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to the Alliance: DEFENSE *is* important in WSGFollow

#1 Dec 27 2006 at 3:06 PM Rating: Decent
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edit: I want to point out that this comes from my experience of PUGging it in the 30-39 bracket.

Yea, ok so everyone is under the assumption that Alliance mostly loses in WSG/AB and for the most part, I was believing that assumption, until I decided to play my part and play defense. As a hunter, I have all the tools that I need to play some of the best defense that anyone can play in this game, but I can't do it alone. I still need the help of 2 - 3 more of my alliance comrades.

Every single WSG game that we won in my last 2 weeks of playing WSG, we did it with a great defense. And I mean great.

Do NOT misunderstand having a great defense for TURTLING! We still need to have an offense. There is a macro I spam at the beginning of each battle:

Quote:
A great defense wins the game! and offense needs to STICK TOGETHER!....

speaking of defense, who is with me???


I am great at my job of defense (upwards of 10 or more flag returns during some battles - I don't always get credit, because I'm at range when the EFC dies, but anyway...) but I still need help and sometimes trying to convince my fellow Alliance players that we NEED defense is hard and so we have my reason for posting this:

SPREAD THE WORD. We need a good defense in WSG. Hunters and rogues are best at this. And use your head, if you keep having to ask for a proper defense and aren't getting it, but aren't playing that role yourself, either STFU or get your *** in a defensive role ASAP.


In some battles I get replies saying that defense DOES NOT win a game and that it is useless... so they'd rather stay in mid-field and farm HKs? I reply to this 'so how do you expect to score if we can't keep our flag at home? Lern2CTF.'

And that's it too, this is Capture the Flag - you cannot score if you can't keep your flag at home. It's that simple. Why play hide and seek when both teams have the opposing flag when you can work to keep your flag where it belongs.


This is my rant, thanks for listening.



Edited, Dec 27th 2006 6:07pm by Webjunky

Edited, Dec 27th 2006 7:19pm by Webjunky
#2 Dec 27 2006 at 3:21 PM Rating: Good
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Okay, now let me explain something ...

FLAG ROOM IS A TERRIBLE PLACE TO HAVE MORE THAN 1 PERSON ON DEFENSE.

Remember that - CAPS are for emphasis.

Why?

(1) A skilled Druid or Mage (or even prep Rogue or Paladin) can come right in and take a flag from 3-4 defenders.

(2) Whichever team owns the midfield owns the game.

(3) Once an enemy is clear from the flag room, they are AHEAD of you - that is not where you want them to be

A proper defense resides between the exit of your tunnel and the ramp. They hold the midfield, letting as few pass as possible and stopping the flag runner on the way back. One on FR defense is good to stop single would-be flag ninjas.

In all honesty, people who scream "WHY IS THERE NO DEFENSE!!!!" at the beginning of WSG games are reminiscent of the 10-19 bracket and the real newbies and inexperienced players that often play there.

Edited, Dec 27th 2006 6:22pm by Jordster
#3 Dec 27 2006 at 3:23 PM Rating: Decent
i'd agree hunters and rogues are best for defnense but not by themselves. with traps and flares hunters can slow down an assault and rogues can get the jump on people who come in to help out the attackers

Edited, Dec 27th 2006 6:22pm by Azelian
#4 Dec 27 2006 at 3:32 PM Rating: Good
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Quote:
FLAG ROOM IS A TERRIBLE PLACE TO HAVE MORE THAN 1 PERSON ON DEFENSE.


I agree 100%. But just in case people still want to cram 5 people in the Flag room ... Make sure you have a paladin in there. There is at now time in WSG where a opposing druid shouldn't have Judgement of Justice on them (same goes for shaman if they are the flag runners). Judgement of Justice now limits all movement to a maximum of normal run speed. This includes mounted speeds and travel form!

To reiterate, don't play D in the FR. But since you'll (the royal 'you'll') refuse to listen to that advice, make sure you get JoJ up at all times on opposing FC's.

Edited, Dec 27th 2006 4:32pm by baelnic
#5 Dec 27 2006 at 3:40 PM Rating: Decent
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I love defense.

While I enjoy picking off Horde players and increasing the size of my e-peen, I also enjoy sitting in a dark corner with Kitty lurking nearby and a trap primed and ready on the flag.

No one steals a flag while I'm alive.

Unfortunately they tend to figure that out early on.

