wow of the zone rewards
Summary: The very first zone one encounters wow gold on the other side of the Dark Portal, Hellfire Peninsula also has the most basic and rudimentary PvP objectives. There are three "strategic positions" overlooking the old battlefield of the Path of Glory, forming a sort of squashed diamond with Hellfire Citadel as the third point. Whichever faction controls the Stadium, the Overlook, and Broken Hill simultaneously will have all their damage output boosted by 5% (this counts for both PvE and PvP).
Location: 8. Thrallmar and Honor Hold are some of the biggest towns in Outland, and their presence nearby as well as the presence of Hellfire Citadel ensures that people will be dropping by at all times. The two western outposts-Falcon Watch for the Horde and the Temple of Telhamat for the Alliance-both have a number of quests for the surrounding area as well. Though there is a small Fel Orc presence near the southernmost point, Broken Hill, for the most part the only things you'll be fighting will be other players.
The "control bar" on the three Hellfire objectives is almost evenly divided into three parts, with the Contested gray section only slightly bigger than the blue and red faction sections. The other PvP objectives have only small faction parts with a large Contested area in the middle, so it's much easier to tip one of the Hellfire zones to your side from Contested than it is in some of the other zones (by the same token, it takes longer to make a captured objective Contested, so it may be easier to defend). Due to the multitude of quests in Hellfire Peninsula and the nearby presence of Hellfire Citadel-which virtually guarantees that high levels will return due to Hard Mode, the Shattered Halls, and the Magtheridon's Lair raid instance-the three objectives are smack dab in the middle of prime adventurin' area.
Spontaneity: 9. It's incredibly simple to, while questing, pass one of the cheap wow gold objectives and notice that it's ALMOST falling to the next side... and to go help the capture or reinforce it. Since these are the easiest to capture, you don't have to stay there too long-and can then resume questing, if you're sure that nobody else is trying to capture it back. I can see the possibility, however, that raiding guilds on the different factions may strike an agreement to raid Magtheridon on different days so that they may control the three spots (and 5% increased damage the entire raid is quite a number). It is possible, though, that the 5% damage buff doesn't extend into the raid zones like it does the dungeons. Even if it does, all it takes is one or two individuals to simply return one of the spots to Contested, removing the damage buff.
Rewards: 3. 5% damage to everything is nothing to sneeze at, but it's also the least impressive of the zone rewards, even IF it lasts into Magtheridon's Lair. Also, the ease with which bases change hands means that you'll rarely have this buff for long...
Related articles:
http://www.souren.net/?uid-24556-action-viewspace-itemid-2281961
http://dora.zigblog.net/19450/warcraft+gets+too+steep+.html
