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Old 07-07-2005, 10:08 PM   #1
Skalagrim
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Warsong Gultch Tactics

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.
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Old 07-07-2005, 11:20 PM   #2
Thelorax
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Quote:
Originally Posted by Skalagrim
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.
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Old 08-07-2005, 01:57 AM   #3
Jachyra
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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
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Old 08-07-2005, 03:07 AM   #4
WatcherZero
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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.
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Old 08-07-2005, 11:11 AM   #5
Gaza0469
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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)
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Old 08-07-2005, 05:05 PM   #6
DrunkCajun
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Quote:
Originally Posted by Jachyra
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.
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Old 09-07-2005, 01:34 AM   #7
degnar
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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!
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Old 09-07-2005, 02:27 AM   #8
durtvandutch
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Quote:
Originally Posted by Skalagrim
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..
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Old 09-07-2005, 12:59 PM   #9
ChaosTree
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Quote:
Originally Posted by Gaza0469
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.
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Old 11-07-2005, 04:01 AM   #10
Gaza0469
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Quote:
Originally Posted by ChaosTree
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 :(
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