Open-PVP in BC

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Balthor
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Open-PVP in BC

Beitrag von Balthor » Di 10. Okt 2006, 22:49

Hellfire Peninsula
This is the first zone that you encounter when traveling to Outlands. There are three controllable locations in the center of the zone, right behind the entrance to the instances (Hellfire Ramparts, The Blood Furnace, The Shattered Halls, Magtheridon’s Lair), so these are a focus of the zone. The three locations form a triangle and are rather close to each other, mounted with an epic mount it would take you around 15 seconds to get to the adjacent point.

As long as you are flagged for PvP combat (or are on a PvP Server), these capture with the same mechanic as the Eastern Plaguelands towers. A small ui element will appear when you are inside the areas, showing a bar with an indicator of who controls the area. This bar’s slider will change based on which side has the most alive people inside the controllable point. When all three locations are held by one side, everyone in the zone and inside the respective instances gain a buff that increases the reputation you gain while killing mobs.

Zangamar Marsh
The marsh is the second zone that most players will progress to at around level 62. The PvP elements in this zone are again located in the center of the zone. These two towers are captured the same way as Hellfire’s, whoever has the larger force in the immediate area will start to take control. The difference between the marsh’s objectives is whichever side controls both towers not only gain a 5% damage buff, but also take control of the graveyard located between the two towers.

Nagrand
If anyone has ever said WoW has no outdoor PvP, this zone will prove them wrong. The designer of this zone put careful thought and programming into this world PvP element. For everyone who complained on the forums before about a controllable city, this is your chance to shine. Halaa is a city located on an island in the center of the zone, with four rope bridges at each corner connecting it to the mainland. Players will want to fight over this for a few reasons. First, players in the zone on the faction that control the city gain a buff that increases damage done by 5%. Second, there is a pair of NPCs that you can exchange tokens gained by killing people, and dust you gain by slaying mobs in the zone.

Assaulting this city has been so well designed that even if you don’t like Player vs. Player combat, this is something that people will be flocking to. At the mainland end of each rope bridge, there are wyvern posts that you can construct if the other faction controls the city. These wyvern posts when activated place 10 fire bombs in your inventory and mount you on a wyvern that is automatically flown above and around the city like a flight path. These fire bombs can be used and targeting like grenades. They each do 1000 points of fire damage, and place a DoT on the target that burns for 1% of their hit points per second.

Now, this may not seem that useful against players, because 1% of even a 10,000 hit point tank is only 100 hp per second. The guards on this island have over 200,000 hit points, so well placed bombs and coordinated strikes can take down this city quickly. After every guard is dead, it is a rush to the center of the town where a flag is located. If every guard is killed they do not respawn so the assaulting team will not have to worry about fighting npcs at this point. The flag is controlled like the PvP objectives in the other zones, standing near it with more people than the other faction will start to shift control to your side. After filling the bar on the ui element for your faction, guards and npcs will respawn and your faction takes control of the city.

Open PvP Rewards
Buffs and graveyards aside, why would someone want to participate in the world PvP? Other than fighting for the honor of the Horde/Alliance, you always have the G’s: gear, gems, and well, gear. If your character kills another character near the world PvP locations, you receive a mark based on which zone you are in. For Hellfire, these can be turned in at Thrallmar for Horde, and Honor Hold for Alliance. Currently the rewards are: A half-hour increase of 5% additional experience and 15% additional reputation for Thrallmar/Honor Hold, rare gems used for placing into socketed items, and a rare caster and melee ring.

In Zangarmarsh, marks can be turned in for caster and melee trinkets that have a chance to restore mana or health when attacking/casting, weapons, and idol/totem/librams. Nagrand’s marks can be turned in while you control Halaa, and you can purchase a belt, pants, and a gem. The stats on these items are heavily PvP focused, and all contain the new resilience rating stat. The gem that you can purchase requires you to amass 400 marks and increases the resilience rating of the item you socket it into.


Edit: Als kleines Schmankerl gibts noch ein paar Questbelohnungen:

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Man beachte: der Char hat lvl65, es gibt also wohl noch weitaus besser "blaue" mit lvl 70

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