Pug Flag Carrying Guide

[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 NOTE THAT THE ACTUAL CONTENT ONLY DATES TO THE 9-30-2009 DATE AND THAT IT HAS OUTDATED INFORMATION AND LINKS, ESPECIALLY CONCERNING MAJOR CATACLYSM CHANGES.



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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.
 
PuG Flag Carrying Guide (cont'd)

4. RED LETTERS INC

How to determine where to go if the midfield looks dangerous.



In difficult games, crossing midfield is usually a very rough part of flag carrying. There is not much LoS there and you are very visible with the flag. Perfecting this takes lots of experience and great judgement.



In crossing midfield, you have to determine which route will allow you to survive. You have to determine wether or not you believe you will die or not when charging this group of players. It's a very abstract process that I cannot explain too well. It takes experience to learn and use it to its full extent. A few things to watch are



1-where your useful teammates are

2-what your health/mana is

3-what is chasing you

4-what you see at midfield

5-where the opposing flag carrier is (if any)

6-stealthed rogues/druids, or at least the smart ones



The key to crossing midfield is when you go across. The biggest mistake I see players make is going across midfield ASAP. In games that there is a chance your team will lose, crossing mid ASAP is one of the worst ideas.



So when do you cross mid in these difficult games?



Well, first of all it's much easier to cross midfield if you start off on the opposing ramp or graveyard. There is that area by the fence where you can freely move along the fence and have a height advantage to give you a good sight of other players. (The horde fence can be climbed upon too...I'll talk about that in ADVANCED TECHNIQUES.) Either faction can run along side the fence, and that gives much mobility to avoid ranged players or warriors that want to attack you.



The times you want to cross mid are when



-there are people chasing you from behind when you go ramp

-you don't see anyone at mid and have not experienced rogue ambushes

-a few people are running up the ramp to come attack you, or support you

-there is support coming and about to come in contact with people below you

-the midfield is having a large scale battle and most people are distracted

-you have enough health/mana/CDs/CC to survive through anyone that you suspect will attack you (ie rogue ambushes and people sitting below you)



It's just all about taking calculated risks and leaving at the right time. When you do go, try to get across midfield as fast as you can.



If the opposing team drops the flag and your team returns it, it is sometimes good to risk going across when you think you might not make it across. Still, be aware that if you go midfield and die, and experience a 30 second rez, the opposing team can cap without your interference.



Always watch where opposing players are while you're at midfield. You can change direction at mid with the flag, but always remember that you can only enter the tunnel and ramp of your base, so moving towards your GY is not advised unless you are going to the relief hut (something I rarely do). Watch the opposing graveyard and see if there are people resurrecting there.



Also, if you end up moving into midfield alone and you see that there is a huge group of opposing players ahead that are moving towards you (generally with their flag carrier), a good idea would be to move back up the opposing base's ramp and basically start over.



I find that in PuG games teammates at midfield rarely help, so I usually assume they are only useful for distractions.



Finally, don't go towards the outer ends of the map. People can easily trap you there and teammates are almost never there. I occasionally go down the far graveyard side, but most of the time I jump off from on top of tunnel or from around the area of the cliff near the fence.









5. STOP DANCING IN THE FLAG ROOM

Times when you should be ready to capture the flag when both teams have the flag in their bases.



This is IMO the most abstract and difficult feature of flag carrying. Being ready to cap isn't necessarily hard, but it's the pressure from the opposition that makes it difficult.



It's all about balancing the odds. While your PuG offense may be able to tell you when to be ready to cap the flag (go to flag spot), they typically don't. So you always have to be on your toes. Try to ask your team in /bg or /w to a smart teammate 'How many do they have on D?' so you have an idea of how much defense the opposing team has with their flag carrier. If that doesn't work, try to see how many of the opposing team is sending on their offense, and see if your team is distracted at midfield. The more distracted your teammates are at mid and the more offense the opposing team has, the less likely the opposing D is strong.



