View Full Version : Warsong Gultch Tactics
Skalagrim
07-07-2005, 10:08 PM
I'm pretty new to Warsong pvp, but from my observations this seems like the most successful strategy to use. Let me know if you agree with me, or if you can think of any way in which the strategy can be improved:
3 Guards - Ideally these three would be playing classes that have movement slowing abilities to make flag carriers easy targets rather than runners. If the flag is taken despite the defenders’ efforts, these players become flag hunters on a search and destroy mission for whoever picked up the flag.
4 Midfielders - Playing both offense and defense. Essentially the job of these players is to kill everything they come upon. If the flag-guarding group fails to keep the flag in base, then the midfielders make sure to stop the flag carrier before it reaches safety. At the same time, if flag has been picked up by a friendly and is coming the opposite way it's the midfielders' job to slow down pursuit and make sure the flag reaches base.
3 Flag Seekers - Ideally druids (or shamans if you're playing Horde). These three are always after the opponent's flag, supporting each other while trying to take it and escorting each other once its been picked up.
Let me know what you think.
Thelorax
07-07-2005, 11:20 PM
I'm pretty new to Warsong pvp, but from my observations this seems like the most successful strategy to use. Let me know if you agree with me, or if you can think of any way in which the strategy can be improved:
3 Guards - Ideally these three would be playing classes that have movement slowing abilities to make flag carriers easy targets rather than runners. If the flag is taken despite the defenders’ efforts, these players become flag hunters on a search and destroy mission for whoever picked up the flag.
4 Midfielders - Playing both offense and defense. Essentially the job of these players is to kill everything they come upon. If the flag-guarding group fails to keep the flag in base, then the midfielders make sure to stop the flag carrier before it reaches safety. At the same time, if flag has been picked up by a friendly and is coming the opposite way it's the midfielders' job to slow down pursuit and make sure the flag reaches base.
3 Flag Seekers - Ideally druids (or shamans if you're playing Horde). These three are always after the opponent's flag, supporting each other while trying to take it and escorting each other once its been picked up.
Let me know what you think.
Thats what any group i've ever been in has done...
Another Tactic I've seen, that wasn't too effective since their team lost was taking about half of their team and rush the flag. The ensuing confusion and the the amount of people available to keep picking up dropped flags got them pretty far before it was finally retrieved.
Jachyra
08-07-2005, 01:57 AM
Easy strategy.
Half the team sits at the enemy's entrance, outside in the field.
The other half gets the flag.
When both halves meet at the end of the tunnel, they escort.
Very hard to beat, especially with mages, priests, warriors, and druids escorting.
In this situation, a warrior is best suited for flag carrying because of armor, large hps, chargestun "leapfrogging" forward, and no limit on piercing howl. Ideally, priests should fear while warrior takes the flag, then as fear begins to break, mages will ice while warrior leaves tunnel.
Then, Priests and Druids would put renew and regrowth on the target; priests fearing as a last resort.
Mages would ice and sheep, in that order. Sheeps only really need to stay down 4-6 seconds while the flag carrier moves, so it's possible to sheep everyone you see as you come across them.
The enemy has a tendency to stream from the graveyard in desperation. The outside team's responsibility is to kill them until the flag carrier arrives, then simply root/sheep/sap/stun/detain them until the flag carrier has significant distance on them.
Once the flag carrier reaches the base, half the team waits outside, the other half captures the flag.
Rinse. Repeat.
Classes I don't recommend playing WSG: Shaman, Warlocks, Hunters
Classes I recommend: Mages, Warriors, Paladins, Rogues, Priests, Druids
WatcherZero
08-07-2005, 03:07 AM
Tactics always worked for us, is 5 defense, 5 offense.
Usually we have a diversionary feint, i.e. someone will run in, pick up the flag and run, will be pursued by all the defenders, usually hes run down, in the meantime a rogue or druid stealths in and takes up a position near the enemy flag respawn point, as soon as the flag respawns he takes it.
Gaza0469
08-07-2005, 11:11 AM
My win ratio is around 43 / 60
I have extensively tried a tonne of tactics, the best of which is this :
Eveyrone wait at base for the first attack, typically the other side will send in 5 players.
The first contest is therefore 10 v 5 - its an easy win, you should only take one casualty at the most.
Everyone then pushes up through to the centre, here the enemy will be disarayed and unorganised, its an easy 9v single players, nuke them.
Send in 7 into their base to capture the flag, its a 7 v 5 fight, nice and easy you will take some losses here but will get the flag. Lets say you have 5 left, they will meet back at the midfield where the other two players are.
3 players take the flag back to base, everyone else stays in midfield to keep the fightup.
