Comment by Drahken Okay, I have an interesting question. Do you actually have to be in the zone to get a kill there?
I ask because I was defending a breach in the western wall in a Demolisher, so I was technically in the zone "Wintergrasp Fortress". And after the battle, I noticed I had an additional 3 kills in Chilled Quagmire. I have Overachiever install, so it tells me how many I have. So I figure, as long the person you kill is in the zone, you get the kill, even if you aren't. Comment by TheMercenary I know this is gonna sound silly but do they have to be honorable kills or does any old kill count like for city defender and does it have to be during a battle?
Comment by Furydeath I some how got The Chilled Quagmire even tho i have only been there one time and never killed any horde when i was there nor did i get any Honor kills. I did find a nice mod that can tell you how many kill's you have tho only need 3 more spots and 40 more wins. Comment by I got the glacial falls part of this achievement by kiting people to the area and trying to bait overzealous people into thinking they could kill a disc priest :p.
Comment by outstanding How me and my mate did this as horde on a server were the alliance are very few: We both started a level 1 character on the alliance side as human, then we ran to stormwind asking a mage to portal us to dalaran.
When in dalaran we jumped out from the sewers into crystalsong forest dying and since it's northrend we get a flying mount when dead so we used this to fly into wintergrasp and then ressurect at a spirit resser.
Now the insanely boring part was to run to the places we needed and kill each other's level 1s over and over again.. So I can confirm that there is no level requirement. Comment by Tip: Search for saronite deposits in the zone and wait nearby for miners to arrive. If the miner is from the opposite faction, you ambush them.
Comment by Barch Grab a friend, an opposite faction character, and a bribe Comment by Centella I made a macro to give the progress for each zone in this achievement. No need to download any addons now. Comment by When the Wintergrasp battle isn't in progress, you can still do this achievement.
July 29th Comment by TwIsTeDmInDz84 So how you supposed to finish this achievement when we are 90 now and no one will come to wintergrasp to do these anymore? Comment by Volleynova This achievement should be put into legacy, or Blizzard needs to find a way to get people into Wintergrasp again. Comment by Neid If you're wondering if this achievement can still be obtained, the answer is yes. I finally finished it today using a trial character on a second account, killing it several times in the various locations.
Certainly not an efficient or feasible way for many, but it does work. Comment by frihedstimen Since dis bg is up again in 8. Comment by Ajfree Simple how to cheese this with second starter account: 1. Use starter account with level 1 on enemy faction, main account with enemy faction trial character or high level with flying 2. Invite starter character to party, fly them to Northrend using Sandstone Drake use boat or zeppelin , then fly them to Wintergrasp 3.
Drop starter character where needed, log main account to main character 4. Kill them wherever needed. You can change your respawn by clicking a graveyard on the map. If the starter is dying to mobs, simply ignore spirit healer and run them to corpse. This took me about 30 minutes to finish. Comment by Triet I did all but The Cauldron of Flames in the Wintergrasp epic battleground while farming it for wins.
The most convenient method is simply to fly into the zone. Players can fly in to or out of Wintergrasp via the flight master near the attackers' rally point. The Horde rally point is on the west side beyond the western goblin workshop also known as the Broken Temple , and the Alliance rally point is north-east of the eastern goblin workshop also known as the Sunken Ring. There are several other methods to leave Wintergrasp, as well. A player can right-click the PvP icon on the minimap that looks as if you are queued up for a battleground and clicking Leave Wintergrasp using your hearthstone , or flying out at one of the edges of the zone's borders.
Also, there is a portal inside the Relic Chamber that can be used by anyone who can get to it, which teleports you to the Violet Citadel. Wintergrasp is home to several characters of status. Many of the commanding officers from both sides hail from the early days of Alterac Valley , including Lieutenant Murp and Primalist Mulfort.
Level 80 elementals of all known kinds earth, fire, water, air, shadow, life wander in various areas. The side that controls Wintergrasp Keep will be able to see elemental Revenants, with roughly twice as much health as the regular elementals and a guaranteed droprate for crystallized elements. Each side also has level 76 NPC guards, which can be found near the vehicle shops, attacker's towers, inside the Keep, and at various points along the roadways.
Killing the guards will reward credit for your faction's 'Kill Players' quest, as well as up your count for the rank. Approximately every 2 hours 30 minutes, Wintergrasp becomes a unique type of PvP battleground, and anyone in the zone will be prompted to join the battle. The faction that won the last Wintergrasp battle must defend Wintergrasp Keep for 30 minutes, while the opposing faction attacks the keep.
