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:''Were you looking for the [[shaman]] [[talent]] called [[Eye of the Storm (Talent)|Eye of the Storm]]?''
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{{infobox instance
 
  +
{{Infobox zone
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|name=Slave Pens
 
  +
|faction=
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|aka=SP
 
  +
|name=Eye of the Storm
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|ss=Coilfang Reservoir loading screen.jpg
 
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|caption=Slave Pens loading graphic
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|ss=Eye of the Storm loading screen.jpg
  +
|capital=
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|loc=[[Coilfang Reservoir]], [[Zangarmarsh]]
 
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|races={{Race|Broken Draenei }}<br />{{Race|Makrura }}<br />{{Race|Naga }}
+
|race={{Race|Draenei}}<br />{{Race|BloodElf}}
  +
|level=61 - 69, 70 - 79, 80
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|boss=[[Quagmirran]]
 
  +
|loc=[[Netherstorm]]
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|type=
 
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|level=62-64
 
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|players=5
 
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|key=Heroic Mode: {{Loot|common|Reservoir Key}}
 
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|bosses={{Slave Pens}}
 
 
}}
 
}}
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{{Coilfang Reservoir wings}}
 
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[[File:Slave Pens bosses.jpg|thumb|250px|Slave Pens bosses]]
 
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[[Image:Slavepens.jpg|thumb|The Slave Pens]]
 
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The first 5-man wing within the [[Coilfang Reservoir]]. The instance is harder than both the Blood Furnace and the Hellfire Ramparts, but the loot drops are of much greater quality.
 
   
  +
[[Image:WorldMap-NetherstormArena.jpg|thumb|The Eye of the Storm in-game map.]]
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In Heroic Mode, the '''Slave Pens''' holds [[Skar'this the Heretic]] prisoner. He begins and ends the quest which allows players to enter the [[Serpentshrine Cavern]]. The quest involves killing [[Gruul the Dragonkiller]] and [[Nightbane (Boss)|Nightbane]] in [[Karazhan]].
 
  +
[[Image:EotSbig.jpg|thumb|Map plus tactical objectives.]]
−
Note: As of Patch 2.1.2, Serpentshrine Cavern no longer has a required attunement to enter. The attunement quest chain remains in-game, and can be completed if desired.
 
   
  +
The '''Eye of the Storm''' is a [[battleground]] located within the [[Netherstorm]]. This battleground consists of 4 capture points and a flag in the center. The overall goal is to be the first team to score 1600 points (similar to [[Arathi Basin]]). The player maximum is 15 players for each faction.
−
Starting with 2008, the [[Midsummer Fire Festival]] will feature a new boss in Slave Pens called [[Lord Ahune]].
 
   
  +
== Overview ==
−
Slave pens will give [[Cenarion Expedition]] Reputation through Friendly, and through Exalted on Heroic.
 
  +
Eye of the Storm is a battleground which combines World PVP like that in the [[Eastern Plaguelands]] and traditional battlegrounds PVP as in [[Warsong Gulch]] ([[Capture the Flag]]), with the "resource" requirements (points) of [[Arathi Basin]].
   
  +
The main objective for each team is to hold as many towers as possible, much like in Arathi Basin, and then to score points by bringing the flag from the center of the map to one of the those towers. The towers work much like those in the Eastern Plaguelands or [[Hellfire Peninsula]]: players stand in them to capture them and the more people standing in them the faster the capture goes. More towers held increases the potential to score points. Each flag return to a friendly tower rewards points depending on the number of towers controlled by the team. The game ends when one side reaches 1600 points. If the flag carrier dies (similar to Warsong Gulch) then the flag is dropped and can be picked up by any player. Thus it is possible, and sometimes tactically advantageous, for one team to allow the opposing team to pick up the flag initially, then kill the flag carrier and seize the flag, returning it to one of its towers and scoring a flag capture. If the flag is not promptly picked up after being dropped, it will return to its spawn point (much like Warsong Gulch). Again, a player may return the flag to any tower owned by their team, so holding many towers is helpful not only in scoring points, but also in creating more options in retrieving the flag.
−
An average Heroic run will give roughly 1850 rep.
 
   
  +
Flying mounts are not allowed in the battleground. This prevents people from using certain floating areas to their advantage.
−
== Quests ==
 
−
* {{questlong|Neutral|62|Lost in Action}}
 
−
* {{questlong|Neutral|70|The Mark of Vashj}} (heroic)
 
−
* {{questlong|Neutral|70|The Cudgel of Kar'desh}} (heroic)
 
   
  +
Falling (or jumping) in the void between the land masses kills any player, after a short fall. This doesn't cause any durability penality.
−
== Dungeon Denizens ==
 
  +
[[File:Eye of the Storm TCG.jpg|thumb|In the [[WoW TCG]].]]
−
* {{RaceIconExt|Air|Small}} [[Air elemental]]s
 
  +
== Entrance ==
−
* {{RaceIcon|Broken|Male|Small}} [[Broken]]
 
