For The Alliance ! < onlyinclude > < / onlyinclude > For The Alliance ! is a Player vs . Player meta - achievement that involves completing four other PvP achievements : Guide to completing this achievement . This is a guide to leading a raid successfully . You may play on a server where Horde players outnumber Alliance , but by using the tactics outlined below , it is still possible earn this achievement with ease . Organizing a group . If you are planning on raiding Horde cities during peak hours , you must have a full 40 - player raid with mostly level 100s . Success is still possible with 25 - 30 , starting to get the group together at 3 - 5 PM real time . Have at least three really good healers , or five regular healers . Note : having a dedicated tank healer like a Holy Paladin is not necessary because the faction leaders they will be tanking do not hit hard . AoE healers are a better choice , because enemy players will be a much greater threat than Horde NPCs . It is also a good idea to have one or two backup tanks in your group in case the main tank gets killed by enemy players . If this happens , another tank can resume tanking the faction leader . As previously mentioned , no faction leader is exceptionally tough . You can burn them down while in PvP gear , which should be worn if you have it , as it will help you more against the real challenge here : enemy players . Warlocks are a great asset here , because aside from the fact that they are able to summon players who do not have the flight paths to your meeting place , their heavy DoTs ensure that faction leaders will continue taking damage even if your group ' s attention needs to shift to enemy players . Give priority to Warlocks who want to join your group . Death to the Warchief ! All " For the Alliance " raids should begin with Orgrimmar , no exceptions . This is because Horde players care less about defending other faction leaders compared to Vol ' jin ( previously Garrosh ) , and once Vol ' jin is down , they tend to care less about the other leaders , and if Vol ' jin is not killed first , your raid will meet significant resistance in Orgrimmar . However , it is a bad idea to tell anyone where you are meeting or which city you are raiding first because if they are in fact an alt for a Horde player , they may alert the Horde to your group . Where to meet ? Ratchet is a bad idea for a meeting place , because being sighted by even a single Horde player can alert them to your presence . Instead , meet in Forest Song , or Theramore Isle . Both locations are obscure and not frequented by Horde players , but closer to Orgrimmar than any other Alliance flight path on the map . Have a Warlock summon people who do not have the flight path ( many people won ' t ) . Once everyone is summoned , make sure that no Death Knights have active , then have the group jump into the river . Do a / readycheck to ensure everyone is in the river , then have all Death Knights cast Path of Frost and spread out so everyone in the raid gains the buff . Have a rogue scout Orgrimmar and report whether Horde players are plentiful near the Valley of Wisdom and / or seem ready to defend Vol ' jin . If this is this case , someone in your group is likely the alt of a Horde player , or you were seen recruiting by a Horde player ' s alt . Get ready to fight . Otherwise . . . Just GO ! Use the side entry to Orgrimmar and follow the path on the map shown here to get to Vol ' jin , or fly to the main building . Like most faction leaders , Vol ' jin himself is not exceptionally strong ; raids should be more worried about Horde players coming to defend him . If your server is Horde heavy , then it is best to wait until a battle for Ashran begins before attacking , because many Horde players who enjoy PvP will not be in Orgrimmar then to defend Vol ' jin . Once Vol ' jin is engaged , use all your DoTs on him , then spam Area of Effect abilities . Once Vol ' jin is down , drop a Stormwind Banner on his corpse if you feel like adding insult to injury , then RUN ! It is advisable to have a mage summon a portal to a main city , or Theramore Isle . Where next ? If many Horde players showed up to defend Vol ' jin , they may be on your tail now . Thunder Bluff is obviously the next logical step , but do not go there if you barely managed to down Vol ' jin because of defending Horde players . Throw them off by going for either Undercity or Silvermoon City next . Otherwise . . . Bleeding Bloodhoof . If you skipped Thunder Bluff earlier to throw off defending Horde players , have a Mage open a portal to Theramore Isle , and use the Onyxia ' s Lair meeting stone to summon stragglers . This is fairly inconspicuous if you are spotted an enemy player , chances are they will not count that you have 40 people and not 25 , and you will appear to be a regular Onyxia raid . Thunder Bluff is by far the easiest city to defend in the entire game . A single Shaman with Thunderstorm or Druid with Typhoon can wipe an entire raid going up on the lifts . The fastest way to Baine is the entry from the south - most lift on the West side of the city . Check , either by having one or two players go up , or by having a Hunter use and sending their pet up to see if the lift is unprotected . If so , have your entire raid go up on the lift at once . If it is being guarded , try another lift ( there are some on the East side of the city too ) . Or you could just fly to the main tent , like you may have done in Orgrimmar . Thunder Bluff is a very confusing city to navigate when attacking . There is a totem pole near the center of the city ; run through it and take the second exit , to the High Rise . Cairne Bloodhoof is in a longhouse at the other side of the High Rise . Tank him in a corner of his house , otherwise , his main ability ( dropping aggro and charging at random raid members and knocking them back ) will cause him to eventually run out too far and reset . The tank will lose aggro no matter what , so have your finger on your taunt keybind and keep it ready . A Death Knight tank is preferred here because they have two taunts on separate cooldowns , but any tanking class will do . So long as you prevent Cairne from resetting , you will likely down him before significant resistance arrives , if any . Where next ? ( 2 ) . If you did not need to skip Thunder Bluff after Orgrimmar , then your final two destinations are on another continent . Now is the time to Hearth and take a bio break . Once finished and ready to go again , the preferred meeting place is Chillwind Camp in the Western Plaguelands . If you do not have a Warlock , and some raid members do not have the flight path ( chances are most will ) , then the nearby Scarlet Monastery meeting stone can be used to summon those people . Downing the Dark Lady . The Sewer Entrance is preferred because it is closer to Sylvanas than the Main Entrance . The Sewers are to the West of the Undercity and the path to Sylvanas is shown on the Undercity attack plan here . People will tend to get lost in the Undercity , so mark one person who knows the way , and tell the raid to follow him / her . Flying is very useful here , since you can skip most of the trash . Sylvanas is a relatively simple fight so long as you take care of her most annoying ability : , which lasts for a long time , and resets her Aggro table when she reappears . Casting on her is enough to prevent this from happening for the entire fight . This is a useful macro for druids : Have one druid enter at the same time as the Main Tank and use the macro on her to prevent this from happening . Other than invisibility , it is a fairly simple Tank and spank fight . The usual rules apply : enemy players are more important to kill than enemy NPCs . Killed in Quel ' Thalas . Zul ' Aman is the closest flight path to Silvermoon for Alliance players , and Death Knights can shorten the time it takes for them to get there by using . Use the meeting stone to summon people who do not have the flight path . It is a common mistake for players who have not been to Silvermoon city before to think that the entrance to the city is further west than it is ( i . e . through the Dead Scar ) . Direct players to The Shepherd ' s Gate and have a leader who knows the way through the path shown here . Lor ' Themar has an augmented version of , which is really nothing to worry about so long as your healers are standing at a good range . Rommath has no special abilities and can be tanked with Lor ' Themar . If you have come this far , chances are you will storm through Silvermoon un - opposed , however , it should be noted that in the case that Horde players do show up to defend Silvermoon , portals to Silvermoon are right into Sunfury Spire and not a very far walk to Lor ' Themar Theron . They will have good time to defend if they decide to , so be ready for that . Rewards . King Varian Wrynn will reward you with Reins of the Black War Bear upon killing all Horde leaders . It can be found in your mount journal as soon as you have killed the final leader .