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Warsong Gulch Strategy

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Ahh... It's always nice to get back to the ten-man battlegrounds for a while. Warsong Gulch was released into World of Warcraft in the same patch that AV was. It's tied for oldest Battleground and promises big fun.

I love capture the flag games... I don't even care that it makes no sense why the Horde or Alliance would give a shit about a fucking flag. I can play capture the flag in Unreal Tournament all day and all night. The fact that you can start playing in WG at level 10 makes it that much more fun... you can enjoy the battleground from a very early stage in your character's development. WG (along with AB) is the land of the "twinks" (a weird term which I find hilarious but will explain in a future blog).

What follows is a basic strategy guide for WG. As with previous guides I do not claim to be "WG master strategist" I've just done it a lot and, like AV, have a mailbox overflowing with tokens. Although every Battleground requires people to understand the roll of their character, WG is far less forgiving than any other BG because you only have 10 people on your team. If you suck, than 10% of your team sucks... If you are awesome, than 10% of your team is awesome.

Winning WG is not about gear or levels (although I have seen twinks take on 5 opponents and come out on top). It's about using your sneaky bag of tricks to maximum effect. Get in, get flag, get out, return flag... that's how you win... you don't have to kill a single person to do this.

For those of you who like to bum around midfield killing opponents, you are moronic. Unless you're controlling midfield so your FC can get home, being in midfield AT ALL is pointless. Some people like to farm HKs in midfield... this is commonly referred to as "retarded".

Druid: If you glue a flag to your cat's tail it'd run like hell too!

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The druid is probably one of the most valuable classes to have in WG. Arguably. there is no class that can run the flag better than a Druid. It's hard to snare you because of your ability to shape-shift and you have increased movement speed because of cheetah form. You can transform into a tank when you're in trouble and you can heal yourself if you have the chance.

Stealth into the enemy base to get to the flag and use Dash to get out with the flag before they realize you have it. As soon as you're in the open go cheetah and get back to your base as quickly as you can. Use roots if someone's giving you a hard time. Cap the flag, repeat.

Hunter: Any problem can be solved with a bullet

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I would argue that hunters are the second most valuable class in WG. The ability to track flag runners is immensely helpful. Once you've found an opposing flag runner, mount up and head him off. Drop a freezing or frost trap in his path. Scattershot, concussive shot, wing clip to snare them. What's more, you can lay freezing traps by your flag or flag carrier and use flare to protect your flag and FC against stealthers.

As a flag runner you're only surpassed by druids. You can increase your speed (watch you don't get hit or you'll be dazed) with AotC and you can use deterrence to increase your survivability. You should be damn good at kiting so, as you run the flag think of the people chasing you as mobs you have to kite. When all else fails and you're about to go down, use FD (which will auto-drop the flag) to drop everyone's selection on you and re-grab flag. It's risky (I've only ever NOT gotten the flag back once using this trick... but it did cost the match), but sometimes it's the only thing you can do.

PLEAS NOTE THAT AS OF PATCH 2.3 YOU NOW HAVE TO WAIT 3 SECONDS BEFORE PICKING UP THE FLAG SO THE FD + FLAG PICKUP TRICK = NOT VIABLE. :(

Mage: Conniving wizards who throw snowballs that slow you down.

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As a nuker you're invaluable. Your DPS can take down those pesky opponents very quickly and that can make or break a match. You are one of two classes that should spend any time in midfield because, if you can control it, than the FC has a clear path home. Your roll should GENERALLY be in protecting the flag carrier. A well placed frost nova has turned what was about to be a dead flag carrier into a flag capture. A well placed sheep has bought that extra second the FC needed to survive.

If you're chasing an opposing FC, blink + nova and polymorph are tremendous assets. Polymorph an opposing FC's healer and Focus Fire the FC.

As a flag carrier you're ok... not fantastic. The use of blink can get you out of bad situations, especially with nova... but you just lack the durability that other flag carriers have... I have seen a few fantastic mage FC... just not many.

Paladin: Whatcha gonna do without your bubble bitch?

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You are probably one of the best classes for protecting a FC. Not only can you heal, but you're impossible to kill so if the opposing team turns to attack you than the FC gets away. If they attack the FC just heal him all day. You have a few stuns that can take dangerous opponents out of the equation for a few seconds.

Unfortunately your invulnerability can not be used on a FC without making them auto-drop the flag. This goes for YOU to so as a FC you are not spectacular.

If you're chasing a FC your stuns can really determine weather or not he gets way.

Priest: STFU and heal the FC!

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Fear is key. A well placed fear can mean the game. Coupled with a well placed heal on a FC your roll on the battlefield is important. Your roll should, like a pally, be in the protection of a FC... NOT an FC yourself. Slap a shield on the FC, buff him as he runs... you can harden him to the point where he's incredibly difficult to take down.

As a FC your bag of tricks is limited. You can fear and that's about it. You can heal yourself... but opponents will tend to burn you down before you get a heal off.

Rogue: Get the god dam flag back!!!

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Rogue's are a very valuable class to have in WG. As stealthers you can find opposing FC and kill them, especially if teamed up with another rogue. You can stealth into a base and get out with the flag with gratuitous use of sprint.

The best rogue flag runner's I've seen use sprint + preparation + sprint to get back home lightning fast. But, your roll as a killer still outshines your ability to run the flag. If you see an opposing FC running and you're in front of them a cheapshot + kidney punch will keep them stunned long enough to spell doom for them unless they have a LOT of protection.

If you do carry the flag going stealth or vanishing will auto drop.

Shaman: Hey! You're not a warrior.

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As flag runners your wolf form is also very valuable. Dropping a totem as you head back to base to snare your opponents can really help you get away.

However, your roll tends to be, again, a FC protector. With your heals and totems you can help a FC get home alive and cap the flag. You also can take on a roll as a midfield hard target. Because you can be difficult to kill your can distract opponents long enough for a FC to get by.

Warlock: Fear me!... no them! FEAR THEM!

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Like a mage, you should be nuking, killing those hard targets that are causing your team pain. Your versatility in WG is incredible however and you should utilize it to maximum effect. Gratuitous use of fear is always a must... what's more, the use of a succubus can also charm an opponent long enough to control the battlefield in your FC's favor. Like a mage, you are one of two classes that can control midfield an potentially give your FC a free path home.

As a FC you do ok... your fear helps and your high HP is also an asset. You are cloth so letting the FC go to someone else may be in your teams best interest.

Warrior: Watching you FC is like watching a big slow rock roll down a gentle slope... only that rock has an axe or sword.

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Your durability is unmatched and, because of this reason alone, you make an excellent FC. The best warrior FC's I've seen charge an opponent in front of them, hamstring, and just continue running. This buys them extra distance and takes an opponent out of the equation for a few seconds.

When you're blanketed in opponents use intimidating shout.

Now for a few sneaky WSG tips:

1. If you see your FC is under heavy attack and you get the sense that, even with your help, he's going to go down, start running on top of him. When he dies you will have the best chance of grabbing the flag and continuing the run.

2. If your base is overrun with opponents it is often wise to hide either in a hut near your base midfield or near your graveyard. A good hunter will eventually find you on track if you're in your base but if you can scoot out a little ways that can really confuse people.

3. If you are the FC and your base is NOT overrun with opponents the roof is one of the best places to hide. You have 4 avenue's of escape and only one avenue by which you can be attacked.

Tagged with: Druid, Hunter, Mage, Paladin, Priest, Rogue, Shaman, Strategy Guide, Warlock, Warrior, Warsong Gulch, WG, World of Warcraft

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