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Oryx  AFK Guild Member


 Total Posts: 496 Location: Denver
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| 03/08/2007 9:22 PM |
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Be warned: These are a little lengthy, and written for people who have
either never done these BGs, or never done them with me (don't know
how I do my abbreviations etc). So please don't think I'm writing like everyone
is a dumby when it comes to pvp! =P
Warsong Gulch
I have found some strategies for winning in WSG, one of the 2 Horde
dominated BGs. (The other being AB, which I will discuss strats for in
the AB forum later.) I will write this as if all readers have never
entered WSG, and describe as much as possible.
Warsong Gulch
WSG is a BG consisting of 10 Alliance and 10 Horde players. It is a
game of capture the flag. On each side of the field is the main flag
room/base, one for Alliance and the other for Horde. You enter the game
in your respective flag room.
Each flag room is holding a flag that your flag runner/flag carrier
(FC) must pick up and run across the field to capture at your home
base. As long as your flag remains in the flag room(FR), you can make a
cap. If your flag is not in the flag room, then you must find and
return your flag in order to make a cap.
WSG's objective is to make 3 flag caps, thus winning the game.
The WSG Flag Bases
Each side of the field is a mirror of the opposite side.
There is a top exit/entrance consisting of 2 doors - one going towards
the graveyard area and the other going towards the down ramp on to
midfield.
The top entrance that leads to the ramp going towards midfield is also
the way to the balcony area of the "middle level" of each base.
There are 2 lower entrances: a tunnel, and the same ramp that leads up to the top entrances/exits.
The tunnel is the "main" exit and entrance.
Halfway in the tunnel is a Speed (Speed, boots)boots node, and up
towards the top right side of each tunnel is an exit that leads up to
the top level of each base.
The tunnel can become the most dangerous area in WSG for a FC, as it is
enclosed and has no escape routes until you reach the very top, past
the Speed node. Then you must choose to go up to the top of the base
from the up ramp, or into the FR.
There are 3 exits from the top most level - jumping down into the fr,
jumping down to the balcony, or going back down the up ramp back into
the tunnel.
Learn where your exits and entrances are like the back of your hand. If
you are running the flag you need to know every escape route necessary.
WSG Midfield and Huts
In between the two bases is an expanse of open land. Each side closest
to the bases has 2 huts - one (on the left side of the field) with a
Bezerker Node, and the other (on the right side of the field) with a
Heal node. Both sides are exact mirrors of the other side.
Controlling Mid
Controling midfield is an important element to winning at WSG. When you
control mid (i.e. run a group in midfield to "intercept" incoming
enemies to your home base.) you run two risks:
Repetitively sending the entire enemy team back to the GY, thus
increasing the chance they will either intercept your own FC (AKA
"spawning/rezzing on top of the FC"), or they will turtle - stay in
their own base and not allow anyone to enter or attempt to take the
flag, which increases the amount of time spent in the BG.
When you continually control midfield, the horde usually will
attempt to "ninja" the flag - send only one person (usually a rogue or
druid ) to run the flag. It also can cripple them and lower their moral
greatly if they are systematically killed each time they attempt to
move in on your home base.
You can control midfield in several ways:
1.A group patrols along the front of your home base from the down ramp
(ramp) to the tunnel, thus stopping anyone entering these areas.
2. Patrolling along the entrances and exit areas of the HORDE base,
specifically after you kill all of them and they are rezzing. You can
move several members up to the top area of the GY to keep any from
moving down the ramp onto the other side of midfield, thus locking
their entire team into the GY area. This can usually only occur if your
group is more powerful/well equipped or higher level then the majority
(atleast 7 enemies) of the Horde team.
*This usually leads to "GY camping" - staying right below the GY
and killing all who rez or attempt to move past you. This is a normal
horde tactic of highly organized groups, and is usually frowned upon.
Usually it only takes 2 people (runner and healer) to run the flag with
groups like this, the other 8 members of the team spend the game
camping the GY.
(Alliance usually never use this tactic - and I normally do not, but I
believe it is time for the Alliance to give them a taste of their own
medicine. ^.~)
Zerging and Turtling
Zerging is another strategy used in several cenarios in WSG.
Zerging is when your entire team moves into the enemy base to either
take the flag or return your own flag from their FC.
