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Druid's Flagrunning guide for Warsong GulchContents: 1.0 2.0 3.0
-------(This is a work in progress)------- 1.0 Introduction 1.1 Why druids? This statement says it all. A flagrunner’s duty in Warsong Gulch is to avoid being stopped while capturing the flag. Whether that means speeding across the midfield (Cheetah), absorbing damage and tanking it through the middle of the opposing team’s blockade (Bear), or stealthing to the flag while knowing your surroundings (Cat + Tracking), a druid can do everything with reasonable effectiveness. The biggest advantage a druid has, however, is being able to shift out of any and all snares and roots instantly for very little mana. 1.2 Basic Strategy Stealth to the flag while your teammates distract the opposing team elsewhere. If there’s defense on the flag, wait for backup. Usually one or two people can disrupt the defense long enough for you to pop out of stealth, grab the flag, and take off. While you’re stealthed, have Track Humanoids up, so you have a general direction of the safest route to run when you pick the flag up. Get out of the base and to the rest of your team as fast as possible – cat form and sprint if the cooldown isn’t burned. This way you can get into travel form and to some heals quickly. If you make it to your team, or close to your team, and run into heavy resistance, switch to bear form. This way you can plow through taking far less damage while everyone else kills the opposing team off (which will be focused on you) and the healers can keep you up easier. Once you get into your base, if you’re not in bear form already switch to it. You never know when you could be jumped, though it’s less likely than if you were in the enemy base. If your flag is gone and you cannot make the cap, stay in bear form and find a hiding place to go to with a healer that is somewhat close to where you return the flag. Rinse, repeat. 1.3 Helpful Tips First of all, utilize your forms. Every one has a place in flagrunning, be sure you’re keeping an open mind as to what needs to be used. Secondly, communicate with your team. If you’re not in vent/teamspeak, make macros that tell your team what direction you’ll be coming out of the enemy base. Having an escort is very important to a successful flag-cap, be sure to let your potential escorts know where you’ll be going. If you’re in a pickup group, say something in general chat so people are informed. Mix things up. If you consistently run out of the middle tunnel, the opposing team will catch on and start meeting you there. Just try to avoid the graveyard unless absolutely necessary. Don’t be afraid to use potions! Free Action are my personal favorite, but sometimes we need that extra push to get out of the thick of things. 2.0 Gear 2.1 Easy to Obtain Stamina Gear Bone Ring Helm (30) This is 251 Stamina, unbuffed, and with no enchants. 2.2 Easy to Obtain Armor Gear Eye of Rend (143AC) Total 2330 AC A couple of these can be upgraded by a lot by getting WSG/AB Exalted. 2.3 Epic Stamina Set
Guise of the Devourer (250AC) Total 3149 AC With tenacity/agility enchants, taking into consideration agility into the armor equation, Telkella reports it is possible to get 17048 armor unbuffed in bearform. With imp MotW that’s 17462 armor. Pretty hot =) The link to some more in-depth information can be found here http://forums.worldofwarcraft.com/thread.aspx?fn=wow-druid&t=296661&p=1&tmp=1#post296661 2.5 Resistances Set 2.6 Pros and Cons Personally, I prefer +stamina over anything else. This way I can absorb magical and melee damage with some degree of leeway with my life total. The downside to this is I take more mana to heal while taking melee damage, and it’s harder to heal myself efficiently with rejuv or bear regen. The +armor can soak up a ridiculous amount of melee damage, with 75% damage reduction. The downside here is giving up some stamina for the +armor, which means magic damage will take even bigger chunks of your life away. Resistance sets, as I said, are good for single schools of magic, but by sacrificing armor and stamina, which means everyone else and every other school of magic will tear you up. I don’t recommend this route. ****************** However the reason I did not list any of the pvp set in the gear lists is I leave it up to you to choose between the blue PvP set, epic PvP set, and which 4 pieces you want to interchange for the speed bonus (hands, feet, legs, chest, shoulder, helm) 3.0 Specs 3.1 Necessary Talents #1 is Nature’s grasp + 4/4 imp NG. Easy to get talent, ridiculously useful. There is no reason you should not have this. Right under that is Natural Shapeshifter. Not quite as necessary, but I recommend getting it. In feral, there are of course a few that I see as very important. Feline swiftness and Feral charge top the list. Imp. Stealth and Imp Bash are important as well, whereas depending on your build/gear Thick Hide may be extremely useful as well. In resto, Furor is about the only thing I’d list as a necessary talent, though I’d never give up Nature’s Swiftness for anything. It’s saved me so many times, giving me the extra few seconds I needed to make my getaway or get to my healers. 3.2 Trispec + NS 8 Balance/21 Feral/22 Resto This is my flagrunning spec of choice. All the needed talents, a few extra goodies (Feral fairie fire) and Nature’s Swiftness. 3.3 HotW 11 Balance/33 Feral/7 Resto This spec takes advantage of HotW, which is a great talent – especially if you’re stacking on stamina. However, while adding a lot of survivability and a little more damage, you’re giving up a lot of your self-healing capabilities.
