Druiddroid
OG
[This guide only refers to the 19/29/39 brackets due to my limited experience in other brackets--also, I will mainly be referring to routes and not classes, but if you have additional questions just contact me on twinkinfo.com/forums , my user name is Druiddroid. This guide is a compilation of all 3 brackets and mainly talks about general routes of where you should go.]
[Last edited by Druiddroid; 09-30-2009 at 11:30 PM.]
THIS GUIDE HAS BEEN RECENTLY EDITED AS OF NOVEMBER 2010. NOTE THAT THE ACTUAL CONTENT ONLY DATES TO THE 9-30-2009 DATE AND THAT IT HAS OUTDATED INFORMATION AND LINKS, ESPECIALLY CONCERNING MAJOR CATACLYSM CHANGES.
--
Yes, a guide for PuG flag carrying. Seems kind of odd...but I've encountered many skilled players that suddenly make flag carrying routes that seem odd to me. So I decided to attempt to make a PuG FCing (flag carrying) guide for the 19, 29, and 39 brackets.
The main classes I play are druids, paladins, and mages, so playing other classes and following this guide may cause bad results.
Table of Contents
1. GENERAL CRAPOLA
Stuff you should know before you take the flag.
2. NO MAOR FARMING
General class skills I use as a flag carrier.
3. BASIC ROUTES
Where you should go with the flag when you pick it up.
4. RED LETTERS INC
How to determine where to go if the midfield looks dangerous.
5. STOP DANCING IN THE FLAG ROOM
Times when you should be ready to capture the flag when both teams have the flags in their bases.
6.I KNOW A SECRET HIDING SPOT
Places where you should be once you've crossed mid.
7. ADVANCED TECHNIQUES
Random stuff that makes you look pro.
8. I PLAY TRUMP
Items and consumables that may help you flag carry.
9. CLOSING
1. GENERAL CRAPOLA
Stuff you should know before you take the flag.
Before you do anything, I would highly suggest watching this video. It shows some valuable flag carrying tips and tricks. Thanks to Drayner for posting it and Painaid for creating the video!
Key terms you should know (but I will list them anyways)
cap - a capturing of the flag. 3 caps for a team gives them a win.
return - when a flag carrier drops the flag and the flag is brought back to its starting position is a return.
PuG - pick up group, when you solo queue you are 'pugging.'
tunnel - when you grab the flag and turn around, going to your front-left sends you to tunnel. it's the long narrow path with the speed boots in the middle that sometimes appear.
ramp/graveyard - when you grab the flag and turn around, going to your front-right sends you to ramp/graveyard.
ramp - once you are at ramp/graveyard, going outside then going to the left sends you to ramp.
graveyard - ditto for ramp, except it's to the right. it's the area where you/your opposition ressurect when they die.
FC - flag carrier. often used as an acronym for your own flag carrier in /bg chat.
EFC/AFC/HFC - enemy/alliance/horde flag carrier. often used as an acronym for the opposing flag carrier in /bg chat.
mid - also known as midfield, it's the area outside of the two bases and below the two fences.
fence - there are two fences on the WSG map - one on the alliance base and one on the horde base. located in between the ramp/graveyard areas.
2nd floor - when you enter the base from the ramp, you are now on the 2nd floor.
spot above tunnel - this is the area close to fence and above tunnel, they look like the lower roof on a two-roof building...it is right above the entrance to tunnel.
LoS- Line of Sight, usually referred as getting out of the line of sight of someone so they can't use ranged abilities on a target.
The horde base and alliance base are similar, but have a couple key differences. The alliance fence is unclimbable and the horde fence is able to be walked on. Also, the horde spot above tunnel can be climbed up to the fence area while the alliance spot above the tunnel cannot. However, someone can climb from the entrance of tunnel to the alliance spot above the tunnel while someone at the horde entrance of tunnel cannot.
Remember that this is only a rough guide and not what you should do in the situation depicted everytime. As one anonymous person said, "Flag carrying is an art and not a science." This is very true especially in PuGs. There is almost always something you can be doing movement/skill wise that is better than what you did. I am only offering suggestions as to what you should do based on my experiences.
