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Warsong Gulch Guide
Alright, this is my first guide, so be gentle.
The Dumpster Keeper's Warsong Gulch Guide
For a long time I have seen people playing Warsong
Gulch that have NO IDEA what's going on, so I
decided to put a stop to it. In this guide we will
outline four things:
-Raid Groups
-Capturing The Flag
-Defending The Flag
-Enjoying Yourself
Raid Groups
Having a raid group is ESSENTIAL to winning in
Warsong Gulch. It will allow you to communicate with
everyone else on the battleground without having to
yell or spam the general chat. After you enter the
battleground IMMEDIATLY ask for a raid invite. Make
sure that all 10 players are in the group and make a
plan. Don't just join a raid and rush out all
gung-ho. A plan will always dominate.
Now that you have a raid it's time to move on to...
Capturing The Flag
You can't win unless you capture the flag. There is
absolutely no way to win without capturing the flag.
Unless of course the other side gets so bored that
they all log out and there is nobody to protect it.
But since that isn't going to happen, we might as
well take it by force.
The first thing you should do is get an even group.
A bunch of priests cannot capture the flag by
themselves. You want your assault group to be 4 to 6
people. Some healers, damage dealers and tanks are
all great to have.
Now that your assault group is all ready to go, you
can make your way over to the other base. I
guarantee it will not be an easy walk. Sometimes
there won't be a whole lot of defense on the
outside, but sometimes there will. Fighting your way
through them is a possible option, but sneaking into
the base via another path is much more desirable,
since you are less likely to lose a team member that
way.
Ok, you're inside the base, now it's time to take
the flag. Some people prefer to send in 1 to 3
people first as a distraction. Whereas this is not a
bad idea, and frequently works, it may hurt you
later. If you choose to send in a distraction, be
sure to keep a healer and tank with the actual team.
When the distraction is sent in, wait for the battle
to heat up a bit, and then have your real team run
in, take the flag and run out. BE SURE THAT YOUR
TANK TAKES THE FLAG!!! IT DOES NOT MATTER WHO
CAPTURES OR RETURNS THE FLAG, YOU WILL ALL GET THE
SAME AMOUNT OF BONUS HONOR!!! I cannot stress this
enough. Your tank should take the flag because he
can take much more damage than your frail little
mage. A druid could also take it merely because
their speedy travel form, or durable bear form can
give them an edge. Keep your healer right behind him
and heal/protect as much as possible.
Once you make it inside your base you are pretty
much home free, but keep your guard up in case the
enemy tries to ambush you. And remember, you must
have your flag at it's base in order to score. Which
brings us to...
Defending The Flag
If you have the enemy flag in your base, that's all
well and good, but it doesn't mean crap if they have
your flag. You MUST have your flag in it's base in
order to score, so a good base defense is an
absolute necessity. If you want to gather all 10
people together and just zerg the other guy, that's
fine, but not what I would reccommend.
Be sure your base defense consists of AT LEAST 4
people. That's AT LEAST. I prefer 5 myself, but 4
will work just fine. Casters, hunters, and rogues
are all great at base defense. Healers and tanks are
okay too, but damage and debuffing reigns supreme in
defense.
At least ONE hunter should remain back at the base.
Hunters are GREAT at base defense. They've got
ranged damage, they can slow the enemy down, and
sometimes even stop him in his tracks. Be sure your
hunter has track humanoids on and that his mini-map
is zoomed all the way out. If you are this hunter,
be sure and know the names of your raid members, so
when an unfamiliar humanoid shows up on the
mini-map, you can get everyone alert. Also, have
your hunter periodically cast flare over the 3
entrances (tunnel, front and above) in case some
rogues try to sneak in. Speaking of rogues, be sure
yours, as well as any night elves are stealthed. If
an enemy comes in and sees just one or possible no
people standing around the flag, they're more likely
to just rush in without taking any precautions,
giving you the upper hand.
When you see the enemy coming in, have your hunter
lay a trap on the flag base. Preferably a trap that
slows movement, but if you don't have one of those,
another will do. It is better if you hunter has
maxed out their "Entrapment" talent so there is a
25% percent chance of the enemy getting stuck right
at the flag base.
If this doesn't happen, don't worry. You can have a
lock fear him, a mage can frost nova him, a hunter
can use concussive shot (20% stun chance if you've
maxed out Improved concussive shot), A druid can
root him. If it slows him down or stops him
completely USE IT!!!! The less he moves, the more
damage can be dealt to him.
Once you have (hopefully) vanquished the
flag-stealing foe, return the flag to it's post, and
kill any of his buddies that may have tagged along.
Once again... IT DOES NOT MATTER WHO CAPTURES OR
RETURNS THE FLAG, YOU WILL ALL GET THE SAME AMOUNT
OF BONUS HONOR!!
Once that's all taken care of, just sit back and
repeat the process every time an enemy comes to your
base.
Now that I've briefed you on all the basics of WG we
can tell you about the most important aspect...
Enjoying Yourself
This game was not made to be a chore. Do not turn
WoW in FFXI. WoW should not feel like a full-time
job. Just play the game to enjoy yourself. Don't get
all huffy when things don't go your way. The other
guys captured your flag? It's okay, we can still get
theirs. The other side just win? All's well, you can
get back in the queue and play again. At least you
still got some HK's under your belt. Along with some
tasty bonus honor from the returns/captures your
team made. Games are about fun, so don't let them
get you down in real life.
Well, that's about it. In time you'll develop your
own advanced strategies, but this should hold you
over for now. Rate me up if you liked it. Eat me if
you didn't. ..
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