By this stage the other team doesnt know if they are comming or going.
When the flag gets returned to base, the three will come back upto midfield.
From here, its basicallly sending in 8 players, and keeping two in midfield, wash and repeat.
Its a nice easy tactic and its all about your team staying in control of the situation and just making sure that you cause chaos on the other team.
Class roles :
Defenders ( when required )
Warriors - Good choice, they can intercept, rend, and hamstring to slow them down if they get your flag.
Warlock - Good choice, can seduce, slow down targets etc.
Rogue - can hide and use sap when required, plus they can sprint to catch up to players.
Attackers :
Hunter - Good choice with aspect of the chetah on providing he doesnt get hit, plus he has cold traps to slow players down so he can get away, and his pet can act as a DOT.
Shamen - Best overall attacker, can go ultra fast with ghost wolf, and can use totems to slow everyone down.
Priest - Pretty good as well - can fear anyone when they get to close, can heal, shield, and have a range of buffs to use.
Mid Field :
Warrior/ Priest/Mage - Nice combo, Warrior can soak damage , mage has crowd control, and DPS and priest keeps everyone alive.
Other Classes :
Paladins - Not as useful since you cant use your shield while you have the flag :( This is unfair in my opinion. They are good in the midfield though since they are hard to kill, this makes them ideal for this role.
Druids - Good for everything, can go fast, have neat buffs, debuffs, can slow people down.
Boots of Speed :
As soon as it starts get your boots of speed, nothing worse than someone running into your base , getting the flag, getting the boats and making a clean getaway.
Make sure someone is always getting your teams boots as they spawn. ( usually your flag bearer after he cashes flag in)
DrunkCajun
08-07-2005, 05:05 PM
Classes I don't recommend playing WSG: Shaman, Warlocks, Hunters
Er...how much WSG have you played?
Shaman are KING of flag-running. In my experience against Horde teams, without fail a distraction team of rogue/priest or more will come in the main entrances, getting our attention on defense, while a Shaman jumps from the ledge, nabs the flag and is bolting for the door in ghost wolf form before we realize what's happened. They're extremely difficult to catch, as well.
Warlocks ROCK in WSG. CoEx, Seduce, Fear, and Mass Fear are all priceless spells. Amplify Curse+CoEx is the only way I've ever seen an alliance team catch a ghost wolf shaman short of reaching it before it gets clear of the building. CoEx is perfect for nabbing flag runners. Fear spells and mass fear spells are great for defense, especially if people such as yourself give short shrift to a warlock on defense and don't attack it right away. Moreover, warlocks can very subtly turn the tide of a pitched battle by stacking DoTs on every enemy combatant. This is also quite useful against rogues. Once the DoT is ticking, they can no longer stealth. Seduce/fear buys your team some time if you're outnumbered, and can be used to stop those chasing your flag runner in their tracks.
I'm a bit biased towards warlocks, in fact, and in my experiences in WSG I've honestly felt indispensable. I wouldn't recommend the warlock as a flag runner, but I've managed to do it once or twice.
Hunters are actually quite useful for WSG as well, on defense. Frost trapping the flag buys the defense enough time to stack damage on the runner and generally means they won't make it out the door. Combined on defense with a warlock who can CoEx and DoT the trapped character, they're guaranteed not to survive past the front door.
degnar
09-07-2005, 01:34 AM
I like the strategies here. Usually we end up with 5-6 on offense, and 4-5 on defense. Works ok, but not great.
The key is cooperation, coordination and working as a group. If people go off on their own, that leads to defeat. 1 v. 4 is guaranteed death.
Distractions often work well. i.e. One person grabs flag and runs, drawing all defenders with them. As soon as flag is back at base, second (full) team grabs it and goes out other entrance. (Good to remember if you are a defender... get back to the flag room if the runner is controlled).
And speaking from a shaman persective, I've had great success on defense as well. Frostshock and earthbind totem slow the runners. Purge also helps a lot. Very few ever make it out of the flag room. I find that the hardest opponents are Warlocks... fear and curses. ugh!
durtvandutch
09-07-2005, 02:27 AM
I'm pretty new to Warsong pvp, but from my observations this seems like the most successful strategy to use. Let me know if you agree with me, or if you can think of any way in which the strategy can be improved:
3 Guards - Ideally these three would be playing classes that have movement slowing abilities to make flag carriers easy targets rather than runners. If the flag is taken despite the defenders’ efforts, these players become flag hunters on a search and destroy mission for whoever picked up the flag.
4 Midfielders - Playing both offense and defense. Essentially the job of these players is to kill everything they come upon. If the flag-guarding group fails to keep the flag in base, then the midfielders make sure to stop the flag carrier before it reaches safety. At the same time, if flag has been picked up by a friendly and is coming the opposite way it's the midfielders' job to slow down pursuit and make sure the flag reaches base.
