WSG Class Specific PvP Guide
Posted: January 12th, 2006, 8:48 am
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::::::::Warsong Gulch Class Specific PvP Guide::::::::
~.:'*':.~.:'*':.~.:'*':.~.:'*':.~.:'*':.~.:'*':.~.:'*':.~.:'*':.~.:'*':.~.:'*':.~.:'*':.~.:'*':.~
A detailed guide on Warsong Gulch PvP.
Forward:
This guide is written for those who have a basic understanding of their class. Warsong requires teamwork to win, and generally atleast 5-7 people in VoIP to coordinate and execute winning plans. I'm going to be covering class specific roles, as well as movement transitions. I will discuss the best classes to carry the flag for alliance and horde, aswell as trinkets/tools that are critical to sucess.
This guide is not for you if....
1) You're not 60. You can WSG at level 10, but many of the stratagies here will not work since you don't have the skills, or talents required.
2) You're looking for exploits. I will not go over the "hacker" hiding spots, warlock summoning exploits, shaman float exploits or anything else deemed an exploit in WSG.
~.:'*':.~.:'*':.~.:'*':.~.:'*':.~.:'*':.~.:'*':.~.:'*':.~.:'*':.~.:'*':.~.:'*':.~.:'*':.~.:'*':.~
Transitions: The key to winning BG's.
~.:'*':.~.:'*':.~.:'*':.~.:'*':.~.:'*':.~.:'*':.~.:'*':.~.:'*':.~.:'*':.~.:'*':.~.:'*':.~.:'*':.~
Forward:
Transitioning is the most important part of Warsong. Transitioning means changing the priorities of your group. If you don't understand this concept now, you will once you read this section. A group that has poor transitional qualities, will fail. They will never be able to...
1) Return the friendly flag while is posession of the oppositions.
2) Move the flag arround the map safely.
Offense:
The offensive group is the group that takes the flag, or returns your flag depending on the transitional state of the match.
Defense:
The defensive group is the one that protect the flag carrier, or protects the enemy from picking the flag.
With that said, here are the types of group that exist in Warsong.
Beginer
5/5 - 5 O, 5 D
10/10 - FFA. You don't know who is O or D, hell you don't even know who's in the raid cause you've asked for an invite 5 times and no answer.
Intermediate
3/3/4 - 3 O, 3 D, 4 'floaters'. (Floaters change to O or D, depending flag posession)
ProSauce a.k.a Neosquid
2/2/8 - 2 O, 2 D, 8 'floaters' (At any point in time there will be either 2 D or 2 O, the other remaining 8 players my change from O to D depending on the circumstances.)
*This doesn't mean have 12 players in the instance. This means you will have 8 O and 2 D if the enemy flag is in your base and there is no pressure. Or you might have 2 O and 8 D if the flag is in your base and you have lots of pressure. I rare circumstances, all players including the flag carrier may go on offense.*
Since this guide is designed for the Intermediate level, I will elaborate on the 3/3/4 lineup.
~.:'*':.~.:'*':.~.:'*':.~.:'*':.~.:'*':.~.:'*':.~.:'*':.~.:'*':.~.:'*':.~.:'*':.~.:'*':.~.:'*':.~
Specific Class Roles in Warsong
~.:'*':.~.:'*':.~.:'*':.~.:'*':.~.:'*':.~.:'*':.~.:'*':.~.:'*':.~.:'*':.~.:'*':.~.:'*':.~.:'*':.~
Flag Carriers
The Holy Trinity (Rogue, Pally, Druid) these are the only people who should touch the flag, ever.
Pally - With Blessing of Freedom, heals and plate armor, they are an excelent flagg carrying class. Best class when no competent rogues or druids are playing.
Rogue - With the vanish trick, prep, stopwatch, boots and a speed pot, they can cover the ENTIRE map and enhanced run speed. Good chance of soloing a flag in a room full of hostiles.
Druid - The kings of WSG are immune to snares and roots permanently. Bearform has a lot of hit points. Travel form alows for quick travel across the entire map.
Offense
General-
You will want someone to go in prematurely to set off any hunter traps, unstealth any rogues, and bait the defenders out. You'd be supprised how many PUG's D teams will chase a single rogue all the way out of the base. I have made 4 flag defenders chase me all the way out of the tunnel while the rest of the group took the flag and made it half way across the field before they even knew what happened.
Hunters- When you're on O, your job is to track the flag holder for the return.
Healers- You are to heal at every inconveniance. No one cares about how much your Mind Flay, Windfury, or Seal of Command will do.
Priests- Tab and Mind Vision. You are just as good as a hunter in tracking the flag holder for the return. AoE fear works well against multiple defenders in the flag room.
Rogues- You are to go where the hunters and priests tell you to go. If the flag carrier is alone, try and engage. If you cant win, dont attack. You will only let the enemy know that you know where he is. Try to group with your rogue buddies. Forming a 3 rogue return team is effective.
Mages- Level 1 FB any runners. It's fast, and it's a snare. Rogues will vanish on you, but FB, Nova, CoC will garentuee a snare.
Shaman- Purge, purge, purge. Purging a fully buffed flag carrier is like doing 1000+ damage and draining 500+ mana. EB totems are useful for slowing people chasing.
