Overview
The Isle of Conquest is a 80-person (40 per team) battleground. Introduced with Patch 3.2.0, it is available only to characters in the 71-85 level range.
Activities
At each location, there are things that can be done to benefit one's side.
Refinery and Quarry
These locations simply add a passive bonus to the strength of the siege forces of the side that holds them. Controlling them also supplies that side bonus honor, just for having them.Controlling them is the limit of what can be done there.
Docks
As noted above, control of the docks causes Glaive Throwers and Catapults accessible to your side to spawn.
Glaive Throwers
Glaive Throwers in Isle of Conquest are largely anti-personnel weapons.They only have a driver's seat. They have two attacks available: a direct (single target) attack that does a fair amount of damage, and a channeled area effect burst.
While their direct attack can be used against individual targets (at range) or against keep gates, it is their area effect attack that provides their signature benefit. Their range combined with their area effect attack make them highly suited to clearing the keep towers of defenders, or for causing havoc among clusters of combatants. Like most siege engines, they are much less maneuverable than individual players, and are susceptible to close-in assaults.
There are three achievements involving the use (or destruction) of Glaive Throwers.
Catapults
Catapults in Isle of Conquest are vastly different from those seen elsewhere, as they have no direct offensive function. Instead, they serve as a means of entry into the enemy keep.
They have two options: First, an ability that allows them to get into position swiftly, greatly increasing the vehicle's speed, and giving it stealth. And second, an ability like the Salvaged Demolisher in Ulduar, to hurl (in this case) the driver to a point aimed at.This allows entry into the opposing keep without having brought any gates down.
Two achievements directly involve catapults (one for driving, one for destroying), and a further achievement (entry into the keep before gates are open) can be gained using one.
Workshop
Like the Docks, the Workshop provides two types of vehicle. It also allows access to Seaforium Bombs.
Demolishers
Soon after capturing the Workshop, four demolishers spawn.These siege engines operate much like the Wintergrasp Demolisher, in that they have a fireball (fiery boulder) ranged attack, and a 'melee' ram attack. Additionally, they have room for two passengers, who are protected by the Demolisher and may attack, but have no vehicle-granted abilities.
Both of the Demolisher's attacks do siege damage, with the ram doing about 30% more than the boulder. The hurled boulder, though, has the advantages of range, and does damage in a 10 yard radius. It is highly suited to most offensive roles, but is most often seen doing siege damage to the enemy keep's gates.
Siege Engines
After holding the workshop for 3 minutes, the Siege Enginewill be repaired. (If destroyed, a new one will spawn in 3 more minutes.) The Isle of Conquest Siege Engine has the most active positions of any current World of Warcraft siege vehicle:
Driver
Controls navigation. Controls the Ram (like the Demolisher, but 30% stronger), and can activate Steam Rush (similar to the Ulduar Salvaged Siege Engine).
Main turret gunner
- Controls the main cannon, which deals a lot of siege damage, but only about the same amount of damage to players.
- Can also activate a Steam Blast (a point-blank Area of Effect attack), both knocking them back and doing a good amount of damage, but at the cost of the turret's Steam Powergeneration.
-
- Two side turret gunners
- Controls that side's turret, allowing both a cone attack (Flame Turret) and a ranged attack (Napalm).
The siege engine can do massive siege damage if it can get into range of the target.However, it can also be overwhelmed if swarmed by defenders, particularly those able to deal damage at range.It may excel at defense, though, with numerous AoE attacks and no pesky tower guns striking it.Seaforium Bombs
Seaforium Bombs are used exclusively to cause damage to the opposing keep's gates A player may carry only one at a time. As in Strand of the Ancients, these devices must be placed (a short channeled effect), then defended until they detonate (10 seconds later). Enemies may disarm bombs that have been placed, again, by a channeled effect.Once placed, the bomb disappears from inventory and a new one must be acquired. The bomb is also dropped upon death.Three achievements involve bombs in this battleground.The Seaforium Bombs and the Huge Seaforium Bombs (see below) are considered separately for the respective achievements.Hangar
The hangar is the location of the airships for each side.The airships represent a sizable advantage for the side that has them.Once a side has control of the Hangar, two portals become accessible, allowing members of that faction to teleport to the deck of the airship The airship is on an automated course, circling the enemy keep and returning to the hangar.The portals operate so long as the hangar is controlled, even if the ship is currently on the far side of the enemy keep.Airship Cannon
There are several Airship cannons mounted on the airship.These cannons do AoE damage both to players and gates. While the strength of the guns is not great, it does damage comparable to the hurled boulder of the demolishers without the vulnerability of that siege engine.While the airship is not always within range of the enemy keep, there are usually enough targets available to keep the operator busy.Paratroops
All people on the airship are granted the parachute ability The parachute deploys once you leap off the airship, and lasts until you land ... on something.With only modest amounts of practice, one can parachute into the opposing keep's courtyard without waiting for the gates to fall.You are also able to cast and attack players as you are falling down.The Keeps
The Horde and Alliance keeps sit at opposite ends of the island.You are, yes, playing for Keeps.Your own, your enemy's.Your keep is where your general is.Keep gates
Each of the keeps has three gates. The defenders have portals at each gate allowing travel to the other side. The attackers must do siege damage to destroy these gates in order to gain admission to the keep. (Other means exist: The airship, and the catapults.)Keep tower guns
Each keep has two towers, one on either forward corner of the keep.Each tower has six easily accessible guns, three on the main gate side, three on the west/east gate side.Each tower gun has two powers: Rocket Blast, which deals a hefty whack to everything within 8 yards of the target location. And Incendiary Rocket, which has a smaller area, but deals damage over a period of 15 seconds with a 30 second cooldown.Keep tower guns are useful against both attacking siege engines and attacking players. They are, though, subject to attack themselves.When destroyed, players can repair them through a fairly short channeled effort. Note that enterprising players may land on the keep towers and attack the guns directly, much to the distress of the gunners.Control of the keep
A flag towards the back of the keep courtyard signals access to the keep's general.Capture of this flag is handled like that for the other objectives.Huge Seaforium Bombs
Much like the Seaforium Bombs from the Workshop, ... but larger, and closer to the gates.Like those other bombs, they can be planted, and will do siege damage to the gate unless they are disarmed.You use them against your enemy's gates from the inside, or disarm the ones the enemy tries using against you.Generals
Both Generals, and Halford Wyrmbane (tactics), are mighty elite boss NPCs.They spawn if your faction manages to destroy one gate of the enemy fortress.They have deadly abilities which should be known by all party members in order to avoid wipes.Their most dangerous abilitiy is a "Crushing Leap" which deals high damage to all players standing to close to the boss.To prevent this just run away and the damage dealt to you will be significantly lower.You can avoid all damage by jumping when the boss lands.Their second dangerous ability is "Dagger Throw" which is cast every 20 seconds or so and applies a dot on the target, dealing high damage per tick.The only way to survive this is to overheal the target of this spell or removing the dot by using Divine Shield, Iceblock etc.If you pull them out of their respective fortress room they will get a buff called "Rage", increasing their movement speed by 100%, their damage dealt by 300% and decreasing their damage taken by 95% which will lead to a wipe so just kill them inside of their fortress and avoid running out of the room even if you die.
CLICK HERE NOW:
http://tinyurl.com/o8mnmxd
http://www.youtube.com/watch?v=fL_K-I...

No comments:
Post a Comment