So... Blizz wants us to provide content for the magazine, information that is readily and freely given and made available by many fine posters on these forums, and then charge people for it?Okay.Of course they will eliminate the useless information first and that's a lot of work. If you want do that alone probably it will take months. In addition to that the people they target to charge is you, me, us. And this survey is a very well done publicity my friend. Dorien, Shattered Halls EU
Before I give my advice, let me establish credibility:1) 356 WSG wins out of 479 battles (74% win ratio)2) 307 flags captured, almost 1 per WSG win, and 522 flags returned, over 1 return per battle3) Master of Warsong Gulch Achievement4) Exalted with Warsong Outriders, done post-vanilla WoWThe strongest piece of advice I can give is this:"Defending the flagroom is the most overrated WSG strategy ever. If you control mid, you get to attack the enemy both on the way in AND on the way out."In the 479 WSG battles I've fought, I find that teams who control mid can easily run flags back as well as easily stop enemy flag carriers. Defending the flag room does absolutely nothing for offense, it is conceding entirely to defense. Controlling mid is not only better defense, stopping enemies from even reaching your flag room, but it gives a huge boost to your offense, allowing flag runs.So STOP DEFENDING FLAG ROOM! And get your butt in the middle of the battlefield!- Tortur of U.S. Shattered HandNice credits. But it doesn't mean anything. 40% of the players leave the game when opposing scores it's first capture. In addition to that there is a popular belief that players should enter WSG when their at top of their bracket level x6-x9. I'm not trying to offend you or say you're one of these players. I just wan't to point out that the statistics cannot reflect the players real performance.Defending the flag is a must. Should not be avoided or disregarded at any case. At least 1 defender should protect. Else anyone from the opposing team will continuously come for it. And although you're controlling the midfield there is always a chance for a break trough.To control the midfield your team must have a higher average on Skill and Level combination then the opposing team. The team that scores first is mostly the powerful team. So the midfield strategy won't work against this one. Dorien, Shattered Halls EU
Silentshred - Dawnbringer >Remember the shortcuts. Far to the right of the West side of the battleground is the Horde Ramp, leading straight to their second floor balcony. Far to the East side of the Gulch is the Silverwing Ramp, doing the same.>IT'S NOT ALL ABOUT DAMAGE! Many classes will simply work to put themselves as far up on the damage charts as they possibly can. Despite the wide gap between first and second place, take a look at who returned more flags; who captured more flags; and a single question to the team ('who contributed more?') will outweigh DPS charts any day. Focus on playing the game, it doesn't matter how many kills you get.>Defense wins games. Many teams will call "ZERG" and send a ten-man offensive to get the flag, promising to "return the flag on the way back." The problem is, the first person to get the flag is usually the fastest on the team, and will also be out of base (and alone) facing an entire escort party by the team sending your flag to their base. This never ends well. Remember to split apart on Defense, and if anyone calls "ZERG" simply whisper a few high-end players and ask them to stay on Big D with you. Doesn't always work, but even stalling the enemy flag grab is enough to make a difference.>Work Together. This cannot be emphasized enough. See a friend in trouble? If you can, AoE fear (priests) them off. Although not every class can heal, every class can (and should) invest in the use of bandages.>Pump out 100%. Too many times has there been a rogue who saves his Sprint ability, waiting in stealth to jump a flag carrier, without realizing they have some trick up their sleeve to prevent the poison kicking in, etc. etc. Always pump out a hundred percent the moment you get the chance. If that means popping Lifeblood to save your squishy behind and prevent a flag capture, or blowing off the 8 minute Preparation to get the double-sprint, DO IT! You won't regret it when you get or something along those lines.>Grab the flag. If you're in their flag room, and they got a 4-man defense, and your team is scrambling to get the flag carrier en route to your position...GRAB THAT FLAG! For the most part, many carriers will run up the tunnel because mounts aren't usable indoors. It's also faster than the ramp. If you're on the second floor and hear "Someone get the flag!" Jump down, risk your neck and do it. You just might get away with it, and trying is better than watching the FC run an easy cap right under your nose.>Coordinate offensively. Camping an enemy graveyard will generally get you /spit on, despite the fact that it stalls them effectively. Use middle control (control midfield and use it as an extension of your base), 8-man defense (as the name implies) or 2-way control (force them down an exit to your advantage by stationing some heavy-geared players at the opposite locations). >USE the perks of your class. Priests have some of the most efficient healing abilities in-game. A discipline priest far outheals a resto-druid, for instance. A rogue is the only class, apart from feral-druids, who can go unnoticed and down a flag carrier. Priests are sometimes meant to be basic heals, and should stay near your flag carrier during stalemate. Rogues are simply meant to damage, and should do so accordingly to return that flag. If everyone plays their role efficiently, nothing can go wrong.>Don't play too dirty. Graveyard camping, preying on those who are nice and gray to you, etc, etc. should be refrained from for the most part, unless absolutely necessary. Is it really worth the trouble of downing the level 20 Priest, geared in full-gray, as a well-geared level 29 Hunter, who's pet could probably tear him to shreds? Is it fair to have ding'd to level 40 as a rogue in a 39 bracket, and sitting outside their graveyard, Ambushing all who get near for a one-shot kill? Not quite. This simply damages the game experience for everyone else. Have some courtesy, there's someone on the other end of that computer.