Both factions can take control of Goblin workshops scattered around the zone. To take the keep, the attacking faction must break down walls by causing siege damage with siege engines and items that cause siege damage, ultimately entering the Relic Chamber in the keep's innermost area to claim victory.
Three towers in the southern part of the zone provide an additional objective: Destroying a tower grants a damage buff, and destruction of all three towers shortens the battle's time by 10 minutes. After Wintergrasp Keep has been captured, or successfully defended, it will be controlled by that faction for approximately 2 hours 30 minutes. The status of Wintergrasp and whether or not it is contested can be seen on the Northrend map by the appearance or absence of a faction symbol or a PvP symbol indicating control of the keep is being contested over the zone.
To find out when the next battle is starting you can go to the Portal Mage in Dalaran, visit the Zone itself, or view the World Map, which as of patch 3. As of patch 3. Formerly, it would not display if you hadn't been to Northrend since logging in and would display the last known time if you traveled to an area outside of Northrend.
After killing five enemy players, defensive cannons or NPC guards during a Wintergrasp match, you are given the rank of Corporal. Ten enemy kills after your field promotion, you are given the rank of First Lieutenant, which allows you to create Wintergrasp Demolishers and Wintergrasp Siege Engines. Receiving Wintergrasp Marks of Honor at the end of a match is dependent on reaching the rank of First Lieutenant or higher. This is intended to encourage players to participate in PvP combat and not merely idle in the zone during a match in order to receive "free" Marks of Honor.
At the end of a match that results in a win for your side, players will be awarded 1 Mark for being a Recruit, 2 Marks for being a Corporal , and 3 Marks for being a First Lieutenant. Since patch 3. To join the queue, you can either talk to Wintergrasp battlemaster in any of the major cities or just simply enter the zone.
You also need to be at least Level 75 to join. The queue will accept players from each faction, so a total of players can join the battle. Level 80 players have a higher probability to join the queue than lower level players. If you want to join the Wintergrasp battle and are queued but are not called to join, there is a bypass to this.
Simply take a taxi from Dalaran or some other Flightpath in Northrend to your faction's landing camp in Wintergrasp. You won't earn any rank or honor from PVP kills unless you inflict at least some damage to the target. If you are in the zone, but not in queue when the battle starts, you will be teleported away to a "safe" area of Icecrown just north of Wintergrasp.
But be warned, all players ported out will be sent to the same location, Horde and Alliance alike. Since you will still be flagged as PvP, be prepared to fight. Players are able to inflict damage to vehicles and turrets with spells and weapons; players cannot damage a wall, tower, or Goblin Workshops without a vehicle or weapon that deals siege damage.
Goblin Workshops inside the keep and on the southern half of the map spawn multiple copies of The RP-GG , which can be fired at enemy vehicles. Engineers have access to two schematics for explosives that deal siege damage to vehicles, walls, and towers.
In order to create vehicles in Wintergrasp, you must attain a rank of Corporal or better during a Wintergrasp match by killing enemy players or NPC guards. Once a vehicle has been created, any player can pilot or operate a turret on one. Vehicles are created at Goblin Workshops under your faction's control. These factories can be captured by the opposing team. Catapults are capable of throwing plague barrels along ballistic trajectories which cause small amounts of AoE damage to players, vehicles, and structures.
They also can create a flame jet which does a cone damage in the front of the catapult to enemy players and enemy vehicles, but not buildings. Demolishers are capable of throwing burning boulders along a ballistic trajectory which cause medium amounts of damage to players, vehicles, and structures.
They also can ram which does cone damage in front of them, and is particularly damaging to structures. Passengers are vulnerable to attack in the Demolisher but can cast offensive and defensive spells.
Siege Engines are capable of ramming which also does cone damage in front of them and is the highest damage to structures available. They also have a cannon that can shoot boulders which do high damage along a ballistic path; the cannon requires a second player to operate.
Passengers are protected from harm but cannot attack or cast spells. A Beta version of Wrath of the lich king included a shredder , a fighter one seat flying vehicle , and a bomber two seat flier , but these were apparently dropped before release. Rolandius talk - contr , 2 March UTC Nothing says specifically that Lake Wintergrasp doesn't exist anymore, the southern lake just doesn't have a name. It might be what's left of Lake Wintergrasp for much we know. You can find other lakes in Wintergrasp besides the southern one too.
