How to carry the flag in Warsong Gulch

It's no surprise that's a contentious issue. Without debating the fine points of who should be running a flag, I think we all agree that being the flag carrier is an incredibly vital role. Touch the flag and you just became the focus of 19 people in the Battleground. There's a little more to the job than just mashing a particular cooldown, so let's take some time this week to talk about strategy and tips.
The art of the grab
In the hearty days of yore and lore, a clever FC could sneak into the enemy base, grab the flag by one's lonesome (if there were no defenders), and jet across the field to great success. Moving like a well-oiled lightning bolt, the FC would grab a flag and be in home base before anyone was the wiser.
Those days are over.
Here's why. First, the minimap now shows everyone where you're standing. It takes a few seconds before an enemy FC is lit up, but within a few moments, the entire game has a handy HUD for where to send the pew-pew. You're not as sneaky as you think.
Even with resilience, damage is huge. A lot more crowd control happens tangentially to damage than ever before. (We're looking at you, frost mages.) So if your run isn't crystal-perfect, you're just not going to rocket back to safety before the enemy team tears you open like a child with a Christmas gift.
The modern grab tends to be a small team affair. Two or three folks run inside the flag room, snatch the flag, and then jet off to safety. That safety could be a defensible position, or it could be a spot inside your friendly zerg. But the rule is: Get flag, get to safety.
Get to safety
This is where the trick comes in. You need to discover quickly where the safest spot is. Many FCs advocate just getting up to the friendly base as quickly as possible. That can work, depending on how the match is going, but I generally advocate sticking near some defenders or a defensible position.
By the time you've got the flag in your meaty little hands, you should know who your healer is. Look for them on the minimap. (Setting them as your focus ain't a bad idea.) When you find your healer, check out their status. Are they getting jumped by half the enemy team? That means that's not your safe spot.
You can generally run graveyard, ramp, or tunnel. Tunnel has the benefit of being a direct route, with the possibility of a speed boost along the way. (I always leave that for my healer, to make sure she can keep up with me.) Ramp has the benefit of not being the tunnel, which is where most FCs go by default. Graveyard has the benefit of being a crazy way to go, since that's where enemy players respawn, and nobody expects you to go that way.
In general, people take tunnel. Look at your minimap and be aware of how the game's going. If half your team members are at the mouth of the tunnel, quickly losing health and piling up debuffs ... then that might not be the best place for you. If you're confident your team will wipe out the bad guy, go ahead and join them. But if you're losing that skirmish, get thee to the ramp.
Pay attention to your minimap
You see a pattern in this advice? Look at the minimap. Avoid places where your team is losing fights, and go to places where your team is winning. This is the safest way to cross the field.
When you make it back to your base, you have three basic hiding places: the roof, the balcony, and anywhere else you can break line of sight.
The roof has a few advantages. First, if the enemy chases you up the roof, they are forced to go up that long ramp. That gives your friendly characters approximately three and a half days to blow the bejeezus out of the enemy. Second, if you hang out at the far wall blocking line of sight, you can still tilt your camera to watch the roof entrance for bad guys.
The balcony also allows you to block line of sight, and it shares some advantages with the roof. You can jump down as a way to get out of danger while still allowing you to remain relatively near the flag. The balcony is a relatively restricted area, which means the long distance of ranged characters is somewhat mitigated.
The third option is everywhere else. Everyone seems to have their own favorite hidey-hole. Hopefully, folks will share those in comments. I've seen Horde hide under the saw, Alliance try to find a friendly bush, and any number of other combinations. In general, in a PUG Battleground, I strongly advise against clever hiding locations; if your teammates can't find you easily, they can't help you.
Find your friends
While it might seem like stupid, unnecessary advice, I can't stress how much finding your friends is key. Find friendly players who have the guns to defend you as flag carrier, and get to them. Individual performance makes a big difference in Warsong Gulch, but you're not Superman. Get to friends and stay by their sides.