Edited, Dec 28th 2006 12:39am by Mazra
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#6 Dec 27 2006 at 4:07 PM Rating: Decent
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Jordster wrote:
Okay, now let me explain something ...

FLAG ROOM IS A TERRIBLE PLACE TO HAVE MORE THAN 1 PERSON ON DEFENSE.

Remember that - CAPS are for emphasis.

Why?

(1) A skilled Druid or Mage (or even prep Rogue or Paladin) can come right in and take a flag from 3-4 defenders.

(2) Whichever team owns the midfield owns the game.

(3) Once an enemy is clear from the flag room, they are AHEAD of you - that is not where you want them to be

A proper defense resides between the exit of your tunnel and the ramp. They hold the midfield, letting as few pass as possible and stopping the flag runner on the way back. One on FR defense is good to stop single would-be flag ninjas.



Edited, Dec 27th 2006 6:22pm by Jordster



Oh I can agree with you jordster - but let me clarify that I am referring to playing PUG vs. PUG. I realize that given certain strategies, camping out in the FR might be a bad idea, HOWEVER, I've played games that have showed me that it can and does work. You come from organized pre-made groups. I come from PUG vs. PUG. I'm just showcasing my own experiences that have proven to work FOR ME.

I used to always defend from outside our tunnel with my hunter. On my tracker I can see all the way to the FR if I stand right outside. I also heavily agree with you that having some sort of control over mid-field is essential, but let me tell you my strat that has won me quite a few PUG games.

Please keep in mind I realize that you and you're group could destroy this strategy and I am in no way saying that it is superior. We are from different sides of the fence here and I am sharing my experiences.


edit: If your group actually works together, then yea, you can maintain a great defense from the field - but this is PUGs. It's VERY, VERY difficult to get people to work together.

I only want to share the strategy I have used in successful WSG matches. Each game the carrier did NOT make it out of the tunnel or too far off from the ramp.

Frost trap a little bit in front of the flag (not on top, but in front).
Set cat to stay and prowled in middle of room
Rogues are stealthed
I have aspect of the beast on and humanoid tracking. I stand in side room (with the one way view down the tunnel) throwing flares down and just wait.

Someone drops in, grabs the flag, they are on my frost trap. I sic my pet on him, prepare to lay another frost trap ahead of the EFC. If the EFC makes it to the middle of the room, I hit intimidation. During all this I am using arcane shot and serpent sting and conc shot. Between all my slowing and burst damage and the help of 1 or 2 rogues, the EFC doesn't have a chance - and this has been against some great druid flag runners too.

I should also mention that I am talking about 30-39 bracket.

Hey, like I said jord, you could probably tear this strat apart with your group, but I'm sick of constantly losing against the horde in a PUG and ever since I started doing this and getting a few to help me, my winning games have gone up dramatically. So this is why I am sharing my experience. I will no longer accept the fact that my pug likes to hang out in mid field and farm HKs. I used to try to defend from there, but there is always a horde or two that sneaks by and the alliance just let them cruise right by them in mid-field, all the while I'm calling out where the EFC is and pinging the mini-map (from my tracker), conc shotting the EFC doing everything I can to stop him... but he get's right by.

IMHO I think by trying to rally some help in the FR, people are very clear about their role and aren't just there to rack up HKs. This is what has worked for me before I left the bracket and I really enjoyed playing the defensive role from inside the FR.

Quote:
In all honesty, people who scream "WHY IS THERE NO DEFENSE!!!!" at the beginning of WSG games are reminiscent of the 10-19 bracket and the real newbies and inexperienced players that often play there.



Haha, I'd like to point out that I do not portray myself as an immature kiddie that screams for help. When I said I have a macro that I spam... I don't really SPAM it, by the true definition of that spam means.

on a side note: I really love hunters in CTF. It seems like they are made for it. I used to think druids were broken (as in, game breaking) runners, but on my hunter I can keep right up with them with my pet. I have a lot of fun, that's all I can say.

Edited, Dec 27th 2006 7:11pm by Webjunky



Edited, Dec 27th 2006 7:22pm by Webjunky
#7 Dec 27 2006 at 4:48 PM Rating: Good
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IMO if you want your pug to win, send 5 on flag-grab, 4 on mid-field defense and 1 (yes ONE, pref Rogue) in Flag Room.

I wasn't just talking about pre-made. I was a L29 somewhat twinked Rogue for a while and I'd roll in WSG w/ 1 friend and 8 PuGs. I had a macro that told people that strat, and when they listened (and we weren't totally outmatched by higher level / more twinked Horde) we often won.