I think it should have a "lore region" category and not a "Wintergrasp" category until we find out more in the future. It might be what is left of Lake Wintergrasp, but it is only speculation at the moment. Comment by Queueing to participate in WG currently requires you to be level 75 or higher. Comment by This just in! Flying mounts won't abandon you in WG anymore! Thats right you can fly through without breaking your face open!
Flying is accepted until the beginning of the WG Battle. Any1 of the opposing faction who thinks himself smart about flying into the fortress before the battle is sadly mistaken and will be dropped on their buts outside of the keep.
Do NOT ask for invites anymore becuase there is now a queue for WG like any of the other BGs in the game, players are allowed on either side 3 40 man raids , but don't get flustered becuase it would be rare to find that many ppl rushing for WG at that time so you should get your spot on the roster. The Queue is open 15 minutes prior to the beginning of WG. Flying mounts are effective in WG while doing one of the weeklies that requires 10 items from the opposite faction A rare herb, Fueling The Demolishers, Etc.
Comment by I entered wintergrasp 1. It would appear that you can obtain the ranks before wg but now they disapear if you log out and at the start of the battle too.
Comment by Besides having a flyer, how would you get into WG to farm crystallized air? Comment by They still need to work on balancing this zone.
I love Wintergrasp, but on Malygos, Alliance outnumbers Horde at least It's difficult winning a battle when Horde has 30 players and Alliance has Comment by I just want to say that this is the most unfair part of WoW that I've ever seen. It makes me want to quit playing Wintergrasp forever and a lot of players I know have done just that. I thought I'd see more posts mentioning this and that is why the heck can't the Alliance win a little more often than once every 24 hours, at best.
Most of the time we go without a win for 1 to 2 days, sometimes much longer than that. I hope Blizzard sees this problem and does something since I am getting tired of being holed up in our corner graveyard since we are constantly being overrun by horde players on vehicles using recently slain players for target practice! Sometimes I wonder if the horde ever sleep or go to school on weekdays.
Perhaps horde players are just better at pvp. I cannot think of any solution to this myself but I must say thank you to whoever came up with the idea of the faction change service, that will sure help us win more, lol. Comment by mixter reply to duskfire: The first thing you said makes no sense at all so if youre controlling you get same benefits as defending Comment by Random question Comment by Has anyone else been having problems with Quests resetting?
Comment by mixter Lets hope blizz brings back shredders to WG in patch 3. Comment by There were never shredders in WG, Only in venture bay. Comment by Does it gives much xp at level 77? Commander Dardosh was one of the two guards of Captain Galvangar's fortress. Commander Zanneth was one of the two guards of Captain Balinda Stonehearth's fort, along with Tactical Officer Ahbramis , who was then named "Lieutenant Greywand" Siegesmith Stronghoof was the guardian of the Frostwolf Healing Hut I'm french, I don't know the exact name ; I'm talking about the Graveyard nearest to Drek'thar's fortress banner, and was named Commander Stronghoof.
Lieutenant Murp would patrol around this path. Comment by Hey i was just wondering if you can enter wintergrasp at lvl 70 :O? Comment by Does a player get ported out of the battle if they go AFK? Is there a certain location that they would get ported to? Since this is a PVP zone rather than a standard battleground such as Alterac Valley, would a player get kicked to that "safe" zone that the patch notes talk about players getting sent to if they do not queue?
Can anyone provide a location of that safe zone in Icecrown? I know that it is north of Wintergrasp, but I was hoping that someone would know the exact location.
Comment by nero6x So have they added in the arena ratings yet, or is it still as it was when it was released? I heard that they were gonna start doing that if anyone could give me an educated answer, it would be much appreciated!
Comment by Is it possible to damage the workshops with the cannons on the side-towers of the keep? Their range is fairly good, so I would suspect you can lob a shell into the area there and cause some havoc. But I don't think I've ever seen it actually occur. Comment by The balance for wintergrasp needs a significant improve. Yes,there is tenacity,but it is useless when the imbalance is huge.
I think they should raise the tenacity stack number for example making it unlimited,improve the damage and health bonus for tenacity,make vehicles benefit from tenacity even more, and once certain stack numbers are achieved,player will gain CC and slow immunity. Comment by For those who don't know, the workshops offer 4 Total vehicles each. Wintergrasp will end much quicker if the opposing sides towers are all destroyed as well.