Filed under: WoW Rookie






Reader Comments (Page 2 of 3)
Stray Jan 26th 2012 5:33PM
The game UI does this all by itself. Shift-M brings it up, and if you hover your cursor over the upper left-hand side a tab will appear and you can unlock it, move it, and lock it into place. I keep mine over my chatbox towards the right, so big raid groups (like in AV) don't cover it up.
Aspirisis Jan 26th 2012 5:46PM
I'm sorry. I couldn't help myself...
TOUGH ACTIN' TINACTIN!!!
Pyromelter Jan 26th 2012 2:52PM
Make sure you have your defensive cooldowns available, and if you have any kind of shield, make sure you have them up at all times (PW:S, ice barrier, if you're a resto shaman you can earth shield yourself, etc.)
Fear warding is also important, and any shaman can drop a tremor totem (even while CC'ed), so a shaman or a priest can be really helpful to deal with that type of CC - a good tremor totem drop can easily mean the difference between victory and defeat.
Pazazu Jan 26th 2012 4:31PM
Point of clarification: Tremor can be used while affected by the types of CC that it breaks (charm, sleep, and fear), but not other types. So it can break up an AoE fear, but it can't un-fear the paladin if the shaman in sheeped.
Astalnar Jan 26th 2012 3:00PM
How to carry a flag in WSG?
On your back. Because your hands will be full with everything else going on. :D
Possum Jan 28th 2012 5:55AM
Real men and women carry it in their teeth.
Revnah Jan 26th 2012 3:13PM
I would never tear open a child with a christmas gift!
etherlithium Jan 26th 2012 3:27PM
I'm surprised there's no mention of classes that should take the flag. If you are a clothie/squishie and there's a tank-spec plate character, (or even a holy paladin) around, pass the parcel like you're 5 and it's someone's birthday.
eel5pe Jan 26th 2012 3:58PM
As a holy paladin, I can say I'd much prefer not carrying the flag. It's a lot easier to heal someone else as a FC as generally when attacking the FC you have two options: kill the FC or kill the healer, but if you're both it really simplifies things for the other team...
loli.gigis Jan 26th 2012 4:36PM
WHAT?! Holy Pallys were MADE for carrying the flag! We get a speed boost from Divine Protection, we also have hand of freedom and self healing with Holy Shock/WoG combo. I have many times kited 3 or 4 people trying to kill me as the flag carrier. My favorite thing to do is for our team to meet their team head on in the middle of the field while I sneak my way up to their room, I usually go up top to scout out the area first, jump down and lay down consecrate to flush out any rogues (make sure you have seal of truth up to put a dot on them so they can't vanish on you), grab the flag and make my way out up the side again trying to steer clear of the rest of their team. If I do get a few people on me I use my cool downs to get back to my people in order to shake them off and back to our flag room before they have even had a chance to grab ours.
etherlithium Jan 26th 2012 5:11PM
I've run as FC a lot this expansion as a Holy Paladin, usually with my DK and Warrior 3s mates. Back while you had two abilities that popped Speed of Light, HPs were slippery as eels, especially with HoF on top of cleanse. Excellent self-healing capacity plus this slipperiness means you can usually make it through about 2-3 average PUG players back to your team if you come under attack, more if you LoH and pop everything you have to stay up. With a Hpaladin FC the emphasis becomes on teammates peeling/cleansing so that your "sprint" puts you so far ahead of pursuers that you make it home. Once there, you might want to pass it to defend until your team recaps, but Hpalas are great carriers for the A to B of getting the flag to your base.
Bobby Earl Jan 27th 2012 6:39PM
As an enhancement shaman I am constantly badgered to pass the flag, usually to a plate-wearer that has previously dropped it on at least one occasion. Considering that I am always as well geared (Resilience-wise) or better than most others in random BGs I find plate to be negligible. Well timed Earthbind Totems plus Ghost Wolf plus the Tremor option far outweighs the small armor bonus in my experience. Many classes have useful escape/mitigation abilities that make them good FCs if they know their class well. I recommend giving them an opportunity to show what they can do before demanding the flag.
eel5pe Jan 26th 2012 4:03PM
I would add a third place to hide: on the damn flag pad. It's quite defensible as the corners of the alcove for both WSG and TP allow you to LoS enemy casters (just don't LoS your healers). The biggest advantage to camping on the pad is that it is literally impossible for another team to grab the flag if the flag has been returned*, removing that utterly frustrating scenario where your offense busted its butt to return the flag and then some rogue sprints off with it 5 seconds later, resuming the cycle of fail.
