WoW Classic Warsong Gulch Battleground Guide

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[Music] hey guys what's up med season here back with another video for you blizzard recently announced that we're getting the two battlegrounds attached to phase 3 which are the Warsong Gulch and Alterac Valley a bit earlier than originally planned while phase 3 is said to be released sometime in early 2020 these battlegrounds have been confirmed for the week of December 10th which people are complaining about but actually matches the original release more accurately as these battlegrounds were released in patch 1.5 in June 7th of 2005 whereas the black one layer was one month later in patch 1.6 in July 12th of the same year I thought it was timely to make a full guide for each of these battlegrounds starting with the Warsong Gulch and going into the basic stuff such as how to join rewards and basic objectives but also go into the more advanced stuff such as team composition differences between the classic and current versions and general strategies and tips to give you an edge over your opponent's most people have probably played the capture the flag game mode in one form or another it's in nearly every FPS game in existence or for those who leave your basements you could even play it in real life the premise is simple force your way into the enemy's base grab their flag and bring it back to yours in the case of World of Warcraft classic you must have your flag safely secured inside your base to score a point and the first two three points wins okay video over I hope you found it helpful like it if you liked it alright just kidding but before we get into the actual battleground let's cover the basics first to queue up for it you have to find a battle master in any major city just ask a gardener for their specific location and the ones you're looking for for the Alliance are the Silver Wing Sentinel battle masters and for the Horde a hitch the war song outriders these are also reputations tied to the battlegrounds it's a 10 verse 10 fight so you can queue up with 9 other herb members if you wish and note that even lower level players can join in on the fun their split in the following brackets alternatively you can queue up at the actual instance portal which is located right here in the ashenvale for the Alliance Android here and the Baron's for the Horde a fun fact for you is that when these were released you had to use these portals to queue up it was only in patch 1.6 one month later is when they added these battle masters which was a huge quality of life improvement you still have the need to go here though as it's where the vendors are located for these reputations the rewards are quite good depending on the class they're required gold to buy and Earl act with reputation the highlights are the epic bracers and pants which you get at the exalted level there are also a selection of blues which can be handy depending on your gear level more so for levelers I think because you can get them in various ranges so those are the basics covered let's next get into the actual battleground here's the layout of the map both teams start in their respective bases Alliance in the north and horde in the south and just really quickly going over the actual base architecture first they're both pretty much the same in functionality for each area on the upper left of the screen I'll have the common nomenclature displayed on the bottom we have tunnels which split off into two paths one into the flag room and the onto the roof overlooking the flake room to the left of each tunnel and up the ridge is the enemy graveyard this is where everyone responds and to the right of the tunnel is what's called the ramp just a ramp to the upper level of the base going straight mixed to the enemy graveyard and to the right Heights two doors both leading to the enemy flag room with stairs connecting them on the inside there are selection of buffs that spawn throughout the map that you should know about right near the ramps our Hut's that have the berserker buff which increase your damage dealt by 30% and damage taken by 10% for one minute and just below the graveyards are the leaves which over time replenishable through your health and mana a popular spot for rogues to camp waiting for desperate players looking for a hill and in each tunnel are the speed boots which for 10 seconds increase your movement speed by a hundred percent the center is where most of the action is though it's a fairly open layout with some tree stumps here and there to surface cover from enemy eyes it's here typically where your flag carrier sees the most action and your team has to be on the ball to get them through safely that's the basic gist of things though keep your flag and you get the enemies but let's go into the details starting with the differences between current and classic since I'm sure many of you have gotten used to it the first and biggest difference is that flag carriers no longer get the focused assault debuff which increases damage taken and limits movement speed as you may know in current the longer a flag carrier holds the flag the more stacks they get this was done to limit the duration of matches and get things moving along this is not present in the classic version of our song culture and also absent is the timer in currently each match is limited to 15 minutes or the team with the most points or in the case of an even score at the team who scored last is labeled the victor so just due to these two features and that being implemented as you can imagine games can go on for hours if both teams are stubborn enough next illness cover team compositions there are nine classes in classic each bringing something unique to the table for the scheme mode and some more than others so just a bit of background of my PvP experience first to give this some perspective I played the original game way back in the day and I had a pretty good crew for Warsong not the best but we went pretty consistently I stopped at rank 10 which is pretty casual most would say at least in comparison during 14 but it was enough for me and we still did pretty good I think the best way to do this is to just have a small commentary on each class and one unique things that they bring to the table for the battleground to help you decide on the team I'll also share my personal team from way back when for a basic example of what you might be looking for and explain my reasoning as well our team composition was something like this now this wasn't exact and sometimes we just take what we could get but this is generally what we would shoot for I was the rogue back then and I was typically tasked with defending the flag room and if I failed it then of course getting the flag back there's the best one in one class I think and with all of their stuns lines and the ability to completely lock down anyone you should have no trouble killing a single druid or whatever comes into your flag room and they're just good at getting the flag back in general and pickup up a serger buff and you try to give an unsuspecting carrier in the chaos of a teamfight or if they're silly enough to leave them alone priests are pretty self-explanatory discipline priests are just great healers and shadow pumps out the damage they can disability effects off of enemies including the free action potion which is very important the AoE fear is nice to have and mind vision is a great way to get intel on the enemy flag carriers position and how many guards they have it's vital to have at least one priest on the team and hunters are just nice to have around as they provide steady range damage and excel at chasing down flag carriers they can also defend very well with their slowing traps and flares to unveil stealth errs the druid is probably the most important class they're the best flag carriers hands down with their ability to shape-shift up slows the handle polymorph insanely well you can't SAP them