Jadyn
39 Evangelist
I'd like to hear some opinions on how people would theorycraft a good WSG 10-man team, and how they'd run it. So, what's your dream team class-wise and what would be your general strategy? Or if you have multiple dream teams, what's a setup you'd be really interested in trying or think is odd, but might work?
Remember, this is mostly about theorycrafting, but we haven't all had the same experiences in WSG, premade or otherwise, so be cautious about how you critique each other's ideas. Lets keep things hypothetical. =)
--------------------------------------------------------------------
My ideal setup atm would be:
Group 1
FC Druid
Resto Druid
Disc/Holy Priest
Holy Paladin or Mage
MM/Surv Hunter
Group 2
Resto Shaman
Sub Rogue
Sub Rogue
MM/Surv Hunter
Fire Mage
Group 1 runs the flag, Group 2 supports or covers midfield as necessary. If bogged down in midfield early on, both druids kitty stealth and continue on to grab flag, and both groups rez and meet them in midfield. Priority is getting the flag and escaping across midfield. Returning the flag is secondary priority.
If both teams have the enemy flag in their own base, Group 2 goes to return the flag. If the enemy has more than 4 on defense with the flag, then 1 player from Group 1 goes with them. If they have more than 6 on defense, then two players from Group 1 go. Which players depends on what they have on offense. If they have zero healers on O, the hunter can go with Group 2. If they have healers, the priest can go with Group 2 and help with dps. Though if they have retadins, it's best for the priest to stay with the FC until the Assault debuff goes up.
On offense, the resto shaman provides support purging, dps, and totems, switching to healing when necessary. The rogues go in first with saps, then stunlock the EFC while the hunter and mage provide burst dps. For CC, one rogue is paired with the mage and one rogue is paired with the hunter for rotating CCs, allowing them to lock down 2 players consistently and for a long duration.
Obviously, a good team will do their best to disrupt these plans, so a lot of it comes down to improvisation. Imho, this class composition is very versatile in what it can do in almost any situation, sporting one of every healing class, lots of different kinds of CC, and a balance of ranged and melee dps.
Remember, this is mostly about theorycrafting, but we haven't all had the same experiences in WSG, premade or otherwise, so be cautious about how you critique each other's ideas. Lets keep things hypothetical. =)
--------------------------------------------------------------------
My ideal setup atm would be:
Group 1
FC Druid
Resto Druid
Disc/Holy Priest
Holy Paladin or Mage
MM/Surv Hunter
Group 2
Resto Shaman
Sub Rogue
Sub Rogue
MM/Surv Hunter
Fire Mage
Group 1 runs the flag, Group 2 supports or covers midfield as necessary. If bogged down in midfield early on, both druids kitty stealth and continue on to grab flag, and both groups rez and meet them in midfield. Priority is getting the flag and escaping across midfield. Returning the flag is secondary priority.
If both teams have the enemy flag in their own base, Group 2 goes to return the flag. If the enemy has more than 4 on defense with the flag, then 1 player from Group 1 goes with them. If they have more than 6 on defense, then two players from Group 1 go. Which players depends on what they have on offense. If they have zero healers on O, the hunter can go with Group 2. If they have healers, the priest can go with Group 2 and help with dps. Though if they have retadins, it's best for the priest to stay with the FC until the Assault debuff goes up.
On offense, the resto shaman provides support purging, dps, and totems, switching to healing when necessary. The rogues go in first with saps, then stunlock the EFC while the hunter and mage provide burst dps. For CC, one rogue is paired with the mage and one rogue is paired with the hunter for rotating CCs, allowing them to lock down 2 players consistently and for a long duration.
Obviously, a good team will do their best to disrupt these plans, so a lot of it comes down to improvisation. Imho, this class composition is very versatile in what it can do in almost any situation, sporting one of every healing class, lots of different kinds of CC, and a balance of ranged and melee dps.