Pressure itself is not related to whether or not your team is on the offensive or the defensive at the moment. It's all about forcing a large portion of the enemy team, in regards to the size of your own assaulting force, from participating in the battleground except for fighting you.On the note of defending, it kind of goes without saying that when you are protecting a node you should be near it. Because of AB's mechanics though, often the best place to defend is not near the node itself. Heading off the enemy by counter attacking before they reach the node they are attempting to assault, when you can pull it off, is a very good thing. Not only will the rest of your team have more time to supply the node with defenders, you will have plenty of time to be resurrected and defend all over again before fighting on top of an actual node. This type of tactic is more akin to reducing the mobility of your opponent, making them dismount to attempt to you kill you instead of going straight for the node. Players should be careful not to be caught in a position where they only have control of 2 out of 5 bases and believe they are defending by not fighting on a node. More often then not, what they end up experiencing is the enemy still applying pressure to them while they are unable to assault anywhere. Onto less pervasive tactics. As noted before, the stables has the only graveyard where players can near instantly spawn and in under 3 seconds be back into the fight. That makes this node slightly easier to defend then the others.The Alliance tend to leave barely anyone there though, and once the Horde have taken it, a problem arises.
This same problem can also happen with the farm, as it is the Horde's first node they are given access to. Inside each starting area is yet another graveyard. When a player dies out somewhere on the map, they will go to the nearest controlled node for respawn. The problem is that if the Horde take the stables, or the Alliance take the farm, anybody who dies does not go to another controlled node, but instead back to their starting zone. It may not seem like a major issue, but the starting zone is the furthest point a player can get from any of the nodes. This means that they are out of the fight for a much longer time then if they were able to spawn at a captured node instead of their start zone.Furthermore, because of the ease to defend the stables, the Horde have the ability to effectively bottleneck any Alliance players from doing anything but respawning over and over again at their starting zone. Any Alliance player that runs down and tries to take the stables back anyway. In this situation, and the same applies to the farm, the best thing for a player to do is ignore the node unless they are completely sure they will not die when attempting to take it. Any player who keeps running at the farm or stables from their starting zone and keeps dying is shutting themselves down with barely any effort on the part of the opposing team, not to mention those players are no longer helping to defend captured nodes.We are a professional wow gold store have been created for many years, we supply cheap wow gold for local customers. You may buy cheapest gold on wow on our website /. We provide the cheapest wow gold all the wow servers and the first class service to our loyal and reliable customers. We have available stock of wow easy gold on most of the servers, so that we can do a really instant way of wowpowerlevelingfast delivery.
Do you know how to allocate bag space effectively while grinding? If not, this information is very beneficial for you. Take it seriously. It is very important for you to have as much food and drink as you can use in a session to minimize downtime when grinding a character regardless of the level in World of Warcraft. If you can afford it, you should invest in a large selection of potions both for reducing downtime and also to help out in a pinch during a longer than normal battle or a time where you aggro multiple characters unintentionally and this happens a lot in World of Warcraft. With all of these considerations, one of the things that people often forget when going out to grind is the bags they carry. Many times, a player will keep bags that were gained via quests or just enough to carry their potions, food/drink and maybe a couple slots for quest items or various goods that they might pick up during a Wow grind session. This is a terrible idea for any player, as you will often find that you run out of space just as a great item comes up on one of the mobs you're grinding against. In order to make sure this never happen you should abide by these rules: There are three rules you should follow, let us get started right now: