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评论来自
19382
When the Wing Commander Guse appears on Froswolf Keep(49,85)
you need to return about 100 x Stormpike Soldier's Flesh to him.
Then he gives you the quest.
You need to go to 49,48 where is a little crater and use Guse's Beacon
in it and guard for about 30 seconds.
Then the Guse's Beacon vanishes You need to go back to Frostwolf Keep(49,85)
and talk to the Wing Commander Guse and the Guse's War Rider
starts flying.
It's pretty good for defence not so good for attacking when you are
going to drag the Guse's Beacon to the middle(49,48) make sure
there is no allies near since it's middle of the battlefield and easily
destroyed.
评论来自
Thottbot
The crater is in the center of the map - small one a near from old place of Korak on east.
评论来自
Thottbot
Yeah, I'm still not totally sure how the wind riders work. But after all this time, I think I've got the hang of it. They are up in the air so infrequently that's it's tough to know 100%, but here is what I gathered. I think having 2 wing commanders up in the air significantly reduces the amount of time it takes to cross the alliance bridge, like so much so that them plus reavers is enough to shorten the push from 2+ hours to 30-45 minutes.
1) Rescue. There is one commander in the SH bunker (Guse), one in the Alliance Lumber Mill (Jeztor) just north of SH GY, and one in the Dun Baldar North Tower (Mulverick?) over the Alliance bridge in their base. Remind people on General chat that if they find a wing commander while questing or assaulting a bunker, DO NOT FREE THEM. Wait until you are 100% sure their path back to the base is safe, then escort them all the way back to the base after you free them. They will attack any Alliance in their way, including NPCs and Ram and GY guards. They are only 58 or 59 elites, so they don't last long against multiple alliance players or NPCs
2) Turn in Flesh. Each Wing Commander gets a different type of flesh to turn in. Noobs always ask, "Hey, where do I turn in this flesh stuff?". You can only turn in flesh once the Commander gets safely back to the base. Each Guse turn in gives 1 rep to everyone in the zone, Jeztor 2 rep, and Mulvarick a whopping 5 rep per turnin. Get all the Wing Commanders up in the air and everyone can get like 1000 rep from all the turn-ins. Worth it to spam in General every once in a while to remind people NOT TO FREE THEM until it's time. You get NOTHING, that's 0, zip, nada, for freeing them personally, so there is no point. There is a quest to "discover the location" of the three wing commanders, but all you need to do is stand in the area they are found, you don't need to release them to complete the quest. They don't even need to be there at the time to complete the quest. I got the "discovered Jeztor's location" part of the quest done long after he was freed by some noob, kited by the alliance and killed. I just needed to walk in the building at the lumber mill.
3) Once they are ready to launch, DO NOT LAUNCH THEM. A player that is Revered or better can get a beacon from them that will order a strike on the alliance base. Make sure you allow someone qualified to get this beacon first. Once you launch them, I *think* Guse patrols the area between Frostwolf and the field of strife, Jeztor patrols the field of strife, and Mulvarick patrols the road between the alliance and the Stormpike graveyard. I've seen them deviate from these paths, but I suspect they get pulled by someone and trained to the Alliance base where they find no end of targets to attack and just stay there. They are regular units, so you can heal, buff and/or kill them. Keep an eye on them.
4) Plant a beacon. Planting a beacon tells the wind rider to go leave their patrol route and attack the Alliance base. Do it before at least one of the towers is down and the archers will likely kill it. The wind rider will go attack the alliance base once you plant this according to the blizzard web site, but it's hard to say for sure. They give out two beacons. Have two qualified people collect the beacons, then launch the wind rider. Once one of the towers in the alliance base is destroyed, plant the beacon for that final push. Once the alliance start getting blown all over the map and get hit with 2000 damage fireballs from the sky, they tend to go AFK very quickly.
5) Beacons have a 30 minute cooldown and are buggy. If you've planted one beacon for one wing commander, do not take one for another wing commander. I've had it happen where I planted Guse, ran back, grabbed Jeztor's and noticed it has 25 minutes of cooldown still on it from the first one I planted. Jeztor's wind rider just stayed at the field of strife and when I went to use the beacon after the cooldown was over, I kept getting an error that it "Requires Eastern Crater", even though I was standing in the Eastern Crater at the time.
评论来自
Thottbot
Make it easy if you dont have Cosmos, Jeztor and Guse's beacons are to be planted in the field of strife, the one that says "west crater" is about 20 feet north west of the "east crater", theyre just little explosion holes in the ground. And of course Mulvrick's is at the Snowfall Graveyard flag.
评论来自
Allakhazam
it is inside alterac valley at 49,48
评论来自
Allakhazam
where is that eastern crater? Oo
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