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The conditions for victory in the Eye of the Storm are simple ¨C accrue 1600 resources before the opposing team does. Your team accrues resources by controlling and holding any number of the map¡¯s four towers, but also by retrieving the flag found in the center of the map and bringing it to a tower currently held by your side.
One often used strategy is to have one or two people capture each tower on the starting side of the battleground at the beginning of the match, with the rest of the team quickly pushing to the flag and gaining control of the middle. However, this strategy only works when the other team uses the same strategy. If the other team goes for towers while your forces are in the middle, you will lose the game in mere minutes as the other team racks up 10 points per second and your team is standing there with a useless flag.
Fights should take place near a tower, on the hill. Fighting outside the cap radius of a tower does not advance the control meter and does not stop the graveyard from spawning enemies.
If one side has three towers, and the other side only has one tower, it is most likely that the side with three towers will win, even if the other side captures all the flags from start to finish. The reason for this style of play is that flag capping gives points depending on the number of towers the same side controls. If you have more towers, flag caps are worth more. If you have fewer they give fewer points. At the current mechanics, no number of flag runs can win the game for the side which only controls one tower from start to finish.
The best strategy is to capture three towers right at the start. Groups 1 and 2 will head to one of the opponent's towers while one person from Group 1 or 2 will cap the same tower on their side. Group 3 will head to the other tower on your side and cap it, staying there to defend. The flag is left alone. No-one should go for the flag, although there is an option to get a druid to head for the flag, in case the opponent is following the same course of action.
If you are Alliance, the forces will look something like this
If you are Horde, it will look something like this
Some do not agree with the Flag-Fighting Strategy. Assuming 100% flawless execution of the strategy, all these have to occur.
This strategy requires you to maintain control of the midfield while ensuring a proper tower defense, as well as flag-running consistently. While this strategy is quite common in PUGs, it is very difficult to utilize properly, as it requires a large amount of teamwork, and there are many counter-strategies an organized team can use. Speculation for the use of this strategy is an attempt to accrue honor via Honorable Kills.
Pro Tower Control
If your side controls only one tower, regaining control of a second tower should be the highest priority. If the other side controls three towers it is virtually impossible to win no matter how many times you capture the flag. To see this, consider the case where your faction controls one tower and the other faction controls three. The other faction is gaining four points more per second than your faction (5 vs 1). Each flag capture for your faction is worth 75 points (in this scenario). You would have to capture the flag every 18.75 seconds to negate the 4 point per second difference. Even if you manage to cap every 18.75 secs you are only keeping pace with the opposing faction. A faction which controls only one tower for most of the battle cannot win.
Capturing the flag in a 1 versus 3 situation still gives you points. However, holding the flag will prevent the opposing faction from earning an even greater point advantage. So it is reasonable to have a few people trying to capture flags¡ªafter all, if you have the flag then they can't get 100 points for it.
While a team holding three towers is in a better position to four-cap (take control of all the bases), they may find trouble with the opposing faction pushing in force on their third tower with only one or two people from that faction running the flag. This can ultimately make or break the game depending on how strong the defense of that tower is.
Anti Tower Control
Any strategy involving the capture of three towers is extremely risky due to defenses being spread too thin. The only time it should ever be attempted is when you significantly outnumber your opponents, or you're running a premade with flawless coordination.
Capturing two towers, playing defense, and above all, controlling the flag spawn leads to a virtually guaranteed victory as long as everyone is on board.
Any strategy is regarded as a good strategy if it works. Teams who try for three towers and can't get them for several minutes should switch to two towers plus flag-running, before they fall too far behind. Teams who can't gain control of the middle should try for a third tower to lessen the value of the other team's flag-running.
With either strategy, the team has to control three points: either three towers or two towers plus the middle (and flag routes). The three points that need to be controlled are closer together in the two tower strategy, assuming the original towers are held, since the triangle formed by the three points is smaller and the graveyard will be closer if one is lost.
Players who are unaware of the values of flag caps at various numbers of towers often refuse to capture until a second or third tower is gained, believing incorrectly that the difference is very large (it is very large only when a fourth tower is gained). Such arguments sacrifice points if the team controls the middle.