  +
Players must be at least level 61 to be eligible to join the Eye of the Storm Battleground. The brackets are 61-69, 70-79 and 80. Unlike the other Battlegrounds there is no physical entrance to Eye of the Storm in Outland. Players must interact with a [[battlemaster]] or use the PvP interface (default 'H' key) to join Eye of the Storm. [[Battlemaster]]s are located in all capitals back in Azeroth and [[Shattrath City]] in Outland's [[Terokkar Forest]]. [[Dalaran]] provides a portal to the Battleground in each faction's area of the city, on the mezzanine above the portals to cities.
−
* {{RaceIconExt|Frog|Small}} [[Frog]]s (critters)
 
−
* {{RaceIconExt|FrostLord|Small}} [[Elemental lord|Frost lord]] (one, [[Lord Ahune]])
 
−
* {{RaceIconExt|FungalGiant|Small}} [[Fungal giant]] (one, [[Quagmirran]])
 
−
* {{RaceIconExt|IceElemental|Small}} [[Ice elemental]]s
 
−
* {{RaceIconExt|Makrura|Small}} [[Makrura]]
 
−
* {{RaceIcon|Naga|Male|Small}}{{RaceIcon|Naga|Female|Small}} [[Naga]]
 
−
* {{RaceIconExt|Netherray|Small}} [[Nether ray]]s
 
−
* {{RaceIcon|NightElf|Male|Small}} [[Night elf]] (one, [[Naturalist Bite]])
 
−
* {{RaceIconExt|Rat|Small}} [[Rat]]s (critters)
 
−
* {{RaceIconExt|Snake|Small}} [[Snake]]s (critters)
 
−
* {{RaceIcon|Tauren|Male|Small}}{{RaceIcon|Tauren|Female|Small}} [[Tauren]]
 
−
* {{RaceIcon|Troll|Female|Small}} [[Troll]]s
 
−
* {{RaceIconExt|Water|Small}} [[Water elemental]]s
 
   
  +
As of [[patch 3.1.0]], a player may queue up for the Eye of the Storm anywhere in the world by going to the battlegrounds tab of the Player vs. Player window. They will return to the location they chose to enter the battleground, not the queue, when the game ends.
−
=== Bosses ===
 
−
*[[Mennu the Betrayer]] — [[Broken Draenei]] Shaman
 
−
*[[Rokmar the Crackler]] — [[Bogstrok]]
 
−
*[[Quagmirran]] — [[Bog Lord]]
 
   
  +
== Basic rules ==
−
Normal mode bosses are all level 64 Elites, while Heroic Mode bosses are all level 72 Elites.
 
  +
* Players start in a bubble for the first minute, isolated from the rest of the battleground (similar to other battlegrounds).
  +
* Horde and Alliance teams of up to 15 players compete to control the four towers spread throughout Eye of the Storm and capture flags.
  +
* First faction to collect 1600 points wins.
  +
* Unlike [[Arathi Basin]], points are always generated every second, no matter how many towers are controlled by both teams.
  +
* Each claimed tower generates victory points for the controlling team. The more towers your team owns, the faster your team gains points
  +
** 1 tower controlled = 1 point/second
  +
** 2 towers controlled = 2 points/second
  +
** 3 towers controlled = 5 points/second
  +
** 4 towers controlled = 10 points/second
  +
NB: Based on the opposing faction controlling whichever towers you do not, neutral towers are not included in the calculation for either side
  +
* Grab flag in center and run it to one of the towers owned by your faction.
  +
* Points are earned per flag capture when flag is brought to a tower controlled by the player's faction.
  +
* {{Patch 2.2.0|note=The points received for capturing the flag depends on the number of towers controlled by your faction.|comment=Previously, each flag capture awarded 75 points regardless.}}
  +
* Points from flag captures
  +
** 1 towers controlled = 75 points
  +
** 2 towers controlled = 85 points
  +
** 3 towers controlled = 100 points
  +
** 4 towers controlled = 500 points
   
  +
* Outside of [[holiday weekend]], 1600 points earns 167 bonus honor
−
=== Trash Mobs ===
 
  +
* Outside of holiday weekend, capping the flag with 4 nodes held while at 1810 points or more earns 188 bonus honor.
−
Normal mode melee mobs hit between ~200&ndash;300 normal hits. Heroic trash mobs are bumped up in power.
 
   
  +
==Strategies and opinions==
−
{| class="darktable"
 
−
|-
 
−
! width=150| Mob !! Abilities !! Crowd Control
 
−
|-
 
−
| [[Bogstrok]] || Comes in groups of 3 and 4. Regular Bogstroks use Piercing Jab, while [[Greater Bogstrok]]s use Decayed Strength. || '''Non-Heroic''' &ndash; All normal methods work on non-heroic.
 
−
'''Heroic''' &ndash; Immune to [[Mind Control]]. Can still be [[seduce]]d, [[Freezing Trap|frozen]], or [[sheep]]ed.
 
−
|- class="alt"
 
−
| [[Coilfang Champion]] || Strict Melee. Uses [[Cleave]], [[Sunder Armor]] and [[Intimidating Shout]] on its target (often the tank), cowering it in fear and fearing everyone else in melee range. When tank is cowering in fear, the Champion goes after the next un-feared target on its threatlist, usually ranged attackers or healers. Can use [[Frost Nova]] to freeze the mob in place so that it'll just keep attacking the tank. || '''Non-Heroic''' &ndash; Normal methods work.
 
−
'''Heroic''' &ndash; Immune to [[Mind Control]]. Can still be [[seduce]]d, [[Freezing Trap|frozen]], or [[sheep]]ed.
 
