Eye of the Storm The Eye of the Storm is a battleground located within the Netherstorm . This battleground consists of 4 capture points and a flag in the center . The overall goal is to be the first team to score 1600 points ( similar to Arathi Basin ) . The player maximum is 15 players for each faction . Overview . Eye of the Storm is a battleground which combines World PVP like that in the Eastern Plaguelands and traditional battlegrounds PvP as in Warsong Gulch ( capture the flag ) , with the " resource " requirements ( points ) of Arathi Basin . The main objective for each team is to hold as many towers as possible , much like in Arathi Basin , and then to score points by bringing the flag from the center of the map to one of the those towers . The towers work much like those in the Eastern Plaguelands or Hellfire Peninsula : players stand in them to capture them and the more people standing in them the faster the capture goes . More towers held increases the potential to score points . Each flag return to a friendly tower rewards points depending on the number of towers controlled by the team . The game ends when one side reaches 1600 points . If the flag carrier dies ( similar to Warsong Gulch ) then the flag is dropped and can be picked up by any player . Thus it is possible , and sometimes tactically advantageous , for one team to allow the opposing team to pick up the flag initially , then kill the flag carrier and seize the flag , returning it to one of its towers and scoring a flag capture . If the flag is not promptly picked up after being dropped , it will return to its spawn point ( much like Warsong Gulch ) . Again , a player may return the flag to any tower owned by their team , so holding many towers is helpful not only in scoring points , but also in creating more options in retrieving the flag . Flying mounts are not allowed in the battleground . This prevents people from using certain floating areas to their advantage . Falling ( or jumping ) in the void between the land masses kills any player , after a short fall . This doesn ' t cause any durability penality . Entrance . Players must be at least level 15 to be eligible to join the Eye of the Storm Battleground . The brackets are 15 - 19 , 20 - 29 , 30 - 39 , 40 - 49 , 50 - 59 , 60 - 69 , 70 - 79 , 80 - 89 , 90 - 99 , and 100 . Unlike the other Battlegrounds there is no physical entrance to Eye of the Storm in Outland . Players must interact with a battlemaster or use the PvP interface ( default ' H ' key ) to join Eye of the Storm . Battlemaster s are located in all capitals back in Azeroth and Shattrath City in Outland ' s Terokkar Forest . Dalaran provides a portal to the Battleground in each faction ' s area of the city , on the mezzanine above the portals to cities . As of patch 3 . 1 . 0 , a player may queue up for the Eye of the Storm anywhere in the world by going to the battlegrounds tab of the Player vs . Player window . They will return to the location they chose to enter the battleground , not the queue , when the game ends . NB : Based on the opposing faction controlling whichever towers you do not , neutral towers are not included in the calculation for either side Strategies and opinions . The ` Furious ` strategy . This strategy devised by a priest named ` Furious ` on the realm Kel ' Thuzad ( US ) involves a small amount of coordination and is highly effective in random battlegrounds . Utilizing this strategy , a small group of players rushes the middle of the map ensuring that a dedicated flag carrier obtains the flag , while a single priest stays in the initial spawn . The flag carrier should preferably be a druid , mage , shaman or rogue - due to their abilities that allow them to travel more quickly than other classes . As soon as the flag is under control all players disengage combat in middle and the flag carrier rushes to the starting point . As soon as this player is within range the priest will then the flag carrier to the top of the spawn area and which ever player is more geared / beneficial to the battleground group will return to combat by trading the flag over . If your team is already in the lead , the game is almost always going to be a win , since you will be able to easily maintain a two base stalemate until the match ends . If your team is able to , you should be able to easily capture 3 bases and increase your lead . Since there is no longer a flag to distract your team in the middle of the map it helps ensure full participation in the game by your teammates , and often times will lead to very confused responses from the opposing team . Generally , when the game is almost over the player holding the flag will be able to jump down and capture to finish off the point pool . A few extra pointers with this strategy are to be mindful of where you are positioned on the initial starting platform : Rogues can still shadow step their way up , so make sure other players don ' t allow the rogue to shadow step up , and be mindful of the edge of the platform , the rear edge of the platform has little to no danger of shadow stepping , and is generally safe . This same concept applies for Feral druids and Feral Charge . An elemental Shaman or Balance druid is generally a very good pick in a situation with a rogue or feral druid since they have knockbacks and can get rid of any potential threats with relative ease . Three tower strategy . If one side has three towers , and the other side only has one tower , it is most likely that the side with three towers will win , even if the other side captures all the flags from start to finish . The reason for this style of play is that flag capping gives points depending on the number of towers the same side controls . If you have more towers , flag caps are worth more . If you have fewer they give fewer points . At the current mechanics , no number of flag runs can win the game for the side which only controls one tower from start to finish . The best strategy is to capture three towers right at the start . Groups 1 and 2 will head to one of the opponent ' s towers while one person from Group 1 or 2 will cap the same tower on their side . Group 3 will head to the other tower on your side and cap it , staying there to defend . The flag is left alone . No - one should go for the flag , although there is an option to get a druid to head for the flag , in case the opponent is following the same course of action . If you are Alliance , the forces will look something like this If you are Horde , it will look something like this Opinions on flag fighting strategy . Some do not agree with the flag - fighting strategy . Assuming 100 % flawless execution of the strategy , all these have to occur . This strategy requires you to maintain control of the midfield while ensuring a proper tower defense , as well as flag - running consistently . While this strategy is quite common in PUGs , it is very difficult to utilize properly , as it requires a large amount of teamwork , and there are many counter - strategies an organized team can use . Speculation for the use of this strategy is an attempt to accrue honor via Honorable kill s . Opinions on tower control . Opinion 1 If your side controls only one tower , regaining control of a second tower should be the highest priority . If the other side controls three towers it is virtually impossible to win no matter how many times you capture the flag . To see this , consider the case where your faction controls one tower and the other faction controls three . The other faction is gaining four points more per second than your faction ( 5 vs 1 ) . Each flag capture for your faction is worth 75 points ( in this scenario ) . You would have to capture the flag every 18 . 75 seconds to negate the 4 point per second difference . Even if you manage to cap every 18 . 75 secs you are only keeping pace with the opposing faction . A faction which controls only one tower for most of the battle cannot win . Capturing the flag in a 1 versus 3 situation still gives you points . However , holding the flag will prevent the opposing faction from earning an even greater point advantage . So it is reasonable to have a few people trying to capture flags — after all , if you have the flag then they can ' t get 100 points for it . While a team holding three towers is in a better position to four - cap ( take control of all the bases ) , they may find trouble with the opposing faction pushing in force on their third tower with only one or two people from that faction running the flag . This can ultimately make or break the game depending on how strong the defense of that tower is . Opinion 2 Any strategy involving the capture of three towers is extremely risky due to defenses being spread too thin . The only time it should ever be attempted is when you significantly outnumber your opponents , or you ' re running a premade with flawless coordination . Capturing two towers , playing defense , and above all , controlling the flag spawn leads to a virtually guaranteed victory as long as everyone is on board . Honor reward system . Eye of the Storm items are available by spending honor accumulated . There are no factions associated with the two sides so there is no reputation to be gained .