3 Flag Seekers - Ideally druids (or shamans if you're playing Horde). These three are always after the opponent's flag, supporting each other while trying to take it and escorting each other once its been picked up.
Let me know what you think.
I think you've played soccer before!
LOL..
ChaosTree
09-07-2005, 12:59 PM
Eveyrone wait at base for the first attack, typically the other side will send in 5 players.
The first contest is therefore 10 v 5 - its an easy win, you should only take one casualty at the most.
I have found a variation of this to also be efficient. (my experience isn't too great though, having only done this in 3 games (lvl 31-40), so it may only work against crappy opponent)
As soon as the barriers go down, you go all out offence with 10 players. Meet the enemy 5 player offence at the middle, and take them out 10v5. Continue into the enemy base with the entire team, doing a 9v5 on their defense.
Your flag-carrier run out with 2-3 guys as support, the rest stay in the enemy flag room, perhaps making skirmishes to the enemy graveyard, killing the respawns. Your flag carrier does a flag capture, and when the flags respawn, the people who stayed at the enemy flag, can pick it up, and go for a fast second score.
The enemy will probably have picked up your flag, but without any real support to the carrier, and you simply kill their flag-carrier on your way home.
Gaza0469
11-07-2005, 04:01 AM
I have found a variation of this to also be efficient. (my experience isn't too great though, having only done this in 3 games (lvl 31-40), so it may only work against crappy opponent)
The enemy will probably have picked up your flag, but without any real support to the carier, and you simply kill their flag-carrier on your way home.
Yep, that works as well, I think the main tactic here should be to work togeather, dont split up because an entire team is always going to be more effective than 2x split teams.
The funny thing is that many players dont do this, most battlegrounds I play in the opposing team seems to always be doing solo efforts, or they split their team in half.
I agree with DC here, Warlocks and Shamens own battlegrounds. There is no question about this at all.
We did a WSG on the weekend and one lone Warlock kept three of us off the flag for a good minute, they just have a tonne of options to dish out and make getting the flag a painful experience.
I also like Hunters on defence as well, frost trap the flag buys you a good 10 seconds.
A Shadow Priest works on defence to , with mind flay to slow attackers down.
I found my Holy priest was effective in getting the flag, I just ran right upto the flag, cast Holy Nova which unstealthed both rogues (AOE attack), this prevented them from doing their openers and allowed me to fear them and get a clean getaway.
Its a shame Druids cant use their roots spell inside because that really would be a crowd pleaser.
Shamens are just out of control though they were built for Battlegrounds, they just run in, grab the flag, drop their totem that slows everyone down, morph into ghost wolf and run out before you can even scream 'nerf shamen' lol.
I wish Pallies had a few more options because in battlegrounds they just need something extra to define a roll for them.
Slightly off topic, but has anyone been able to join Alterac Valley lately?
I havent been able to for over 4 weeks, there is never enough players on there :(
galzohar
11-07-2005, 09:01 AM
In my experience the team that wins is the team that can kill the other team more effectively, assuming it plays offensively (7+ attacking). Of course it's always a good idea, if u know how much defense they have, is to attack with 1 more guy than how many they have defending and have the rest on defense, but that's usually a bit impossible. Just send almost all to attack then if they cap (with more than 1-2 or the hutner+whatever (druid works well with him)) u catch them on the way.
Again, it's more about character diversity, using your snares/heals/aoe right and beating the **** out of the enemy team.
WatcherZero
11-07-2005, 09:28 AM
A surprising tactic that worked in 7 straight WSG today was everyone midfield, we even won one instance in 3:37, I feel so sorry for the alliance......
Gaza0469
11-07-2005, 09:40 AM
A surprising tactic that worked in 7 straight WSG today was everyone midfield, we even won one instance in 3:37, I feel so sorry for the alliance......
Nice work, its always satisfying to win WSG.
I love winning from 2 down. A few weeks we were 2 down within about 6 minutes, I thought it was going to be one of those complete disasters then somehow we bounced back and 40 minutes later we had won. Something magical about that =P
ChaosTree
11-07-2005, 10:41 AM
Nice work, its always satisfying to win WSG.
I love winning from 2 down. A few weeks we were 2 down within about 6 minutes, I thought it was going to be one of those complete disasters then somehow we bounced back and 40 minutes later we had won. Something magical about that =P
Hehe, I was in a game that we won 3-0, even though we were outnumbered 6vs10 for the first enemy attack, and then 7vs10 for the rest of the match. That felt really great. :happy14:
wesje
11-07-2005, 12:17 PM
on 10-10 games my guild has:
Attack : 2 Shaman, 1 Mage, 1 Priest
Midfield : 3 Warriors ( yay me )
Defence : 1 Hunter , 1 Mage, 1 Warlock
The midfield is so amazing, 3x arcanite reaper RAPES anything we charge at.
