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  1. #1
    Bossman4's Avatar Active Member
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    Warsong Gulch Guide

    Well heres a BG guide.

    Is it your first time in a BG (battleground)?
    Don't be afraid to jump in! Especially if you need a change of pace from the usual level grind. Starting at level 10**, you can join the Warsong Gulch queue and see what PvP is all about! Warsong Gulch is a 10-person per side faction battle, arranged in 10 level brackets (e.g. levels 10-19 compete together, then 20-29, 30-39, etc.) What's more, you'll bolster your PvP ranking with each honorable kill you accumulate (though after 5 kills on a player, you no longer get honor points for killing them). While taking out opposing faction members is fun, the real honor points are won by capturing your opponent's flag, defending and retrieving your flag from the enemy, and winning the first to three competition. But what's all this talk about flags and points?

    **Level 10 is the minimum level, but you might be better off to keep training until your in the upper part of your level bracket. That said, the more the merrier, and a smart low-end player will probably out-contribute a clueless high-ender.

    Warsong Gulch Rules
    On the surface, it's purely a game of "capture the flag." Two flags, two bases, and your object is to bring the opponent's flag to your base three times (i.e. earn three points before your opponent does). One significant rule change from the traditional game is this: that you have to defend your flag in order to score a point. In order to score, your team must touch the opponents' flag to your flag in your home base. Note that the honor points you accumulate from capturing the flags far outweigh what you'll get by "HK (honorable kill) farming" midfield, so doing what it takes to help your team win the flag battle should always take first priority.

    There are a few special icon buffs a la Unreal Tournament on the map as well. A speed buff pops every thirty seconds or so in a small alcove to the side of the long center tunnel in each base. Additionally, healing and berserking (a buff that allows you to do +30% damage, but increases damage taken by 10%) icons occasionally spawn in each of the small outbuildings in the mid-field. When you've killed a player, right click their corpse to remove their insignia so that they can only revive at their graveyard (you can also loot a small amount of coin on occasion - but this coin doesn't come out of their personal account). If you die and press the "Revive" button, you'll take the ghost form at your faction's graveyard, where a special NPC will cast an area-effect resurrection spell every thirty seconds. If you're within the area as a ghost, you'll revive with full health, full mana (if applicable), and (if you're a warlock) a pet.


    The "Icon Buffs" - Speed (left), Health (center), and Berzerk (right).
    Speed is found in the tunnel, the rest spawn in the midfield outbuildings.



    You'll gain a "Mark of Honor" in your inventory for every flag your team captures, i.e. the winning team always gets three marks of honor. The losing team gets one mark of honor if they last ten minutes or more. Trade marks of honor in at the quest NPC near the battlemaster for a small amount of experience and reputation. Returning and capturing flags increases your reputation with the "Silverwing Sentinels" (Alliance) and the Warsong Outriders (Horde) respectively.

    That's about it for the rules. The rest is experience, communication, and tactics!

    Getting into the Queue
    All the major cities have a "Warsong Gulch Battlemaster." Talk to this NPC to get into the WSG queue, then go about your business. When a battleground opens up (it takes anywhere from a few minutes to an hour and more, depending on how many Alliance and Horde in your level range are running WSG), you'll be given the option to join. Note that if you don't accept in a few seconds' time, you can still join the bg by right clicking the faction symbol icon located around your minimap.

    When you enter the battleground, you'll have about 2 minutes to get organized before the raid begins. Use this time to start a group (or join an existing one). If you're a group leader, you should convert the group to a raid group and work toward getting everyone into the raid group. This is easier than it sounds; just open the "social" pane (the "chat bubble" icon on your setup toolbar), click the tab labeled "Raid" (it's the last one), and click the "Convert to Raid" button. Begin inviting the players around you, and (in the raid window) click and drag players in your group to new groups so you can invite more. Type "/ra" to talk in the raid channel (or set the default chat channel to "raid").

    The rest of this time should be used to iron out who's doing what. Read on for some of the roles I've come across in Warsong Gulch (but note that things may be entirely different on your server... so use this guide as a springboard into your battleground experience only).

    Communication is Key...
    So whatever role you serve out, talk it up! Many hardcore PvP guilds have dedicated VoIP servers, which allow freeflowing voice communication between teammates. VoIP has one major limitation; unless everyone's listening, someone will always be left out of the loop. So if you're limited to the keyboard: here are a few commonly used terms, though the definition of these terms (and the terms used) may be different on your server.

    Center, Left, Right - When the other team has your flag, messages that "he's going center" means that the flag is probably coming out of the center tunnel and going straight upfield. When your team has a flag, a cry of "go your right" probably means that hostiles are covering the left-to-center side from the flag runner's perspective. Any good instructions you can give your flag runner are always appreciated, as they're usually taking a pounding and are prone to tunnel vision. Also, calling "2 coming your left, D" lets the defense know to expect company on the raised platform in the flag room. Note that using cardinal directions (e.g. east, west, north, south - as per the map) takes the "your left or my left?" confusion out of the mix, but takes a little getting used to.

    D - Defense - See below.

    FR - Flag Room - As you might have guessed, the room where the flag appears. Note that you can't "carry" your own flag, only click it (when the "gear" cursor turns from gray to gold) to return it to its starting position.

    GY - Graveyard - Players revive at the graveyard every thirty seconds. If your corpse is stripped of it's insignia (i.e. an enemy "loots" your corpse to create a mark of honor) you may only revive at the graveyard. If you can't get a quick rez, it's usually wise to revive at the graveyard, as you'll come back to life with full health and mana (warlocks also revive with their pet).

    Pushing - Your mid-field group may wish to "push" an enemy group to one side of the battlefield to clear a lane for the flag runner. Inexperienced players tend to rush pell-mell towards the biggest battle in sight, so you'll usually push toward the opposing graveyard to net some of the newly revived from the graveyard (and keep them out of the real action).