::::::::Warsong Gulch Class Specific PvP Guide::::::::
~.:'*':.~.:'*':.~.:'*':.~.:'*':.~.:'*':.~.:'*':.~.:'*':.~.:'*':.~.:'*':.~.:'*':.~.:'*':.~.:'*':.~
A detailed guide on Warsong Gulch PvP.
Forward:
This guide is written for those who have a basic understanding of their class. Warsong requires teamwork to win, and generally atleast 5-7 people in VoIP to coordinate and execute winning plans. I'm going to be covering class specific roles, as well as movement transitions. I will discuss the best classes to carry the flag for alliance and horde, aswell as trinkets/tools that are critical to sucess.
This guide is not for you if....
1) You're not 60. You can WSG at level 10, but many of the stratagies here will not work since you don't have the skills, or talents required.
2) You're looking for exploits. I will not go over the "hacker" hiding spots, warlock summoning exploits, shaman float exploits or anything else deemed an exploit in WSG.
~.:'*':.~.:'*':.~.:'*':.~.:'*':.~.:'*':.~.:'*':.~.:'*':.~.:'*':.~.:'*':.~.:'*':.~.:'*':.~.:'*':.~
Transitions: The key to winning BG's.
~.:'*':.~.:'*':.~.:'*':.~.:'*':.~.:'*':.~.:'*':.~.:'*':.~.:'*':.~.:'*':.~.:'*':.~.:'*':.~.:'*':.~
Forward:
Transitioning is the most important part of Warsong. Transitioning means changing the priorities of your group. If you don't understand this concept now, you will once you read this section. A group that has poor transitional qualities, will fail. They will never be able to...
1) Return the friendly flag while is posession of the oppositions.
2) Move the flag arround the map safely.
Offense:
The offensive group is the group that takes the flag, or returns your flag depending on the transitional state of the match.
Defense:
The defensive group is the one that protect the flag carrier, or protects the enemy from picking the flag.
With that said, here are the types of group that exist in Warsong.
Beginer
5/5 - 5 O, 5 D
10/10 - FFA. You don't know who is O or D, hell you don't even know who's in the raid cause you've asked for an invite 5 times and no answer.
Intermediate
3/3/4 - 3 O, 3 D, 4 'floaters'. (Floaters change to O or D, depending flag posession)
ProSauce a.k.a Neosquid
2/2/8 - 2 O, 2 D, 8 'floaters' (At any point in time there will be either 2 D or 2 O, the other remaining 8 players my change from O to D depending on the circumstances.)
*This doesn't mean have 12 players in the instance. This means you will have 8 O and 2 D if the enemy flag is in your base and there is no pressure. Or you might have 2 O and 8 D if the flag is in your base and you have lots of pressure. I rare circumstances, all players including the flag carrier may go on offense.*
Since this guide is designed for the Intermediate level, I will elaborate on the 3/3/4 lineup.
~.:'*':.~.:'*':.~.:'*':.~.:'*':.~.:'*':.~.:'*':.~.:'*':.~.:'*':.~.:'*':.~.:'*':.~.:'*':.~.:'*':.~
Specific Class Roles in Warsong
~.:'*':.~.:'*':.~.:'*':.~.:'*':.~.:'*':.~.:'*':.~.:'*':.~.:'*':.~.:'*':.~.:'*':.~.:'*':.~.:'*':.~
Flag Carriers
The Holy Trinity (Rogue, Pally, Druid) these are the only people who should touch the flag, ever.
Pally - With Blessing of Freedom, heals and plate armor, they are an excelent flagg carrying class. Best class when no competent rogues or druids are playing.
Rogue - With the vanish trick, prep, stopwatch, boots and a speed pot, they can cover the ENTIRE map and enhanced run speed. Good chance of soloing a flag in a room full of hostiles.
Druid - The kings of WSG are immune to snares and roots permanently. Bearform has a lot of hit points. Travel form alows for quick travel across the entire map.
Offense
General-
You will want someone to go in prematurely to set off any hunter traps, unstealth any rogues, and bait the defenders out. You'd be supprised how many PUG's D teams will chase a single rogue all the way out of the base. I have made 4 flag defenders chase me all the way out of the tunnel while the rest of the group took the flag and made it half way across the field before they even knew what happened.
Hunters- When you're on O, your job is to track the flag holder for the return.
Healers- You are to heal at every inconveniance. No one cares about how much your Mind Flay, Windfury, or Seal of Command will do.
Priests- Tab and Mind Vision. You are just as good as a hunter in tracking the flag holder for the return. AoE fear works well against multiple defenders in the flag room.
Rogues- You are to go where the hunters and priests tell you to go. If the flag carrier is alone, try and engage. If you cant win, dont attack. You will only let the enemy know that you know where he is. Try to group with your rogue buddies. Forming a 3 rogue return team is effective.
Mages- Level 1 FB any runners. It's fast, and it's a snare. Rogues will vanish on you, but FB, Nova, CoC will garentuee a snare.
Shaman- Purge, purge, purge. Purging a fully buffed flag carrier is like doing 1000+ damage and draining 500+ mana. EB totems are useful for slowing people chasing.