Flag Room defense = weaksauce, but I admit it is an easy way to play if people are completely unwilling to listen to even a simple strategy (which I'd say describes close to 50% of random ally pugs ... which is the single reason I'm leveling my Rogue as I type this!)
#8 Dec 27 2006 at 5:17 PM Rating: Decent
The ONLY time I've been on the winning side of the flag battle as Alliance was when the Horde had home-base sitters. That's easy to beat if you have 2 rogues that work together- 1 grabs the flag and runs for the main entrance and into certain death, but in doing so draws the FR sitters out of the room while the second rogue waits for the flag to be returned. Once the flag is returned, the second rogue grabs it and splits out the side tunnel.

Of course, this is also dependent on PROTECTING the Flag bearer- a rogue does not have the defensive capabilities to take massive hits, nor do they often have the ability to counteract freeze and slow spells put on them!! Unfortunately, the Horde always seems better at sticking together and eliminating the often solo Alliance players. Yes, I said it, OFTEN SOLO.

And therein lies the main problem- how can you win with all players on one side not helping each other out, but the other side is a team? Too often I see a wave of 5+ Horde (minions, pets, etc) coming straight down the pipe and I see but 1 or 2 straggling Alliance to meet them..... the graveyard is often full of Alliance waiting to rez.

I've essentially given up trying to CTF with my rogue- I know I'll be lucky to get halfway home before getting gang-Horded with absolutely no support. So, I just stealth hide near home base and wait for the solo Horde to try to CTF so I can backstab him to pieces.
#9 Dec 27 2006 at 5:36 PM Rating: Decent
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Jordster wrote:

IMO if you want your pug to win, send 5 on flag-grab, 4 on mid-field defense and 1 (yes ONE, pref Rogue) in Flag Room.




Well, yea, that's the most common and most common-sense strat. Believe me, I've often tried preaching that and so have many, many, MANY others that I have played with.

For some reason my pugs have never been able to stick together, hence my settling for a role of slowing/snaring the EFC when they go for a grab from inside the FR (intimidation rocks the house, 3 sec stun ftw). Convincing a couple of other players to do the same has been my only successful effort in getting people to work together. I completely agree that there are better strategies... IF you can get people to do it....


Edited, Dec 27th 2006 8:37pm by Webjunky

Edited, Dec 27th 2006 8:39pm by Webjunky
#10 Dec 27 2006 at 6:04 PM Rating: Decent
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The midfield is the key. Whoever breaks the oppponent first wins the game. Usually this happens on the midfield.

Playing D in the flagroom is usually a good ploy but it can't be the last line of defense. More often than not, mages, druids even priests can grab the flag from hunters/rogues. Just cc the defender.

That leaves the midfield. Control it and no matter how many flag carriers try to run past you, they will get owned.
#11 Dec 27 2006 at 11:15 PM Rating: Decent
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Of course you need a Defense when you play in WSG or any battleground for that matter, but what I've come across that leads to Alliance doom more times than not is that nobody wants to communicate....plain and simple

Having an experienced player, no matter the class, in the flag room will be more than enough defense....I'll explain;

Lets say 3 Horde roll into the flag room, or 4, 5 doesn't matter. Every class has abilities at their disposal to slow down/stop characters for a period of time. Sure some of the better groups will take you out quicker but your job after you die or even before is to let your teammates know who has the flag and where they are going.

Having your midfield defenders waiting right where the flag carrier comes out of your base will greatly increase the chances of getting your flag back. However, if nobody says anything they will just scan the general area waiting until they see some Horde then it can be too late. Ghost wolf or travel form can burn a team if they get a jump.

Another thing that will really help your defense is a great offense, nothing will burn out a players morale than having their flag capped and then as soon as the flags reset the flag is taken again and heading out of their base.

How is all of this possible? Yep, either get a premade and get on vent or use that keyboard....every single WSG game that I've been in where I've gotten people to talk and tell where our flag is going etc; the game has been great with an extremely high win %.

I'll admit it, when I get stuck in an absolutely horrible AB and nobody will listen/communicate to help win I don't play as hard/good as I would normally because I don't care that much. That is only when I can't get people to start working together and we are getting steamrolled though, I hate slackers as much as the next guy.
#12 Dec 28 2006 at 12:17 AM Rating: Decent
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Group 1 + hunter in group2: Go rule midfield let noone pass, watch ramps and assist group 2 when they got flag. Killing healers has prio.
Rest of group 2: Go get flag, never abandon carrier, regroup behind beserker hut when wiped.


