TFW when
ppl on twinkinfo/xpoff tell u to fight in mid
Anyways, read my read my ''flagger'' post.
That is why you sometimes lose . Flaggers and mid are alien to each other and incompatible so with flaggers you will almost always lose and get farmed
This is the response I expected. I'm surprised it only came from one person. Trust me, I know all about "don't mid-fight, noobs." It's what mid-lvl players think is the smart thing to say and makes them better than the bottom lvl. But it's not true. Controlling the mid is vitally important. I'm one of the people who started the "don't fight mid" concept, back in vanilla before there was a f2p bracket. I was the Grand Marshal of the Alliance on my server which took 6 months of honor farming WSG and AB for 14 hours/day. It was a very competitive server. I was part of a team, and we lost 1 game in 6 months. We won our AB games in 6 minutes or less mostly 2000-0 or 2000-10. All our WSG were fast 3-0s. That was at max lvl(60 at the time) against a very large player base, not jajas. The top Horde players on the server put a team together to que against us, and failed(except that one game in 6 months.) I, and one other guy were the strategists, though he was our leader and shot caller.) So I know what I'm talking about. I've done and won more WSG and AB than the top players in this bracket all combined. Just saying.
There's a time to fight mind and that time is almost always. It's almost never worth while to have defenders in your flag room as they can defend better in the field. And it is rarely necessary for more than 1-2 ppl to go into the EFR(enemy flag room) to pick up the flag. Everybody else should be mid the whole game, except for a healer to escort the FC up the tunnel if you have a rogue/feral problem.
That doesn't mean tunnel vision on whoever your current target is when the FCs are in the field.
Let me give you some examples of how ti works.
If the other team is foolish enough to have defenders in the flag room, we just hop down with a mage and frost nova them all and run out, or a priest and psychic scream them and run out. They are then useless, chasing us down the field and never catching up to be relevent. We cut off the enemy FC with our whole team and half the enemy team out of range to be effective, behind us, and faceroll 10v less than 10 and cap. It's just too easy to get bypassed if you start in your own flag room. You don't even need aoe CC. Any feral druid can just pick up the flag solo and sprint out, shape-shifting out of slows/roots.
In the field, hunters can perma-slow him while staying out of cc themselves, rogues can time their ambushes for when his escapes are down. Priests can heal the offense and the defense at the same time, during the crucial passing of the FCs, not to mention your team probably already has a significant numbers advantage from taking the mid. "Don't fight mid" is a beginner strategy for those who can grasp the concept that the FCs are important, but not the finer points of strategic play, though controlling mid is pretty basic. If you control mid, the EFC can't make it up the field, and your FC can make it. And that's the game, that's both objectives in one. There's not that much more to WSG strategy than controling mid and keeping a healer and maybe 1 dps in range of your FC.
I think given what I've explaind here, a quote like "Flaggers and mid are alien to each other and incompatible so with flaggers you will almost always lose and get farmed," is rather apparently silly and misguided. Sorry, friend; I don't mean to throw you under the bus. I'm sure a lot of players were thinking the same thing. There's quite a difference between controlling mid to stop the EFC and help your FC, vs blindly tunnel-visioning random opponents in mid while ignoring the FCs. The latter would, of course, would be bad playing. HOWEVER, it's better to have the noobs blindly tunnnel-visioning opponents in the field so they are making their presence felt, and keeping enemies busy, ranter than sitting in your flag room out of combat most of the game, causing your team to lose mid, probably getting bypassed when the efc picks up. And you also don't want your noobs escorting your FC INTO the EFR(enemy flag room) for no reason so that by the time they all come out, your team is dead and you can't make it across the field. So you want the noobs in the field too, even though they will ignore the FCs. It's the best use of noobs.
"Defending" works much better in the field than in the flag room, for many reasons.:
The first is that the enemy FC can just use any kind of leap ability to leave you behind in there and you can never catch up, making most classes in there uesless, or at least much worse than they'd be intercepting the FC in the field.(I think I menioned that. Writing this comment non-carefully.)
The second is that in the field, you healers can heal both offense and defense at the same time during the crucial moments.
Another is that many slowing and CCing classes like hunters and mages can have the mobility they work well with in open spaces, and pick their perfect moment to use aoe cc on the enemy team.
Another is that if you have a power or a numbers advantage(as you usually will if you control mid) it's better to have your FC cut off the EFC mid-field and fight it out, rather than run past and then have to divide the team to hunt down the EFC in his base. (Make sure you have enough healers to heal through the entire enemy team. Usually takes 2-3.)
