Post by Klinka on Apr 4, 2007 15:59:39 GMT -5
I thought I would add a strategy I submitted to an old Guild website, in case we ever want to do some WSG. It's a little lengthy, and this was geared towards a 19s twink Horde guild that was all about the Gulch. I apologize if anything is outdated since patching.
The Strategy
When we get to go in as a full raid of 10 we will have no problem organizing this, but it takes a bit of effort from the battleground leader to move party members around in the raid screen to get the groups set up right, especially if we are making up only half the raid.
When we go in with a party of 5 we should be in Group 1 already. Immediately hand leadership of the raid to someone willing to type a lot and organize the groups. You should see who has leader by the crown icon over their toon picture at top left. To do this go to Social (O on your keyboard) and then to Raid. Right click a name and select ‘Make Leader’.
The leader will organize us into a Flag Carrier group and Flag Recovery. I recommend we get to know and use the abbreviations FC group and FR group. Recommended format of the group follows:
FC Group
Warrior/Pally as Flag Carrier:
The shield and Mail is the advantage we are looking for here, as well as Hit Points. If we don’t have a Warrior or Pally, Shaman is the next option or a Druid if we can afford to leave the Druid in bear form because we have another healer present.
Priest as Healer:
Their large mana pool is optimal, but a Shaman or Druid will do the job.
Shaman or Druid for CC and Heal Support:
The crowd control such as roots and the almighty Earth Bind totem, (not to mention the heals) make them the ideal flag carrier support.
Warlock or Mage for CC (crowd control) and DPS. Sheeping that twink Rogue or keeping him feared while we lay damage into him is what we need here.
Hunter:
We want their Humanoid tracking, traps, concussive shot, an alert pet and lots of range for defending the flag.
Rogue:
Nice to have an extra defensive surprise, but should only be with the FC group if we have plenty of Rogues. Their primary job is on the Flag Recovery team – for flag room defense, and then stealthy recon and assassination of the enemy flag carrier.
FR Group
Hunter as Tracker:
We know the enemy flag carriers name, we need a Hunter up field to track them down.
Shaman:
Excellent CC for recovery defense, and healing.
Rogues, Rogues, and Rogues:
Stealthy recon and coordinated assassination attempts on the flag carrier. Need we say more?
An ideal Raid would look like this:
Group 1 – FC Group
Warrior/Pally
Priest
Warlock/Mage
Shaman
Hunter
Group 2 – FR Group
Hunter
Shaman
Rogue
Rogue
Rogue
The Battle for Warsong Gulch has begun![/b]
Ok, after the groups are organized, and we know whether we are running with the flag (FC group) or on flag recovery (FR – abbreviation doubles as ‘flag room’) we can take our positions:
FC group should be buffed and ready to go at the Graveyard door. We are going to be running through GY and up the East Side <'down' the west for Alliance> of the field AVOIDING conflict and going up their ramp straight to the flag room. Spread out wide, it is rare the whole group will pursue us, and if we are tight together, the stragglers will be discouraged from heading far east in pursuit. As far as grabbing the flag and going, I wrote extensively in a previous post about flag carrying. <<I may add this to this thread also>>.
FR Group are going to take their positions at the various entrances to our flag room and wait for the enemy. Make sure someone has gone to get the boots of Speed from the tunnel, we don’t want to leave those for them. The group is mainly Rogues, and a Hunter, if we have set it up right. The Hunter is tracking humanoids, and a good spot is up on the mid-level balcony. From here, concussive shot can be launched on their enemy flag grabber, while the Hunter is temporarily safe from attack. He can set up his pet on aggressive near the flag so the pet does not have to run down, if needs be. One Rogue should be stealthed in the ‘little room’ watching the tunnel for incoming, the others stay near the flag, ready to pounce.