The attack is pretty simple, blink, nova, 2 shammys run in, grab, run out, the shammy with no flag spams stuns slows all that goodiegoodie.
The defence is made for slowing and delaying, we dont HAVE to kill them. We have warriors.
Our worst result in 19 games in 3-1 win , 2 times :X
I noticed that no one uses those cool little buffs inside the cottages.
ChaosTree
18-07-2005, 01:17 PM
I noticed that no one uses those cool little buffs inside the cottages.
As a druid I never use that bloodlust thingy (don't remember its real name) since survivability is more important for me. But I use the healing one all the time, whenever I'm getting low on mana or health, and the speed is usually taken by whoever sees it first, to avoid enemy flag carriers taking it.
But the healing is interrupted by any damage, so it's not useful for the flag carrier while on the run.
wesje
20-07-2005, 08:25 PM
The bloodlust thingie is used my the hunter we got. runs in with cheeta to speed up, gets it, runs to us again and we reach the fighting grounds the same time. Our warriors and mage can protect her enough to make that +30% work.
The healing, spawns very fast and u gotta have luck to not die or noone spotting u going in there *alliance side*.
Comes to my point, why is the horde regenhouse opened on the allianceside and so is the alliance regenhouse.
Also, who wins more: alliance or horde, on your server and with your lvl.
ChaosTree
22-07-2005, 01:33 PM
Another really cool strategic move that work really well, is to chose a player, preferably a warrior, to play the "Hero" (as in Warcraft 3), then everyone else will simply rally at the hero if they are not doing anything special.
This way you always know where to go, and it will keep people gathered in one powerful group. The hero of course must have a clue what they are doing, but it doesn't have to be anything special.
Aerath
22-07-2005, 09:52 PM
o.O
Only been there once. Reading all this made me realise how much of bumbling morons we were... And still we won 3-0 :happy34:
Anaram
23-07-2005, 02:22 AM
On my server there are three sorts of WG matches:
1) Those where alliance leaves before countdown finishes
2) Those where a pickup group of hordes meets a 10-man alliance team and gets beaten up
3) Those where pickup horde meats a pickup alliance team (<- these are the good fights)
It's not feasible for horde enter guild groups with queue times as well as the fact that alliance will simply leave during countdown if they perceive you as being any good, and then it's time for two flagruns and queue for another hour.
Most sane strategies associated with this map have largely been made redundant by terrain exploiting, MC + shield, judge's gavel, mind control out of instance etc and the factors described above. It's all about honor farming now.
As for actually working strategies when gulch still was a working concept, I'd say midfielding plays an important role. Either using crowd control or killing enemies there appears to be the key factor. However, most teams are lulled to complacency by the fact that whichever side has longer queue extremely seldom puts together decent teams. Hence even mediocre strategies can work simply because of superior personal skills and experience and coordination.
peltco
23-07-2005, 04:30 AM
Although frost trap might slot the enemy a bit i often find that my hunter is no good if it is on deffence in the flagroom. A hunter's main strength is its ranged attack and when fighing in flagrooms i run into 'target is to close' constantly.
concussive shot during the middlefield allowing other people to catch up and kill the flag carrier works great though
Webmuppet
25-07-2005, 02:47 PM
Although frost trap might slot the enemy a bit i often find that my hunter is no good if it is on deffence in the flagroom. A hunter's main strength is its ranged attack and when fighing in flagrooms i run into 'target is to close' constantly.
concussive shot during the middlefield allowing other people to catch up and kill the flag carrier works great though
Played WSG for first time at the weekend and as a 50 Hunter it was great. Mostly covering our flag carrier / chasing Alliance with flag. It might be because I'm the top level in the particular band but I thought the hunter class was perfect. Chasing a fleeing target spamming arrows with a dashing pet damaging them seems almost too easy...
SweetHeart
26-07-2005, 08:07 PM
Played WSG for first time at the weekend and as a 50 Hunter it was great. Mostly covering our flag carrier / chasing Alliance with flag. It might be because I'm the top level in the particular band but I thought the hunter class was perfect. Chasing a fleeing target spamming arrows with a dashing pet damaging them seems almost too easy...