This is the usual "starting strategy" for WSG. Once the gates open,
everyone moves to the Horde base, takes their flag, and returns our
flag on the trip back to the FR. This is a very effective tactic
against Pugs and Premades alike.
Zerging is also used when the FCs are turtling.
Usually Horde send half to almost all of their team to return the flag, usually leaving the FC and one other in their base.
Turtling is when either one team stays in their base to keep the
flag in their base, or when both teams have the other teams flag and
are waiting it out. This is usually followed either with a whole team
zerg to return, an assassination squad, or even sometimes 1 or 2 that
are killed immediately for being stupid. How the enemy reacts to the
turtle will give you the opportunity to watch and learn and move.
A way to combat turtles is controlling your fr and protecting your FC,
or leaving most of your team in the FR to protect the FC, and sending
an "assassination squad" to their fr to return.
The assassination squad should consist of 3-4. Specifically 2 rogues and a mage for sheeping.
The mage should go in first, AOE around the room for possible rogues,
and sheep the healer if one is present. If there is no healer present,
sheep the FC to keep him in place while the 2 rogues dispatch the other
enemy. You can also send a healer with the team for insurance -
depending on where the FC and other enemies are, healer should go from
ramp to balcony, stay out of LoS and wait for the others to be in
position. Once the attack is under way, toss heals as needed.
This can be dangerous because at any moment the 2 enemies may multiply
with rezzers incoming to defend. Watch your back at all times.
The FC/escort/defense group has the obligation to attempt to control
how many enemies are dying while their team mates are trying to get the
flag back. Try to keep them busy by using high stamina classes to
fight, while your healers stand back and heal. If you have teammates in
the horde room while turtling, say in raid if you kill someone - thus
informing your recon/assassination squad that they have company.
Buy time, and you can help your team win!
Defense
Defense incompasses controlling midfield as well as protecting your flag in your home base.
Usually I like to have 3 on Defense (D) in the actual FR - a mage
for slowing/AOE/sheep, and a hunter for tracking, traps and Concussive
Shot, then a healing class. These 2 classes (mage and hunter) can be
devistating on defense, and combined can tear through many horde at
once, and keep the flag in your base.
I then put 3-5 in midfield to control enemies incoming to our base.
Prefferably 2 rogues, mage, warrior and a healer. The rest of the team
goes to take the flag.
Defense needs to be quick in their response times, and quick with
communication. It is crucial to know how many enemies are coming, and
which way they are coming from, as well as where they are going with
our flag.
If and when our flag is picked up, I like my defense to keep this
in mind - **Keep the flag in the flag room**. This will keep you
focused on what you as a member of the team should be doing, and keep
you from "losing your head" and just going on a killing spree when the
base has been zerged.
If you cannot chase the flag down, atleast be sure to take a healer out
of the picture if one is present. Stun, slow, cc healers ASAP.
Once the healers are gone, that FC is going to die very quickly if the rest of the group gets hold of him.
Flag Running and Flag Escorting
Flag running and escorting is a very important part of winning in WSG.
Trying to be a hero as the FC has it's time and place, but succes will
most likely come with having escorts. I am a "hero" type flag runner -
I usually will solo ninja the flag, or only go with 1-2 others, usually
a druid and a priest/paladin. Sometimes this is best done with someone
distracting any horde that are in the base and leading them down into
the tunnel while I run the flag out from the ramp side.
Usually I like myself/Druid as the FC, or Warrior/Paladin. I then will
typically take a Paladin for Blessing of Freedom/heals/stuns, and
either a hunter or a mage. This depends on if we are zerging or if this
is our second/third cap attempt.
The first rule of the FC and their escort is to NEVER EVER leave the
flag carrier alone. EVER. What usually happens in the instance that
both teams are turtling, they send almost all of their team to get the
flag back. Being alone makes for a swift death as a FC.
I will usually zerg for the initial cap push, then have my defense
drop to their positions in the FR and midfield for the second and third
rushes -also all depending on the gear/teamwork and overall
intelligence of our opposition. If it is a rather dim-witted pug or a
turtle, I will either solo run the flag with minimal escorts while everyone is on D, or just plain zerg the flag runs.