Many readers have noted how useful some of the engineering items are for a druid flagrunner, especially with the up and coming change that allows items to be used while in feral forms. Some items listed were the Rocket Helm, Death Ray, and MC Helm.
Posted by Wolfhoof of Argent Dawn (Thanks!) The trick is to know when to use it. If the room is filled with 5 on 5 fighting it is a perfect time. You end up moving too fast for them to get a hit on you. In such a case I unstealth..grab flag, cat, dash out to GY but if I think I risk being hamstrung I cut left and go up the ramp as soon as I leave the flag room which cuts LOS. If I don''t dash out I strafe left & right by tapping Q and E as soon as I exit to force the server to know Im outside, pop NG and shift to travel form, Drop gy go down the west side (taking time to run up the root and jump over the two big stumps....hey I get bored) and head up our ramp. And of course I don''t always go this way. I rarely go down the tunnel because it more often than not means my death. You are forced into an area where the exit is known and narrow. any good team will be communicating that you went down the tunnel and be waiting to melt you the second they see you. Druids are also gimped indoors. Nifty stopwatch/rocket boots do not stack with Travel form but Swiftness pots DO. They will give you a slight burst of speed for a very short period of time. (74% above normal instead of 61%) I rarely use that in mid field unless things are dire. Swiftness pots take over for dashing up your tunnel in cat form and this allows you to do the tunnel run in bear form which is preferable if you have a bunch of the enemy on your heels anyway. It also allows you to FC anyone running ahead of you trying to grab the flag before you can cap. Trinket mages...Welcome to the nerf bat boy. Soon to only be able to pop 1 trinket at a time. Druids soon to be able to reflect that fireball you think will crit them to death right back at you. I love the smell of roasted gnome mage in the gulch. The basic strategy my team uses in the gulch is very simple. Druid flag runner with a priest to dispell annoyances like ice traps and fears (stupid 5 min cooldown on insignia) and other effects that we cannot shift out of. The others control the mid field and melt down anyone with our flag by having a shaman purge them, announce it in a macro and our usual 2 warlocks and 2 AP mages (no trinkets) melt them down in under 1 second. (this works on everything when done right. Even the tank warrior strat) The most important thing I believe about WSG though is to not maintain a static strategy. Change it up to work with what your enemy is doing. One other thing I do use to my advantage. FEARS. If you are feared in the flag room you are moving around very fast and it makes you very hard to target. When you reach the end direction of one of those fears you pop your trinket and keep going. Many times I have gone for the gy door only to be feared into the tunnel, take advantage of the distance I gained over my opponent, popped my trinket and ran down it snagging the boots on the way (popping a swiftness pot if there were no boots). ________________________________________ For the other resto druids, if you''re shifting alot to escape snares and you notice you only have enough mana for one more shift, pop innervate before your next shift so you never reach the point where you''re below 700 mana and still need to shift. Also, if you have the breathing room and you''re going out GY side, the little house below each GY has a Restoration buff inside, very nice if you spent alot of your mana getting out of the enemy base.
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