I totally agree with you. That is why hunters are so amazing on defense. They can frost trap to snare an entire attack, and they are the best pursuers. Hunters can do a ton of damage on the run and have aspect of the cheetah to be even more effective pursuers. Though it may sound silly, hunters are especially good when they aren't being attacked. Added rant: track humanoids also gives them a heads up on attackers and track hidden will occasionally snag a rogue/druid trying to snipe the flag. Especially at level 50, pets can run down low 40's flag carriers all by themselves. Pets are rarely tageted so they can, really, hunt the carrier down. The problems for hunters arise when other players realize that hunters, while usually bad in typical pvp (becuase they, along with warlocks, take more skill to be effective than other classes) are AMAZING in WSG. However, when other players turn it into a straight fight to the death for hunters, they lose their ability to pursue. Thank goodness for underestimation. :happy34:
Walstafa
01-08-2005, 01:09 PM
Played WSG for first time at the weekend and as a 50 Hunter it was great. Mostly covering our flag carrier / chasing Alliance with flag. It might be because I'm the top level in the particular band but I thought the hunter class was perfect. Chasing a fleeing target spamming arrows with a dashing pet damaging them seems almost too easy...
Had my first WSG's at the weekend as well. First as a lvl 48, then a lvl 49 Hunter.
First time I didn't know what I was doing, spent a lot of time in mid-field picking off Hordies. Managed quite a few HKs, but died loads. We won 3-1 at the end.
Second time, I rarely left the flag room. Me, a Pally and a Rogue played defense. I set traps on the flag (immolation, although I should have used Frost), then sent my pet (King Bangladash) after the flag carrier to nip his heels, hit serpent sting for the Dot and then concussed him. The only times they got the flag was when the Rogue was away and they rushed us with between 4-6 on attack. We won 3-2 after getting up 2-0 in the first ten minutes. And yes, I died a few times. I had a habit of ignoring the lvl 50 Tauren beating on me whilst I was shooting the fleeing flag-bearing Shaman.
Oh yes, and Track Humanoids is awesome for spotting approaching attackers on the mini-map. I was able to give my fellow defenders the heads up on repeated occasions.
Loads of fun, wll worth the annoying 2-3 hour queues on Earthen Ring.
theRogue
01-08-2005, 07:38 PM
okay i like the tatics but one question
if i am correct most of you are saying rogues should play deffense
but couldnt a skilled rogue cature the flag by sneeking in with stealth and saps while the others getting theflagdo the fighting
a priest or mage should be there to heal
peltco
03-08-2005, 03:13 AM
okay i like the tatics but one question
if i am correct most of you are saying rogues should play deffense
but couldnt a skilled rogue cature the flag by sneeking in with stealth and saps while the others getting theflagdo the fighting
a priest or mage should be there to heal
i would say it deppends where the fighting is. if the other pary is going all deffence, a rogue might have a hard time backstabbing a target. if there is only 1 or 2 deffending, a rogue might be great to take them out. or to take out those nasty rooftop snipers
Gaza0469
03-08-2005, 04:21 AM
The best tactic in WSG I have discoved is ::::
Use Ventrilo or Team speak with your guild !
It makes logistics 100x easier, you dont have to waste time writing and you can fight more =P
SuicideSong
06-08-2005, 12:36 AM
"Classes not recommended for WSG: Shaman, Warlocks, Hunters."
NO.
Hunters are VITAL in WSG. You cant chase FC's w/o one as easily, and there is no way the enemy team will be able to cheekishly hide their flag w/o tracking. Warlocks you're right now that I think of it, so far there aren't many skills they have that can significantly change the tides. They cant exactly help your FC, they cant exactly stop the opposing FC, they dont have any good tactics to paralyse an enemy's tactic, and they dont have enough burst DPS (there are too many affliction locks entering WSG thinking siphon life and CoE are going to do much). The smart ones who seduce and fear often however are the more 'respected' ones.
@Gaza's comment on his tactics: I do not know what your enemy horde are doing, but at least on my realm there is a team of pretty deadly horde which have some of the best tactics...EVER. You cannot defend as they are quick to see if you are going offensive or defensive, and somehow manage to win 10v10's by focusing on the players first and letting a rogue snatch the flag while you're in the fray.
If you go full force they intercept you along the way and hold back 1/2 to 3/4 of your players, making you end up with a crap team of 3 or 4 players going for the flag, who get raped anyways by the horde group that got your flag as they intercept you :/. I find two groups of 5 going down west and east and entering both sides of the enemy base is a good tactic: they dont manage to weaken your whole team and you can intercept them yourself and if you are successful you can push them back, snatch their flag, and manage a successful passage back to your base with their flag (even if they manage to get yours in the process).
"The best tactic in WSG I have discoved is ::::
Use Ventrilo or Team speak with your guild !"