−
|-
 
−
| [[Coilfang Observer]] || Uses Heavy Dynamite and [[Immolate]] for ~2000 initial damage plus damage over time. || '''Non-Heroic''' &ndash; All normal methods work on non-heroic.
 
−
'''Heroic''' &ndash; Immune to [[Mind Control]]. Can still be feared, [[Freezing Trap|frozen]] by traps, [[seduce]]d or [[sheep]]ed.
 
−
|- class="alt"
 
−
| [[Coilfang Slavemaster]] || Uses [[Hamstring]] and Head Crack. When you kill the Slavemasters, the slaves run away and de-aggro. || '''Non-Heroic''' &ndash; Normal methods work. In addition, when you CC the Slavemasters and wait a few seconds before breaking the CC, you can cause the slaves to flee as well.
 
−
'''Heroic''' &ndash; Same as non-heroic, but immune to Mind Control.
 
−
|-
 
−
| [[Wastewalker Slave]] || Comes with other slaves and called by a Coilfang Slavemaster. Will run away and de-aggro when a [[Coilfang Slavemaster]] is killed. Uses [[Frostbolt]], [[Frost Nova]], and Elemental Armor. || '''Non-Heroic''' &ndash; Normal methods work.
 
−
'''Heroic''' &ndash; Same as non-heroic.
 
−
|- class="alt"
 
−
| [[Wastewalker Worker]] || Comes with other slaves and called by a Coilfang Slavemaster. Will run away and de-aggro when a [[Coilfang Slavemaster]] is killed. Uses [[Rend]]. || '''Non-Heroic''' &ndash; Normal methods work.
 
−
'''Heroic''' &ndash; Same as non-heroic.
 
−
|-
 
−
| [[Coilfang Defender]] || Uses Shield Slam and has a reflective shield called Spell Reflection approximately every 20 seconds, which has a 50% chance of reflecting the spell. A well geared tank-healer combination can survive tanking two of these guys simultaneously, but they hit extremely hard. (~2300-2900 on a bear's 21k armor, in heroic. One shot almost everyone else) || '''Non-Heroic''' &ndash; Cannot be feared, but can be [[stun]]ned, [[trap]]ped, [[polymorph]]ed, [[cyclone]]d and [[disarm]]ed in normal. Cannot be [[Sap]]ped, since this mob detects stealth. Normal [[snare]]s do seem to affect them so they can be kited.
 
−
'''Heroic''' &ndash; Immune to all CC, but still vulnerable to [[stun]] and [[kiting]].
 
−
|- class="alt"
 
−
| [[Coilfang Scale-Healer]] || Healer with Greater Heal, Holy Nova, and Power Word: Shield. || '''Non-Heroic''' &ndash; Normal methods work. If mind controlled to pull, the surrounding mobs will kill them quickly.
 
−
'''Heroic''' &ndash; Same as non-heroic.
 
−
|-
 
−
| [[Coilfang Soothsayer]] || In addition to using [[Lightning Bolt]] and an AoE [[Entangling Roots]], they can [[Mind Control]] one player to attack teammates. The Mind Controlled player will use magic and normal attacks. || '''Non-Heroic''' &ndash; Normal methods work, such as [[mind control]], [[seduce]], [[sheep]], and [[Freezing Trap|freezing]].
 
−
'''Heroic''' &ndash; Same as non-heroic.
 
−
|- class="alt"
 
−
| [[Coilfang Enchantress]] || Uses [[Arcane Missiles]] and Decayed Intellect. || '''Non-Heroic''' &ndash; Normal methods work.
 
−
'''Heroic''' &ndash; Immune to mind control, but can be feared, [[Freezing Trap|frozen]], [[seduce]]d, or [[sheep]]ed.
 
−
|-
 
−
| [[Coilfang Collaborator]] || Uses [[Revenge]] and Cripple. Also enrages at low health. || '''Non-Heroic''' &ndash; Normal methods work.
 
−
'''Non-Heroic''' &ndash; Immune to mind control, but can be feared, [[Freezing Trap|frozen]], [[seduce]]d, or [[sheep]]ed.
 
−
|- class="alt"
 
−
| [[Coilfang Technician]] || Uses Rain of Fire and Blizzard. || '''Non-Heroic''' &ndash; Normal methods work.
 
−
'''Heroic''' &ndash; [[Seduce|Seduction]], [[Sheep]], [[Freezing Trap|Freeze]] and [[Mind Control]] work.
 
−
|-
 
−
| [[Coilfang Ray]] || Casts a form of terror that is dispelable and lasts for a couple of seconds (Psychic Horror). || '''Non-Heroic''' &ndash; All forms of Beast crowd control work, including [[sheep]].
 
−
'''Heroic''' &ndash; Same as non-heroic.
 
−
|- class="alt"
 
−
| [[Coilfang Tempest]] || Uses Deadly Poison and [[Sinister Strike]] || '''Non-Heroic''' &ndash; Normal methods work.
 
−
'''Heroic''' &ndash; Immune to mind control, but can still be feared, [[Freezing Trap|frozen]], [[seduce]]d, or [[sheep]]ed.
 
−
|}
 
   
  +
===Flag fighting strategy===
−
Two particularly tricky pulls can be found after Rokmar - these involve large groups with a mind controlling soothsayer and intimidating shouting Champions.
 