Also, if you do not already, I would suggest showing both groups of your WSG raid somewhere on your screen. This will allow for tracking for all of your teammates' health/mana/buff/debuff bars.
In order to be more aware of what is behind your camera, you may go to the interface options, go to the camera tab, and increase the maximum camera distance. Mouse scroll to backup/foward the camera to you.
Pressing V allows a toggle of showing enemy health bars in a ~15 yard (I don't know the actual range) range.
If you drop the flag (right click on the flag buff or use vanish/iceblock), it takes 3 seconds to pick it up again.
Watch your minimap. (Shift+left click I believe opens it on the red pvp thing on the outer edge of your radar, around where your clock is located). Always have the minimap open. The minimap will show you where your teammates are, and if you hover over the yellow dots on the map it will show you the teammate's name. This will let you determine many things as you are running with the flag (as well as if you are engaged in other aspects of WSG). Don't keep pressing M and looking at the large scale map, you can miss something that is going on around you.
2. NO MAOR FARMING
General class skills I use as a flag carrier.
I am considered to be a good flag carrier, and I believe one of the reasons why is because I rarely fight. The main abilities I use are movespeed increasing abilites, defensive abilities, CC abilities, interrupts, and heals. In fact, I only keybind 7 or 8 abilities and click the rest. For example, on my 39 mage my bindings are:
1-blink
2-cone of cold
3-trinket
4-counterspell
5-polymorph
6-mana shield
7-frost nova
I know it may sound weird, but just try to use abilities that don't kill people. Try to keep them as far away from you as possible while running towards your destination. Unless a person with like 20% health or under is attacking me, I won't kill them most of the time. I try to stay at the highest health I possibly can for the most part.
Despite this guide being based about paladins/mages/druids, I'll list important abilities/talents that flag carriers should use at level 19/29/39. The specs listed are very rough and can be modified.
Warrior - intimidating shout, hamstring, piercing howl (fury), thunderclap (rage dump), defensive stance (in combat with noone ahead), charge, intercept, demoralizing shout, shield bash, shield block, disarm, revenge (if defense spec), shield wall, berserker rage (if CC'd), pummel.
19: http://www.wowhead.com/?talent=LVZZMh
29: http://www.wowhead.com/?talent=LZZVhdbxb
39: http://www.wowhead.com/?talent=LZZVhtrxbdb
Getting piercing howl and blood craze in the fury tree isn't a bad idea.
Rogue - gouge, vanish + cheapshot, stealth + sap, kidney shot, evasion, sprint, kick,
dismantle, distract, blind, prep (sub), sinister strike (energy dump)
19: http://www.wowhead.com/?talent=fZG0hZM
29: http://www.wowhead.com/?talent=fZG0AdMb
39: http://www.wowhead.com/?talent=fZG0AdMi0oMZM
Hunter - aspect of the monkey/cheetah, track humanoids/beasts, concussive shot, wingclip, scattershot (marks), serpent sting (keep warriors in combat), disengage, freezing/frost trap, scare beast, flare, viper sting, counter attack, and get a spider pet with charge.
Note: hunters are very good at killing while taking no damage, so against people you know will do no damage via your kiting, it's sometimes OK to kill them.
19: http://www.wowhead.com/?talent=cMZfZc
29: http://www.wowhead.com/?talent=cZbZfccrob
39: http://www.wowhead.com/?talent=cZfZfccisb0z
Paladin - The appropriate aura (devotion usually), flash of light/holy light, hammer of justice, seal of light/justice, judgement of light/justice, divine protection (yes, with the flag..you won't drop it), purify, lay on hands, blessing of wisdom/kings (alternate them, use wisdom when you're a bit under max health and mana), righteous fury (dispel/purge protector & helps more if specced prot), hand of freedom, concecration for stealth, divine shield if you want (you will drop flag with this buff on you)
19: http://www.wowhead.com/?talent=sZa0bZh
29: http://www.wowhead.com/?talent=sZazbZxf00b
39: http://www.wowhead.com/?talent=sxZacbhZxf00b
Shaman - frostband/earthliving weapon, mana shield, lesser healing wave, healing wave, ghost wolf, earthbind totem, wind shock, frost shock, stoneclaw totem (on pets), purge, cure poison/poison cleansing totem, resistance totems, mana/healing regen ones (not too useful..)