Yeah =PP Ive only ever used it with 2 of my friends in a diff game, but my guild hasn't set up a server for them yet and only one person from my guild is a reallife friend so it'd be odd if i talked to random people =O.
KingBlingAA
07-08-2005, 12:22 AM
Interesting thoughts all around...
I'm over on Spinebreaker (our motto: "over three hours without a server crash today!"), a member of team Randiem. We have a lot of WSG threads in our realm forum, as it's much more of a WSG server than an AV server, at least up until very recently.
There's a lot of stuff I can add that I don't really have time for, but I'll give a few tips here.
One thing that can't be underestimated is the simplest concept: simply go around the opponents. One of our sayings is that you should only enter a fight when you are within 30 yds of a flag. There are exceptions, but it's generally true.
A lot of advice was given on setting rally points: a place for everyone to meet up and then start an attack. Our team doesn't really use these because of our mindset: it's everyone's job to form an attack. So, usually if one of us gets there early, simply waiting a few seconds will suffice. Our teammates will be there soon enough, since they're all going around the enemy!
We think defending can be sorted into two types: flagroom defending ("flagkeeping") or midfield defending ("interference"). We wholeheartedly support the latter; most games we leave our flagroom empty! Why? Well, the answer is threefold. Firstly, if the opponents get a large amount of players into your flagroom, you're in trouble. There are simply too many ways to knock out the defenders for a short while, giving a flagman time to snatch the flag and be on his way. Now, our defenders are behind the player they need to catch. Secondly, if we are giving them hell in midfield, it hampers their ability to get a large amount of people into our flagroom. As the flagman (usually a rogue who stealthed in) makes his way out, we have an easy save. Our hunter, (usually me) is required to get in position at our tunnel exit, watch the flagman on track, and report his position to the rest of the team. (I have macros for GY side, Ramp side, and tunnel) Lastly, having extra men in midfield instead of the flagroom means we have more help when we are returning home with our opponent's flag. Offense wins games, and we use our defense to help our offense.
Finally: ENGINEERING FTW! The profession has all sorts of toys that can help you win games. A well placed "The Big One" can clear the way for your flagman to get home. I'm famous for playing in my goblin rocket helmet, which gives me a free sap every 20 minutes. Speed boots are nice too...and show those enemy mages who's boss with a Gyrofreeze Ice Reflector. Better yet, make theosw priests and warlocks run in terror with the Shadow reflector trinket!
Barclin
07-08-2005, 05:13 AM
im my experiences we have tried most combinations of these setups. my personal favorite is having 6 mid-fielders, 2 defenders and 2 runners. typically rogues and myself have the best pick-up and score ratio. i usually stand up top, sheep the first 39-40 that i see/can jump down, freeze, wait for stunning, ensnare skills to affect me then blink towards the enemy tunnel.
almost always the midfielders are pushing up towards their base, so long as they are not overrun by a free for all attack from the other team, and with the rogues sprint ability and with my freeze, sheep, and especially blink abilities it is not difficult to reach additional support, or ask for an escort.
i like this tactic because when sneaking in its almost automatic that i not only get the flag, but escape their base with little or no difficulty, as opposed to an "attack force" that is easy to spot.
ArmageddalCake
07-08-2005, 05:49 AM
Classes I don't recommend playing WSG: Shaman, Warlocks, Hunters
Druids
ok, I didn't have time to read this entire thread before I saw this and was outraged, though I did read some of the stuff about why hunters are good in WSG, which I agree with, so I'm not going to get into there. How are Shaman's not good in WSG is my big question? Earthbind totem, slows everyone down, great for getting the flag carrier or being the flag carrier, and can you say wolf form? 40% faster, that lets you outrun just about everyone. And what about the despised frost shock? Do a fair amount of damage and slow? hmm, I wonder what that could be used for... Not like there are... People running away from you with flags who need to be killed...
Warlocks can be very useful in WSG as well. Now I don't play a warlock, so I can't get you the in depth stuff, I barely know what they do for that matter. But on many occasions I have seen priest warlock combos put so many DoT's on a flag carrier that he had no chance of escaping.
Like I said earlier, hunters were spoken for. Can't say much for druids. That's my opinions on that point.
Back on topic, on Deathwing, WSG is just shameful for the horde. We used to do very well, but then it seems the average IQ of the 41-50's dropped by about 50%. People can't seem to follow instructions and stay organized. Now I read a few of you guys' strategies, and on deathwing none of that happens. The only thing that you need to do to win is stay together, something that the alliance can do and the horde seems incapable of. It's the most frustrating thing ever, I can't stand it, if you're on deathwing and you remember a guy complaining about how staying together isn't that difficult that's probably me. Once we get that down maybe I'll try implementing many of the sound strategies that you guys have posted. the idea of people playing positions was interesting to me.