Watching the minimap is crucial. If you see noone on your team on the EFC, then you are pretty much free to run away from anything, while staying at least within the boundaries of your base (fence and the spot above tunnel included). If you see a few of your team's twinks' dots on the minimap and the opposing defense is suggested to be subpar, then that's the time to be ready to cap the flag.



Always watch your teammates' health/mana/energy/rage bars. When a rogue's energy bar is moving sporadically and they are not losing much health, check the minimap to see if their dot on the minimap is near the EFC. If it is, this probably means there is pressure on the EFC. The more twinked and intelligent an ally is, the more you should focus on where they are and what you think they're doing. Likewise, if you have a few on offense but their health bars are around 10%, this probably means they are dead and will not return the flag.



The main point here is you must be aware of your teammates and what the opposing defense is. This is half of the battle; determining wether or not you should be ready to cap.



The other half of the battle is just survival. Trying to survive against the opposing offense. The best I can do to explain this is to just run away when you are free to move. When you think your offense will not return the flag, you can move anywhere around the base. Otherwise, if you think your team will return the flag soon, the best you can do to survive is to CC and stay in tight areas for LoS while staying near the cap spot. Remember to try to receive heals (and not LoS them) if there is an ally on your team with them. Keep watching your offense's members' health/mana/energy/rage bars and be sure to run the hell away from opposing players if your offense wipes.



Mixing survival and being ready to cap can be difficult in sticky situations. If you think your offense will return the flag in a minute but there is a large amount of opposing players incoming, then sometimes it is OK to run away from the cap spot. Dying is something you should try to avoid especially if the EFC is in a position to cap. It is difficult to explain...but experience and time allows for better judgement and eventually good players can figure it out. Just remember that there are some situations where there is damn near no way possible that you are going to be ready to cap+survive if a return comes and that it's not always your fault (although it can be).



If you have no pressure from the opposing offense and your team is making progress on offense and has a few on the EFC, then just be ready to cap. I typically like to stay from elevated positions, but if you're really sure a return will be coming soon then it's good to go down to the cap spot. Coming down from an elevated position after a return can let a stealthed toon (or any toon for that matter) regrab the flag. The flag will usually respawn in between 0 and 3 seconds, and you should try to get to the flag spot as fast as you can, while surviving, so the opposition has least amount of time to regrab.









6. I KNOW A SECRET HIDING SPOT

Places where you should be once you've crossed mid.



This section only pertains to games in which you have the flag in your base and the opposing team has your flag somewhere else (not in your base). There are many places in the base in where you may hide, and I'm going to make two lists. One is places where you can be to be ready to cap, and another is places you can be if you don't think you should be ready to cap.



Places to be ready

Roof

2nd Floor

Cap Spot

Flag Room in the Flag room



Places where you're not ready

Above the tunnel

Fence

Ramp

Graveyard



If I don't think I should be ready, I am usually sitting on the fence of horde base. On the alliance, I usually stay on the roof either way. However, many times to mix it up I go to other places. I do this in order to track opposing players. For example, if I start off by hiding on the roof, the opposing players will go there first. But then, if I go to the ramp on the next carry and hide behind a hill, it's easy to see where they're going and they might think I'm on the roof.



Here are advantages/disadvantages to each place, with overall ratings at each beginning (starting with Places to be ready).



Roof

Ready to cap - 3/5

Safety - 4/5



Makes the opposing team come through a choke hole at the entrance to roof, and one up higher. This can be spots for AoE spamming (if you need to). Drink + AoE + drink + AoE is a tedius but useful strategy against stealth. You can view part of the 2nd floor here as well as flagroom. Access to 2nd floor and flag room if trouble comes. Easy to detect and run from uncoordinated opposing players.



However, the opposition can trap you here if you are not careful. Yes, in trouble you can run down to 2nd floor and flag room, but you can easily be trapped by competent and organized teams...or random level 32s that like to sit in random spots and spam stuns. Either way, it's not difficult to trap someone at roof. Also, if you are at roof, it is difficult to be ready to cap if you are dealing with opposing players. There is just a corner on it in where you can jump down at and directly capture the flag...most other parts of the roof force you to run through the flag room for a couple seconds when you drop down.



