FCing
I understand most things about it insofar as they relate to common sense I use in other situations... Keep healers around, kite, move with team, position yourself when you're about to die...
One thing I've never really understood or thought about much was choosing a path with the flag. When and why should you go tunnel, graveyard, ramp? When and why should you go roof, 2nd floor or like, running into GY? Advantages/disadvantages of these respective positions?
Ofc you want to avoid enemies and find friendlies. Is there more to it? Picking routes, how much calculation goes into all this? Is it simply a matter on long distance spacing-- go wide if your enemies will collapse on your go short if you can speed past them?
also (more complicated):
What makes the people who are so revered in the 19s bracket for their FCing so good? The best FC I can ever remember playing with in f2p/vet was Hida, and I could never put my finger on why he was so damn good except that he just... never died.... ever... He seemed to always pull magic out of his ass.
(sorry for the minor wall of text)
Have to remember your objective as a flag carrier, you are trying to live at all costs, there are times where you might have to drop the flag to get the next cap, there are times where you have to kite their team, this comes down to awareness, if you are playing rdruid, unless against a rogue that is positioning insanely well and never opening middle, you should nearly always be able to cross the map, at this point its just surviving and hoping your team lands a kill on thier fc at all costs. Kiting up tunnel to roof provides great distance away from their team, preemptively kiting gy or ramp at that point also provides more distance, if you live and the enemy dies, you have done your job, if you have to drop the flag because a caster is pumping into you, do so, you have 2 seconds to repick it, it stays there for 10 seconds, you have time to top yourself depending on your class and spec.
Ideally if you can avoid having to go towards gy, it is ideal, although your team rezes there, it is a dead end in a kiting aspect, so if you absolutely have to kite towards gy, it just comes down to your team doing their best, and in a pug aspect, usually not great.
Crossing wise, if your team is unable to get out of gy, you just try bait their team towards you, if you are an rdruid you can always drop the flag and stealth on the spot, force people near you, releave team pressure, if your team can get to the half way mark on the map most of the time they are able to save you when the time is right to cross.
Also knowing when to pick comes down to experience, sometimes its best not to, got to check where your team is and how their hp bars are looking, how the enemy hp bars are looking, got to know the feel of whos winning middle or whos out rotating the other team.
I personally when I have to fc on hunter, I never go tunnel unless I know my team is just outside that door, it restricts vision and the time saved is very low compared to the safer options. Going ramp baiting any of their team up towards you, makes your team have more of an ability to reach you, so you can kite back into their base, kite gy, kite top of tunnel into dropping into tunnel into either diving towards your team or into their base, it just comes down to knowing what your pug is capable of and their limitations.
Great addition of los to the fences on horde and alliance although feels weird has made this job alot easier for an FC standpoint at lvl 19. You can opt in and out of losing their team and your own. If you are able to see 3 minutes ahead in any game, just in general, you are able to FC far better than anyone else. You have to recongise that even in pugs there are small windows where you can or cannot cap, if you miss this window you have to stay alive until the next one at all costs. You are by far, the most important person on any team, and its your solo job to carry.