When Zerging a flag run, on the return trip to take our flag from the
enemy, DO NOT attack anyone until CC on the flag carrier and healers is
in place. This is so rogues can sap if needed, and to keep from
breaking any sheep.
Hunters with the zerg group should toss flares ahead of the escort
group to bring any rogues out so they don't take out the healers.
Keep your FC out of range of the horde team with several healers
available and ready incase of ambush. Kill or CC the healers and
dispatch the FC as quickly as possible as soon as the healers are dead.
He will surely try to run into the base if his healers are dead, hoping
for his group to res quickly and assist him.
Sheep, slow, stun if you got it!
If your FC is having to run solo, usually when the entire horde
team is distracted midfield or rezzing or they are all in home base
trying to get the flag, try to send 3 ( healer, hunter and mage for
slowing/ccing any chasers.) to "bring home" the FC.
The FC should be communicating and "map pinging" their next position in
relation to the escorts that are coming to them. Also the FC should
communicate if they have chasers and if they are going down soon.
Specifically if the FC has humanoid tracking (<3 dr00ds) - ping if
you have incoming to where you are running so your allies can slow them
down.
Some rules to follow:
- DO NOT go anywhere alone. Move in packs and stay together.
-Keep your healers alive at all costs! Do not make them waste mana
healing themselves when it could be used on a different player who can
stay alive for alonger period of time, thus confusing/distracting your
enemies.
- Learn the art of Distraction. Keeping enemies busy fighting
you/trying to kill you long enough for your team mates to complete a
task such as returning the flag or running the flag. But do not become
distracted by fighting midfield if you could be helping somewhere else.
=)
-If your FC is still in their base attempting to get the flag, DO
NOT kill any horde who come across the field. Focus on "keeping them
busy" long enough for your FC to make it part way into mid safely
without anyone spawning on top of them. *This is particularly crucial
if your FC is going to run through the enemy GY!
-Good healers are important if you are trying to keep enemies
occupied for a few minutes till your FC is home free. Stay with your
healers.
-Healers are priority targets when chasing the flag down. Kill or cc
all targets. If ccing them - call it. CC the fc long enough to keep him
close to the chasing group so that you can take him out as soon as his
healers go down.
Also - watch mana and casting bars - stun incoming heals, and look to
see if the healers are going oom. If this is the case, kill the FC
quickly and return the flag.
-Use CC/sap/blind/slow abilities etc to slow down and incapacitate
any enemies that have the ability to heal/stealth/move quickly (druids,
priests, shamans, rogues).
-Depending on the horde group makeup, target priorities for CC and
killing in high-stress situations (catching the flag, escorting the
flag and zerging):
Priests/Druids/Shamans/Paladins>> mages/rogues/shadow priests (classes with CC and silence ability)>>
warlocks and warriors (classes with fear abilities)
-If you see a healing class with the enemy FC, CC it or kill it before attacking the FC.
-Hunters should only use their Aspects (Cheetah and Pack) if the
path is clear and no Horde are chasing them. (Tunnel with your FC is a
good place for Pack if the coast is clear.) ALWAYS be sure to turn pack
off!
-Flares and traps in the home base. Nuff said.
-If you are alone and being attacked, run to the GY or the closest team mate on your minimap.
- Never attempt to return or carry the flag alone unless you have team
mates on the way. Unless you are confident you can. (And unless you are
a gun-ho ninja flag runner like me. Then you are []D[] []V[] []D!!!)
-Call all incoming enemies ASAP.
- Hiding as a flag carrier: Roof: If inc from tunnel - wait for them to
come almost into the fr, wait it out. Let them ALL start coming roof.
Drop down into the far left corner right above the ramp exit door as
they are midway into the up ramp. Go outside towards GY, staying away
from the ledge near midfield so you aren't seen.
Watch your map for enemies. Go towards the far left hand mountain area
(gy area), and then drop down into the area that leads towards the heal
hut. Stay close the base of the cliff at GY if the enemies are still in
the fr, and cut across to the tunnel entrance. Stick yourself up under
the overhang of the roof. =) Once your flag is returned and/or enemies
are cleared - run back up ramp or tunnel.
Abbreviations and Terms
-HB (Home base)
-*GY (Graveyard)
-*Ramp
-*Mid (Midfield)
-FC or Flag (Flag Carrier)
-*Top (Top Level of the FR)
-*Balc, ML (Balcony or Middle Level)
-*FR (Flag Room)
-*D, Def (Defense - defending your flag/FC/FR in your home base area.)