19: http://www.wowhead.com/?talent#hZMhMZh
29: http://www.wowhead.com/?talent=hZMhMZxcbd
39: http://www.wowhead.com/?talent=hZMhMZxceu0Mo
Druid - rejuv/regrowth/healing touch, mark of the wild, nature's grasp, entangling roots, hibernate, moonfire (on aspect of the cheetah hunters & keeping warriors in combat), fairy fire (on rogues mainly),
bear form [bash, demoralizing roar, maul/swipe or frenzied regeneration for a rage dump], cat form [level 29 - spec 30% increased movement in the feral tree. level 39 - use it for dash and indoor movement increase.], travel form, feral charge, remove curse, level 25 or below - cure poison, level 26+ - abolish poison
19: http://www.wowhead.com/?talent=0MZV0h
29: http://www.wowhead.com/?talent=0ZVbGoZ0xM
39: http://www.wowhead.com/?talent=0ZV0hZfVcu0uo
Mage - polymorph, frostbolt, frost nova, ice armor, arcane intellect, dampen/amplify magic (amp if you have healers, damp if you don't), slowfall, remove curse, blink, fireward/frostward, mana shield, evocation, counterspell, cone of cold, conjure/consume mana gem
19: http://www.wowhead.com/?talent=oZZA00b
29: http://www.wowhead.com/?talent=oZZAh0hof
39: http://www.wowhead.com/?talent=oZf0ffoMhubZh or http://www.wowhead.com/?talent=ofcbbhdhdsZZb
Priest - power word: fortitude, inner fire, shadow protection, shadow word: pain/devouring plague (to keep rogues out of stealth and warriors in combat), renew, dispel magic, psychic scream, heal, flash heal, fear ward, holy nova (against stealth), mind control, mind vision (on defense), levitate
19: http://www.wowhead.com/?talent=bx0MZc
29: http://www.wowhead.com/?talent=bx0MZf0tb
39: http://www.wowhead.com/?talent=bE0MhhLzbx
Warlock - demon skin/demon armor, unending breath (dispel/purge negater), detect invisibility, shadow ward, curse of weakness, curse of tounges, fear, create/consume healthstone, create/consume soulstone, drain life. have shards ready.
Pets: voidwalker or succubus
Note: Like hunters, using damaging abilities while flag carrying is probably a good idea. Casting instant cast dots and kiting with them can allow you to take little to no damage.
19: http://www.wowhead.com/?talent=IZbxc
29: http://www.wowhead.com/?talent=IcZbxIzc
39: http://www.wowhead.com/?talent=IdZbgczsgMz (Thanks to Useabandage for this spec)
Try binding only these keys noted and see how you do. The suggested specs may help if you only use those abilities, but are for flag carrying purposes ONLY and are not very good if you are going to be doing other tasks in WSG.
3. BASIC ROUTES
Where you should go with the flag when you pick it up.
You will see that I just give basic directions here. It's mainly because once you have chosen a route, going back another way is typically a bad idea. If there are people on you chances are turning around will let them CC and damage you more.
The only times you should turn around when you are in the opposing base are if you are doing it to move towards a group of support, or if you have noone/bad players on you and you see a strong group of opposing players ahead.
Let's start off with basic areas of where you should go at the beginning of the game. If you want to head straight for the flag, I would suggest going up the opposing ramp and down to FR from second floor in order to get the flag. Tunnel is usually a quicker route, but there is a good chance that there are people in the flag room defending so being able to prepare from the second floor is a bonus. If you are experiencing trouble on the opposition's ramp, then going up the tunnel and onto roof or straight into tunnel are viable options (I would suggest going roof in most situations--ramp defense can mean that the opposition has a good amount of defense).
If you are having trouble crossing midfield at all (without the flag), then you have to try to get around whoever is in your way by killing them or moving around them while they are distracted. Usually going around the right side of the relief hut and running up the opposing ramp works for me. I rarely try to kill people and I try to CC anyone that attempts to attack me.