outside of human form they're just insanely fast and tanky while the bear form as well every single team is gonna want to druid and they have the most important job of running flags back to base we ran with two paladin's for heals and blessings the ability to wear plate makes them durable healers and they have great support buffs and blessing of freedom keeps your allies from getting routed or slowed of course anything that counters slowing effects are gonna have an enormous value and a capture the flag setting their bubble is amazing just a good support class to have which is why we had two of them I guess if you're horde you'd want to go with two shamans maybe I think they're equally as good if not better with their ability to purge up magic effects like freedom or free action potion grounding totem to stop crowd control effects tremor to keep fear off of everyone and win fury of course for that burst damage I think you definitely want one is restoration and it's a one elementals since you're so bursty which is of course pretty valuable and captured the flag and it's also good to have a warrior on the team preferably armed spectrum or and strike this is one of the few ways of reducing healing taken and classic so your job is gonna be keeping this on the flag carrier and also just being in the middle of everything and big team fights Warriors are the best class with pocket healers so you never want to venture far from the team stick with the group and with those team battles mages are also vital as they provide amazing ground control sheep an insane amount of routes and slows and extreme damage they're vital for group battles the spec for our team varied I think most people want frost mages as they have that added control but we had good success with the fire mage also known as a three-minute mage just grabbing the circle when it was up and pyro blasting a healer or flake carrier and Leslie is the Warlock not only do they have great crowd control with fear which is one of the few CC effects in the entire game break immediately and damage but they also have some pretty good damage the curse of tongues to slow and harassed casters soulstone for that extra life health stones to heal everyone just an all-around handy class to have and a good addition to any composition ours was typically so linked for the added defense but I think all three specs would do well and more sung as for the basic strategy your goal here is to assert control over the middle of the map you've probably heard it before if you control middle you win which is true in most scenarios but it's not that simple it depends on your composition and how many defenders the enemy has if any ideally and you want to stick together and control the middle sending only your druid into an undefended or a low defendant flag room and keep the middle clear for an easy cap the entire goal here is to stick together and at the same time try and keep the enemy split up if some get by you intercept their backup so you keep them separated across the map the death of a Warsong match always is losing middle and then everyone just kind of wanders around doing their own thing trying to keep relatively close to each other and if you get wiped group up again and give it another go to try to turn the tide in the case of both teams holding each other's flag the best place to post up without cheating is the roof for each base there's just one pretty small entrance so it's easily defendable flares to keep rogues out hunter traps may gioi slows and so on and if things go awry you can simply jump down and the graveyard is just outside communicate the global rest timer to your flag carrier to let them know when it's a good time to jump down ideally he or she reaches the Graveyard as you all resurrect so you can finish off a probably weak and to low mana team getting the flag back is of course dependent on many factors including the number of defenders classes and so on there's no real way to give you a one-size-fits-all guide for this just group up maybe grab a berserk buff or two preferably on a rogue elemental shaman or 3-minute mage and try to get it back of course communicating with your flow Carriere when you're about to return it so he or she can get into position some tips for controlling middle I guess is like I said try to keep the enemies split up ideally you want to get them into a situation where only half of them are alive at any given moment like killing the fresh spawns as soon as they drop down from your graveyard for instance good teams won't do this they'll give up but I played Alliance enough to know what not to do and splitting up the enemy team is gonna be your best bet and at the same time communicate the timer with your team if they know that it's 20 seconds until resurrection instead of fighting a futile skirmish in the middle they can just die and you can regroup much faster at the end of the day the key to winning is to have good composition and know how to win big team fights be organized with your crowd control focus target's down protect your healers this is going to go further than anything else I can tell you there are a couple of exploits that you should know about I'm not going to show them to you but it is possible to get the spots where the enemy can't reach you right above the flag campus one and another is behind it through the wall he'll just wait for the eventual return and jump right through it obviously this isn't in the spirit of competitive play and you shouldn't do it but just be aware of it as there most certainly will be people cheating back in the day you could get reported for it and adventure it's the same for the rerelease in consumes and engineer are gonna be vital of course like I said and my rank 14 guide this is before the time of hyper balance and you can go into any battle ground with flasks grenades sapper charges free action potions healing potions whatever anything that you can use in the world you can use in a battleground so have at it it can be expensive but they make a huge difference free action potions are gonna be a must for your flag carrier and like I said you can dispel it off as it is a magic effect so make sure that you do that enemy flag carriers and one last thing to go out on is to keep your cool well for being competitive and all but what kills a team aren't necessarily losses more so it's your reaction to them if you're miserable to play with if you have a bad night chances are your team isn't going to last especially if you're on the rink 14 grind chances are you're going to be interacting with the same people 18 hours a day for three months but that's about it those are the basics of the worst son Gulch some fundamental strategies and we talked a bit about compositions and some various tips and tricks I don't pretend to be a hardcore expert but this is what worked for me and my team all those years ago so I hope you picked up some useful information from this to help you with your time in the battleground if you enjoyed the video I do plan on doing the same thing for the arathi basin and Doctorate Valley so keeping out for those videos as well like it if you liked it and I'll see you in the next one peace farewell for now mortals we hope you enjoyed today's video see you again soon you
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Channel: MadSeasonShow
Views: 229,280
Rating: 4.8565335 out of 5
Keywords: wow battle for azeroth, wow, world of warcraft, madseasonshow, World of Warcraft, guide, tutorial, how-to, walkthrough, World Of Warcraft: Battle For Azeroth (Video Game), World Of Warcraft (Video Game), wow classic, wow vanilla, 1.13, 1.12, warsong gulch, wsg, wow classic warsong gulch guide, warsong gulch team composition, warsong gulch strategy, warsong gulch vanilla, warsong gulch guide, wow classic wsg guide, premade
Id: FPhhUcmxShc
Channel Id: undefined
Length: 15min 45sec (945 seconds)
Published: Sat Nov 30 2019
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