Cheers :buddies:
Trooogdooor
07-08-2005, 07:00 AM
This took place with a group of 9 lvl 30 shamans( all with cobalt crushers and faster walk on boots chant) and 1 lvl 30 hunter.
my favourite thing in WSG to do is get 9 shaman and 1 hunter to mark who will die next....... like really you should try this. Here's the story
We all sat and waited for the first rush off attackers to come and when they did the hunter marked a pally....he died 1 second later( all shocked ) then a rogue dropped down onto the flag and got frozen by trap as he grabbed the flag. we ignore him for a sec and nuke some mage who nova'd us all. as the trap comes off he gets wingclipped by our hunter, then promptly dies as our shocks come back. mean while me and my buddy just windfury procced/shocked a priest and druid to death. This took all of 20 seconds for us to kill 5 people.... I won't go into the rest of the round though we won in about 6 minutes only cuz the alliance flag runner ran away with our flag and hid( he died soooo fast from the bombs )
Trooogdooor
07-08-2005, 07:02 AM
Back on topic, on Deathwing, WSG is just shameful for the horde. We used to do very well, but then it seems the average IQ of the 41-50's dropped by about 50%. People can't seem to follow instructions and stay organized. Now I read a few of you guys' strategies, and on deathwing none of that happens. The only thing that you need to do to win is stay together, something that the alliance can do and the horde seems incapable of. It's the most frustrating thing ever, I can't stand it, if you're on deathwing and you remember a guy complaining about how staying together isn't that difficult that's probably me. Once we get that down maybe I'll try implementing many of the sound strategies that you guys have posted. the idea of people playing positions was interesting to me.
Cheers :buddies:
Same thing happened for 31-40 in shadowsong I was like screw this after the first game and went to grind for the next 10 levels
Sephiroth[TR]
07-08-2005, 10:55 PM
Deathwing(europe) WG is kinda crappy at 51-60 to >.<
We got The exhalted champions and The burning blade all going to WG with full guild group... And i can tell ya its really hard to beat them.. So usually when we see the names we go /afk. And dont give me the coward story..
Its really frustrating to fight them seeing no one will ever heal on horde side and there so well organised its just a waste of time trying to beat them.
Altho there are two big horde guild on the server to.. wich i think only 1 is quite active pvp in WG they would proly have a nice fight vs the ones from alli.. But for pickup groups.... were doomd to be farmed if we stay...
Otherwise normal pickup alli vs horde pickup is mosly won by horde from the games that i have been in.
And the most clever tricks i saw are Using that helm to charge to stun the one that protect flag carrier and than kill the flag carrier.
Other tricks i saw is use mind control on a flag carrier to make him drop flag :D
btw how does mind vision works ? Really annoying when im hiding somewere and get mind vision :P
Trooogdooor
08-08-2005, 05:29 AM
oh yeah if your lucky enough to get an high honour shaman on your team I can't remember if it's legionaire or blood guard that gets the {{{{{{+15% speed in ghostwolf form boots}}}}}} which equals once your shaman is out the door they will not get caught unless someone out there is already mounted waiting for them( or has an epic mount ). god I love GW sooo much.
Azzor
08-08-2005, 07:10 AM
Warsong Gulch is a fast paced capture the flag battleground where teamwork and coordination are not just useful, they are mandatory. Since the sides are limited to 10 on 10, even a single errant teammate can give your side a significant disadvantage. The battleground requires unique tactics to win. The main goal is simple. Steal the enemy flag and return it to your base, three times. But your team has to coordinate effort on multiple objectives at once and be ready to adapt to sudden changes in the situation. This strategy guide will lay out many of the solid tactics that have been shown to lead to victory time and time again.
It covers these areas, and I found it very useful.