  +
One often used strategy is to have one or two people capture each tower on the starting side of the battleground at the beginning of the match, with the rest of the team quickly pushing to the flag and gaining control of the middle. However, this strategy only works when the other team uses the same strategy. If the other team goes for towers while your forces are in the middle, you will lose the game in mere minutes as the other team racks up 10 points per second and your team is standing there with a useless flag.
   
  +
Fights should take place near a tower, on the hill. Fighting outside the cap radius of a tower does not advance the control meter and does not stop the graveyard from spawning enemies.
−
At least in '''Heroic''', the second group of these can be skipped if you are willing to fight the next patrol in the tunnel. The first group can also be skipped, although if you are using traps and fear as a form of Crowd Control it is probably better to kill them so you have room for the next group.
 
   
  +
===Three tower strategy===
−
==Skipping Pulls==
 
  +
If one side has three towers, and the other side only has one tower, it is most likely that the side with three towers will win, even if the other side captures all the flags from start to finish. The reason for this style of play is that flag capping gives points depending on the number of towers the same side controls. If you have more towers, flag caps are worth more. If you have fewer they give fewer points. At the current mechanics, no number of flag runs can win the game for the side which only controls one tower from start to finish.
   
  +
The best strategy is to capture three towers right at the start. Groups 1 and 2 will head to one of the opponent's towers while one person from Group 1 or 2 will cap the same tower on their side. Group 3 will head to the other tower on your side and cap it, staying there to defend. The flag is left alone. No-one should go for the flag, although there is an option to get a druid to head for the flag, in case the opponent is following the same course of action.
−
Slave Pens is notable for allowing perhaps more "skipping" of trash mobs through careful movement than any other Outland instance. Two of the most impressive skips are described below:
 
   
  +
If you are Alliance, the forces will look something like this
−
1. In the second room, it is possible to skip five pulls. Pull the pat of three naga as it goes by, and then the slavehandler beyond. Everything else in the room can be skipped. Move to where the slavehandler group was, and then hug left as you move forward. Note the two blue lanterns ahead and to the right. Visualize a straight line running from one lantern to the other, but shifted two yards to the right (start two yards to the right of the first lantern and finish two yards to the right of the end lantern.) Wait for the pat ahead to pass from right to left. Then run along the line you visualized and hook around the back of the room to the tunnel entrance.
 
  +
* 9 to DR
  +
* 1 to BE
  +
* 5(4) to FR\
  +
* 1 druid to flag (Optional)
   
  +
If you are Horde, it will look something like this
−
2. You can skip seven of the eight pulls between the first and second boss. After pulling the first boss, skip the group at the bottom of the ramp by running under the ramp and hopping up onto it from the back. Skip the group at the top of the ramp by waiting for it to pass and then simply running up and around on the other side (either side is equally valid, but just make sure everyone moves together and on the same side). Fight the pat of 2 naga on the hanging wooden bridge. At the end of the hanging bridge, skip the two defenders (and all the other pulls between here and the second boss) by waiting for them to turn their backs, and then carefully moving behind them and jumping off the bridge PARALLEL to the direction of the bridge. This is very easy to do by hugging one of the walls (either one, depending on which side you took), running parallel to the bridge, and hopping forward over the low wall. Be sure not to strafe or do anything which causes you to move even slightly perpendicular to the bridge. You should hit the lower bridge.
 
  +
* 9 to FR
  +
* 1 to MT
  +
* 5(4) to DR
  +
* 1 druid to flag (Optional)
   
  +
===Opinions on flag fighting strategy===
−
From here, you can see the second boss. Move out along the left-hand ledge, the side where the boss is. There is a line on the ground about three yards from the end of the ledge. Stand on that line, face 45 degrees out, and simply walk forward off the ledge. You'll hit another ledge below. Move along that ledge to the ground, and you are behind the second boss, ready to fight him! If anyone misses either jump, as long as a character with a resurrection ability makes it, the people who miss can simply drown themselves and be resurrected up onto the lowest ledge.
 
  +
Some do not agree with the Flag-Fighting Strategy. Assuming 100% flawless execution of the strategy, all these have to occur.
  +
* Your side managed to capture both your towers with minimal force
  +
* You managed to get the other 13 members to the midfield
  +
* No one attacks your towers
  +
* And you win the fight mid field to run the flag
   
  +
This strategy requires you to maintain control of the midfield while ensuring a proper tower defense, as well as flag-running consistently. While this strategy is quite common in PUGs, it is very difficult to utilize properly, as it requires a large amount of teamwork, and there are many counter-strategies an organized team can use. Speculation for the use of this strategy is an attempt to accrue honor via [[Honorable Kill]]s.
−
Other skips are possible; these are just the biggest ones. In all, it is entirely possible to get through the entire instance with only 15 trash pulls. This makes Slave Pens one of the most efficient runs for an experienced group trying to farm {{loot|epic|Badge of Justice}}.
 
   
  +
===Opinions on tower control===
−
== Loot ==
 
  +
'''Opinion 1'''
−
See [[Slave Pens loot]].
 
