It seems like I always see nubs infesting the bg's nowadays, like some guys running screaming "Wait, I know how to win guys! All you have to do it right click on the flag to pick it up!!!!!" or "Hey guys, did you know Num Lock actually makes you auto-run!!!!"
So I decided to make a post about WSG that will hopefully be useful to others X).
Lets start with the basics:
In WSG, KNOW YOUR PLACE. Don't go flag carry'ing if your a mage. We will get into what the roll of each class is later.
Use common sense! If you are a FC, don't run down the hallway if the enemy FC is coming into the base! I'd say about 80% of the time the enemy gets the flag, they will enter their base throught the halls. So if they are about to cap and you snatch it, don't run into the enemy FC and his gaurds.
Don't argue in /bg. If someone is a noob, just ignore them. I mean, if they really do suck, then they prolly won't get any HK's (which is the real way of gaining honor. Winning/Losing is not as important as getting lots of kills.) Besides, ppl will be talking about important info across the entire BG channel, so you don't want to block out important info with your whining/arguing.
-Now to talk about what to do based apon your gear/lvl/such.
I am quite tired of saying "if you aren't above 27, leave because you aren't helping." Because ppl won't listen, I have figured out a lvl basis on which you can use when in WSG.
10-14, 20-24, etc. - Low levels of the BG. If you are a healer, stick to a higher lvl and lay down heals like no tomorrow. If you are attacked, stay close to your higher lvl, and they will prolly deal with it. If you aren't a healer, all I can suggest is to stick with others, because alone you die easy and don't do damage.
15-17, 25-27, etc. - Mid levels of the BG. Members of this level should stick together in large groupss, where they are most effective. I find that these groups should hang around mid-field and gank any incoming enemies. If a enemy group of larger/higher lvl toons charges you, simply hold your ground and wait for higher lvl allies, or split up and make a run around them. I find retreating as the worst option, for you if you run you will get mauled with ranged attacks and you will not be able to fight back, so the enemy would get alot of easy kills.
18-19, 28-29, etc. - High levels of the BG. These levels are most effective as offensive tools, and are the best FC's. Everyone in the high level range should not worry about grouping, but pairs always help. However, when in a group, they are highly effective when infiltrating the enemy base and stealing the flag.
Now onto classes. Below I will describe each classes roll(s) in a BG.
Druids- This class has a wide variety of rolls, depending on their form/spec.
Restro- Should obviously play the roll of healers, see the priest section.
Feral- When in bear form, they pack quite a punch, but not enough to take effect. Bears could FC in dire conditions, but I would suggest another tanking class to take it over. Cat form/travel form can be effective as a DPS class (like a rogue), however they have extreme potiental if they use speed boost/ speed enhancing gear. If a toon in travel form has the proper gear/pots/enchants, they could FC and outrun all of their enemies.
Balanced-Great barriers because of roots, stay in a group of allies and roots any fleeing/ evasive enemies, and you become a big help to the ppl trying to catch them. Otherwise, stick to spamming moonfire/healing.
Hunters- Hunters are NOT good FC's, even past lvl 40 when they can wear mail. However, they are great at defending/midfield, because the right hunter, when using the right set of traps, concussive shots, and pet actions, can kill his enemy without even getting hit. They are also great at getting the flag back, for their ability to track humanoids allows them to find the hiding spot of the enemy FC so that they are others can go and get their flag back. Plus, if they enemy FC tries to escape, they can frost/freeze trap them or concussive shot them, impairing their chances of escape greatly.
Mages- As a clothee, they aren't too good at FC'ing, however their frost abilities plus their abilities to teleport (blink) make them superb at intercepting FC's running for their base.
Paladins- Great at FC'ing because of their amount of HP and their ability to remove movement imparing effects (Blessing of Freedom), pallys also play a good roll at defending/gaurding their FC as well.
Priests- Priests lack any good offensive spells (unless you are a shadow priest) and therefore should rely to sticking with others and laying down heals. If you must get HK's, however, simply lay down a quick spell on the enemy before they die, then continue healing.
Rogues- Some argue that rogues can FC because of their speed boost, their ability to dodge, and their spell evasion. However, rogues are best when stealthed and sneaking, so I suggest rogues as a general offense class, picking off the enemy ranks or helping others in combat. (Btw, if an ally is in combat, HELP HIM, dont wait for him to die so you can fight a weakened enemy. Better for your buddy to get a killing blow and you a HK then for the enemy to get a Killing Blow/HK and your ally nothing.
Shaman- Shamans are great flag defenders, and are also good at intercepting. Although a bit lacking in FC'ing, they are quite good at intercepting enemy FC's, with the ability to slow enemies down (earthbind totem) and also lay down a few quick heals on themselves/allies.
Warlocks- The 2 things Warlocks can't do is FC and heal. I say that because everything else, they CAN. With the ability to fear, they are superb at fighting enemies in any situtation, and are good at defending. Plus, with the help of a demon, they can unleash lots of damage on the enemies. And with the ability to curse/plage/etc. an enemy, they can die and still kill their target with the numerous debuffs they left him.
Warriors- Your generic FC class. Lots of HP, plus the ability to buff ppl around them with battle shouts. They also a bit good at intercepting with ability to charge and momentarily stun the enemy, and when used properly this ability could stop enemy FC's in their tracks.
General WSG Strategies (for ppl new to the BG)
Turtling- This is a technique named aptly after the animal that inspired it. When turtling, every goes on defense, huddling around the flag so that they can make any enemy atempts at stealing it impossible. Occasionally when turtling, the team may send out a scout(s) (ussually a rogue) to do things like check for any enemy inc's, see who is defending the enemy flag, and even possibly to grab the flag and make a run for it.
Zerg Rush- Zerg Rush is basically the oppisite of turtling. When Zerging, the entire team groups up and charges the enemy base. This is risky, because it leaves your base wide open, however when done properly it can garuntee a flag capture.
Truce Splits- This is a relatively new term, however after hearing it quite a few times in my BG server group, I deemed it worthy of mention. When 2 teams are at a truce (both teams are huddled in each with the enemy flag), a teammate may called "Truce Splits". At the moment, each person nominates themselves to either go Offense or Defend the FC. Most of the time there will be too much of one or the other, so a member may take intiative and ask a certain player to switch from group to another. When a person feels they can work better as offense/defender, they simply announce they are going from one group to another, just so ppl like the FC can acknowldge them.
That is all for now, I hope you learned something for this.
NOTE: This guide is for ppl NEW to WSG and to ppl looking to learn a bit about WSG. This guide is NOT for twinks. ANYONE can FC if they have the correct gear or if they know what they are doing. However, this is simply a GENERIC guide to BASE general WSG strategies.
-Peace.
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