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Dêathhoof-FrostmaneWhen their FC is on their roof, a well timed Thunderstorm(or any other knockback) can knock them off the edge, and give you time to jump after them and get a quick kill before their healers know what happened.
Bacajow - Doomhammer=When you are carrying the flag and leaving the enemy base via the tunnel escort don't use the speed boost buff to run far in advance of your escorts. -The flag carrier should never be the first one out of the tunnel if it can be at all helped as chances are there are enemy players waiting to give you a good slapping.
For hunters in the 19 bracket, i found it ekstremly easy to capture the flag by running from enemy flag room to the right side (behind graveyard) and just run along that side, since you then come right up to the alternate entrance and there is a lot of cover on the way there.Argrys - Doomhammer Eu
Hydromancer-Area 52-Warriors can use charge to climb the hill towards the Graveyard if an enemy is there.-Always focus on grabbing the speed boost if the enemy flag carrier is near it.-If killing an enemy is too difficult focus on slowing them down instead, remember this is a team effort.-Defenses are best set up after the first flag return. At the start, both teams usually all out rush the flag room.-Don't insult your team. Foul words rarely rally a team to victory.-Don't underestimate the power of Free Action Potions as a Flag Carrier, use one right before an encounter.-Use hunter's pets against them. Taunting a pet right before being trapped will break it prematurely. It was kinda hard to get those in just one line, but hopefully some are pretty good. The last one was kinda just thrown out there, it's hard to do and a really good hunter (lol =P) won't let it happen, but still it's something.
Before I give my advice, let me establish credibility:1) 356 WSG wins out of 479 battles (74% win ratio)2) 307 flags captured, almost 1 per WSG win, and 522 flags returned, over 1 return per battle3) Master of Warsong Gulch Achievement4) Exalted with Warsong Outriders, done post-vanilla WoWThe strongest piece of advice I can give is this:"Defending the flagroom is the most overrated WSG strategy ever. If you control mid, you get to attack the enemy both on the way in AND on the way out."In the 479 WSG battles I've fought, I find that teams who control mid can easily run flags back as well as easily stop enemy flag carriers. Defending the flag room does absolutely nothing for offense, it is conceding entirely to defense. Controlling mid is not only better defense, stopping enemies from even reaching your flag room, but it gives a huge boost to your offense, allowing flag runs.So STOP DEFENDING FLAG ROOM! And get your butt in the middle of the battlefield!- Tortur of U.S. Shattered Hand
Have a druid carry the flag. Make sure he has travel form bound to something easy to press.
Few things for Rogues:Distract works in PvP and stops people eating/drinking.Chain Sapping, Stunlocking and blinding, while may not give you enough burst to down a flag carrier, can buy you upwards of 30 seconds for your team to catch up.Stay close to the healer to keep anything attacking them locked down.Speed boost > Sprint > Prep > Sprint and use Cloak of Shadows and evasion to carry a flag home. You're not going to last very long if a few people catch you up.A careful rogue carrying the flag and being pursued can duck around the corner of one of the buildings, vanish to drop the flag, go back around the corner and sap whoever is chasing them. This can buy you 10 seconds of freedom.And for Engineers:Stuning grenades are perfect for pursuits.MC hat on a flag carrier may seem silly, but if no team members are close dragging them 10 seconds back to your own side can buy valuable time.Never use Rocket Boots/Nitro Boosts while carrying a flag.Effex - EU-Steamwheadle Cartel
Drop an earthbind and whichever other totems you like at the inside forward corner of the flag alcove. All 4 will stack into a nice neat single totem, are nearly impossible to see and/or target from anywhere in the room, and will slow your enemy coming and going.If the enemy FC is in their GY, use ghost wolf to run up on them, fire off a thunderstorm and drop an earthbind totem. With luck and a bit of skill you will separate the flag carrier from their support for a few moments.Earthbind totems are your friend.Hexing the enemy flag carrier is useful.Frost Shock, Earthbind and Hex the enemy flag carrier, in that order.Spiders make excellent pets for stopping an enemy flag carrier dead in their tracks.
They already get their UI R&D for free, they can pay someone to write halfway decent article content.Sorry.
To beat a turtle- send in a decoy group that carry the flag far enough outside to pull the zerg. The real FC waits to re-grab flag in FR once it's dropped. Turtling never wins against persistent O.Chakshu-hydraxis
For Locks-Put your circle on your graveyard (no one can follow you except pets and warriors with charge), not the opposing roof as the hard part is getting the flag across the field (Free Action Potions) and staying alive, not getting out the door with the flag.Speed pots and healing pots are for noobs. Free Action Pots are for pros./use medallion of the alliance (or horde)/use free action potionSkywall-heathennyc