    Trapping - If both flags are being run, your team must "trap" the flag, i.e. hide and defend it, until your flag is recovered. Hunters can track the flag, so keeping hunters in the revive queue should be a priority. Hunters are especially adept at trapping; they can set up traps around a hidden spot which, along with sicing the pet, allows them time to escape enemies (who usually search for a trapped flag in ones or twos). Trapping close to your flag room is a plus; you'll want to score the flag quickly when it's recovered. See below for some good hiding spots.

    Warsong Gulch Map


    Team Positioning
    Flag Carrier / Flag Runner / Offense - Fast and resilent classes (or class combos) make the best runners. These guys' job is to carry the opponent's flag back to the home base and score it, or trap it until their flag is retrieved. A badly wounded runner might do well to coordinate a drop with a teammate closeby, just make sure there's no enemies in clicking distance.
    Mid-Field - Just like in chess, whoever controls the middle of the board has a better chance of winning the game. Mid-fielders gang up on anyone trying to cross, keeping most of the enemy team busy, and provide fighting cover for flag runners. An effective and well-maintained screen at mid-field is really your best defense as it minimizes the chance of an all-out, sweeping assault on your flag room (which usually results in the opposing team leaving a long trail of your team's corpses along the field as they score).
    Defense - Some runners always seem to get through the mid-field screen, and it's a good idea to have a continuous presence in your flag room. Either preventing players from grabbing the flag, or retriving the flag from an opposing player. When a flag is dropped, click the flag to return it to your base (it's good to have someone watching the flag room to prevent a stealthed rogue from quickly and easily grabbing the returned flag)
    Trapping the Flag
    If both flags are "out" - and assuming your team can get the flag our of sight from your opponents (not a small task, considering that the flag leaves a slowly fading blue or red stripe as it travels) - you'll need to find a safespot where you can keep the flag until yours is retrieved. The less travelled (by either side), the better... inexperienced teammates might see you holding the flag and want to "help" by standing near you, possibly increasing your exposure (tell them to hide with you!).

    Here are some of the best places I've found to hide the flag: 1) flattened against the wall just inside a doorway (most will run right past you without turning around), 2) nestled inside the small obstacles behind the graveyard, 3) on the opposite side of the upper terrace area, 4) flattened against the doorway wall inside the small outbuildings (use this one only in a pinch, the flag trail on any part of the mid-field stands out like a sore thumb, but you might be able to snag the heal icon buff when the enemy comes. You can cut down on your profile a smidge by sitting down. In an advanced group, you might want to hand off the flag to a hunter. Hunters can set up ice traps in a doorway to ease their escape (just be careful not to jam up an avenue of escape)

    Typical Class Roles
    Druid - Probably the best class to run the flag. Druids can heal, but their biggest asset is their ability to dispel movement debuffs by changing form. Druids also may get a speed buff through their talent tree.
    Hunters - With sprinting pets (cats, for example, can learn dash), hunters can overrun just about anyone on the battlefield. Sicing these pets on back line cloth wearers can seriously wreck their day. Hunters can also track an opposing flag runner. On defense, a hunter's stuns (like "wing clip") and traps (like "ice trap") make getting to the flag hard enough, while their DPS can seal the deal for the "D".
    Mages - The old "root and nuke" makes mages excellent in the midfield or on defense. Sheep enemies pursuing your flag runner, but keep in mind that sheeping an opposing flag runner can cause confusion (i.e. pursuers that just arrive on the scene don't know where the flag went or who to attack).
    Paladins - A healer in plate (or mail) is a major benefit to flag runners and the mid-field. While Paladin DPS (damage per second) can't match most other classes, Paladins shouldn't underestimate the difference their heals will make when exerting ownership over the midfield or rushing the flag room with a group. Or while bringing a flag runner home.
    Priests - A priest's role really depends on whether their spec is holy (healing) or shadow (damage). Some form of healing is essential to run a flag successfully, and nobody heals better than a holy spec'ed priest (shielding is awesome, too). Shadow priests are best at working with groups attacking mid-field.
    Rogues - Rogues are all-around players. They make good midfielders through the nasty damage they deal, on defense they can lockstun opposing flagrunners and DPS them into submission, and have a nice class speed buff that's useful for getting the flag into the midfield. A stealthed rogue in the opposing flag room makes for a nasty surprise, but stealth is only marginally effective around higher level players.
    Shamans - Shamans are excellent support characters, but they truly shine on defense. Totems are key to a strategic defense. A well-placed earthbind totem will slow a grab-and-go runner down within a certain radius, allowing surprised defenders to apply serious hurt, movement debuffs, fear, etc. In the face of a determined assault, healing and smite totems give defenders a boost.
    Warlocks - Warlocks are "crowd control;" by scattering a meleer or two with fear (the "DoT DoT Fear" tactic, referring to applied "Damage Over Time" debuffs before "Fearing"). Excellent in one-on-one encounters, Warlocks seem best suited to supporting the midfield group with DPS.
    Warriors - Charging the back line cloth-wearers (e.g. priests, mages, and warlock) at mid-field is a warrior's forte. By doing so, they allow the damage dealers to hone in on the meleers who, chances are, will go after the charging warrior. Excellent at mid-field, and can carry a dropped flag effectively (with the aid of a healer) in a pinch.

    PLZ give REP

    Warsong Gulch Guide
  2. #2
    KuRIoS's Avatar Admin
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    nice write up m8.

  3. #3
    Matt's Avatar Legendary Authenticator enabled
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    thanks for sharing dude +rep

  4. #4
    Bossman4's Avatar Active Member
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    No problem just trying to contribute to the site.

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