Location: Homepage >> faqs >>
Battlefield: Eye of the Storm (1)
Author:wowgold1000 Date:10/21/2008 Source:http://www.wowgold1000.com

Eye of the Storm(EotS) is the latest battleground to hit live servers (though the term "latest" is a bit relative, as it came out over a year ago). Heralded as the Outland battleground, the fight does in fact take place on a chunk of floating rock in outer space. If you fall off, you just keep falling. Sadly, EotS leaves the impression that it takes what was kind of fun and turns it into something that isn't very much fun at all. The general atmosphere of the battleground is depressing as well. Lots and lots of purple rock.
Looking at: Eye of the Storm
The best way to describe this battleground is to say it combines the nodes of Arathi Basin with the flag capturing of Warsong Gulch. Each team starts out in a bubble that is on top of a floating rock perched above the rest of the floating battleground. Once the match starts, both teams flood off of their rocks and onto a larger chunk of floating rock. There are effectively two sides to the battleground, two strips of land with three connection points between them. Each side has two towers on it. In the center of the battleground, on the middle connection point, is a capturable flag. The objective of the game is identical to Arathi Basin; you want to be the first team to 2000 points. The methods are very similar as well: Each node grants a certain number of points the longer you control it. The flag also plays a part though, each time your team captures the flag you gain a small amount of additional points based on the number of towers that you currently have control of. The more towers you control, the more the flag is worth.
To capture a flag, somebody has to first channel it for 10 seconds to pick it up, and then carry it to a node that their team controls. On the other hand, in order to gain points from a node you have to control it. Taking control of a node is different in EotS then it is in Arathi Basin(AB). Instead of channeling a flag for 10 seconds, players only need to stand within proximity of it until the "ownership meter" swings in their favor. The more players a team has at a node, the faster they will gain control of it. All that the attackers have to do is outnumber the defenders at a node and they will eventually gain control of it. Just like in AB, the defenders will continually respawn at the node's associated graveyard so long as they have control of the node.
Again just like in AB and WSG, it is important that the team has communication. Calling out incoming attacks, constantly pressuring the opponent, all of those things benefit the team once again. Running around blindly with no awareness, on the other hand, isn‘t as effective. Because EotS is a mixture of the two previous battlegrounds, it would make sense that the strategies are similar.
Unlike the other battlegrounds, there really isn't that much to say about EotS. There are two basic rules though:
First, controlling three towers is worth more points than controlling one tower and capturing the flag endlessly. Therefore, the flag is the least important part of the battleground. The other rule to EotS is that once you've fallen behind, you are most likely not going to catch up. While it may sound wrong; assuming that both teams are equally competent but one has three nodes and the other only has one, the team currently losing will never recapture their lost node. The exact same rule rings true with Arathi Basin; because it requires 10 seconds of channeled flag time to capture a node, it is a lot easier to defend three nodes than it is to capture one. In EotS the rule is even less forgiving.
Tips 'n Tricks
Pressure is even more important in EotS then it is in AB. A player endlessly throwing themselves to die in the churning blades of a much larger force is actually more valuable. Ultimately, it's what you want the majority of your team doing because if they are, then it means your team is most likely winning. The last thing a team wants to do is defend at a node they control. This is because not only are they tied up defending, unable to apply pressure anywhere, but also because they risk losing control of the node if they are outnumbered. Pressure is everything in EotS. As soon as one team solidly controls three nodes, they have won the game unless their team falls apart at the end.

[Total2Page]-[Home]-[Previous]-[Next]-[End]-[Now:1page]