There's a few of things a team can do to prevent getting stuck in the losing position of an EotS match. The foremost is that they can win. Attacking, zerging, the opponent's nodes until they control three and forcing the enemy team into the losing position. Good communication and fast movement are others. Once a node has been defended, once a node has been controlled, there is no reason that more than two or three players need to stick around. There could still be two enemy players running around a node, but that does not mean it takes eight players to kill them. Some should get up and move, start applying pressure back to the enemy, because if you only defend in EotS then eventually you're going to lose.
The flag hasn't really been mentioned much. That's because unless the game is evenly matched, or both teams don't have the knowledge that attacking is the way this battleground is won, the flag doesn't matter at all. If for some reason the flag has become important to both teams, then what usually happens is that one team zergs the center of the map, managing to pick up the flag while at the same time losing one of their nodes to an enemy zerg. Otherwise, running the flag is identical to WSG. The distance is shorter so druids don't monopolize the event, making plenty of room for shamans, hunters, and rogues to use their various speed increasing abilities as well. Even paladins with their talented movement speed increase. Of course the distance is also so short that it really doesn't matter who runs it. Some important strategies with the flag are that a player should never capture it until their team controls the center of the map again, where the flag spawns. If the enemy wants to camp half of their forces in the center of the map then a player should just sit at one of their nodes with the flag and let the enemy waste their time there. If on the other hand your team really, really, wants that flag that the other team is not capturing, then sitting in the center does not help and the best course of action is to attack the node that the flag carrier is at, forcing them to capture it or lose the flag.
So...
If both teams understand how EotS work and there is a constant turnover of nodes and sporadic flag fights, then this can be a very fun battleground. Fast fighting, the constant drive to not stop and just keep moving, every battle making the difference between losing and staying in the game. These games appear few and far between though, with the majority of games becoming completely one sided shortly after they start. On paper, EotS probably looked really fun and exciting. In reality it's probably the most boring battleground Blizzard has ever released.
Some important acronyms for this BG:
BE or BET - Blood Elf Tower
FR - Fel Reaver Ruins
DR - Draenei Ruins
MT - Mage Tower
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