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Warsong Gulch Tips

As a druid, you make the best flag runner for your group. If you are level 30 or above, you have an instant cast +40% speed (possibly +55% with PVP gear set bonuses) travel form. Even below level 30 shapeshifting gets rid of all snares, which is a huge advantage at that level. A typical strategy is to take 1 or 2 others to distract or disable defenders. Rarely do you see more than 3 on a defense team in a pickup group (AKA PUG), and this is something you can take advantage of. You can keep 6 to 7 people on your side defending your base and just send in 3-4 for attack purposes. From my experience this works very well versus most PUG’s, because as a flag runner druid you have many abilities to increase your speed.

A strategy I usually use is to bring 1 other druid and another member or two. Non-druid members of this “assault team” are purely for distraction purposes. Each class has its own “distract” abilities. Here I list what each non-druid class can do to help the druid leave enemy base safely and securely. And remember, the goal is not to kill players but to keep them kited.

- Priest: I personally love bringing a priest because they can AoE fear, which keeps horde occupied long enough for a druid to click cat form and dash. And like that, you’re gone. Priest can also slap a shield and renew on you before you leave.
- Warrior: Like priests, warriors can AoE fear, except that a warrior’s fear takes rage. The good thing is, warriors can take quite a few hits and build up the rage required before they die. They can also slap hamstring on one or more targets before going down, which helps you leave. Warriors with piercing howl should also spam it after using intimidating shout.
- Mage: Mage can polymorph 1 target and use frost nova or blizzard (if they have the imp blizzard talent) to slow the rest in the enemy flag room. If they spam IAE, it’s both visually confusing for opponents and causes lag to slow computers. These give you good opportunities to grab flag and leave.
- Paladin: Paladin can either distract by taking the flag and running out (remember they take a long time to die and can cast blessing of freedom on themselves). This will usually cause everyone to chase after the paladin. Druids can then just wait by the flag to grab it after paladin shields (which drops the flag). Paladin can also come back to put blessing of freedom on you if they didn’t get very far with the flag.
- Shaman: Shamans can drop earthbind totem to slow down the people in enemy flag room and frost shock one or two before going down. Lay out a lot of totems on purpose to distract and confuse opponents, especially magma. The fire animation is highly distracting.
- Warlock: If a warlock partner can get Howl of Terror off, that would be great and buys you a lot of time. With the Succubus pet a warlock can seduce a player and death coil another if Howl of Terror fails.
- Rogue: Rogue can sap one target and strike as many others as possible with evasion on for crippling poison proc. Rogues won’t survive too long versus multiple targets, but vanish and reopen with stuns can also help.
- Hunter: Hunter can set frost trap in the tunnel where the druid is set to run out, then scatter shot and concussive shot two other ones. However, hunters are much better assets for defense.
- Druid: Like I said earlier, I recommend another druid to take with you. They can serve a few purposes. First of all, the other druid can follow you and heal you. They can also root, feral charge, or bash any pursuers. This works especially well since players with abilities and items to get out of these movement impairments (PVP trinket, druid, mage, etc) must dismount to use those abilities. The other druid can also wait at flag point stealth to grab it in case you drop it.

Timing on grabbing the flag while your party distracts is extremely important. After playing a few games of WSG you will understand exactly what I mean by this. Typically getting the flag after your partners fight for a few seconds is the best, rather than at the same time. Also, it is best to carry out attacks while your opponents are doing the same to your base. If you time everything correctly you should be running out mid-field while your opponents are dying. They will not have enough time to resurrect and come after you. If you leave their base after their onslaught they may have enough time to reach you in mid-field.

Other Tips:
- If you have feral charge, you can also charge at someone near the 2 exits to the base, though such opportunities are rare and must be extremely well timed.
- You can use cat opener Pounce to stun the target 2 seconds (3 with talent) which will disable one target to buy you time if your partners were unable to preoccupy all of your opponents.
- You can also shift to bear and bash a target 4 seconds (5 with talent) before or after getting the flag, giving you more time to leave their base.
- After you grab the flag make sure your pursuers are either disabled (feared, sheeped, etc.) or have already used their movement impair ability. For example, check to see if warriors just used hamstring. Chances are they won’t use it again immediately. Be absolutely certain that warlocks have used death coil, etc. It’s a good idea to only shift into cat form and sprint at a turn, because they won’t be in line of sight until they also make that turn. This gives you time to run out unscathed.

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