WSG Premade Discussion

Jadyn said:
Well, there's a difference between being a tight group and all going the same direction. Any smart team should be spread out at least a little bit in most situations (obviously, melee focusing one target is an exception).

if all 10 of you are in the same fight against a team that owns you at midfield, you are going to lose that fight more often than not.



the thing you must do is escort the FC back somehow, and then just try to distract their offense enough so that your own offense can attempt for a return. in my experience, these games often rely on the skill of the FC.



sometimes if i'm FCing in a premade i'm only with a healer (mage FC, druid/shaman support) but it allows our team to open up on the opposing defense and it works really well against teams that own us at mid.
 
Ah, I think I misunderstood, but you have a good point. There isn't much point to trying to all go for the flag when we're just going to get owned enmass anyway if we assume the other team dominates midfield. My thought was simply to get away with the flag, then turn the game into a contest to see who can return first.
 
true, and what i'm saying is that also if you have distractions at midfield, such as 2 people that will distract well (eg-lock + holy pali, 2 mages, 2 hunters, w/e), then you can have a much better shot at returning the flag.



basically my point is that if they own you at mid chances are they will own you at returning as well. so it's best NOT to be in a huge group, or even in two group of 4D and 6O or w/e. you need to have distractions or a really well played defense.
 
One thing we did once and only once, our very first night of doing 10v10s, the last game we turtled hardcore. Not a hopeless turtle, we had our two druids attempt to run the flag over and over, and managed to win the game after an exhausting hour.



We were up against 4 hunters, a warlock, a FC druid, 2 more resto druids, and 2 priests. We had one mage and one hunter for ranged dps, and the rest of our team was melee dps. In the end, my thought was that with entirely ranged dps, they could dominate midfield easily against a bunch of warriors and enhance shamans. But they couldn't do much inside our base where they were LoSed half the time, and their FC druid couldn't travel form over multiple frost traps.



It was really uncool though, and led to a lot of drama after a while. And we haven't tried anything like it since then. However, I think it's useful to discuss, since it did work. The idea of forcing the fight into the bases can be useful when the other's team doesn't have any way of dealing with LoS issues.



http://i165.photobucket.com/albums/u72/Verilazic/CyclonePH-win.jpg
 
/shrug, if it works. though once you get competitive it's all about balancing fun and winning. turtle at your own risk i guess.





looking at the SS, there have definately been games though were there was a bigger k/d ratio difference between the teams and yet the one with far less kills got the win, without turtling. i don't have SS's but i know i've remembered ones i've been in. it takes a really coordinated defense and a well played FC, and well timed returns.
 
I'd say this-



G1-Offense



Frost/Fire Mage

Resto Shaman

FC Druid

Healadin

MM/Surv Hunter



G2-Defense



Arms Warrior

MM/Surv Hunter

Sub Rogue

Holy/Dpriest

Affliction Warlock



Lots of slows on O, ensuring escape and minimal damage taken. Freedom and stun from healadin to reduce FC switches. Frost/Fire Mage for CC/slows and MM/Surv hunter for same. Shaman for purge/Ebind/Fshock.



Group 2 with lots of slows/roots, and substantial heals.
 
Druiddroid said:
/shrug, if it works. though once you get competitive it's all about balancing fun and winning. turtle at your own risk i guess.



Very well put.
 
1 prot warr fc

2 priests

1 resto druid

6 mm hunters



druid sticks with fc with another priest, the other priest sticks to the huntards, who make sure to keep flares all over the place. Enjoy your winning.
 
I would probably run a paly-heavy team against that. Some melee-heavy flagroom D, with a druid FC with healadin, priest, shaman/druid, and mage as the flag running team. It'd still be tough, but possible.



Really, the bad thing about playing a team stacked with hunters is that when you win by avoiding fighting in midfield, there's a good chance you'll have some heavy drama on your hands afterwards, with the word "turtle" being extremely popular. =/
 

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