Cataclysm Classic: Battle for Control of Tol Barad
Originally Posted by Blizzard (Blue Tracker / Official Forums)
An island off the coast of the Eastern Kingdoms, Tol Barad is a historic land sought-after by the leaders of the Horde and the Alliance. Its strategic, isolated location makes it an ideal stronghold from which to conduct military strikes. In World of Warcraft®: Cataclysm Classic™, a battle will be waged to seize control of this prized territory. Should you triumph, unique rewards await you.



The Fight for Tol Barad

Similar to Wintergrasp in Wrath of the Lich King Classic™, Tol Barad will serve as an 80 vs 80 battleground. The winning faction will gain access to a hub on Tol Barad Peninsula to complete daily quests before the next battle begins. Reachable by portals in Stormwind and Orgrimmar, or via a level-85 mage teleport or portal, Tol Barad will accept up to eighty players per faction to engage in brutal combat across the island's surface. Battles will take place every two hours and thirty minutes, giving the offensive faction a chance to claim territory.


Tol Barad will feature capture-point gameplay. There are three keeps and three towers for the defending side to hold. When destroyed by the attackers, each tower will add five minutes to the standard fifteen-minute battle timer. In order to win, though, all three keeps must be captured and controlled by the attackers. If these keeps cannot be taken by the attacking forces, the defending faction will claim victory in Tol Barad. Similar to Eye of the Storm, Tol Barad determines whether a keep has been captured by the number of players from each side in the immediate area. There is, however, a twist: each time a member of your faction is killed in the immediate vicinity of a keep, a slider bar will move slightly in favor of the opposing faction. So not only does the size of each force in the area determine who controls each keep, but losing allies during the contesting process determines control as well.

In order to destroy the defenders' towers, attackers will have access to an all-new type of war machine: Abandoned Siege Engines. Six of these Siege Engines will be placed around the map, and these vehicles can be used to bombard the towers. In contrast to the Siege Engines of Wintergrasp, these machines cannot attack players or buildings while the vehicles are being driven. Instead, players must drive them within range of a tower and jump out, allowing the vehicle to transform into an automated cannon that can lay siege to the tower. The Abandoned Siege Engine will continue to damage the closest tower in range until the machine is destroyed by opposing forces.



To the Victor Go the Spoils


Players who win the battle for Tol Barad will be awarded honor points in addition to Tol Barad commendations. These commendations can be used along with new reputations as currency with special vendors who sell rare and epic items, mounts, and more.



Baradin Hold Ahead

Similar to the Vault of Archavon, Tol Barad will give players a chance to form a raid and best foul beasts locked within Baradin Hold for precious rewards when it goes live at a later point after the PvP Season 9 start.



Questing for a Living

Aside from the battle to control Tol Barad, there are many quests available to both factions just off of the main island on Tol Barad Peninsula. Members of the Horde will assist Hellscream's Reach, an all-new faction vying for control of Tol Barad. At odds with the Horde are Baradin's Wardens, an Alliance faction also seeking to command the territory. Twelve unique quests will be offered daily and are available to both factions regardless of which controls the battleground. Completing these quests will award experience, gold, and Tol Barad commendations. By accomplishing these tasks, players will learn of the perilous inmates held within the prison on Tol Barad, as well as why this isolated land is of significant importance to Hellscream's Reach and Baradin's Wardens. In addition, increasing reputation with these new factions will grant access to incredible rewards.



With so much at stake in the wake of the Cataclysm, Tol Barad will be fiercely sought-after by the Horde and the Alliance, but it's up to you to help determine which side makes this island the next great military port of the Eastern Kingdoms.
This article was originally published in forum thread: Cataclysm Classic: Battle for Control of Tol Barad started by Lumy View original post
Comments 7 Comments
  1. SinR's Avatar
    Did we learn NOTHING from Wintergrasp?

    To clarify: Why does TB need to be instanced PVP on a timer like Wintergrasp was?
  1. Chickat's Avatar
    I thought they said it would work like the fixed WG eventually?
  1. Morgaith's Avatar
    Can you still enter the raid as the losing faction through lagswitching or was that fixed? (same as wintergrasp)
  1. Viikkis's Avatar
    Quote Originally Posted by SinR View Post
    Why does TB need to be instanced PVP on a timer like Wintergrasp was?
    I assume it is so that everyone who wants to do it can participate because in original TB there was a playerlimit and if you didn't make it you were out.
  1. Lahis's Avatar
    Quote Originally Posted by SinR View Post
    Did we learn NOTHING from Wintergrasp?

    To clarify: Why does TB need to be instanced PVP on a timer like Wintergrasp was?
    Because faction balance is non-existant on Classic servers and without cross realm BG functionality, we would either get epic 4v4 battles, or the dominating faction would hold Tol Barad for the whole expansion.
  1. ceheci7742's Avatar
    I think some clarification should be given to retail players: this is a REAL large-scale 80v80, same as 120v120 WG, thanks to the 41y max nameplate distance and 21y by default. Players play against players in a battle on a wide front, there are no two large groups focusing on a stack of enemy nameplates.
    There is also a necessary minimal visibility of the nameplates through obstacles unlike retail wallhack.
  1. Sanguinerd's Avatar
    Quote Originally Posted by ceheci7742 View Post
    I think some clarification should be given to retail players: this is a REAL large-scale 80v80, same as 120v120 WG, thanks to the 41y max nameplate distance and 21y by default. Players play against players in a battle on a wide front, there are no two large groups focusing on a stack of enemy nameplates.
    There is also a necessary minimal visibility of the nameplates through obstacles unlike retail wallhack.
    We know how it works, but thanks for the unnecessary clarification classic snob.

    Go enjoy your REAL large-scale pvp

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