2nd Floor

Ready to cap - 4/5

Safety - 3/5



Has a couple choke holes in the area to AoE spam for stealth. Easy access to ramp which allows you to have a place to be ready to cap if you are just entering the base from ramp. Has height advantage on flag room and enables you to go onto ramp or into the tunnel to roof if opposing players are coming. No damage from falling into FR as opposed to roof.



However, people can gank you from the roof, so if you don't have a sentry there it's easy to get ambushed. Also, people moving into flag room that can see you can trap you. They have the option of going up to 2nd floor, and they can also wait in the flag room. Some players will move around the corner and wait to see if you bite, and if you stoop down into the FR towards tunnel they can attack you. Finally, it's also easy access from the ramp, so people can group there and in tunnel and easily trap you.



Cap Spot

Ready to cap - 5/5

Safety - 1/5



LoS is about the only safety advantage here, and there really isn't much of it. But it is the obvious place to be ready to cap, and if there is a return incoming it's good to move here. Of course if a return does happen, make sure to go here no matter what.



Opposing players can easily group and attack you here. Once they do, it is very difficult to survive. The only purpose for being at the cap spot is if you believe there is a return coming.



Flag Room in the Flag room

Ready to cap - 4/5

Safety - 2/5



Like the cap spot, LoS is the only real safety advantage here. LoS is more abundant here than at the cap spot. You will rarely find me here, though. The only purpose for this place IMO is if you've accidentally dropped down and this is the only place to hide, and while you believe a return is probably coming but it's probably not coming soon.



Above the tunnel

Ready to cap (horde) - 1/5

Ready to cap (alliance) - 1/5

Safety (horde) - 5/5

Safety (alliance) - 3/5

This is the spot above the tunnel, but below the fence. Basically the first roof on a two-roof building.



This area is mainly for LoSing players. It is about as far from the cap spot as you will get. Since both the horde and alliance ones are shaped like an upside down V, you can LoS players that are on the right and left sides, but never both. Players that are below you can easily use abilities on you if you're on the wrong side.



For the horde base one, I have never seen someone enter it from the left side. On the right side, there is an invisible floor you can walk on, and if you miss that you can still jump onto the spot above tunnel.



If you notice, there are spikes that protrude from the sides of the horde base one and you may be able to jump on those. This allows you to transition from this area to the fence, which often makes many players fall. It takes practice, but once you get the hang it's incredibly useful when you're overwhelmed.



For the alliance base one, you have to enter by stopping, jumping, then hitting 'run' right after you jump. If you run off to it you will fall to the entrance of tunnel.



There is no going back up to the fence. However, I have seen some players jump from the entrance of tunnel to the alliance spot above tunnel, but I have no knowledge of how to do it, and neither do most players. But still, be aware of that and if you want experiment with it, go for it. In the ADVANCED TECHNIQUES section there is more coverage of how to jump from the entrance of the alliance tunnel to the alliance spot above tunnel, provided by Rexgal.



Fence

Ready to cap (horde) - 2/5

Ready to cap (alliance) - 1/5

Safety (horde) - 4/5

Safety (alliance) - 3/5



I'll talk about this area on the horde base more extensively in ADVANCED TECHNIQUES.



On the horde base this is the epitome of safety. It has easy access for you, from the ramp, and if there is incoming you can easily see them. If you get into trouble it's easier to escape than other areas because you can go to 2nd floor, GY, ramp, tunnel, and area on top of tunnel from the fence. Also, if you know how to climb it, melee opponents will have a difficult time attacking you. If you are able to stay on top of the horde fence you can move off of it on either side and run away to negate any ranged, too, since they have to run around the fence in order to reach you again.



