Spreading is good in this map. Melee DPS focus on dropping orbs and picking orbs up when needed. Ranged DPS are the best Orb Carriers thus should always have Orbs. Orb carriers need to kite and kill people. Once you have 3 orbs get all orbs in the middle. Be ready to CC and kill anyone who comes into the center. Orbs give you a damage buff and killing someone as an orb carrier gives you bonus points. Coordination is of the upmost importance. Pick a color to drop, designate someone to go to that color. Make sure that person is there BEFORE you kill the orb carrier. Grab the orb run into the center and send a DPS out of the center to get to a corner. Rinse and repeat. Healers should NEVER pick up orbs, they need to heal. DPS don't kill healers, they will be healing orb carriers which drains their mana. An OOM Healer is a dead team. Do CC healers to land kills though.

    Battle for Ginneas: I cannot STAND leading this one. The usual strat is to send everyone to WW and defend LH/Mine. Generally I keep the rogue with the hunter defending LH/Mines at first, that way if they do attack it there is enough support at the node to keep em from capping until a healer ideally a MW monk has time to get there and back them up. Once it is obvious they are not coming for LH send the rogue to sit on a healer in the team fight. ONLY send the rogue to ninja cap if they have a class defending that is not suitable for the job. If you start out on the alliance side you can trap them in the water with vortex ring fears while a rogue smoke-bomb caps the flag at WW. But dont absolutely count on that happening because later in rating teams almost ALWAYS send people the back way when starting out on the Horde Side. Beat them in a team fight at WW and win the game, lose in a team fight at WW and lose the game. SPIN FLAGE, SPIN THE !@#$(#@ FLAG!!!!!

    Im mediocre at best and my strats are as well. Please criticize, critique, and hate on what was posted above for thats what the forums are for.

  3. #3

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    Syntheticz is on a distinguished road
    Quote Originally Posted by Greezon View Post
    Hey there,

    I have been leading RBG's since they came out, currently I have a affliction warlock, Resto Druid, and a Warrior Full grieve. I have had teams fluctuate 1700-1900 this season. For the record I subscribed to Skill-Capped for a one stop shop for all of my guildies to refer to for information on how to RBG right. Alas there is not !@#$ here, but I am new and have not dove too deep into the forums and class guides yet.
    You wont find anything on here about RBG's. We had a forum for awhile but it just wasn't used. Apparently it's too hard to create content for them.
    Skinnybae| Frostmourne Alliance
    2K rated Mistweaver Monk.

  4. #4

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    http://www.youtube.com/playlist?list...h02z4ixBEWNuvo

    This is a link to Hansol's RBG playlist on youtube. I was hoping we would get an RBG section, but as mentioned above...people didn't use it. If you want an example of target calling and co-ordination there is a fight between the 2 top teams in the US ladders there.

  5. #5

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    Greezon is on a distinguished road
    Right on, thanks for the super quick response! I am so sad to see nothing on RBG's. You have to cover a battle from 10 different points of view. I guess Ill theory craft and post my ideas here and see what the Skill-capped Community comes up with.

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