Once you have gotten the flag, you can either go ramp/graveyard or tunnel/roof. If it is the beginning of the game, I would suggest opening the kills chart (left click on the red pvp tab on outside of radar) and seeing how your team is doing. If your team has not had a death and your minimap shows many dots near the opposing team's graveyard, then go tunnel. If your team is doing poorly or just average, then you should go one of the other three ways in most situations. Watch your minimap; there could be support around you in either the tunnel or ramp.
Now if you have chosen to go tunnel with the flag, you are going towards a chokepoint. This means it can be very dangerous if there are not many teammates in the area. So I would not go tunnel in most cases unless your minimap shows that there is support there.Watch your teammates' health bars too, it will show how your team is fairing where they are. If you are going tunnel then you should be sure that you are safe going there The bonuses to tunnel are the potential to get the speed boots (100% speed increase for 10 seconds) and that it is a quicker route in general than the other 3. I typically go tunnel if I have support there or if it is an easy game for our team. Don't count out the tunnel in sticky situations though - if you get the speed boots and go directly out of the tunnel then you can run past people guarding the chokepoint. Also, it is a good idea to go tunnel if there is a turtle in the flag room, because if you can get the speed boots there is a chance that you'll get away, and the midfield will be less cluttered because many of the opposing players are already chasing you. Still, it is not always a good option because it is too linear and easy to follow for your opposition.
If you go tunnel and are about to come out, and you see like 5 opposing players there waiting for you while you have no support of your own, I would go back up the tunnel to roof or ramp/graveyard, unless you are a mage, have the speed boots still in effect, or if you have a FAP + sprint combo or something.
If you have chosen to go ramp/graveyard with the flag, then you will generally be safer, especially if the opposing team has midfield controlled (typically mid is controlled by the team with more kills). I usually go ramp if there is no opposition in sight because there is a chance that opposing players will ressurect at graveyard and attempt to slow/kill me. Ramp is many times where you can ask support to come (ie "I'm going ramp, meet me there") whereas tunnel can be a bit more congested usually. Depends on the situation, but when compared to graveyard you will have the same if not more support at ramp.
I will explain about going roof in the last section - ADVANCED TECHNIQUES. Roof is not a good place to go typically but it is still a very important area.
When you go ramp/graveyard with the flag, there is a fence you can go along on both the horde and alliance sides of the map. I usually go along this fence to make sure there is no opposition in my way. If there is none, then go across midfield.
[Last edited by Druiddroid; 09-30-2009 at 11:30 PM.]
THIS GUIDE HAS BEEN RECENTLY EDITED AS OF NOVEMBER 2010. NOTE THAT THE ACTUAL CONTENT ONLY DATES TO THE 9-30-2009 DATE AND THAT IT HAS OUTDATED INFORMATION AND LINKS, ESPECIALLY CONCERNING MAJOR CATACLYSM CHANGES.
--
Yes, a guide for PuG flag carrying. Seems kind of odd...but I've encountered many skilled players that suddenly make flag carrying routes that seem odd to me. So I decided to attempt to make a PuG FCing (flag carrying) guide for the 19, 29, and 39 brackets.
The main classes I play are druids, paladins, and mages, so playing other classes and following this guide may cause bad results.
Table of Contents
1. GENERAL CRAPOLA
Stuff you should know before you take the flag.
2. NO MAOR FARMING
General class skills I use as a flag carrier.
3. BASIC ROUTES
Where you should go with the flag when you pick it up.
4. RED LETTERS INC
How to determine where to go if the midfield looks dangerous.
5. STOP DANCING IN THE FLAG ROOM
Times when you should be ready to capture the flag when both teams have the flags in their bases.
6.I KNOW A SECRET HIDING SPOT
Places where you should be once you've crossed mid.
7. ADVANCED TECHNIQUES
Random stuff that makes you look pro.
8. I PLAY TRUMP
Items and consumables that may help you flag carry.
9. CLOSING
1. GENERAL CRAPOLA
Stuff you should know before you take the flag.
Before you do anything, I would highly suggest watching this video. It shows some valuable flag carrying tips and tricks. Thanks to Drayner for posting it and Painaid for creating the video!
Key terms you should know (but I will list them anyways)
cap - a capturing of the flag. 3 caps for a team gives them a win.
return - when a flag carrier drops the flag and the flag is brought back to its starting position is a return.