   
  +
If your side controls only one tower, regaining control of a second tower should be the highest priority. If the other side controls three towers it is virtually impossible to win no matter how many times you capture the flag. To see this, consider the case where your faction controls one tower and the other faction controls three. The other faction is gaining four points more per second than your faction (5 vs 1). Each flag capture for your faction is worth 75 points (in this scenario). You would have to capture the flag every 18.75 seconds to negate the 4 point per second difference. Even if you manage to cap every 18.75 secs you are only keeping pace with the opposing faction. A faction which controls only one tower for most of the battle cannot win.
−
== Quests ==
 
  +
−
{| class="darktable" width="80%"
 
  +
Capturing the flag in a 1 versus 3 situation still gives you points. However, holding the flag will prevent the opposing faction from earning an even greater point advantage. So it is reasonable to have a few people trying to capture flags—after all, if you have the flag then they can't get 100 points for it.
−
!colspan="4"|{{Neutral Icon Small}} Slave Pens Quests
 
  +
  +
While a team holding three towers is in a better position to four-cap (take control of all the bases), they may find trouble with the opposing faction pushing in force on their third tower with only one or two people from that faction running the flag. This can ultimately make or break the game depending on how strong the defense of that tower is.
  +
  +
'''Opinion 2'''
  +
  +
Any strategy involving the capture of three towers is extremely risky due to defenses being spread too thin. The only time it should ever be attempted is when you significantly outnumber your opponents, or you're running a premade with flawless coordination.
  +
  +
Capturing two towers, playing defense, and above all, '''controlling the flag spawn''' leads to a virtually guaranteed victory as long as everyone is on board.
  +
  +
== Honor reward system ==
  +
Eye of the Storm items are available by spending honor accumulated and a varying amount of {{item|icon=|Eye of the Storm Mark of Honor}}. Each victory in Eye of the Storm awards three marks, and a loss awards one mark. Ties award two marks to each side. There are no other ways to gain marks.
  +
  +
There are no factions associated with the two sides so there is no reputation to be gained.
  +
  +
{| class="darktable sortable"
 
|-
 
|-
  +
! Item ({{Alliance Icon Small}}{{Horde Icon Small}})
−
!width="2.5%"|
 
  +
! {{cost|es=&nbsp;}}
−
!width="35%"| Quest Name
 
  +
! {{cost|h=&nbsp;}}Honor Points
−
!width="35%"| Quest Giver
 
−
! Subzone
+
! Type
 
|-
 
|-
  +
| {{loot|Common|Major Combat Healing Potion}}
−
| {{Inzone}}{{chain}}
 
  +
| 2
−
| {{questlong|Neutral|70|Ahune is Here!}}
 
  +
|
−
| {{RaceIcon|Tauren|Female|Small}}{{NPC|Neutral|Numa Cloudsister}}
 
  +
| Consumable
−
| Slave Pens (Midsummer)
 
  +
|-
  +
| {{loot|Common|Major Combat Mana Potion}}
  +
| 2
  +
|
  +
| Consumable
  +
|-
  +
| {{loot|Epic|Talisman of the Alliance}}
  +
| 10
  +
| 22950
  +
| Trinket
  +
|-
  +
| {{loot|Epic|Talisman of the Horde}}
  +
| 10
  +
| 22950
  +
| Trinket
  +
|-
  +
| {{loot|Epic|Vindicator's Chain Sabatons}}
  +
| 40
  +
| 17850
  +
| Feet (Mail)
  +
|-
  +
| {{loot|Epic|Vindicator's Dragonhide Boots}}
  +
| 40
  +
| 17850
  +
| Feet (Leather)
  +
|-
  +
| {{loot|Epic|Vindicator's Dreadweave Stalkers}}
  +
| 40
  +
| 17850
  +
| Feet (Cloth)
  +
|-
  +
| {{loot|Epic|Vindicator's Kodohide Boots}}
  +
| 40
  +
| 17850
  +
| Feet (Leather)
  +
|-
  +
| {{loot|Epic|Vindicator's Lamellar Greaves}}
  +
| 40
  +
| 17850
  +
| Feet (Plate)
  +
|-
  +
| {{loot|Epic|Vindicator's Leather Boots}}
  +
| 40
  +
| 17850
  +
| Feet (Leather)
  +
|-
  +
| {{loot|Epic|Vindicator's Linked Sabatons}}
  +
| 40
  +
| 17850
  +
| Feet (Mail)
  +
|-
  +
| {{loot|Epic|Vindicator's Mail Sabatons}}
  +
| 40
  +
| 17850
  +
| Feet (Mail)
  +
|-
  +
| {{loot|Epic|Vindicator's Mooncloth Slippers}}
  +
| 40
  +
| 17850
  +
| Feet (Cloth)
  +
|-
  +
| {{loot|Epic|Vindicator's Ornamented Greaves}}
  +
| 40
  +
| 17850
  +
| Feet (Plate)
  +
|-
  +
| {{loot|Epic|Vindicator's Pendant of Conquest}}
  +
| 10
  +
| 15300
  +
| Neck
  +
|-
  +
| {{loot|Epic|Vindicator's Pendant of Dominance}}
  +
| 10
  +
| 15300
  +
| Neck
  +
|-
  +
| {{loot|Epic|Vindicator's Pendant of Salvation}}
  +
| 10
  +
| 15300
  +
| Neck
  +
|-
  +
| {{loot|Epic|Vindicator's Pendant of Triumph}}
  +
| 10
  +
| 15300
  +
| Neck
 
|-
 
|-
  +
| {{loot|Epic|Vindicator's Plate Greaves}}
−
| {{Inzone}}{{chain}}
 
  +
| 40
−
| {{questlong|Neutral|70|Ahune, the Frost Lord}}
 
  +
| 17850
−
| {{NPC|Neutral|Earthen Ring Elder}}
 
−
| Slave Pens (Midsummer)
+
| Feet (Plate)
−
|-
+
|-
  +
| {{loot|Epic|Vindicator's Ringmail Sabatons}}
−
| {{Inzone}}
 
