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Subject: WSG and AB strats
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Oryx User is Offline
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Baron


Total Posts: 496
Location: Denver

03/08/2007 9:22 PM  
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.














Oryx 70 rogue ~ Enshalaa 70 Priest ~ Khaarma 33 Druid



The AFK Queen.
drake444 User is Offline
Guild Initiate
Knight


Total Posts: 122
Location: Montreal

04/19/2007 8:07 PM  
Wow...*silence*...thats almost as bad as Trefs wall of text crit.

*Saped puts a bandage on his head and continues crying*.

-Saped (combat rogue) lv 60 --Banned---
Trefalgar User is Offline
Pie Paragon
Council Member
Elder


Total Posts: 4158
Location: Atlanta, GA

04/20/2007 1:29 PM  
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.

-Special Agent Trefal, CHU (Counter Horde Unit), Rogue Ops
-Lord Marshall of Forum Nonsense
Oryx User is Offline
AFK
Guild Member
Baron


Total Posts: 496
Location: Denver

04/20/2007 2:38 PM  
OMG FOR THE LOVE OF ALL THING FUZZY AND CUTE - SOMEONE REPLIED TO MY WALL OF TEXT!!!!ONEONEELEVEN!!!





Oryx 70 rogue ~ Enshalaa 70 Priest ~ Khaarma 33 Druid



The AFK Queen.
seeker User is Offline
Swords are fun!
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Elder


Total Posts: 3224
Location: Indy, no NV, no Indy, no NV....

04/23/2007 8:51 AM  
Pinned
Don't know that there's anything else to add.

Sabre (70 warrior)
Sceptre (70 warlock)
Thornkiss (70 priest)
Chibi (62 rogue)
and a slew of others, 9 - 53
drake444 User is Offline
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Knight


Total Posts: 122
Location: Montreal

04/30/2007 6:30 PM  
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

-Saped (combat rogue) lv 60 --Banned---
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