-*O, Off (Offense - running the flag, escorting the FC from the enemy base to the FR.)
-*Tunn (Tunnel)
-*Up Ramp, UR (Meaning the ramp going to the very top level of each base)
-*Down Ramp, DR (The ramp that leads down and up to each base and the GY area.)
-*Inc (Incoming, usually followed with the number of incoming
enemies and which entrance they are coming from - i.e. ramp, tunnel
etc.) Example: Inc x 5, 3 ramp, 2 tunn!
-HK Farming (Only focusing on killing any and all enemies you come
in contact with, and not assisting the team in making flag caps or
returning the flag.)
I have emphasized terms that can be useful for macros with "*".
Making macros of some of these abbreviations greatly increases the
speed that you can inform your team mates, which can be crucial for
many aspects of WSG. Or just get AlarBGhelper.
My WSG group:
I like 3 druids for flag running and escorts specifically, 2
priests/paladins, and the rest can be various DPS classes. Paladins can
be a huge advantage because of LoH and Blessing of Freedom, and they
are very good healers. Much <3 to Pallies.
Arathi Basin
Arathi Basin consists of 5 "nodes". Each node has a flag that you must
click and control, then that node begins to create points. The team who
gets 2000 points first wins.
Please read my WSG strategy guide for abbreviations and shorthand I use in AB as well.
Abbreviations: ST (Stable), GM or Mine (Gold Mine), LM or Mill (Lumber Mill), BS (Blacksmith), Farm (Durrr!)
Nodes
The node closest to the Alliance entrance (West side) is the
Stables. On either side of the map is the Mine (South side) which goes
down, and the Lumber Mill (North side), which goes up. On the far end
of the map is the Farm (East side), closest to the Horde entrance. And
in the center of the map is the Black Smith.
Each node has a corresponding graveyard.
The rezzing cycles are in 30 second increments, and as long as you
control that node anyone who dies near the node will rez at it's GY.
To assault a node, you click the flag - this will cause all enemies
rezzing in the gy to be sent to one of their controlled gy's once the flag cast bar finishes. (As long
as a rez didn't go off just as the flag was turned.).
The nodes "turn over" to controlled after about 1 minute of first
being clicked. I believe once a node turns over to controlled your team
recieves 10 points.
Usually if you control 3 nodes you will win.
Controlling more then that means you are spreading your defense at
the nodes thin, and can lead to one or more of your controlled nodes
getting zerged while you are attempting a cap on another.
Defense, Node Flags, and Roads: Oh My!
Defense is the most important aspect of AB. The most popular thing
for Alliance to do is fight on the roads that lead to and from each
node, instead of staying at the flags and defending.
I like atleast 3-4 at each node until the nodes are controlled and stable, then I move people to and from nodes as needed.
Always watch your flags, even if you are fighting someone. Swing
your screen around to face your flag, to always make sure your flag
isn't being ninja'd.
NEVER follow an enemy. Usually they will lead you away from the flag
while a rogue or another takes the flag. When enemies are incoming to
your node, STAY AT YOUR FLAG. DO NOT move to the horde. Let them bring the fight to the flag.
If you see someone clicking your flag - hit them!!
Throw, shoot, moonfire, charge, any direct damage will stop them from capping. AOE DOES NOT WORK.
The roads can become a huge distraction for both teams. Never fight on
the roads if the horde are on the roads leading to a node. If you must
attempt a cap on a node like this - run past the horde on your mount to
the flag. Pull them back to the flag so allies can move in to assist
without fighting them. Usually this happens at the Mine (GM/Mine). The
horde will stand right at the top of the hill between mine and stables
and fight.
Patrol
The only people who should be on the roads are my two patrollers.
These 2 players are going to patrol from Mine, through ST, and up to
LM. They patrol to bring support for any of the nodes that might need
help with defense.
The Blacksmith
The Blacksmith (BS) is the first node your team should capture. Take
and control it at all costs. It is the central node in AB, and rezzing
there allows fast acces to Mine, ST and LM. Try to stay near the flag,
as BS can be attack from all sides. BS is the key to winning the game.