PuG - pick up group, when you solo queue you are 'pugging.'
tunnel - when you grab the flag and turn around, going to your front-left sends you to tunnel. it's the long narrow path with the speed boots in the middle that sometimes appear.
ramp/graveyard - when you grab the flag and turn around, going to your front-right sends you to ramp/graveyard.
ramp - once you are at ramp/graveyard, going outside then going to the left sends you to ramp.
graveyard - ditto for ramp, except it's to the right. it's the area where you/your opposition ressurect when they die.
FC - flag carrier. often used as an acronym for your own flag carrier in /bg chat.
EFC/AFC/HFC - enemy/alliance/horde flag carrier. often used as an acronym for the opposing flag carrier in /bg chat.
mid - also known as midfield, it's the area outside of the two bases and below the two fences.
fence - there are two fences on the WSG map - one on the alliance base and one on the horde base. located in between the ramp/graveyard areas.
2nd floor - when you enter the base from the ramp, you are now on the 2nd floor.
spot above tunnel - this is the area close to fence and above tunnel, they look like the lower roof on a two-roof building...it is right above the entrance to tunnel.
LoS- Line of Sight, usually referred as getting out of the line of sight of someone so they can't use ranged abilities on a target.
The horde base and alliance base are similar, but have a couple key differences. The alliance fence is unclimbable and the horde fence is able to be walked on. Also, the horde spot above tunnel can be climbed up to the fence area while the alliance spot above the tunnel cannot. However, someone can climb from the entrance of tunnel to the alliance spot above the tunnel while someone at the horde entrance of tunnel cannot.
Remember that this is only a rough guide and not what you should do in the situation depicted everytime. As one anonymous person said, "Flag carrying is an art and not a science." This is very true especially in PuGs. There is almost always something you can be doing movement/skill wise that is better than what you did. I am only offering suggestions as to what you should do based on my experiences.
Also, if you do not already, I would suggest showing both groups of your WSG raid somewhere on your screen. This will allow for tracking for all of your teammates' health/mana/buff/debuff bars.
In order to be more aware of what is behind your camera, you may go to the interface options, go to the camera tab, and increase the maximum camera distance. Mouse scroll to backup/foward the camera to you.
Pressing V allows a toggle of showing enemy health bars in a ~15 yard (I don't know the actual range) range.
If you drop the flag (right click on the flag buff or use vanish/iceblock), it takes 3 seconds to pick it up again.
Watch your minimap. (Shift+left click I believe opens it on the red pvp thing on the outer edge of your radar, around where your clock is located). Always have the minimap open. The minimap will show you where your teammates are, and if you hover over the yellow dots on the map it will show you the teammate's name. This will let you determine many things as you are running with the flag (as well as if you are engaged in other aspects of WSG). Don't keep pressing M and looking at the large scale map, you can miss something that is going on around you.
2. NO MAOR FARMING
General class skills I use as a flag carrier.
I am considered to be a good flag carrier, and I believe one of the reasons why is because I rarely fight. The main abilities I use are movespeed increasing abilites, defensive abilities, CC abilities, interrupts, and heals. In fact, I only keybind 7 or 8 abilities and click the rest. For example, on my 39 mage my bindings are:
1-blink
2-cone of cold
3-trinket
4-counterspell
5-polymorph
6-mana shield
7-frost nova
I know it may sound weird, but just try to use abilities that don't kill people. Try to keep them as far away from you as possible while running towards your destination. Unless a person with like 20% health or under is attacking me, I won't kill them most of the time. I try to stay at the highest health I possibly can for the most part.
Despite this guide being based about paladins/mages/druids, I'll list important abilities/talents that flag carriers should use at level 19/29/39. The specs listed are very rough and can be modified.
Warrior - intimidating shout, hamstring, piercing howl (fury), thunderclap (rage dump), defensive stance (in combat with noone ahead), charge, intercept, demoralizing shout, shield bash, shield block, disarm, revenge (if defense spec), shield wall, berserker rage (if CC'd), pummel.
19: http://www.wowhead.com/?talent=LVZZMh
29: http://www.wowhead.com/?talent=LZZVhdbxb
39: http://www.wowhead.com/?talent=LZZVhtrxbdb
Getting piercing howl and blood craze in the fury tree isn't a bad idea.