On the alliance it is alike, except you cannot climb on it or jump over it. This means it's much harder to access the 2nd floor, making it a longer trip to the cap spot than the horde area. It still provides many escape routes and allows for awareness of opponents like the horde fence.



In the ADVANCED TECHNIQUES section I have posted screenshots on how to use the horde fence to your advantage.



Ramp

Ready to cap - 1/5

Safety - 3/5



The ramp is a good place to be if you want to cast CC or mix up your FCing, but it's not recommended most of the time. If you stand on top of the hill that peers above it, you can CC players coming up if you are a class with ranged CC. Also, it is close to the fence so you can transition there easily. Because of this, you can sometimes kite players from here.



Graveyard

Ready to cap - 2/5

Safety - varies



The graveyard is a good place to move if trouble is brewing. Because teammates will be ressurecting here every 30 seconds (as long as they die) it's good to run here for support. Often a good place to go if there are many opposing players in your base because you can summon your ressurecting teammates to you to add a bit of help. Also, the graveyard is near the relief hut and fence for further escape routes.



However, without the ressurecting players, the graveyard is like the ramp without the ability to CC players that are coming from below you. So be aware of who is ressurecting and who isn't. Make sure the people that are ressurecting are decent players, too. I hate it when random PuGs just jump off the cliff immediately while I have a bunch chasing me.
 
PuG Flag Carrying Guide (cont'd2)

7. ADVANCED TECHNIQUES

Random stuff that makes you look pro.



a) The resetting trick

If you are a mage or paladin that can use divine shield or iceblock, then you can do this trick. Divine shield is very flexible but iceblock is not.



With divine shield - grab the flag, and if there are a lot on D and you think you will die, use divine shield. Usually I use it when I'm at 5% or below health, and I stay near or in the flag room when I perform this trick. Then, I use divine shield, use a few holy lights to get back to 100% health, then go back to the flag spot and regrab the flag when divine shield fades (or right click the divine shield buff it if you want it gone early).



With iceblock - grab the flag, and if there are a lot on you, iceblock. Sometimes, if I grab the flag and blink, and then get stun locked, I will iceblock then. Unlike divine shield, iceblock does not let you heal, so it's best to lose as little health as possible. Try to use this when you are CC'd. For example, if you grab the flag and immediately after you are stunned before you can turn around to blink, then iceblock. Then, once the flag comes back, right click on the iceblock buff to remove it and regrab the flag.



Remember that divine shield and iceblock force you to drop the flag, and with the iceblock/divine shield buffs you cannot regrab the flag.



This trick will sometimes scramble the opposing defense, make night elves come out of shadowmeld, and make rogues use vanish or stay visible if they attacked you.



b) Re-crossing midfield

This is basically going across midfield to the OPPOSING base with the flag in your hands.



b1) This strategy is something I use when my team is a pile of shit, to put it bluntly. If my team is not returning the flag and the opposing offense is poor as well, I'll try to go across midfield again in order to make people realize they need to return the flag.



In doing this, you can allow your team to return the flag more easily. Many times your teammates will follow you everywhere you go, and if you go to the opposing base they will follow and then realize that they need to be productive. Also, you might get aggro from the opposing team, so that will clear up midfield and allow your retarded midfield farmers to realize they need to stop being retarded.



Also, you will be able to encounter the EFC yourself. You can /target [name of EFC] and see what their health is and perhaps, try to kill them. I rarely do this but if you want to do this it's a fun option in a really boring and drawn out game.



If I see that many of my retarded teammates have decided to be productive, I'll head back to my base and get ready to cap.



b2) Another time I use this strategy is when there is no other way to live. If there are like 6 people in my base and I see that I cannot go anywhere in the base to survive, then I'll go across midfield. It's a last ditch effort in this case - there's no way to capture the flag. Most of the time I will end up dying or the opposing team will end up regrabbing the flag. But the bonus is that I give my team more time to return the flag, and if the opposing team ends up regrabbing I can meet up with my team and re-return it and then go ahead and cap the flag.



