The new battleground released in patch 5.3. Much like the Battle for Gilnaes with 3 nodes to capture and Warsong Gulch thrown in but instead of a flag there's a mine cart full of the opposing teams gold.
Each base controlled earns your team 8 gold every tick (about 4 secs). So potentially 24 gold every 4-5 seconds.
The mine cart when picked up will subtract 200 gold from that team. When captured, that team earns 200 gold. So in essence that makes for a 400 gold swing. Speed built classes like Druids are unable to benefit from dash or travel form while pulling the mine cart although wild charge seems to work just fine.
So which is the best priority? Personally, I'm finding the best strategy is to capture the enemies mine cart while controlling one mine node. Preferably the middle to split the opposing team and to give your FC a straight line path.
The highest voted Wowhead comments for this page. They are community notes, not TheWoWDB comments.
Details
- Category
- Player vs. Player › Deepwind Gorge
- Points
- 10
- Faction
- Both factions
- Requirements
- 2 criteria lines
Criteria
What this achievement requires, from the current game data.
- Win Deepwind Gorge
- Win Deepwind Gorge
Series
Each tier replaces the one above it in the achievement log.
- Deepwind Gorge Victory10
- Deepwind Gorge Veteran10
More like this
Other achievements in Deepwind Gorge.
Community notes from Wowhead · 3 comments
Top 1 shown above · 2 more hereThe comments below were written by Wowhead users. They are community notes, not TheWoWDB comments. See them in context on Wowhead.
i prefer 2 mines + defending own mine cart
Sprints obviously don't work, but charge/blink kinds of abilities seem to work just fine, but Roll/FSK do not.