Rogue - gouge, vanish + cheapshot, stealth + sap, kidney shot, evasion, sprint, kick,
dismantle, distract, blind, prep (sub), sinister strike (energy dump)
19: http://www.wowhead.com/?talent=fZG0hZM
29: http://www.wowhead.com/?talent=fZG0AdMb
39: http://www.wowhead.com/?talent=fZG0AdMi0oMZM
Hunter - aspect of the monkey/cheetah, track humanoids/beasts, concussive shot, wingclip, scattershot (marks), serpent sting (keep warriors in combat), disengage, freezing/frost trap, scare beast, flare, viper sting, counter attack, and get a spider pet with charge.
Note: hunters are very good at killing while taking no damage, so against people you know will do no damage via your kiting, it's sometimes OK to kill them.
19: http://www.wowhead.com/?talent=cMZfZc
29: http://www.wowhead.com/?talent=cZbZfccrob
39: http://www.wowhead.com/?talent=cZfZfccisb0z
Paladin - The appropriate aura (devotion usually), flash of light/holy light, hammer of justice, seal of light/justice, judgement of light/justice, divine protection (yes, with the flag..you won't drop it), purify, lay on hands, blessing of wisdom/kings (alternate them, use wisdom when you're a bit under max health and mana), righteous fury (dispel/purge protector & helps more if specced prot), hand of freedom, concecration for stealth, divine shield if you want (you will drop flag with this buff on you)
19: http://www.wowhead.com/?talent=sZa0bZh
29: http://www.wowhead.com/?talent=sZazbZxf00b
39: http://www.wowhead.com/?talent=sxZacbhZxf00b
Shaman - frostband/earthliving weapon, mana shield, lesser healing wave, healing wave, ghost wolf, earthbind totem, wind shock, frost shock, stoneclaw totem (on pets), purge, cure poison/poison cleansing totem, resistance totems, mana/healing regen ones (not too useful..)
19: http://www.wowhead.com/?talent#hZMhMZh
29: http://www.wowhead.com/?talent=hZMhMZxcbd
39: http://www.wowhead.com/?talent=hZMhMZxceu0Mo
Druid - rejuv/regrowth/healing touch, mark of the wild, nature's grasp, entangling roots, hibernate, moonfire (on aspect of the cheetah hunters & keeping warriors in combat), fairy fire (on rogues mainly),
bear form [bash, demoralizing roar, maul/swipe or frenzied regeneration for a rage dump], cat form [level 29 - spec 30% increased movement in the feral tree. level 39 - use it for dash and indoor movement increase.], travel form, feral charge, remove curse, level 25 or below - cure poison, level 26+ - abolish poison
19: http://www.wowhead.com/?talent=0MZV0h
29: http://www.wowhead.com/?talent=0ZVbGoZ0xM
39: http://www.wowhead.com/?talent=0ZV0hZfVcu0uo
Mage - polymorph, frostbolt, frost nova, ice armor, arcane intellect, dampen/amplify magic (amp if you have healers, damp if you don't), slowfall, remove curse, blink, fireward/frostward, mana shield, evocation, counterspell, cone of cold, conjure/consume mana gem
19: http://www.wowhead.com/?talent=oZZA00b
29: http://www.wowhead.com/?talent=oZZAh0hof
39: http://www.wowhead.com/?talent=oZf0ffoMhubZh or http://www.wowhead.com/?talent=ofcbbhdhdsZZb
Priest - power word: fortitude, inner fire, shadow protection, shadow word: pain/devouring plague (to keep rogues out of stealth and warriors in combat), renew, dispel magic, psychic scream, heal, flash heal, fear ward, holy nova (against stealth), mind control, mind vision (on defense), levitate
19: http://www.wowhead.com/?talent=bx0MZc
29: http://www.wowhead.com/?talent=bx0MZf0tb
39: http://www.wowhead.com/?talent=bE0MhhLzbx
Warlock - demon skin/demon armor, unending breath (dispel/purge negater), detect invisibility, shadow ward, curse of weakness, curse of tounges, fear, create/consume healthstone, create/consume soulstone, drain life. have shards ready.