Of course, there is the option of going back across midfield to your base, after you've made it to the opposing base, but be patient -- if you go back across immediately it is likely that people are coming from your base across midfield. Whenever this happens I stay in the opposing base for a little while usually.



I usually perform this strategy in games where the opposing team outguns us severely and if our team has almost no chance of returning the flag due to a strong opposing defense.



c) Going roof in the opposing base



Going roof in the opposing base is much like going back across midfield to the opposing base. I use this strategy in very difficult games. It is a route that very few people take, so the opposition probably won't expect you to go here.



Many times I will use this strategy against a strong opposing defense. If I grab the flag, pretend I'm going ramp/graveyard then juke towards tunnel, I might go roof. This is because I've juked a few people and chances are if I go roof they might lose track of where I am altogether.



Another good use for this strategy is if there are lots of people waiting for you outside of tunnel, and you know that they are and that they will attempt to kill you if you come out. If you stay on roof, it forces the opposing team to come to you. People that do come are people that you can use ranged CC abilities because the roof is elevated. Also, from the roof you can go to 2nd floor (ramp), down to tunnel, or jump off towards the ramp/graveyard exit (and take some fall damage). So it's a position where you can really get alot of opposing players confused as to your whereabouts.



The negative about going roof is that it can trap yourself if you're being tracked, and it a very slow route. Otherwise it's generally uninhabited...besides that level 12 hunter that thinks he's cool sniping from the roof.



d) Manual ressurection

This is when you go to your corpse to ressurect, like in PvE.



To manually ressurect, all you have to do is run to your corpse and 'accept.' You have about 30 yards of room around your corpse to ressurect, so try to pick the best spot around your corpse. Remember that your run speed will decrease once you are alive. When you ressurect you will have 1/2 of your health and mana restored (not rage or energy). There is a catch though - if someone takes your insignia, you cannot ressurect at your corpse. So always be aware if someone takes your insignia - it will pop up in red letters on your screen when you're dead.



The strategy itself is very simple, however determining when to use it is the hard part.



I use this strategy if there are a lot of opposing players at midfield. For example, I can charge a group of 8 people at midfield, die, and then go and get my corpse. Since I realize there were 8 people on me, I believe there isn't much defense in the opposing base. So I can go and manually ressurect and heal up, then go grab the flag.



I also use this strategy in last ditch efforts. If the score is 0-2, I was just killed, the opposing team has our flag, and I believe that our team will not return the flag, then I might go and try to manually ressurect. Remember that the opposing flag carrier cannot mount up, and see what class they are to get a general idea of what their speed will be. Manually ressurecting often does not allow yourself to mount up and you'll be at 1/2 health and mana. So be careful in determining wether you will or won't.



Always keep in mind that people can take your insignia, and watch for the message.



e) Rogue specialties



There are a couple of things that a rogue can do to help itself when carrying the flag. One is stealth + sap, the other is vanish + cheapshot or stealth + cheapshot (sap recommended).



This is a pretty easy concept - just stealth with the flag so you drop it, then CC your opponent with sap or cheapshot, and retake the flag once 3 seconds have passed. The hard part is to know when to use it.



Things to watch for -

trinkets - if someone doesn't have a trinket or their trinket is on CD, this is a good time to use this strategy. They will be unable to get out of the sap or cheapshot in most cases.

mage opponents - this only applies to cheapshot.

they can blink at level 20. while it may be a 20/25 yard teleport, watch for areas where blink only goes limited distances. Most of the areas where the terrain suddenly changes (like indoors to outdoors) are areas where a mage will blink 0 yards. You should also be aware of the timing of blink - it has a 15 second CD.

skill level - some opponents won't have a clue what's going on when you do this. others might. So watch out for very aware players. this goes hand and hand with the trinket issue - if they are bad, they might trinket really late. If they are good, they may trinket quickly enough to return the flag. You just have to rely on luck like that sometimes :)



For parts f) The Horde Fence and h) Moving from the entrance of alliance tunnel to elevated alliance base areas, you can watch this video and figure out how to jump in certain areas. It includes the horde fence, the elevated alliance base area jumps, as well as a TON more content. Thanks to Drayner for posting it and Painaid for doing all of the dirty work!



f) The Horde Fence

This is arguably the best place for a flag carrier to be due to its high number of escape routes. There is also a technique that makes it even safer - being able to jump on it. Here I will explain how.