A healthy battle to hold on to the flag should ensue. The aim is to stop, or slow them down long enough to enable our Flag Carrier group to grab the enemy flag and get back down field to the safety of our GY region before we meet them head on. If you die in the Flag Room trying to stop the enemy, rez at the GY, jump down and head for the tunnel entrance to continue the fight. You might find you are there just in time to stop them coming out of the tunnel. The FR group should stay with the enemy flag carrier, continually informing the raid through the /bg command where the enemy is located. Our Flag Carrier group will use this information to either avoid, or intercept depending on our advantage. The Flag Carrier should not be a hero, but should remain elusive, only entering battle to fight when the chance of victory is assured. This goes for the Flag Carrier group as a whole, although as we are returning with the flag, our best crowd controllers should assist the flag recovery group by intercepting the enemy, while the healer(s) in the Flag Carrier group remain with the carrier at all times.
If we do not recover the flag so we can cap right away, our flag carrier group should get situated for FC defense, (usually starting on roof, and moving around if needs be – this will be covered later). It is now time for the FR Group to really shine. Using Hunter’s tracking and stealthy recon, get up field again avoiding midfield conflict. We have solid FCD (Flag Carrier Defense), so let them come. Getting caught up in little battles and chasing stragglers around the field is the fastest way to lose. Get intel on the enemy carriers location, then wait for backup. Group up tight and hit their flag carrier hard. The Hunter should set the pet on the main Healer, a fast attack speed is invaluable for this, interrupting those heals will buy time for the take-down.
When it looks like their carrier is going down MESSAGE THE RAID. Our FC defense may be in the midst of evasive action, with critical decisions being made to run towards our GY and away from the flag room when in trouble. Nothing is worse than working hard on a flag recovery, only to find our carrier is too far away and the enemy just grab the flag right up again.
With all this running smoothly, we should get the recovery, then the cap. FC group will reset for the next run, grouping at our GY. FR group should kill anything they see and keep the enemy room clear for the carrier group's next run, that is on it's way. This is important. The strategy can breakdown here, as the recovery group tend to start breaking up and getting into little fights. When you die, rez at the GY and rejoin your group. Unless we just capped, then FR can regroup in the flag room for the next wave of flag room defense and recovery.
The Strategy
When we get to go in as a full raid of 10 we will have no problem organizing this, but it takes a bit of effort from the battleground leader to move party members around in the raid screen to get the groups set up right, especially if we are making up only half the raid.
When we go in with a party of 5 we should be in Group 1 already. Immediately hand leadership of the raid to someone willing to type a lot and organize the groups. You should see who has leader by the crown icon over their toon picture at top left. To do this go to Social (O on your keyboard) and then to Raid. Right click a name and select ‘Make Leader’.
The leader will organize us into a Flag Carrier group and Flag Recovery. I recommend we get to know and use the abbreviations FC group and FR group. Recommended format of the group follows:
FC Group
Warrior/Pally as Flag Carrier:
The shield and Mail is the advantage we are looking for here, as well as Hit Points. If we don’t have a Warrior or Pally, Shaman is the next option or a Druid if we can afford to leave the Druid in bear form because we have another healer present.
Priest as Healer:
Their large mana pool is optimal, but a Shaman or Druid will do the job.
Shaman or Druid for CC and Heal Support:
The crowd control such as roots and the almighty Earth Bind totem, (not to mention the heals) make them the ideal flag carrier support.
Warlock or Mage for CC (crowd control) and DPS. Sheeping that twink Rogue or keeping him feared while we lay damage into him is what we need here.
Hunter:
We want their Humanoid tracking, traps, concussive shot, an alert pet and lots of range for defending the flag.
Rogue:
Nice to have an extra defensive surprise, but should only be with the FC group if we have plenty of Rogues. Their primary job is on the Flag Recovery team – for flag room defense, and then stealthy recon and assassination of the enemy flag carrier.
FR Group
Hunter as Tracker:
We know the enemy flag carriers name, we need a Hunter up field to track them down.
