01-03-2008, 12:35 AM
(This post was last modified: 01-03-2008, 01:13 AM by Concillian.)
Flag team:
Druid
Druid
Frost Mage
D team:
Rogue
Warrior
Pally
D. Priest
Ele Shaman
Marks Hunter
* (could be anything really)
I've played a LOT of warsong gulch (2 chars mid-Revered) and no flag team ever impressed me like the time I saw a druid/druid/frost mage flag running team. I cannot think of a more effective 3-man flag team.
Teams will have an answer for a single druid flag runner. About 8 times out of 10 I face a PUG team with an excellent druid flag runner I can nearly shut him down alone on my warrior. They eventually resort to cat form immediately after ressing. In organized play, if you find yourself against a single druid runner, your "D" is basically a seek and destroy one person, and this greatly simplifies strategy. If the druid has no choice but catform and stealth as soon as he resurrects, you have a huge window of opportunity with your own carrying, as you can easily get a 2 druid team across the field with the flag in the time it takes the opposing druid to get across stealthed.
I think as strategy develops you're going to need more than a single druid runner. 2 druids + mage is absolutely insane. nothing short of 2 melee + judgement of justice + 2 ranged DPS will stop them.
3 druids would be more mobile, but diminshing returns on CC with all being tied to either roots or cyclone starts really hurting, with mage you have sheep / roots / cyclone / frost nove / frostbite procs / Rank 1 frostbolts. You don't catch that team without multiple stuns and boatloads of DPS.
a pally for BoF is good for getting in and out of a flag room turtle, but you lose an incredible amount of mobility midfield with a pally. Druid HOTs are king for flag running, ProM + renew is a reasonable 2nd place, but I just don't see pallies on the flag team as something that would be very successful.
Ideally I think you have the preferred flag runner feral and the other druid resto, but both resto (+feral charge and nature's grasp) works too. Against teams that would use the above mentioned strat of "camp the druid flag runner" they have a difficult time determining which to camp if it's a team of 2. One will often get away. It greatly complicates defensive strategy because with a single druid runner you can effectively defend against just him both going into AND out of base. You can start your flag defense the moment he resses. The same is not necessarily true for a larger flag team.
Against teams that mostly leave your flag runners alone until they get your own flag int their base, you have the option of moving to a single druid runner, and putting the others on punching through their turtle. You're just more flexible than a typical 1 / 9 setup that works GREAT against PUGs, but I think will be pretty easy to handle in organized play.
With 4 healers, it's a healer heavy team for sure. You run the risk of being a little too defensive. You can probably get away with either a Pally OR a disc priest on the D team, but 2 dispels is very nice for combating CC.
I think I might choose an arcane mage for the star. Mana is a big concern for mages in arenas, but less so in a battleground, especially WSG with 2 quick respawn rejuvs on the map and at most a 30s res timer. Arcane has high burst capability with AP + Pyro + arcane blast, etc...
This has the D team focusing on the burst that would be necessary to punch someone down quick, even through healing. Though counterspell + silences should help too.
Druid
Druid
Frost Mage
D team:
Rogue
Warrior
Pally
D. Priest
Ele Shaman
Marks Hunter
* (could be anything really)
I've played a LOT of warsong gulch (2 chars mid-Revered) and no flag team ever impressed me like the time I saw a druid/druid/frost mage flag running team. I cannot think of a more effective 3-man flag team.
Teams will have an answer for a single druid flag runner. About 8 times out of 10 I face a PUG team with an excellent druid flag runner I can nearly shut him down alone on my warrior. They eventually resort to cat form immediately after ressing. In organized play, if you find yourself against a single druid runner, your "D" is basically a seek and destroy one person, and this greatly simplifies strategy. If the druid has no choice but catform and stealth as soon as he resurrects, you have a huge window of opportunity with your own carrying, as you can easily get a 2 druid team across the field with the flag in the time it takes the opposing druid to get across stealthed.
I think as strategy develops you're going to need more than a single druid runner. 2 druids + mage is absolutely insane. nothing short of 2 melee + judgement of justice + 2 ranged DPS will stop them.
3 druids would be more mobile, but diminshing returns on CC with all being tied to either roots or cyclone starts really hurting, with mage you have sheep / roots / cyclone / frost nove / frostbite procs / Rank 1 frostbolts. You don't catch that team without multiple stuns and boatloads of DPS.
a pally for BoF is good for getting in and out of a flag room turtle, but you lose an incredible amount of mobility midfield with a pally. Druid HOTs are king for flag running, ProM + renew is a reasonable 2nd place, but I just don't see pallies on the flag team as something that would be very successful.
Ideally I think you have the preferred flag runner feral and the other druid resto, but both resto (+feral charge and nature's grasp) works too. Against teams that would use the above mentioned strat of "camp the druid flag runner" they have a difficult time determining which to camp if it's a team of 2. One will often get away. It greatly complicates defensive strategy because with a single druid runner you can effectively defend against just him both going into AND out of base. You can start your flag defense the moment he resses. The same is not necessarily true for a larger flag team.
Against teams that mostly leave your flag runners alone until they get your own flag int their base, you have the option of moving to a single druid runner, and putting the others on punching through their turtle. You're just more flexible than a typical 1 / 9 setup that works GREAT against PUGs, but I think will be pretty easy to handle in organized play.
With 4 healers, it's a healer heavy team for sure. You run the risk of being a little too defensive. You can probably get away with either a Pally OR a disc priest on the D team, but 2 dispels is very nice for combating CC.
I think I might choose an arcane mage for the star. Mana is a big concern for mages in arenas, but less so in a battleground, especially WSG with 2 quick respawn rejuvs on the map and at most a 30s res timer. Arcane has high burst capability with AP + Pyro + arcane blast, etc...
This has the D team focusing on the burst that would be necessary to punch someone down quick, even through healing. Though counterspell + silences should help too.
Conc / Concillian -- Vintage player of many games. Deadly leader of the All Pally Team (or was it Death leader?)
Terenas WoW player... while we waited for Diablo III.
And it came... and it went... and I played Hearthstone longer than Diablo III.
Terenas WoW player... while we waited for Diablo III.
And it came... and it went... and I played Hearthstone longer than Diablo III.