Thats the usual WSG start macro, the premade's im in consist of guildies or/with people from other befriended guilds, we dont have Ventrilo anymore atm.
Still a set of 6-8 macro's in /rs works fine. (eg: our flag is east, our flag is west, group 1 get flag gogo, group 2 guard midfield, all groups go zerg gogo, check youre groups)
We usually have a priest that fast with the /target and mindvision that calls enemy carrier positioning.

We never leave someone in the flagroom, thats an extra arm better used in midfield instead of twiddeling its thumbs 95% of the time in the flagroom if you ask me. And a lone defender is killed in rougly 1.8 sec doesnt matter what class it is. If its a warrior he is just sapped/charmed/feared/morphed and ignored.
About 999/1000 times in premade's the carrier is a druid so the slowing effects that the defender might throw out before he dies do squat.

We win most game's against other premade's, except those that are t2, t3 and bring 3 pally's. Gawd i hate pallies in wsg, hammer of justice, repetence, BoF + invincible healer is pretty imba if you ask me.

We usually play AB because its faster honor, 3-5 min wins vs 10 min wins (vs PuGs).
WSG is still my favorite by far though.

Edited, Dec 28th 2006 3:41am by Sjans
#13 Dec 28 2006 at 2:02 AM Rating: Decent
Jord et al are mostly right (in fact they're 100% right if you're in a premade or are playing w/ mostly smart people who communicate).

IF you are playing in a wsg pug w/ (mostly) total losers -- IF the other side does not have a talented flag thief -- and IF your side does have a talented flag thief -- there are times when 3 or 4 on defense actually wins games. There are exceptions to every rule.

That said, learn why what the other guys said almost always works better (and does if your team is in fact a *team*). Even w/ my lvl 19 semi-twink, when I'm in w/ my premade pals -- holding mid is a seriously good option. We often win w/out anyone on D at all (and by win I mean blow them away).
#14 Dec 28 2006 at 3:09 AM Rating: Decent
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FOR THE HORDE!

Zerg ftw.
#15 Dec 28 2006 at 3:15 AM Rating: Decent
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Jordster although I do compeltely agree with your group setup I have to wonder a bit at why a rogue? I've always thought of them as second best for a single flag room defense next to hunter.

Rogues offer you damage and crippling poison. If it's a single flag runner you're not in a particular hurry to kill them, just snare them and at least weaken them before they get to midfield and are slaughtered. And with the exception of sprint if a rogue gets duped he/she might have difficulty catching back up with the person to snare them.

Hunters, and ideally boar pet hunters I think make better flag room defense. An initial trap set by the flag is nothing spectacular but it helps. A combination of concussion shot and charge is just as effective a slow as crippling, and might end up doing better on druids (due to stun from conssusion and imobilisation from charge). There is also always wing clip, which has a very nice advantage of being able to slow multiple people more easily than a rogue. They have range and a run speed bonus when needed.



Do you prefer rogues on Defense because you feel hunters make better midfield players (in which case I agree, but given enough hunters)?
#16 Dec 28 2006 at 4:39 AM Rating: Decent
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I would believe it is because rogues can stay hidden unlike hunters. NE's can Shadowmeld but that doesn't do too good, enemy rogues or druids in stealth can pop and and get the upper hand on a non-stealthed defender. That would be my reasoning of why Jord went with rogue, I could be wrong though
#17 Dec 28 2006 at 5:49 AM Rating: Decent
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whoops wrong thread, sorry.

Edited, Dec 28th 2006 8:47am by Sjans
#18 Dec 28 2006 at 5:51 AM Rating: Decent
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Don't forget about frost trap and intimidation (21 BM), a 3 sec stun, from my pet.

#19 Dec 28 2006 at 7:21 AM Rating: Decent
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Some interesting reading - personally I always maintain my hunter on D outside the entrance of the tunnel, tracking humanoids (often switching to track beasts with druids) so that I can call Ramp/GY/Tunnel well in advance. The midfield can then adjust their position and often in turn that drags the opposition to that side of the BG. Our FR then runs the other side, we return the flag and score.