Shaman:
Excellent CC for recovery defense, and healing.
Rogues, Rogues, and Rogues:
Stealthy recon and coordinated assassination attempts on the flag carrier. Need we say more?
An ideal Raid would look like this:
Group 1 – FC Group
Warrior/Pally
Priest
Warlock/Mage
Shaman
Hunter
Group 2 – FR Group
Hunter
Shaman
Rogue
Rogue
Rogue
The Battle for Warsong Gulch has begun![/b]
Ok, after the groups are organized, and we know whether we are running with the flag (FC group) or on flag recovery (FR – abbreviation doubles as ‘flag room’) we can take our positions:
FC group should be buffed and ready to go at the Graveyard door. We are going to be running through GY and up the East Side <'down' the west for Alliance> of the field AVOIDING conflict and going up their ramp straight to the flag room. Spread out wide, it is rare the whole group will pursue us, and if we are tight together, the stragglers will be discouraged from heading far east in pursuit. As far as grabbing the flag and going, I wrote extensively in a previous post about flag carrying. <<I may add this to this thread also>>.
FR Group are going to take their positions at the various entrances to our flag room and wait for the enemy. Make sure someone has gone to get the boots of Speed from the tunnel, we don’t want to leave those for them. The group is mainly Rogues, and a Hunter, if we have set it up right. The Hunter is tracking humanoids, and a good spot is up on the mid-level balcony. From here, concussive shot can be launched on their enemy flag grabber, while the Hunter is temporarily safe from attack. He can set up his pet on aggressive near the flag so the pet does not have to run down, if needs be. One Rogue should be stealthed in the ‘little room’ watching the tunnel for incoming, the others stay near the flag, ready to pounce.
A healthy battle to hold on to the flag should ensue. The aim is to stop, or slow them down long enough to enable our Flag Carrier group to grab the enemy flag and get back down field to the safety of our GY region before we meet them head on. If you die in the Flag Room trying to stop the enemy, rez at the GY, jump down and head for the tunnel entrance to continue the fight. You might find you are there just in time to stop them coming out of the tunnel. The FR group should stay with the enemy flag carrier, continually informing the raid through the /bg command where the enemy is located. Our Flag Carrier group will use this information to either avoid, or intercept depending on our advantage. The Flag Carrier should not be a hero, but should remain elusive, only entering battle to fight when the chance of victory is assured. This goes for the Flag Carrier group as a whole, although as we are returning with the flag, our best crowd controllers should assist the flag recovery group by intercepting the enemy, while the healer(s) in the Flag Carrier group remain with the carrier at all times.
If we do not recover the flag so we can cap right away, our flag carrier group should get situated for FC defense, (usually starting on roof, and moving around if needs be – this will be covered later). It is now time for the FR Group to really shine. Using Hunter’s tracking and stealthy recon, get up field again avoiding midfield conflict. We have solid FCD (Flag Carrier Defense), so let them come. Getting caught up in little battles and chasing stragglers around the field is the fastest way to lose. Get intel on the enemy carriers location, then wait for backup. Group up tight and hit their flag carrier hard. The Hunter should set the pet on the main Healer, a fast attack speed is invaluable for this, interrupting those heals will buy time for the take-down.
When it looks like their carrier is going down MESSAGE THE RAID. Our FC defense may be in the midst of evasive action, with critical decisions being made to run towards our GY and away from the flag room when in trouble. Nothing is worse than working hard on a flag recovery, only to find our carrier is too far away and the enemy just grab the flag right up again.
With all this running smoothly, we should get the recovery, then the cap. FC group will reset for the next run, grouping at our GY. FR group should kill anything they see and keep the enemy room clear for the carrier group's next run, that is on it's way. This is important. The strategy can breakdown here, as the recovery group tend to start breaking up and getting into little fights. When you die, rez at the GY and rejoin your group. Unless we just capped, then FR can regroup in the flag room for the next wave of flag room defense and recovery.