Horde Tactics
The Horde usually will take BS or LM with the majority of their
group. This should give you the opportunity to take other nodes with
little to no fight.
Letting Horde control LM gives them a wide open view of ST, and they will zerg ST from LM.
Horde also like to zerg ST from the beginning, and once everyone
comes out of the main GY, GY camp Alliance and 5 cap the rest of the
nodes.
RUN AROUND THEM. Stealth past them. Whatever you can do to get by them. But DO NOT allow yourself to stand there and fight while the counter is racking up points for them.Horde
will try to distract you at ST as long as possible. Do not fall for
this. Usually if the majority of the horde team is at a specific node -
this means the other nodes have little to no Defense! Take advantage
of their zerg by ninjaing other nodes, thus drawing them off whichever
node you would really like to control!
(ST, BS, LM)
Communication
Constant communication is a MUST. If enemies are coming to your
node, say so. If your flag is being clicked, say so. Always try your
hardest to keep the enemies from clicking the flag. Even if you are
dying, hit the clickers.
I will use raid warnings and ventrilo for calling all incomings to
all nodes. Making simple macros for each node is the easiest and
quickest way to communicate. Examples: Inc ST, Inc GM, Inc BS etc.
AlarBG is another mod that comes in very handy for all BGs. It is
an interface with buttons that you click (left or right) to say if you
need help, or if your node is safe. It also has a rez monitor that
counts down every 30 seconds for the entire game. It has an interface
for WSG, AV, and AB.
My AB Group Setup:
5 to LM
8 to BS
2 to ST
Once these nodes turn, send 1 from LM to ST, 5 from BS hit Mine. 2
patrols should run from Mines to ST to LM if these nodes are
controlled.
I also like to take ST, BS and Farm if the horde are alittle slow. This splits them up dramatically.
And if the horde are really dumb - hit all nodes, push them to farm,
then everyone zerg farm once we have defended till about 1600+ points.
Once they are all dead - move to their main GY and camp it.
Or let them keep farm and mine - control your nodes, then once 1300+
points, hit farm. Push them into the main GY and leave majority (7-8)
to camp. Send the rest to hit mine at around 1600+ points and cap. Then
return to camp the main GY.
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Oryx 70 rogue ~ Enshalaa 70 Priest ~ Khaarma 33 Druid
The AFK Queen. |
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drake444  Guild Initiate


 Total Posts: 122 Location: Montreal
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| 04/19/2007 8:07 PM |
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Wow...*silence*...thats almost as bad as Trefs wall of text crit.
*Saped puts a bandage on his head and continues crying*. |
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-Saped (combat rogue) lv 60 --Banned---
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Trefalgar  Pie Paragon Council Member


 Total Posts: 4158 Location: Atlanta, GA
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| 04/20/2007 1:29 PM |
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Silence sometimes means the speaker has done such an exquisite and powerful job of explaining, that no comment afterwards is needed ;-)
That's the case here. |
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-Special Agent Trefal, CHU (Counter Horde Unit), Rogue Ops -Lord Marshall of Forum Nonsense |
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Oryx  AFK Guild Member


 Total Posts: 496 Location: Denver
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| 04/20/2007 2:38 PM |
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| OMG FOR THE LOVE OF ALL THING FUZZY AND CUTE - SOMEONE REPLIED TO MY WALL OF TEXT!!!!ONEONEELEVEN!!! |
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Oryx 70 rogue ~ Enshalaa 70 Priest ~ Khaarma 33 Druid
The AFK Queen. |
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seeker  Swords are fun! Council Member

 Total Posts: 3224 Location: Indy, no NV, no Indy, no NV....
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| 04/23/2007 8:51 AM |
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Pinned Don't know that there's anything else to add. |
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Sabre (70 warrior) Sceptre (70 warlock) Thornkiss (70 priest) Chibi (62 rogue) and a slew of others, 9 - 53 |
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drake444  Guild Initiate


 Total Posts: 122 Location: Montreal
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| 04/30/2007 6:30 PM |
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| Its been a couple weeks, but today i feel different. I dont have the headache for Oryxs crit anymore. I hope that cooldown lasts a few years or im dead :-0 |
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-Saped (combat rogue) lv 60 --Banned---
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