Pets: voidwalker or succubus
Note: Like hunters, using damaging abilities while flag carrying is probably a good idea. Casting instant cast dots and kiting with them can allow you to take little to no damage.
19: http://www.wowhead.com/?talent=IZbxc
29: http://www.wowhead.com/?talent=IcZbxIzc
39: http://www.wowhead.com/?talent=IdZbgczsgMz (Thanks to Useabandage for this spec)
Try binding only these keys noted and see how you do. The suggested specs may help if you only use those abilities, but are for flag carrying purposes ONLY and are not very good if you are going to be doing other tasks in WSG.
3. BASIC ROUTES
Where you should go with the flag when you pick it up.
You will see that I just give basic directions here. It's mainly because once you have chosen a route, going back another way is typically a bad idea. If there are people on you chances are turning around will let them CC and damage you more.
The only times you should turn around when you are in the opposing base are if you are doing it to move towards a group of support, or if you have noone/bad players on you and you see a strong group of opposing players ahead.
Let's start off with basic areas of where you should go at the beginning of the game. If you want to head straight for the flag, I would suggest going up the opposing ramp and down to FR from second floor in order to get the flag. Tunnel is usually a quicker route, but there is a good chance that there are people in the flag room defending so being able to prepare from the second floor is a bonus. If you are experiencing trouble on the opposition's ramp, then going up the tunnel and onto roof or straight into tunnel are viable options (I would suggest going roof in most situations--ramp defense can mean that the opposition has a good amount of defense).
If you are having trouble crossing midfield at all (without the flag), then you have to try to get around whoever is in your way by killing them or moving around them while they are distracted. Usually going around the right side of the relief hut and running up the opposing ramp works for me. I rarely try to kill people and I try to CC anyone that attempts to attack me.
Once you have gotten the flag, you can either go ramp/graveyard or tunnel/roof. If it is the beginning of the game, I would suggest opening the kills chart (left click on the red pvp tab on outside of radar) and seeing how your team is doing. If your team has not had a death and your minimap shows many dots near the opposing team's graveyard, then go tunnel. If your team is doing poorly or just average, then you should go one of the other three ways in most situations. Watch your minimap; there could be support around you in either the tunnel or ramp.
Now if you have chosen to go tunnel with the flag, you are going towards a chokepoint. This means it can be very dangerous if there are not many teammates in the area. So I would not go tunnel in most cases unless your minimap shows that there is support there.Watch your teammates' health bars too, it will show how your team is fairing where they are. If you are going tunnel then you should be sure that you are safe going there The bonuses to tunnel are the potential to get the speed boots (100% speed increase for 10 seconds) and that it is a quicker route in general than the other 3. I typically go tunnel if I have support there or if it is an easy game for our team. Don't count out the tunnel in sticky situations though - if you get the speed boots and go directly out of the tunnel then you can run past people guarding the chokepoint. Also, it is a good idea to go tunnel if there is a turtle in the flag room, because if you can get the speed boots there is a chance that you'll get away, and the midfield will be less cluttered because many of the opposing players are already chasing you. Still, it is not always a good option because it is too linear and easy to follow for your opposition.
If you go tunnel and are about to come out, and you see like 5 opposing players there waiting for you while you have no support of your own, I would go back up the tunnel to roof or ramp/graveyard, unless you are a mage, have the speed boots still in effect, or if you have a FAP + sprint combo or something.
If you have chosen to go ramp/graveyard with the flag, then you will generally be safer, especially if the opposing team has midfield controlled (typically mid is controlled by the team with more kills). I usually go ramp if there is no opposition in sight because there is a chance that opposing players will ressurect at graveyard and attempt to slow/kill me. Ramp is many times where you can ask support to come (ie "I'm going ramp, meet me there") whereas tunnel can be a bit more congested usually. Depends on the situation, but when compared to graveyard you will have the same if not more support at ramp.
I will explain about going roof in the last section - ADVANCED TECHNIQUES. Roof is not a good place to go typically but it is still a very important area.
When you go ramp/graveyard with the flag, there is a fence you can go along on both the horde and alliance sides of the map. I usually go along this fence to make sure there is no opposition in my way. If there is none, then go across midfield.