All's fair in love and war, my friend. Camping the GY is a very effective stalling tatic once you can get them under lockdown. If you have seven people at the enemy's graveyard, two-three up top, rangers and snarers at the bottom, you can effectively lock down thier entire team, leaving flag caps a breeze. Besides, if you don't like it, you don't have to pvp, you could actually try PvE to level, or get heirlooms like the other folks. :P Heirlooms WILL make a difference, especially in 10-19 (High quality shoulder slot, can be enchanted to be absolutely nasty. )50-59, 60-69, once you hit 68, your heirlooms take another massive leap. As for WSG, mix up your approaches. A vast majority rush tunnel, usually to my shaman waiting at the mouth of the tunnel with an earthbind and a defensive zerg. When offending, I go in by the ramp, check the graveyard, then start timing off thier spawns, hiding until they've popped, wait a short bit, then grab the flag and exit by THIER GY (Not always a good idea if you have thier GY on farm until you pass the hunters)Or I take tunnel, sharp turn up to roof, drop an earthbind at both choke points, then run out ramp. They still think I'm rushing tunnel luckily, and buy me extra time out.(I want my 0.5% cut if you post this, you Blizz cheapskates.. Or send me a Cuddly Wyvern!)
Karrow - Tarren Mill (Eu)-Don't be so eager to get out the gate so fast, if your that mage I always see running ahead and getting destroyed by all the alliance, you deserve a slap. -If your the flag carrier, hide close to your graveyard (Oh noes you're going to have to dash to the flag room) if you do come under attack, at least you are easier to get too! (this doesn't mean stand directly on top of the GY in plain sight!)Derp
You and 8 people to the enemy graveyard, the other guy can run the flag xDedit: i'll elaborate, If all 10 go to the graveyard then the game will end when all of the opposing team get bore od being camped and leaved and "not enough players, the battleground will close in 5 minutes" pops up.Then someone goes runs a flag just to secure victory
Avoid drawn out skirmishes in isolated corners of the battlefield which distract you from the movement of the flag carriers. Stay aware of their locations and be ready to assist them.Prokt - Lothar
Guttershank - Windrunner US- Preparation for a battle is just as important as the battle itself. Potions of Speed, Bandages, and even Flasks can make a huge difference.- Coordinate class strengths to create synergy in the team. Having a rogue grab the flag and sprint all the way back to your base to drop the flag off for a team-mate with more survivability can be the difference between winning and losing.- Effective use of on-map buffs such as speed boost, berserking, etc can give you a steady advantage over the other team.- Always make sure the speed boost in your own fortress is used before the enemy team can get it. If they can get to their base faster, more pressure is put on your team. - Splitting your team into groups of 5 (offense / defense) will allow you to be more coordinated, and ultimately more effective.
Kill the guy carrying a flag that doesn't match your faction.Protect the guy carrying a flag that matches your faction.
for the love of FSMREAD THE DATES ON THE THREADS THAT YOU ARE POSTING INlook this article is already out
/facepalm @ selfsigh..
Using the hut abilitys... IE camping their GY and healing you self with the renew = Win
Using the hut abilitys... IE camping their GY and healing you self with the renew = WinYou missed the like 5 posts above you?