Oh and for FR a single rogue is fine or anyone else - they just need to confirm the direction
#20 Dec 28 2006 at 7:43 AM Rating: Good
Quote:
A proper defense resides between the exit of your tunnel and the ramp. They hold the midfield, letting as few pass as possible and stopping the flag runner on the way back. One on FR defense is good to stop single would-be flag ninjas.


This is all that needs to be said here. People who play defense at the tunnel entrance and near the ramp will win. I usually like to have 2-3 people play this midfield area since the Horde generally come one or two at a time and gather up in the tunnel. 1 person can sit in the flag room for those that get by (but hopefully if things are done right that person getting by will be <50% health anyway, so it should be easy to take them out.

Everyone else should go on Offense and STICK together. That is how you win WSG.
#21 Dec 28 2006 at 7:54 AM Rating: Decent
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Quote:
I usually like to have 2-3 people play this midfield area since the Horde generally come one or two at a time and gather up in the tunnel.


Just geniunly curious: what tactics do youre team use vs other premade's?
Because you talk about a flagcarrier as single person and only 2-3 people on midfield probably get stomped real quick :P

And a hunter in the FR has the same feeling to me as putting someone in a small closet with a rabid badger with only nunchakus to defend himself.
From my experience, (and dashwoe's) outside the tunnel is best porsition with a frosttrap on the ramp to slow incoming mounted units and pick him/them off.

Edited, Dec 28th 2006 11:26am by Sjans
#22 Dec 28 2006 at 8:09 AM Rating: Decent
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Given that I'm Horde I have always been intrigued by the FR defense being a single nightelf warrior (it certainly works well in AB much to my druids surprise and dismay) with maybe engineering as his trade. Does that sounds crazy? Shadowmeld then a quick hamstring to slow the FC, a bomb to stun and break up the assists... You'd also survive a while to call the exit

edit: even better if you could use an intercept to then catch the FC

Edited, Dec 28th 2006 11:09am by dashwoe
#23 Dec 28 2006 at 8:31 AM Rating: Decent
I think D is important as well. With the lock I have quite a bit of fun setting felguard in doorway who launchs at fc. I give the 2 instant dots on the fc's head while running straight to and down the tunnel.

About half way down the tunnel its usually chew a stone and cast a howl of terror.

I look at it like if they are any good at all, they are goin to get the flag, and the best thing I can do is slow them down enough for our fc to get a good jump ahead of them.

I agree with the guy who said not advisable to fight in the room, bring it to the tunnel.
#24 Dec 28 2006 at 8:33 AM Rating: Decent
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In premade's the carrier never goes in first and in preamde vs premade, the guy that picks up the flag is rarely the carrier het drops it to the druid waiting on a safer spot to take it over, or when the FR has heavy defense, then the druid is waiting for a repick in an empty flagroom bc defenders are chasing and killing the decoy.
#25 Dec 28 2006 at 9:29 AM Rating: Good
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Setting your defense outside the tunnel entrance (Float between ramp and tunnel entrance) is the best way to go, even with pugs.

I run a premade(s) in the 40's, 50's, and 60's. It's all gravy and it all works the same.

My ideal WSG Group would be:

1. Priest
2. Druid
3. Warrior
4. Hunter
5. Hunter
6. Mage
7. Mage
8. Warlock
9. Rogue
10. Paladin

With that type of group config, I'll run the Flag (I'm a Druid) solo till Horde starts to turtle. At that point, unless I want to burn my trinkets or FAP's, it's more efficient for me to either bring two or three with me, or have someone else make the grab.

The inherent problem with a big FR D, which I seem to have to tell pugs ALL the time (Alot of my groups are 5premade and 5pugs, depending on how many people I have on atm), is that with your FR D, once the Carrier breaks it, you're now useless. With a FR D, you have ONE chance of stopping the FC, and that's while he's in that little contained Flag room with you. If he gets out, he's gone.

If we have no Priests or Hunters, I'll stick on person in the FR, normally one of the lower levels or lesser geared people. Really his/her only job is to call the Flag Carriers exit.

The fact of the matter is, if you group up right outside your base, you can strip the FC of his support as they zerg in. When they come out, a FC with no support running against a midfield controlled by the other team is pretty much a lost cause. Grouping up outside your tunnel instead of the opposing teams tunnel means that you can regroup and reinforce faster, since you are closer to your spawn point.
#26 Dec 28 2006 at 9:43 AM Rating: Decent
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edit: I had an ASCII map.. but it didn't display right... so.... yea...

Edited, Dec 28th 2006 12:42pm by Webjunky
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