Warsong Gulch PvP Last Night

alliancehordeflags.jpgEven though the queues were pretty long yesterday, I managed to get in about 5 battles at WSG. (Slig’s at level 59 so I’m trying to get him some good gear before hitting 60 and becoming a freshman again.) Out of the last 9 battles I’ve been in, Horde have won 7 of them. The two times we lost, we got absolutely crushed. In those matches I felt we were always a step behind the Allies and I really couldn’t figure out why.

There were some one-on-one match-ups that gave me trouble. For example, a level 59 Druid just owned me every time I went on offense. But then my team needed me for defense so I went back to our flag room. I guess Druid-boy got cocky and he came after me on offense. Little did he know that when you’re in MY house you belong to ME. He died in my flag room WAY more times than he killed me out on the field. That was a great battle because Horde were down 2-0 and we came back to win the thing. Awesome. (I credit my switch to defense. Heh.)  On the flip side, I kept getting Feared and Blinded, running around like an idiot.  I could never seem to throw down Tremor totem fast enough.  Buggerit.

In most of the winning matches I’ve been in, it seems like sending most of the team on offense and keeping them all together works best. You also need to have about 3 on defense, maybe 4. Having the Shaman and the Hunter there seemed key.

What do you think makes a team dominant in Warsong Gulch? Is it organization? A lot of top-of-the-level-range players (e.g., all level 59s)? Class mix (e.g., a lot of hunters and druids)? Better healers? Better defense? What classes are best on offense vs. defense? If you were the battleground leader and, assuming everyone would listen to you, how would you run it best?

6 Responses to “Warsong Gulch PvP Last Night”

  1. Coordination is key. When either side has too many heroes, aka people that separate from the group to try to steal the flag or just go for kills, it never makes for a fun game. If either side stays completely together, it’s going to be a quick match for the side that does.

    On defense crowd control is key. I like mages, hunters, and warlocks. It is also important to have at least one priest on defense. Psychic scream and healing is awesome.

    - Harlequinn

  2. @Harlequinn, thanks for the feedback. Assuming you had 1 priest, how many would you keep back on defense?

  3. Like anything else, WSG is a place where there are many avenues to success, but they all take coordination (in varying degrees).

    In my experience the two most successful routes are
    1) As you say, a decent sized group travelling together to the enemy flag and back again, intercepting alliance on the way and keeping them off your FC, while you have 3-4 people at home base keeping it safe.

    2) If you have the coordination, by far the most successful route is to have as many people as possible in mid, killing the enemy. Kill them before they can enter the base, and kill the FC when he comes back out. The problem is that you need 1 or 2 at the flag to give you a heads up so you can move to intercept the flag carrier. And then you just send 1-3 (however many it takes) in to get their flag and come out, once they reach mid field they’re home free because your entire team is there to cover them.

    Who you have in what roles doesn’t matter much, there’s lots of classes that can carry successfully or defend successfully, although there’s some that excel above and beyond.
    Druids, Shamans, Hunters, Rogues, and Mages are your best flag ninjas, not in that order (although druids and shamans are first). If there’s too much fire on them, use a Druid/Paladin/Warrior. Also be aware that ninja’ing flags becomes more and more difficult at 40 and then again at 60 due to the addition of mounts for all players. Before 40 no one can catch a Druid, much less a sprinting rogue. So it is critical on offense to stop people chasing your FC (think like linemen protecting a quarter back), and on defense to move quickly to get in FRONT of the guy with the flag.
    Defense is dominated by Hunters, plain and simple. Rogues that can stun lock are amazingly helpful as well, and locks that can fear, but it’s a small window before they get out of that room, Hunters are the best because they can catch up to (nearly) any FC and slow them at long range, + tracking and traps = win.

  4. I guess that everything you said about defending the flag-room will work for defending an AB base :-)

    how usefull do you find Ghost Wolf as a FC or FC-chaser?
    Xcal

  5. Honestly, the deciding factor to victory in any BG (but especially WSG) is the number of solo-playing retards you have on a team. It is not a team with massive heals, or leet DPS, but rather the team that actually plays as one that will win.

    Statistcally, the team with the fewer number of people who think that they’re ‘individuals’ will win (sadly, the alliance is prone to this foolish thinking). The more players you have working towards a common goal, the stronger your team will be.

    Simply put, 1 x 10 < 10 in PvP.

  6. Don’t forget comunication. I’ve been on plenty of good teams, that wanted to be on the same page but just didnt talk to each other at all. even some teams that started to lose 2-0 but started talking and thats all it took to come back and win.

Leave a Reply