There are three areas where I climb on the fence

Ramp

Graveyard

Middle



You can also run along side the northern part of it if you are unable to jump onto it. Just remember to jump over the protruding spikes.



To run along the ramp side, run and jump here, and you will land here. Run on top of it (there are no invisible walls or anything) and jump here. You will land here. The next part is tricky because there's a torch in the way. You have to have the right angle on it. I usually use two jumps for this one, the first starting here, and then immediately after landing here I jump. I ended up here.



Now here is the part for graveyard. Jump onto the row of spikes here and CAREFULLY move up to here. I usually move up slowly to here because it's very easy to fall down the cliff. Next, jump onto the fence here. You have to be quick about it because if you are too low on the spike then you won't be high enough. Afterward, you will encounter a torch. I find it to be more tha difficult to cross this torch than the one at ramp. I jumped here but there are many other angles you can try to take it at. After landing here, I jumped to here.



To climb onto the fence from the graveyard, jump to here. Be aware that you have to jump up to here at the right spot -- if you are moving at 100% speed, it is very tough (requires practice, I've jumped up here hundreds of times and still miss it). If you are moving much faster, then start from a bit behind what is in the screenshot, because you might jump over the fence.



If you practice jumping on the fence you will eventually get the hang of it. At first, it was very difficult for me but once I learned to get past the torches it was a breeze. Remember to jump onto the 'joints' of the fence.



g) Hunters - Rocket Parachute



Thanks to Anul for this. He says

"If you're grabbing the flag and don't have too many on you, I like to throw on aspect of the monkey, run out through the other team's graveyard and hit one person on the way out just to get in combat, then jump for it. I use my disengage + parachute cloak macro to jump a very long way away from the enemy graveyard, and as long as you aim it correctly, you wont end up anywhere near those following you.



Macro:

/cast Disengage

/use Parachute Cloak

/script UIErrorsFrame:Clear()"



I would also like to mention that this is also good to use on the top of the alliance tunnel, right on the peak of the roof. It's even higher than the graveyard and lets you parachute down that much further.



h) Moving from the entrance of alliance tunnel to elevated alliance base areas.



Thanks to Rexgal for these screenshots!



First, you start at the entrance to tunnel, over here. Next, jump onto the wood block thingy that protrudes from the building.



From here, you can go to two places.



To go to the spot above tunnel, face towards the part above the alliance tunnel, here, and jump. If you did it correctly, you should land above the alliance tunnel.



To go to the fence area, jump northward, like this. If done properly, you will land here. Then, jump towards the the roof of this building and you will end up on top of this building.



i) 'Fake' dropping the flag



This is where you drop the flag and pick it back up. It may seem pointless, but there are good reasons to do this.



There are two areas where I do this, in the opposing base, and in my own base.



i1) Opposing base



When I do this in the opposing base I am almost always doing it on the roof in a tough game. Usually I do it when I know there are people waiting for me to jump down. Other times I do it just for fun. Whatever the time, I usually assume that it aggrevates the opposing team if their chat is filled with 'The flag has been dropped by Flagdropper!' 'The flag has been picked up by Flagdropper!' This can allow for rash judgement and multiple players coming to chase you, allowing for openings.



Watch out for stealth. I think after thousands of purposeful drops, I've only had it returned a couple times by stealth...but it really sucks when it happens. If you have AoE, use it.



i2) Your own base



I drop the flag in my own base several times in close games. Normally I do this when I have no pressure on me at all, but there are times where I do this when there are people chasing me.