Anyway, I don't want to go too deep into minor points of strategy. Suffice it to say, when I say FEAR is the #1 loss-maker, it's doesn't mean I think "don't be scurred" is the be all and end all of WSG strategy. I've done literally thousands of WSG games, orders of magnitude more than most players here, including on a team that lost once in 6 months of 14 hours/day non-stop BGs, and that was 10 years ago. Most of you were barely out of diapers at that time. The strategies were all figured out before you could talk or go poopy in the potty.
If you want to be pro, there's more to it, that you can think about. But FEAR is the #1 loss-maker. I promise you. And fighting mid is good.
Now I'll tell you how to win AB, and maybe copy and paste it also to begin a new thread. It's pretty simple.
You'll hear most ppl say take 3 adjacent flags and keep 5 people per flag. That's almost right. Except you want only 1-3 players per flag. That's important. I recommend 3, unless the 1 or 2 are very tanky. The rest of the players, and it matters which classes, but I won't go into that, should be sitting on their mounts on the road directly in between your 3 flags. This is your mobile defense squad, and should include at least 1 healer, unless you already have a healer at each flag. This group's job is to ride quickly to whichever flag gets attacked since they are already mounted, out of combat, and half way their when the defender calls "incomming."
This is really all you need to know. It will win every game at this level, 100%, unless the other team is just way too overpowered and can win with uneven numbers.
As I mentioned, we won our games 2000-0, which means we took all 5 flags, but this is mostly what we fell back on to make sure we won if we were facing a horde team that could challenge us. We'd also have stealthies scouting enemy flags to ninja them if they were not adequately defended. 2 rogues together can Sap-cap against 1 defender. We had a mage or priest at LM who could cast Slow-Fall or Levitate on people so they could jump and glide over to BS quickly if needed. As a night elf hunter, I would defend flags solo by shadow melding out of the way somewhere while my pet kept anyone from capping the flag until help arrived, forcing them to try to kill the pet. Took too long. We had all kinds of tricks. We kept track fo how many stealthies the enemy team had and where they were. Kept enough ppl at the flags they could get to to survive them until help could arrive. But you don't need all that to win 90% of the ABs in this bracket. I didn't go over how to make sure you get 3 flags in the beginning. There are strategies for that, but you dont' really need them since it seems like most teams get 3 adjacent flags at some point anyway, and then lose them via stupidity.
Here, I'll give you one, so you get an idea: BS is the most important flag, so we'd send a large # there. BUT not all of then would dismount and get in combat if not needed. If the enemy only send 3 to BS, we'd have 4 ppl engage them, and the rest would ride over to LM or GM. (LM is preferable because you have better vision from there.) This means we didn't have MORE ppl at a flag than we needed to take it(just like we didn't keep MORE ppl at a flag than we needed to defend it). Inevitable, the enemy team would take a flag with more people than they needed, which is inefficient. That let us take 3 to their 2. Often 4 to their 1. Then, often, we'd keep 1 player per flag and attempt to take their starting area(farm) 11 vs 15. If that push failed, we'd rez back at BS, GM, and LM in time to defend them by the time the enemies could mount up and ride to them.
But you don't need all that shit. That's way more complex than necesssary to win 95% of AB games. You just need 3 ppl per flag and 6 on a mobile, mounted defense squad. That's it. gg. And again, this is not theorycrafting. This was tested and proven effective in 1000 of redundant "experiments" when you guys were in diapers.
Oh, one other thing.....
In this bracket, or with random noobs in any bracket, the defenders will not call incoming in time, usually. Fortunately you don't need them to call incs, if you're smart. From your mount between BS, LM, and your home flag, you can SEE BS and your home flag. And you can look on the map to see which of your team mates are at LM. Keep an eye on their health/resource bars in the raid boxes. If you see their health/resource bar move, they are under attack, and you go help them. If you see ppl at BS or your home flag, you go there. If you see enemies attacking both, use your judgement.
If one is completely overrun by a ZERG, and the noobs won't respond to defend it because they're stupid or scared, take the one across the map from the Zerged one, or the one the Zerg just abandoned. (Zerg= large group of morons running around all together taking 1 flag at a time - not effective against a smart team who re-caps behind them.)
If you are an enchanted priest, meaning you are over-powerd, or something like a 29 BM, you can be the solo mobile defense squad all by yourself, and win the majority of games. It doesn't work great solo, the noobs will completely abandon the flags and you'll have to go defend by yourself, and no longer be able to defend all 3. But it still helps to do it when you can. I've won 90 AB games on this character and lost 50, and pretty much all 140 games I was just solo-qued using the random BG que. Maybe a few I was queued random with whoever I was doing 2v2 with. So 90W - 50L is not a bad ratio for 1 player out of 30 in the bg. Being a strong class helps no matter what you do, but knowing where to go and what to do to maximize your impact allows you to make a much bigger difference.
The End.