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November 07, 2005
Warsong Gulch
A few regular readers of this fine publication demanded a shout out, so I'll kick off this post with a few hello's! Hiya [ Airazel waves at; ] Ryzer, Zzigg, Vahayek, Towel, Nisk, and Vivd. Vivd, don't feel bad that you can't beat me in a Duel. My heart goes out to you buddy.
Alright, now to the meat and potatoes! This weekend was a Warsong Gulch holiday weekend. The last Warsong Weekend had everybody ignoring the double rewards and still playing Arathi Basin. Well, not this weekend. Everyone piled into Warsong, there were often eight matches going on at once. I unfortunately lost six matches. However, that number is significantly less than the number of matches we won. We also toppled the guild Wartorn three matches in a row (well, in a row for us). In the endless tradition of this BLOG, I will now discuss some Warsong Strategy (Warsong Gulch is a Capture the Flag game, for you non-player-readers out there).
Min-Maxing
This is basically how to win at warsong gulch. There are some tactics involved to ensuring victory, but here's the basic strategy. You have ten players in Warsong, you need to split them into two teams, one of two or three people, the other of the rest. If the small team is on offense, they should have a Runner (Druid, Rogue, Warrior) a Healer (Priest, Druid, Paladin), a DPS or Backup Runner, (Mage, Druid, Hunter). If the small team is on defense, they require a Hunter, Healer (Priest, Druid), and a Warrior.- Small Team Offense: The big team stays back and defends the flag. They don't necessarily need to do this in the flag room, midfield is good defense too. The small team runs into the base, fears any defense that could be there, and the runner grabs the flag and polymorphs or shield walls their way to freedom. This gets tough when there's a lot of defense at the enemy base.
- Small Team Defense: This is what you switch too if the enemy has a lot of defense. The small teams' defense job, isn't so much to slay the enemy runner (if they have a large incoming force), but to slow them down. This is why you require a hunter (frost trap), a Druid or Priest (roots or psi-scream), and a warrior (intercept, intimidating shout, hamstring, piercing howl). This amount of time should allow your big offense team to grab the enemy flag, and return the friendly flag on their way back home.
That's all I've got for Warsong Gulch tips for today. The key is to know when to switch it up. The small offense team is never going to make it through eight to ten defenders. The small defense team relies on the offense team to have and keep the flag, and to return the friendly flag.
In conclusion, have fun playing Warsong Gulch, before people switch back to the Arathi Basin grind!
Posted by mrh176 at November 7, 2005 08:20 AM