Comment by It's possible to get here if You are an Engineer. Just get to the highest tower in Dalaran, and then use your rocket boots and Parachute tinker. Comment by Jetlok Is there any way to get to Wintergrasp without cold flight training? Since im an engineer, ill try RoguePol's way. Comment by insaneblade if your faction owns it jet you can use portal in dalaran to wg , be sure to grab the flightpath too , or get a lock to summon you and grab the fp problem solved.
Comment by On many servers, there is an noticeable difference in how often each faction controls Wintergrasph compared to the other. The reason for this control imbalance, on any server, is likely the result of one or more of the following reasons. Player Imbalance - While this is often the result of one faction caring more about Wintergrasp than the other, it can also be the result of having a severe faction population imbalance on a server. It is widely accepted that Tenacity is, as of now, incapable of fully performing its job balancing the factions , primarily because it does nothing to affect CC effects.
Usually, there is nothing that can be done about this unless you get your whole faction into a battle. Southern Towers and Workshops - I cannot stress the importance of the southern workshops and, especially, towers. For example, I was once in a battle where we, the offense, had all 4 workshops and a few walls down, but screwed ourselves over at the beginning of the fight by not defending the towers. Those 10 minutes probably would have won us the match.
As for defense, it is crucial to destroy the towers. Doing so knocks off a substantial amount of time from the clock, which you'll want, and weakens the offense. The shops are equally important. If the defense gets them, they have an easier way to take down the towers and steal 8 potential vehicles from the offense. Skill Differences - Sometimes you'll just find yourself facing really well geared, and more skilled PvPers.
In that case, there's not much you can really do unless you have a PvP guild or two to counterbalance them. Preparation - While this isn't a huge deal, it can help. Some people like to make raids beforehand and put a certain amount of people at each workshop beforehand. Another tactic for the offense is to have a few ranged classes knock out the wall turrets right after the battle starts, helping the tanks stay alive longer.
Lone Wolves Offense - Get this through your head, if you haven't already. Never, ever, ever leave a workshop unless you are in a group of at least 3 tanks.
A single tank is laughably easy for defenders to take down. Organize when you will charge, where from, and how many tanks you will have. And every tank should have a gunner. Tank Defense - You will want to have a good amount of ground support I'd say about 2 ground players for each tank. Rather than attempt to kill all of the defenders, players who are protecting tanks should CC players who are attacking tanks.
The purpose is not to kill the people attacking tanks, but to reduce the damage tanks take. For this reason, it is best to ignore any of the defense's healers while you are protecting a tank. Workshop Defense - Each workshop owned by a faction raises that faction's vehicle cap by 4.
For this reason, both of the top workshops should be heavily defended at least 4 or 5 at all times , and the south workshops must not be forgotten generally they are attacked the most at the start of a battle, so a good amount of defense should be there right after the battle begins. Zerging the Wrong Place - If there are 20 people sitting at a workshop, no matter how many times 10 people try to take it, they'll almost always fail unless Tenacity is really, really high.
Know when something is a lost cause, leave it alone for a while, and come back when there are less defenders. In addition, I have seen many situations in which the offense breaks through a front wall, and that section of the fortress is filled with defenders.
Unless you are in the very last part of the fort in front of the relic room door , don't try to take tanks into heavily guarded places.
There are other parts of the fort that can be attacked. Once you do reach the final section of the fort, use the tank's turret to take out the door. When the door is down, you'll want a stealth class, a mage with Invisibility, or a bubbled Paladin to cap the relic.
Comment by Guide for players below 77 lvl to get in wintergrasp zone. You can get Dangerously Delicious but you cant go there to cath terrorfishes before 77 if you are not and alt char-main chars can buy book of cold weather fying that binds to account. Whatever die in crystalsong forest and release spirit. Your ghost will be riding a spectral gyrophon or sth. Walk to spirit guide , there is small blue chamber on the floor right click on it to port near guid annd right click to guide and here you are in wg ready to fish!
Comment by Monroe85 Coming from a realm where the alliance on a good day has 6 stacks of tenacity and routinely hits 15ish it is possible to still win. But you have to have the right amount of preparation. I arms warrior , a restro druid, a hunter, and a boomkin were able to hold the western courtyard of the base after parachuting in Flying above the base then landing once the battle began. We held it for a good 15 minutes.
A skilled arena team with 8ish stacks of tenacity is pretty much invincible. The only problem is getting our side to listen to us and attack west and not just farm HKs in the east. Once they did that we've won on occasion. Now, what would be nice is if blizzard actually made tenacity effect CC and slows but that would require common sense on their part.