  +
| 40
−
| {{questlong|Neutral|70|Shards of Ahune}}
 
  +
| 17850
−
| {{item|Shards of Ahune}}
 
−
| Slave Pens (Midsummer)
+
| Feet (Mail)
  +
|-
  +
| {{loot|Epic|Vindicator's Scaled Greaves}}
  +
| 40
  +
| 17850
  +
| Feet (Plate)
  +
|-
  +
| {{loot|Epic|Vindicator's Silk Footguards}}
  +
| 40
  +
| 17850
  +
| Feet (Cloth)
  +
|-
  +
| {{loot|Epic|Vindicator's Wyrmhide Boots}}
  +
| 40
  +
| 17850
  +
| Feet (Leather)
 
|-
 
|-
−
| {{Inzone}}{{chain}}
 
−
| {{questlong|Neutral|70|Summon Ahune}}
 
−
| {{RaceIcon|Tauren|Female|Small}}{{NPC|Neutral|Luma Skymother}}
 
−
| Slave Pens (Midsummer)
 
−
|-
 
−
| {{Inzone}}{{chain}}
 
−
| {{questlong|Neutral|70|The Cudgel of Kar'desh}}
 
−
| {{NPC|Neutral|Skar'this the Heretic}}
 
−
| Slave Pens (Heroic)
 
−
|-
 
−
| {{Inzone}}{{chain}}
 
−
| {{questlong|Neutral|70|The Mark of Vashj}}
 
−
| {{NPC|Neutral|Skar'this the Heretic}}
 
−
| Slave Pens (Heroic)
 
−
|-
 
−
| {{Inzone}}
 
−
| {{questlong|Neutral|70|Wanted: The Heart of Quagmirran}}
 
−
| {{NPC|Neutral|Wind Trader Zhareem}}
 
−
| Slave Pens (Heroic)
 
 
|}
 
|}
   
−
== Videos ==
+
== Achievements ==
  +
−
{| class="darktable" style="text-align:center; float:left;"
 
  +
{{:Player vs. Player achievements/Eye_of_the_Storm}}
−
|-
 
  +
−
! [[All Heroic Slave Pens Bosses]] All Heroic Boss Fights
 
  +
== Patch changes ==
−
|-
 
  +
* {{Patch 3.3.3|note=Battlegrounds will no longer award Marks of Honor.
−
| <youtube>aDDqORs0-LI</youtube>
 
  +
:* Players with existing Marks of Honor can still turn them in to their respective faction's quest givers, including individual marks for those who may have more marks for one Battleground than another.
−
|}
 
  +
:* Items which previously required Marks of Honor will have their costs adjusted to remove these requirements.}}
−
{{clr}}
 
  +
*{{Patch 3.2.0|note=
  +
:* When standing at a capture point that you control, you will gain a buff called Honorable Defender. This buff grants +50% honor gained from kills.
  +
:* The time it requires to capture the center flag has been reduced to 8 seconds, down from 10 seconds
  +
:* The game now ends when one team reaches 1600 victory points, down from 2000.}}
  +
  +
== See also ==
  +
* [[Alliance battleground strategies]]
   
−
==External links==
+
== External links ==
 
<!-- Read http://www.wowpedia.org/Wowpedia:External_links before posting your links here.
 
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Links that do not conform to the rules will be DELETED.
 
Links that do not conform to the rules will be DELETED.
 
Repeat violations may result in a BAN.
 
Repeat violations may result in a BAN.
 
Have a nice day. :) -->
 
Have a nice day. :) -->
−
{{elinks-zone|3717|armory=1}}
+
{{Elinks-zone|3820}}
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{{Elink|type=wowus|link=http://www.worldofwarcraft.com/pvp/battlegrounds/eyeofthestorm/index.xml|desc=Eye of the Storm Battleground Preview}}
−
{{elink|link=http://wow.warcry.com/news/view/67843-Burning-Crusade-Instance-Video-Coilfang-Reservoir-Slave-Pens|site=WarCry|desc=Full run|icon=video}}
 
   
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{{Netherstorm}}
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{{battlegrounds}}
   
  +
[[Category:Battlegrounds]]
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{{Dungeons}}
 
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[[Category:Slave Pens| ]]
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[[Category:Burning Crusade]]
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[[Category:Instances]]
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[[Category:Eye of the Storm| ]]
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[[Category:Cenarion Expedition]]
 
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[[Category:Coilfang Reservoir wings]]
 

Revision as of 13:06, 5 November 2010

Were you looking for the shaman talent called Eye of the Storm?
NeutralEye of the Storm
Level: 61 - 69, 70 - 79, 80
Eye of the Storm loading screen
Location Netherstorm
WorldMap-NetherstormArena

The Eye of the Storm in-game map.