1 – Basic Strategy
2 – Variant Strategies and Counters
3 – Advanced Tactics
Jtrac
12-08-2005, 08:08 PM
Shadowsong Server (for the horde)- Ok heres the deal and feel free to comment as you desire. I play an undead priest known as Jforce in WG. I played the 31-40 a ton went away for some training, came back lvled up and now play 41-50. People who play on that server may or may not know my rep or my my wife who plays a troll mage known as Amiera. I can't comment on the games I'm not in but I play frequently enough to cover most bases. Also if any of these things are not happeneing in your WG arena then check the roster and make sure I'm not on the list before you start flaming. People who do will know what I'm talking about. From what it looks like the Alliance is complete disarray from the sounding of the horn. Games usually take less than 10 minutes and I can only recall one loss in the last several weeks. Its simple. We have people who know their roles and do them well. I usually rack up a ton of kills and the mage makes a great flag carrier at least for the last 20 levels of WG. The mage can frost nova nearby attackers, blink out of stuns and what not. Not to mention the handy little grunt trinket for any annoying fears or polymorhs. Add a stack of swiftness potions for that speed boost and your set. Usually we will take 3-5 members to the roof. I will stay with the mage and nuke from above while 3 or so people jump down and cause complete chaos. Then Amiera the mage will jump down, grab the flag, blink almost out of the flag room and pound the swiftness potion (with my shield on her of course). Meanwhile I will assail the attackers cahsing her with DOTs (nothing like a rank 1 SW:P for 25 mana to daze hunters with their aspect on) and fears while trying to catch up to her but she is usually long gone by that time. Sure the first 3 people who jump down usually get sacraficed, but who cares as you cap that flag for the third time in 10 minutes. I would also just like to comment on a few things that make me happy. I build up a lot of hate on the alliance side and will fight anybody been doing it since 41 and pretty well for the most part. The things that make me smile (thanks alliance) are 1) when the pursuers of the FC focus their attention me cause of the hate, so yes I end up dying but my team scores a point and 2) when I get ganged by 3 or more people and I still manage to kill one of you off either before my demise or after with my DOTs of death (SW:P and DV). It feels pretty good being outnumbered and taking one with you. I will also hardly ever run from a fight even when carrying the flag or hopelessly outnumbered as long as I got mana to burn (its like I'm a smaurai looking for "a good death"). Alliance on Shadowsong if your out there please read what I have posted and use this knowledge to your advantage to give the horde some competition in WG as we are gtting bored with all the easy wins. On a side note thanks for all the Marks of Honor. As I stated earlier check your roster for Jforce, Amiera, And Amberwolf (hes our uber defender) before you begin any flaming.
-Jforce on Shadowsong
starlitsky
20-08-2005, 05:34 PM
okay i like the tatics but one question
if i am correct most of you are saying rogues should play deffense
but couldnt a skilled rogue cature the flag by sneeking in with stealth and saps while the others getting theflagdo the fighting
a priest or mage should be there to heal
Rogues are fun for both offense and defense. My lvl 30 rogue with 5 in M.O.D., which makes it hard for people below lvl 35 to detect (exceptions are: hunters with track hidden), has a lot of fun in wsg.
The problem with rogues carrying the flag is exactly that: you drop the flag when you stealth. Sap only works on non-combat targets (and you need to be stealthed). Unless you have Improved Sap, you fall out of stealth. Cheap Shot (lvl 26) is incredibly useful for stopping flag carriers, provided you can catch up to them in stealth. Also, the only way we can get out of snaring effects (like, frost nova) is to Vanish, a skill with a 5 minute countdown (less if you took improved vanish).
Most of the time, i play field defense if nobody has anything for me to do. I can tell the defenders inside where the opposition are coming from (players on my server always have this habit of not stealthing while running across the field. makes my job a whole lot easier). Sometimes i hang around the tunnel entrance (stealthed) and try to help out there. If there are two, then i can usually Sap one, and take out the other, then if i'm lucky, take out the sapped one too. I have improved sap, so i go back into stealth after. (there's one time where i sapped someone, and the other enemy tried to HEAL the sapped person ... so i sapped him too ... got them both afterwards).
Rogues can also be okay flag snatchers, especially if they're lvl 30+ and got preperation. Swiftness potion + Sprint + Preperation + Sprint = +50% movement speed for 45 seconds. If you get the boot on the way up, it's even faster. This only works well if you have little or no ranged pursurers (like hunters), and you don't have to hold the flag. As soon as you have to hold the flag, you're practically useless. Rogue's best openers start from stealth. Without stealth, you're a sitting duck, especially for opposition rogues :(
Kashin
20-08-2005, 06:20 PM
Jtrac: Level 42 Night Elf rogue on Shadownsong here. Just wanted to briefly just tell ya that I'm not really that well experiences in WsG but intend to substancially add to my tiny list of BG sessions (2: one win and one loss) quite soon and hopefully help the Alliance side give ya some competition. :happy14:
starlitsky: As I said above to Jtrac I've not played much, but I had some time in there to try some things and the time we actually won I was the one that delivered the final flag to our base. I stealthed into the Horde headquarters and as I was 5/5 in MoD they had no idea I was even close until I stepped out of stealth, grabbed the flag, hit the Sprint/Evade button and ran like a burning flame all the way to the Ally base... :happy53:
phlame
21-08-2005, 03:40 AM
Also, who wins more: alliance or horde, on your server and with your lvl.
Oi... Horde usually wins on the llane server, they just work together much better than our team
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