Mid Strat, Is there a counter?

its the exact same thing as normal mid strat but with a druid stealthing across mid
Ahh you completely missed the point, basically the focus of this mid strat was to have 1/2 on defense maybe better possibly a stealth player like a rogue, the rest of the 8/9 go as a massive group the flag with the flag carrier, obviously they will be attacked at mid, but instead of aiming to kill simply trying to kite their way around the opposition using cc and good heals to prevent the pressure, then doing the same with the flag back. Purpose of the mages is they supply good CC. So the aim of that mid strat is to play defensively survive through the burst and escort flag successfully, it is more of a objective based strat , I imagine if done successfully there wouldn't be a high amount of honor earned from the kiting team.
 
Only strat that seems viable other than a better mid team, I would go as far enough to say to not even attempt to kill anyone during the kite, just cc them so stack mages in stam gear to try and prevent the squishyness of them.

stack mages in stam gear in a pug?
 
Ahh you completely missed the point, basically the focus of this mid strat was to have 1/2 on defense maybe better possibly a stealth player like a rogue, the rest of the 8/9 go as a massive group the flag with the flag carrier, obviously they will be attacked at mid, but instead of aiming to kill simply trying to kite their way around the opposition using cc and good heals to prevent the pressure, then doing the same with the flag back. Purpose of the mages is they supply good CC. So the aim of that mid strat is to play defensively survive through the burst and escort flag successfully, it is more of a objective based strat , I imagine if done successfully there wouldn't be a high amount of honor earned from the kiting team.




so what your saying is the entire point of the strat is not to kill the mid team but to cc? and ur basically relying on 1-2 ppl to kill their FC/healer before they make it back to their group. thats extremely iffy imo
 
so what your saying is the entire point of the strat is not to kill the mid team but to cc? and ur basically relying on 1-2 ppl to kill their FC/healer before they make it back to their group. thats extremely iffy imo
Well not entirely, as long as you have the flag you can then result into a D/O situation, with maybe 3 on D and 7 on O, it is more just an initial strat to get past the mid strat, this forces the other team to come out of their comfort zone if they want to stick in the zerg and come and fight in your base, which isn't ideal as one wrong move can cause a cap and even if you die then you're closer to the flag than they're due to GY.
 
I see mid strat in PuGs prolly 10% or less of the time, usually it doesn't work well in PuGs.
 
I see mid strat in PuGs prolly 10% or less of the time, usually it doesn't work well in PuGs.

I feel like a lot of the competitive games usually involve a mid fight with both teams trying to push each other to their resto hut and try to kill the efc there
 
if urguild can adapt and do it better, you;ll end up like tRain cOw, sitting at the top of the throne and retired.
 
Patch 5.3 will bring changes to how capture the flag maps are played. This won't be as much of an issue as it is now due to the debuffs on prot spec classes that carry the flags now. There will be more variance in classes used as 5.3 is implemented. This should bring more options to players that want to play another class.
 
Patch 5.3 will bring changes to how capture the flag maps are played. This won't be as much of an issue as it is now due to the debuffs on prot spec classes that carry the flags now. There will be more variance in classes used as 5.3 is implemented. This should bring more options to players that want to play another class.

Picking up the Alliance or Horde flag while in a Rated Battleground now increases damage taken by 50% for characters in a tanking specialization, and increases damage taken by 20% for characters in a non-tanking specialization.
*Does not apply to 19s.

To facilitate a more balanced team composition, players now need to select a role when queuing up for a Battleground or Rated Battleground.
*This one I still don't get the point of.
 
9 bm monks 2 sprint across map at start and spam barrels / grip on ppl to stop from crossing, have one worgen druid fc run flag.

edited .`
 
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It's nice listing all these outlandish class comps, but in a pug you get what you get.
 
It's nice listing all these outlandish class comps, but in a pug you get what you get.
Thats exactly right, and bye far you offered the most logical solution of turtling in base with flag. Only problem I see happening there is if the Offense does break threw and some Healers get killed you have to get to the GY to survive.....but I guess every strat has its weak points.
 
Thats exactly right, and bye far you offered the most logical solution of turtling in base with flag. Only problem I see happening there is if the Offense does break threw and some Healers get killed you have to get to the GY to survive.....but I guess every strat has its weak points.

It puts the offensive team at risk as well, with potential for stragglers or over-extenders to get picked off. Basically just levels the playing field a bit.
 

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