The reason to do this is to get the opposing flag carrier to bite on your dropping of the flag so that they get in a position to cap the flag. I always try to drop the flag when my own team has at least a decent form of offense incoming to the opposing base. This way if the opposing flag carrier does bite, it can allow for an easier return for my offense.



If you are very aware and kiting 5 people, sometimes dropping it with pressure can be a good idea. When you do this there is a much better chance of an aware opposing flag carrier of biting because they might believe that you have died. You always have to make sure NO opposing players are close to you though.



You have to be careful when doing this that there aren't any dumb or uninformed teammates around you. They can pickup the flag and screw everything up. Often times I will run away from my teammates to drop the flag.







j) Add a suggestion!
 
PuG Flag Carrying Guide (cont'd3)

8. I PLAY TRUMP

Items and consumables that may help you when flag carrying.



Now before you go and start blowing tons of consumables, I will first say that I rarely use consumables. In fact, it was suggested that I make a section for this by Naturaltalnt; I had never even thought about it. The reason you shouldn't use many consumables, at least at first, is because sometimes it can hinder your skills at flag carrying. Gear items don't hinder skill much in my mind, because they can be replaced by other items/trinkets with other uses.



Thanks to Naturaltalnt for the majority of this list



Consumables

Swiftness Potion

Free Action Potion

Lesser Invisibility Potion

Invisibility Potion

Superior Healing Potion

Combat Healing Potion

Greater Healing Potion

Healing Potion

Elixir of Defense

Strong Troll's Blood Elixir

Catseye Elixir

Elixir of Fortitude

Bandages from First Aid (I consider these to not hinder skill much, if at all)

Grenades from engineering (I consider these to not hinder skill much, if at all)



Gear



Spider Belt

Swift Boots

Figurine - Golden Hare

Gimmering Mithril Insignia

Nifty Stopwatch

Gnomish Cloaking Device

Goblin Rocket Boots

Gnomish Rocket Boots

Gnomish Net-o-Matic

Tidal Charm

Arena Grand Master

Gnomish Harm Prevention Belt

Deadman's Hand

Green Whelp Armor







9.CLOSING



Most of this guide created solely on my experiences and does not base anything off of other sites or material. You may distruibute it whereever, I don't care, as long as you give me credit. I just hope that it helps with PuG flag carrying experiences in WSG for the whole of the twink community.



I know my english skills aren't the best so if there is something that doesn't make sense please let me know. Also, if there is something else that needs to be corrected, or suggestions on opinionated sections, let me know. Any other information about flag carrying that would like to be added will be considered. I want this guide to be as understandable, useful, and accurate as possible. I will continue adding stuff to this guide as input comes along.



Any specifics about strategies used by druids, paladins, and mages within 19-39 I can try to answer personally. I realize this is a general guide so if there are certain situations that you are puzzled as to what to do, ask me and I'll try my best to answer it.



Good luck (flag) carrying your team!
 
Just a little input here from a lock, your spewc for a fc should look a bit more like:

http://www.wowhead.com/?talent=IdZbgczsgMz

Demonic sacrifice is useless bc you can only have it active w/o a pet up, you will also benefit more from imp coa than spell hit seeing as you dont have coex, imp health funnel is also ftw.



Other than that A+ guide, I have been trying to rememebr how to fence hop on my 49 druid and I keep going back to trying to remember how you do it on your 39 mage, best fc on reck and prolly one of the best all time!



<3 druiddroid



-wop
 
useabandage said:
Just a little input here from a lock, your spewc for a fc should look a bit more like:

http://www.wowhead.com/?talent=IdZbgczsgMz

Demonic sacrifice is useless bc you can only have it active w/o a pet up, you will also benefit more from imp coa than spell hit seeing as you dont have coex, imp health funnel is also ftw.
Added to the guide, thanks. This is just the kind of input I need since some areas are not that patched up due to my limited experience on some classes and my lack of macro and consumable use.

