Leadership.
Call the shots. Talk to your fellow players.
Step 1
Decide wether you're Offense or Defense.
Step 2
Commit to that charge.
The RULES OF WAR
Offense
Offense SOUNDS easy, but people get easily distracted. Too many players see an easy kill midfield or a not-so-easy challenge and rush into the opposing team. HKs do not win WSG. FLAGS DO. Don't get distracted. Push into their base and stay together.
Yell and scream when you're running with their flag. Announce your exit path. Call for cover fire and blockers. 1 stun can mean escape back to your base for a flag cap. With cooperation, even a squishy caster can return a flag. No Haste potion. No Sprint. Just cooperation with your fellow team-mates.
When covering another flag-carrier, use those specials to shake people off his tail. Warlocks... Dot the world. Fear the lead person. Casting fear costs time and will give them a lead, but a well timed cast can send the most powerful "intercept twink" running in the opposite direction giving your carrier a huge boost.
When carrying the flag, try to avoid direct melee. Sure you can rack up a kill, but that flag is more important than a couple honor points.
Defense
Most teams go with either ZERO Defense or 3 defenders with the flag.
Personally, using zero defense only works when people have a VERY strong midfield squad that cooperates well and can absolutely kill the opposite team's flag runner. Often-times the un-guarded flag is an easy point. People worry about testing their powers against an enemy player. That guy is a distraction. By the time they see the carrier run across, it's too late to stop him.
Three man Defense is MUCH smarter, IMHO. Send seven people out to KILL that flag team and bring it back. The three remainders can hold their own long enough.
Having more than three on D also hurts you. If you're expecting a zerg rush at your flag, keep extra on hand for defense. Wiping out your opposing force can leave their home flag free to be captured. Shift half the team into Offense and go rush their empty base. Otherwise, keeping more than 3 on Defense means your kill / capture team only has five or less players. That crushes their chances unless it's a stealth-heavy squad.
If you have the enemy flag and you're waiting for your killers to find the enemy and pry that flag from his hands, watch text closely. Watch for the Opposing team's gank squad. KEEP your flag carrier alive at all costs. I've been very very weak on a team ( as a level 19 un-twinked warlock you'll need a buddy or two) and kept the flag long enough to CAP.
Rant on Rogues.
Rogues are GREAT. They hurt people. They can stun a runner. They can stealth and capture a flag. The ones I don't like are opposing rogues ( natch ), and rogues that don't break stealth to help you out. I've barely lost a fight 1 on 1 with my warlock and saw two other rogues hang out in stealth and get the easy kill after I've died grinding a warrior to almost zero by myself. WTF! Break stealth. Get in there, ya cowards! Gouge a flag defender = Win the game. Rogues are great killers, but in WSG their real power is stealth, Sap, cheap shot, and gouge.
Thursday, January 17, 2008
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