World of Warcraft War College – Warsong Gulch
The most common mistake I witness is people staying behind to defend the flag-room at the beginning of the battle. They always get slaughtered by the entire Alliance team, since there's only 3-4 of them; and we then have a disadvantage when carrying our flag through midfield.This is so true.
Now if they come for us we wait and wipe them in front our our own gy as many times as we can and wait for stacks. If they are not attacking we stack our 8 offense and head in for the efc when we decide he has enough stacks. Our tank and healer defensive team will run into our flag room. With our 6 dps we completely ignore healers (except for cc'ing them) and burn down flag carrier. When 5 stacks or however many are up its impossible to heal through. Hopefully rinse repeat.
It's been working pretty well so far we'll see when we start getting closer 2000 mmr.
. Oh that irritates me when there is 7 rogues and ferals on the opp team, like as if the teams couldnt be evened out( even as an optional feature if people like variety of opponents and allies, which can lead to fundemental problems when there isnt a single heal and the other team is half priest)? Because at a certain point it just becomes cod and people go for kills and not any real purpose with their actions. And the last thing that irks me has to be defence, you know when your whole team rushes out and you are standing there going "jeez you guys are dumb for not providing any resistance to a capture the flag game". So all in all the usual that irritates you so much you repress any memory of it to prevent potential brain hemorraging
Luck into 2+ geared healers and a geared Blood DK plus DPS that actually listen and attack the EFC.
Warsong Gulch in a PUG is mostly luck. If you get a good number of healers and an intelligent tank, you will likely win. If you get no tank and too few healers, or if you get too many healers and not enough damage, or if you simply get too many undergeared players, you will probably lose.
If you're undergeared, I would avoid BGs like WSG where you're needed more badly, and on a WSG weekend I would simply queue for random BG where you'll probably get IoC (I get it like 70% of the time for some reason, anyone else noticing this?)
02/19/2012 05:28 PMPosted by WidowmakkerB line
It's called a "beeline"; it's named for the fact that bees supposedly fly in a straight line when returning to their hive.
My only other complaint with WSG would be when a bunch of people ride to the enemy base at the beginning, and then right before we go in the front door they ALL turn around and ride out to the middle to join the pointless battle that always seems to be there.
02/19/2012 08:46 PMPosted by Thesepeopleplate armor helps against most wepon swing and further will increase there chance to survive.
You can't just go by armor, though. Some plate wearer specs are actually pretty horrible for survivability. I wouldn't ever hand a flag to a frost DK. Make sure the person you hand it to is specced into one of the tank specs (protection warrior, protection paladin, blood death knight, feral druid specializing in bear form) and has a good deal of health. Defensive abilities matter a lot more than armor rating.
Druid ( cept bears )
You get the idea you may have some magic damage protection but plate has nice physical dps reduction so dont cary the flag if you dont have plate.
1. I've found that many games can be won without healers on your team easily, just if you know how to use Crowd Control abilities (every class has some).
Most of the abilities should be used when out in the field while protecting your Flag Carrier.
Death Knight - one of the most CC-enabled classes, slows, silences, and pulls back enemies. Ideal for chasing the enemy Flag Carrier across the field or pulling and locking down enemy healers/mages.
Warlock - my personal favourite in this respect. I've noticed many locks simply cast DoT's and cast-time spells trying to burn down enemies but that's by far no the best approach. A good lock will chain-cast Fear in WSG changing targets constantly. This disorients the enemies and makes them lose position in relation to your FC or healers. A single smart lock can totally ruin the enemies' game. Also pet stuns/silence should be put on manual and used in emergencies.
A warlock as an FC is also quite viable - learn to use your Demonic Circle spells at higher levels. A lot of warlocks forget they have it. First run up to 2nd or 3rd floor and cast the Summon at the very edge of the ledge. This way when enemies come up to get you, you can jump down. When they jump after you, just cast Teleport and you're back up safe.
Rogue - the best EFC killer in the game. Especially if you have several rogues, try to coordinate the game with them. 2-3 Ambushes in quick succession are usually enough to down any FC in a matter of seconds, leaving their healer helpless.
Hunter - ALWAYS use Flare and Trap spells. They are an invaluable asset. Too many hunters forget this little detail.
Priest - Bubble up as many of your allies as you can. A bubble allows the person a few seconds to become aware of being attacked and of who attacks them. That is often much better than healing in the long run.
Mage - not much to say here. Mages are too easy a class to play and too OP for damage currently that it's almost impossible to play one "wrong".
Shaman - shaman healers often die through negligence. I've noticed that it is often best to Earth Shield YOURSELF and NOT the FC. Through different add-ons, the enemies are likely to target you first, and when you die, so does your FC. The Earth Shield allows you to become almost unstoppable with 5-6 people hitting you, while also being able to heal your FC efficiently.
Druid - when carrying a flag, use Bear Form as much as possible when inside a base or having the debuff. Also, Boomkins, learn to position yourselves and use Typhoon to throw enemies off the roof.
Paladin - also having a variety of "too powerful" spells, very hard to go wrong here. Just remember to cast Hand of Freedom as often as you can when under attack (either on FC or their healer or yourself) and stun opponents when necessary.
Warrior - several stuns, an aoe fear and a slow. While arguably not the best collection, anything helps. Also, a very underused ability is Demoralizing shout. When the enemy has several melee classes at their disposal, don't forget to use it. the 10% damage reduction is handy.
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