EotSbig

Map plus tactical objectives.

The Eye of the Storm is a battleground located within the Netherstorm. This battleground consists of 4 capture points and a flag in the center. The overall goal is to be the first team to score 1600 points (similar to Arathi Basin). The player maximum is 15 players for each faction.

Overview

Eye of the Storm is a battleground which combines World PVP like that in the Eastern Plaguelands and traditional battlegrounds PVP as in Warsong Gulch (Capture the Flag), with the "resource" requirements (points) of Arathi Basin.

The main objective for each team is to hold as many towers as possible, much like in Arathi Basin, and then to score points by bringing the flag from the center of the map to one of the those towers. The towers work much like those in the Eastern Plaguelands or Hellfire Peninsula: players stand in them to capture them and the more people standing in them the faster the capture goes. More towers held increases the potential to score points. Each flag return to a friendly tower rewards points depending on the number of towers controlled by the team. The game ends when one side reaches 1600 points. If the flag carrier dies (similar to Warsong Gulch) then the flag is dropped and can be picked up by any player. Thus it is possible, and sometimes tactically advantageous, for one team to allow the opposing team to pick up the flag initially, then kill the flag carrier and seize the flag, returning it to one of its towers and scoring a flag capture. If the flag is not promptly picked up after being dropped, it will return to its spawn point (much like Warsong Gulch). Again, a player may return the flag to any tower owned by their team, so holding many towers is helpful not only in scoring points, but also in creating more options in retrieving the flag.

Flying mounts are not allowed in the battleground. This prevents people from using certain floating areas to their advantage.

Falling (or jumping) in the void between the land masses kills any player, after a short fall. This doesn't cause any durability penality.

Eye of the Storm TCG

In the WoW TCG.

Entrance

Players must be at least level 61 to be eligible to join the Eye of the Storm Battleground. The brackets are 61-69, 70-79 and 80. Unlike the other Battlegrounds there is no physical entrance to Eye of the Storm in Outland. Players must interact with a battlemaster or use the PvP interface (default 'H' key) to join Eye of the Storm. Battlemasters are located in all capitals back in Azeroth and Shattrath City in Outland's Terokkar Forest. Dalaran provides a portal to the Battleground in each faction's area of the city, on the mezzanine above the portals to cities.

As of patch 3.1.0, a player may queue up for the Eye of the Storm anywhere in the world by going to the battlegrounds tab of the Player vs. Player window. They will return to the location they chose to enter the battleground, not the queue, when the game ends.

Basic rules

  • Players start in a bubble for the first minute, isolated from the rest of the battleground (similar to other battlegrounds).
  • Horde and Alliance teams of up to 15 players compete to control the four towers spread throughout Eye of the Storm and capture flags.
  • First faction to collect 1600 points wins.
  • Unlike Arathi Basin, points are always generated every second, no matter how many towers are controlled by both teams.
  • Each claimed tower generates victory points for the controlling team. The more towers your team owns, the faster your team gains points
    • 1 tower controlled = 1 point/second
    • 2 towers controlled = 2 points/second
    • 3 towers controlled = 5 points/second
    • 4 towers controlled = 10 points/second

NB: Based on the opposing faction controlling whichever towers you do not, neutral towers are not included in the calculation for either side

  • Grab flag in center and run it to one of the towers owned by your faction.
  • Points are earned per flag capture when flag is brought to a tower controlled by the player's faction.
  • Bc icon Patch 2.2.0 (2007-09-25): The points received for capturing the flag depends on the number of towers controlled by your faction.
    Previously, each flag capture awarded 75 points regardless.
  • Points from flag captures
    • 1 towers controlled = 75 points
    • 2 towers controlled = 85 points
    • 3 towers controlled = 100 points
    • 4 towers controlled = 500 points
  • Outside of holiday weekend, 1600 points earns 167 bonus honor
  • Outside of holiday weekend, capping the flag with 4 nodes held while at 1810 points or more earns 188 bonus honor.

Strategies and opinions

Flag fighting strategy

One often used strategy is to have one or two people capture each tower on the starting side of the battleground at the beginning of the match, with the rest of the team quickly pushing to the flag and gaining control of the middle. However, this strategy only works when the other team uses the same strategy. If the other team goes for towers while your forces are in the middle, you will lose the game in mere minutes as the other team racks up 10 points per second and your team is standing there with a useless flag.

Fights should take place near a tower, on the hill. Fighting outside the cap radius of a tower does not advance the control meter and does not stop the graveyard from spawning enemies.

Three tower strategy

If one side has three towers, and the other side only has one tower, it is most likely that the side with three towers will win, even if the other side captures all the flags from start to finish. The reason for this style of play is that flag capping gives points depending on the number of towers the same side controls. If you have more towers, flag caps are worth more. If you have fewer they give fewer points. At the current mechanics, no number of flag runs can win the game for the side which only controls one tower from start to finish.

The best strategy is to capture three towers right at the start. Groups 1 and 2 will head to one of the opponent's towers while one person from Group 1 or 2 will cap the same tower on their side. Group 3 will head to the other tower on your side and cap it, staying there to defend. The flag is left alone. No-one should go for the flag, although there is an option to get a druid to head for the flag, in case the opponent is following the same course of action.