Other than that A+ guide, I have been trying to rememebr how to fence hop on my 49 druid and I keep going back to trying to remember how you do it on your 39 mage, best fc on reck and prolly one of the best all time!



<3 druiddroid



-wop

Thanks for the credibility :) I learned a lot about how warlocks and priests work from you since most have no clue what they're doing. Hope to see you in the BGs soon!
 
Should include getting drunk in real life, a bullet and maybe a gun seeing as most PUGs I been in I am the only one even trying to get the flag lol
 
For pallies, using consecrate is great to see who is following you. Drop it and based on ticks you can see pretty easy w/o turning
 
Saucon21 said:
Should include getting drunk in real life, a bullet and maybe a gun seeing as most PUGs I been in I am the only one even trying to get the flag lol



Yeah, PuG games can be rough. I like to recross midfield (part b1 of ADVANCED TECHNIQUES) when I have a terrible team and I'm really bored sitting in the base.

For pallies, using consecrate is great to see who is following you. Drop it and based on ticks you can see pretty easy w/o turning
If you want to see who's following you, I would rather recommend bringing your camera further behind you. To change the camera distance, hit esc, then go to interface, and go to camera.



Also, when you log on, press V. This will show enemy health bars in a ~15 yard range.



edit: I added these two tips to the GENERAL CRAPOLA section.



Still, consecrate is good if you have sprinting rogues chasing you. When they are about to stealth + attack, throw consecrate down and they cannot perform an opener.
 
After a little messing around with some jumping, i found the key to jumping on the roof of the Ally tunnel from the ground...its actually a quite simple 3 step jump that doesnt take to much skill. I mastered it in about 1 wrsng.



Here are some jump by jump screen shots:













Theres actually another jump where you can get to the tip top of the Ally tunnel roof but i havent attempted it yet since its a pain to test these with out interference...Damn horde :p
 
So i just figured out the jump to the tip top of the Ally tunnel from the ground. This one is a little bit more tricky since ur jump is to an invisible wall.



Jump by jump screen shots:













Hope these jumps were insightful and added to some of the FC techniques you can use.
 
Thanks Rexgal! Added a new section to ADVANCED TECHNIQUES - "h) Moving from the entrance of alliance tunnel to elevated alliance base areas."
 
I'd reccomend you don't use that, especially in premades as wall glitches are considered exploits and frowned upon.
 
Yes, but not from the ground. You can go around the fence. Not up the side using glitches.
 
Pållynåtor said:
I'd reccomend you don't use that, especially in premades as wall glitches are considered exploits and frowned upon.



This first jump i do has no glitches in it...its extremely simular to the horde fence jumping. Just certain areas you can reach by having the right distance and timing in your jump and looking in the right direction.
 
It's the same principle as the glitch to climb horde/ally GY. Neither are widely accepted.
 
Pållynåtor said:
It's the same principle as the glitch to climb horde/ally GY. Neither are widely accepted.



no it's not. it's like the horde fence -- they are jumps that do require platforming skill but no exploitation whatsoever. you can do the jumps simply by running + jumping.
 
He is using an "invisible" platform on 2nd jump, which is essentially a glitch.
 
Pållynåtor said:
He is using an "invisible" platform on 2nd jump, which is essentially a glitch.

well there's a difference between 'glitch' and 'invisible.'



glitch means you're using certain techniques to reach places that are not intended. this includes the infamous wall climbing that existed a few months ago, where in certain areas you could jump + move and essentially climb a wall to areas most couldn't reach.



however, if a place is 'invisible' it doesn't necessarily mean it's 'glitched.' there is an object there....just there isn't any color or model to it. there's a part near the horde fence, above the tunnel where there's an invisible platform, and it leads to the area above the horde tunnel.



it's just about using the terrain to your advantage. and since blizzard got rid of most of the exploits that existed months ago, it's pretty difficult to 'glitch' anything. any invisible stuff that still exists was probably not complained about because it leads to areas that are still easily attackable, and thus it's widely accepted by the twinking community as fair play to go in those areas.
 

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