I'm particularly upset about how weak tenacity is because in Cata we are going to have our daily quests cut off because the horde out number us by such a large margin on my server. Comment by Not exactly true Duskfire. There actually IS a geometric advantage to Horde over Alliance with respect to starting area and graveyard placement. WG is not a perfectly symmetrical BG. Even if it were vs in all equivalent gear and experience and teamwork, the Horde has the advantage on D.
As any true warrior knows, battles are all about the lay of the land. Any irl servicemen, paintballers, SCA-ers, black powder society people, footballers, basketballers, or really anyone that plays at irl melee etc. I'll explain It is easier for horde to defend the keep. When they resurrect and run down the gy ramp, they can get into the action quicker than the alliance, because inevitably, the alliance is attacking on the east side. The east side is where alliance usually and foolishly, concentrate their asssault.
Which is not really their fault, since it seems the right way to do it because the east walls are closer to their starting point.
The Horde however, start on the west camp, which is further from the defenders graveyard. The alliance defenders, to engage on the west side, must run an additional 40 seconds to get from the GY, down the ramp, across the east factory, across the temple gate, and across the west factory, to get on the walls and engage seige machines.
When they die, they miss half the res waves due to asychnonicity from the forced 40 second delay from their last rez. Because Res'es happen in waves and fixed intervals, this creates another advantage. They can get into the action faster and they get twice as many EFFECTIVE res waves to go pounding on tanks that cant be healed, assuming Hordes die within 60 seconds of their last rez - without a res cap, the most effective strategy is just to throw yourself on the enemies swords and wear them out.
For a real life example, look into Zulu Dawn. The horde gets to spend more time assaulting walls than dealing with defenders on their assaults.
The Alliance must spend more time keeping tanks alive than busting walls. The error of the alliance is attacking on the east side. Which they are predisposed to do by virtue of their starting point. The simple fix is to carve another ramp behind the keep that leads to the workshop on the West side of the keep.
But it wont happen. Altering maps, checking for vertex errors like falling through floors, redoing textures etc. The alternate fix is to eliminate a "horde" start and "alliance" start, and instead, just start all attacking factions at a common start. Until then, the Alliance must learn to base their assault from the Broken temple. But trying to teach strategy and tactics to a buncha beligerent little year-olds in real time, during a bg, is actually harder than trying to roundup a herd of cats - so a relaible solution for the alliance is not reasonably forthcoming.
Comment by You can't hit them with the current range on guns. And you can't damage factories anymore After 3. But your comment does lead to a cool suggestion for something like the Isle of conquest. Bring that whole "Guns of the Navarone" feel to WoW. Like if you control the quarry and the oilfield, The BFG spawns and then you can lob long range artilery. You'd need a spotter to call shots or know the right bore-sightings to hit the gates Comment by Maurvyn Does anyone have any idea what the tower room in the top of the inner west courtyard tower is for?
Or was going to be for? It seems like it should be for, or do, something Now they silently added a hidden cooldown preventing that. You can only build 1 vehicle and then get a hidden cooldown which prevents that you build another. It would be nice to know: -if there is a macro that allows you to display that hidden cooldown -how long exactly that cooldown lasts -if the cooldown expires once you die Hadn't really an opportunity to test because I had to act fast in that battle where I found this out.
On my server there's 5 ally per WG game so the game itself is nothing but a big arena game. Blizz really screwed up these pvp area bad this time. You will always be my second favorite zone. Comment by whats the level requirement? Comment by Kiyoine I think I can pretty safely assume that I'm the only person who came here to comment on how pretty the simple between-battle music is Comment by if you are an 85, why are you showing up at wintergrasp?
Comment by Now that Cataclysm is out, Wintergrasp is being played at less often. A real bummer :. Comment by Makhunty Honor I received honor upon victory minus quests. If anyone's interested to know.. Comment by Horde owns this place. Comment by Dowjones I wish Blizzard would do something about Wintergrasp. Give it the Tol Barad faction balance mechanic or something and up honor gains for incentive. I miss this zone. So many good times. Comment by Palandiel Wintergrasp is perfect for an 85 for 2 reasons: 1: Almost free honor because almost no one goes there; and 2: You almost always get an insta-port there after another failed Tol Barad battle.