The major disadvantage is of course that there's no subtlety about where you're hiding, and the enemy has 4 approaches they can come from.
*- there is a well documented bug in Twin Peaks where sometimes the flag won't cap, even if you're standing on the pad for several seconds. Contrary to rumor, I've seen this happen to both Alliance and Horde.
clundgren Jan 26th 2012 4:15PM
If you are a burst spec, don't run the flag unless there is no other choice. Your job is flag *returns*.
If you are a healer, you can be a decent FC, but doing so pretty much guarantees that everyone targets the healer. This is bad, because if you aren't the FC half your opposition will be incorrectly targeting the FC while you dance around and keep him up.
Ideal flag carriers, other than tanks, are dps with good mobility and strong defensive cds. Frost mages make REALLY good flag carriers if there is no tank available, as do druids. Most plate classes are bad, unless they are tanks. They are really susceptible to magic damage and are generally slow.
loli.gigis Jan 26th 2012 4:42PM
I strongly disagree, holy pallys make excellent Flag Carriers (of course assuming that their is at least one or two other healers on your side). We have excellent self healing, can remove most dots, have hand of freedom and divine protection which gives us a speed boost we also have an emergency button of loh if it gets bad but I have had no problem kiting people without using it. It's especially great for the first time out when the group can meet the enemy head on and distract them while I get the flag.
clundgren Jan 26th 2012 5:10PM
You're right, holy paladins are the exception.
Still, I generally find my biggest frustration in BGs is getting everyone to focus on the healers. When the healer is carrying the flag, that is no longer a problem.
egburr Jan 26th 2012 4:18PM
I like to hang out in the flag alcove, crammed as far into a front corner as I can get to break LoS. So many times when I let others talk me into going to the roof or balcony, when our flag gets returned it gets picked up again before I can reach the alcove. So I like just staying there for the guaranteed capture when our flag gets returned.
Bynde Jan 26th 2012 4:18PM
I love BGs. I do them as much as I can, but WG, is my most hated one. Twin Peaks a close second. And I'm a Druid.
Pazazu Jan 26th 2012 4:44PM
That's interesting. I think WSG is the best BG Blizzard has put out, with Twin Peaks being a close second. To me, they are the best because there is not part of a correct strategy that encourages just sitting somewhere waiting for a fight that may or may not come to you (all the take-and-hold objectives have this problem), and they also lack the major PvE elements of AV and IoC. I have won AV before without getting a single HK, and that's not what a PvP battleground should be about, in my opinion.
The other advantage of a capture the flag game is that everyone instantly has a basic grasp on how you win. Compare this to the constant confusion in EotS about the relative value of capturing the flag versus controlling towers. The simplicity of capture the flag (and the fact that it hearkens to elementary-school field games) means that more than other BGs, it comes down to which team works together best, and to raw PvP prowess.
Marbles Jan 26th 2012 7:08PM
Am with Bynde on the "do not like CTF". Though that might be because I always seem to get the "3 healers and a tank spec" flag runners, that is near impossible to do anything about unless your team has the same. Usually a Prot Warrior, who severally annoy me with there stuns, snares and fast movement (charge, Intervene, heroic leap, etc).
The pain may be eased with the Vengeance fix (not a nerf since it should never have been allowed in the first place - Vengeance is a Threat mechanic). But will still have the pain fo fighting through 3 healers.
The other battlegrounds, you have options. Blacksmith swamped with Alliance? Try GM. In AV you can (not necessarily will) defend Balinda, defend the Bridge, defend the Bunkers...
IN CTF, you have two choices: defend your flagroom/flag carrier, attack their flagrrom/flagcarrier. Three if you include mess about in midfield.