Professional Documents
Culture Documents
Ver: 23 Dec 11
Contents
Teams ..............................................................................................................................1 Gilneas Play......................................................................................................................2 Arathi Basin Play..............................................................................................................2 Twin Peaks and Warsong Gulch Play...............................................................................3 Eye of the Storm Play.......................................................................................................4
Teams
Overall Comp (not the only one that can be used)
Healer 3-4: Disc + Hpally +RDruid/RShaman/HolyPriest Tank 1: ProtWarr/BloodDK; or PPally Caster DPS 2-3: AffLock + FrostMage; and/or Boomkin/SPriest/AMage/FMage ElemSham DPS/Melee 2-3: SubRogue + Feral+ Hunter; FrostDK, Warr/RetPally
Flag Team (2): Tank + Healer (HPally preferred). Middle Team (5): 1-2 healer and 3-4 dps. One dps designated to call targets. Float Team (3): 1 healer and 2 dps: Rogue and Feral/Hunter.
Other:
BG Leader directs team maneuvers. Tank and one dps Middle Team player call targets for defense and offense respectively. With a Float Team, Rogue normally leads. (See RBG Best Practices doc)
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Gilneas Play
First Concept feral is on team: Take home node and WW then defend, with possible ninja at LH 1. Tank defends home node. Rest of raid heads to WW. 2. After cap of WW and home node, main body of raid stays between the two nodes to respond to incs. 3. If we appear dominant, Float Team attempts to ninja LH. This a distraction with upside of a 3-cap. No one accompanies or supports. Main body remains on its mission. Float Team leaders discretion once at LH. Second Concept - no feral is on team: Take home node and WW then defend. 1. Tank defends home node. Rest of raid heads to WW. 2. If we are losing WW, Float Team goes to enemy home base and attempts to ninja LH. Float Team leaders discretion. 3. After cap of WW and home node, main body of raid stays between the two nodes to respond to incs. Third Concept Enemy crashes our home base: 1. Float Team continues to WW, rest of the raid heads back to Mine. 2. After cap of WW and home node, main body of raid stays between the two nodes to respond to incs.
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