This zone is also great for mining, as doing a simple circle around the zone can net you almost 2 stacks of saronite, and some titanium. Comment by wowZhenek Painful to play 1vs8 there tbh. Comment by Fantastic place to mine. After an hour and twenty minutes, I had: saronite ore 43 titanium ore 3 chalcedony 7 dark jade 6 huge citrine 3 shadow crystal 3 bloodstone 5 sun crystal 1 sky sapphire 1 forest emerald 1 twilight opal 1 scarlet ruby 1 atumn's glow 13 eternal earth 8 eternal shadow 5 eternal air 4 eternal water 3 eternal fire 4 crystallized shadow 4 crystallized life 5 crystallized air 6 crystallized earth 8 crystallized fire 8 crystallized water.
Comment by Sileas It should be noted that at least as of mists, or a few days before, Wintergrasp is now a no-fly zone again, and you get no warningimmediately dumped from your mount.
Comment by SargonStarblade Ok it looks like it has been awhile since anyone has posted here hopefully it still gets read. I am Horde the alliance always control this zone due to lack of interest. I am trying to get the mount that can only be gotten here. So I have a question is it possible to solo? I have tried multiple time most of the time I am run of by ally's that frequent it, but there was a couple times that I was there alone and a catapult does not seem to cut it.
Comment by Good news everyone! On PTR 5. Comment by Suuckamedrya My friend and I tried to capture it together and we got through the outer wall and inner wall and were working on the last one when both our siege vehicles broke and we lost our ranks, only four minutes left and no matter how many alliance we killed we couldn't rank back up, so wtf happened? Does anyone have any idea? Comment by lordraptor1 for those curious it appears the level requirement for wintergrasp has changed before i could do the BG with an 80 lvel toon now i get kicked out when im on an 85 level toon with a message about my level.
Comment by Smellkjepp This place is ridiculous. I needed some honor JC recipes from the vendor inside the fortress for my alt, but unfortunately Alliance was in control of the fortress so I had to log on my main and wait a couple of hours in order to try breaching the fortress myself since no one else are doing it.
All went well until I was almost done with the first wall, when suddenly my first lieutenant rank disappeared and my demolisher exploded without having taken any damage at all. Killing more NPC's didn't give me my buff again. How do you sieze control of WG for your faction nowadays? If possible, you need only 1 friend, but you can do it easy with randoms. Then you take vehicle and destroy all walls. Your mate meanwhile can protect your machine, if necessary.
Comment by hordman Does anyone's server actually do this anymore? Kinda pissing me off. Comment by Bighappykitty Just a little note to those trying to take control of the zone to farm the mount or old transmog stuff: 5. Be prepaired to spend more time knocking down the second set of walls if you want to get to the inner courtyard. Comment by Smindigo I couldn't find the HP of the walls anywhere on the internet so here they are: wintergrasp fortress gate the main gate at the front , health Wintergrasp fortress door the gate you break to enter the capture room 30, health Wintergrasp fortress tower the towers that are part of the keep 80, health Wintergrasp southern tower the 3 towers at the bottom of the map 30, health Wintergrasp wall the walls inside the fortress with archways you can walk through Wintergrasp fortress wall every wall without an archway Both walls have changing health depending on where they are.
The walls on the outside of the keep have 52, health health you only find Wintergrasp Wall on the outside The walls inside the keep have , health can be either Wintergrasp wall or Wintergrasp fortress wall I got these numbers by counting how many hits it took for each door to go down and multiplying it by the damage each hit did, I also am assuming health is the same among all walls that are within similar positions in the keep.
Comment by Ritmann Wintergrasp is a total wasteland Comment by Enokaz If you travel to Wintergrasp at the moment you may notice it is oddly barren. No ore, no mobs, nothing. This is a bug current in 6. It may be fixed soon, but current workaround is to log off then back in while on the ground in Wintergrasp.
Nodes, walls, mobs. Comment by llubtoille Like Tol Barad, Wintergrasp now requires level 90 to enter for battle. Comment by deca I went down here to run the instance for a chance at the mount and a battle was in progress, no one else was even in the zone. Comment by Reddervish The Alliance portal in Dalaran was up and the map showed Blue alliance in control. I stepped thru the portal and was immediately surrounded by Horde. I had this happen before, but thought maybe Blizz had fixed what ever causes this bug.
So, don't trust either the map or portals. Players can take a flight in from Dalaran or cautiously enter from the edge of the zone away from the center of combat to see whats going on. Comment by Mondoblasto Just realized that what you can do is plant yourself in front of your portal area, search custom groups for a hopping raid NOT a raid that's trying to get people to get stuff done and join up.
If you're lucky that server's portal is up and it will appear immediately. Comment by Shogol Time between battles is now only 10 minutes, intentional or bugged?
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