If you are Alliance, the forces will look something like this

  • 9 to DR
  • 1 to BE
  • 5(4) to FR\
  • 1 druid to flag (Optional)

If you are Horde, it will look something like this

  • 9 to FR
  • 1 to MT
  • 5(4) to DR
  • 1 druid to flag (Optional)

Opinions on flag fighting strategy

Some do not agree with the Flag-Fighting Strategy. Assuming 100% flawless execution of the strategy, all these have to occur.

  • Your side managed to capture both your towers with minimal force
  • You managed to get the other 13 members to the midfield
  • No one attacks your towers
  • And you win the fight mid field to run the flag

This strategy requires you to maintain control of the midfield while ensuring a proper tower defense, as well as flag-running consistently. While this strategy is quite common in PUGs, it is very difficult to utilize properly, as it requires a large amount of teamwork, and there are many counter-strategies an organized team can use. Speculation for the use of this strategy is an attempt to accrue honor via Honorable Kills.

Opinions on tower control

Opinion 1

If your side controls only one tower, regaining control of a second tower should be the highest priority. If the other side controls three towers it is virtually impossible to win no matter how many times you capture the flag. To see this, consider the case where your faction controls one tower and the other faction controls three. The other faction is gaining four points more per second than your faction (5 vs 1). Each flag capture for your faction is worth 75 points (in this scenario). You would have to capture the flag every 18.75 seconds to negate the 4 point per second difference. Even if you manage to cap every 18.75 secs you are only keeping pace with the opposing faction. A faction which controls only one tower for most of the battle cannot win.

Capturing the flag in a 1 versus 3 situation still gives you points. However, holding the flag will prevent the opposing faction from earning an even greater point advantage. So it is reasonable to have a few people trying to capture flags—after all, if you have the flag then they can't get 100 points for it.

While a team holding three towers is in a better position to four-cap (take control of all the bases), they may find trouble with the opposing faction pushing in force on their third tower with only one or two people from that faction running the flag. This can ultimately make or break the game depending on how strong the defense of that tower is.

Opinion 2

Any strategy involving the capture of three towers is extremely risky due to defenses being spread too thin. The only time it should ever be attempted is when you significantly outnumber your opponents, or you're running a premade with flawless coordination.

Capturing two towers, playing defense, and above all, controlling the flag spawn leads to a virtually guaranteed victory as long as everyone is on board.

Honor reward system

Eye of the Storm items are available by spending honor accumulated and a varying amount of [Eye of the Storm Mark of Honor]. Each victory in Eye of the Storm awards three marks, and a loss awards one mark. Ties award two marks to each side. There are no other ways to gain marks.

There are no factions associated with the two sides so there is no reputation to be gained.

Item (AllianceHorde)   Eye of the Storm Mark of Honor   Honor PointsHonor Points Type
[Major Combat Healing Potion] 2 Consumable
[Major Combat Mana Potion] 2 Consumable
[Talisman of the Alliance] 10 22950 Trinket
[Talisman of the Horde] 10 22950 Trinket
[Vindicator's Chain Sabatons] 40 17850 Feet (Mail)
[Vindicator's Dragonhide Boots] 40 17850 Feet (Leather)
[Vindicator's Dreadweave Stalkers] 40 17850 Feet (Cloth)
[Vindicator's Kodohide Boots] 40 17850 Feet (Leather)
[Vindicator's Lamellar Greaves] 40 17850 Feet (Plate)
[Vindicator's Leather Boots] 40 17850 Feet (Leather)
[Vindicator's Linked Sabatons] 40 17850 Feet (Mail)
[Vindicator's Mail Sabatons] 40 17850 Feet (Mail)
[Vindicator's Mooncloth Slippers] 40 17850 Feet (Cloth)
[Vindicator's Ornamented Greaves] 40 17850 Feet (Plate)
[Vindicator's Pendant of Conquest] 10 15300 Neck
[Vindicator's Pendant of Dominance] 10 15300 Neck
[Vindicator's Pendant of Salvation] 10 15300 Neck
[Vindicator's Pendant of Triumph] 10 15300 Neck
[Vindicator's Plate Greaves] 40 17850 Feet (Plate)
[Vindicator's Ringmail Sabatons] 40 17850 Feet (Mail)
[Vindicator's Scaled Greaves] 40 17850 Feet (Plate)
[Vindicator's Silk Footguards] 40 17850 Feet (Cloth)
[Vindicator's Wyrmhide Boots] 40 17850 Feet (Leather)

Achievements

Note
Note: This list is up to date as of Patch 10.1.7


Patch changes

  • Wrath-Logo-Small Patch 3.3.3 (2010-03-23): Battlegrounds will no longer award Marks of Honor.
  • Players with existing Marks of Honor can still turn them in to their respective faction's quest givers, including individual marks for those who may have more marks for one Battleground than another.
  • Items which previously required Marks of Honor will have their costs adjusted to remove these requirements.
  • When standing at a capture point that you control, you will gain a buff called Honorable Defender. This buff grants +50% honor gained from kills.
  • The time it requires to capture the center flag has been reduced to 8 seconds, down from 10 seconds
  • The game now ends when one team reaches 1600 victory points, down from 2000.

See also

  • Alliance battleground strategies

External links