About: Distribution of roles in Warsong Gulch   Sponge Permalink

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At higher levels (about 38 or higher) hunters and druids occupy key roles in Warsong Gulch: the hunter is an ideal defender of his own flag, supported by DPS (especially melee: they can pick the flag up faster as they're closer to EFC), while the feral druid should ninja the enemy flag, supported by a resto druid. * "Ninja": To capture a node or a flag with very few players. * "Turtle": To defend exclusively.

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  • Distribution of roles in Warsong Gulch
rdfs:comment
  • At higher levels (about 38 or higher) hunters and druids occupy key roles in Warsong Gulch: the hunter is an ideal defender of his own flag, supported by DPS (especially melee: they can pick the flag up faster as they're closer to EFC), while the feral druid should ninja the enemy flag, supported by a resto druid. * "Ninja": To capture a node or a flag with very few players. * "Turtle": To defend exclusively.
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abstract
  • At higher levels (about 38 or higher) hunters and druids occupy key roles in Warsong Gulch: the hunter is an ideal defender of his own flag, supported by DPS (especially melee: they can pick the flag up faster as they're closer to EFC), while the feral druid should ninja the enemy flag, supported by a resto druid. It's very important that both the hunter and the druids communicate to their teammates whether they need more or less support. Ideal support isn't provided just by random DPS as for the hunter and more healers as for the druids, but also by CC (like mages, hunters, warlocks...) for both the hunter and the druids, - CC is useful everywhere. The players supporting the druid should always enter the enemy flagroom first to distract the enemy defenders. The ninja strategy is the most efficient strategy to capture the enemy flag, unless the enemies turtle. In the latter case, or if there are no druids at all, the one with the most armor (shield!) and HP must capture the enemy flag, escorted by many teammates. Now you actually need to face your enemies, so, dissimilar from the ninja strategy, not only healers and CC provide protection of the FC, but DPS too, to at least diminish his enemies. Healers should start healing from the balcony or roof (if there are no enemies) to be less likely attacked, while everyone else must take care to stay in the healers' sight. Ideally, the tank strategy is combined with the Lure Strategy: Use the tank strategy as a way to lure the enemies out of their flagroom. If the tank dies, someone fast (rogue or druid) should be ready at the enemy base to take the flag with a sprint. Also a mage can play lure, - one blink and gone. The strategy to control the game from the middle and prevent enemies to cross works only if you're decidedly stronger than your opponents. Don't ever try to control the middle if you can't actually control it. In the worst case your enemies would just farm your graveyard and ninja your undefended flag. * "Ninja": To capture a node or a flag with very few players. * "Turtle": To defend exclusively.
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