With the recent postings by Wubkin about various aspects of PvP, and my gratitude towards him for writing a warrior arena guide a long time ago on the old forums, I've decided to contribute some to the literature. Hopefully this will be of help to anyone looking to do RBGs.
In this chapter I will discuss the various battlegrounds that can pop up in the RBG rotation. All of the maps are a capture the flag map (CTF), a base game, or a mixture (EOTS).
Capture the Flag
The basic premise of this game is to capture the enemy flag 3 times, have more flag caps than the other team at the end of 25 minutes, or the last flag cap at the end of 25 minutes if the number of flag caps is equal. The usual strategy is as follows: 9 members, except tank, run into the middle and engage the other team. All cooldowns are used early to try to win the initial fight. Some things to watch out for is that death grip and smoke bomb should be used early to try to get a fast kill. The loss of a single person in this stage of the game could easily mean the difference between winning or losing. If the tank is unable to pick up the flag due to them being harassed by a rogue or other DPS, the holy paladin must leave to keep the tank mobile so the tank can pick up the flag.
If the initial fight is unsuccessful, your group must avoid having the res be split. If the fight looks like a loss, the team must pull back to your graveyard and group with the ressers. This will force the other team to fight your whole team and be further from their own graveyard, which would give you an advantage.
If the middle fight is somewhat inconclusive, you will enter the 'tie' phase where both teams fight a tug of war in between graveyards. Eventually the tanks will receive a stacking debuff that makes them take more damage. The stacks are going to climb high enough eventually that the tanks become unhealable. Thus it is important to be the first team to get on the enemy tank and get a kill before the enemy team. One tactic is to have your boomkin/fire mage/rogue sneak around to the back where their tank is and burst the tank down before your team wipes. Keep in mind the other team might be doing the same; so you should probably have measures set up to counter this.
After picking up the flag, the tank should try to get back to the group as soon as possible and position himself towards the back of the group. The idea is to force the enemy team to pummel through your own team in order to reach the tank, which would make the task all but impossible. A common mistake is for the tank to run directly to the flag room and wait, or worse yet, taking one or more healers with him. This is unacceptable because you are taking at least one player away from the fight, and could easily result in your team losing. The tank should only head back to the flag room when it is reasonably assured that an enemy tank kill will occur in the next 30 to 60 seconds.
The rogue in CTF maps are very important. Some teams use rogues to harass the enemy tank to stop them from getting to the flag room. This is a risky strategy because you are taking a player away from the middle fight. More conventionally, the rogue joins everyone else in the middle and helps win the initial fight. The rogue's job is extremely important; a well-timed bomb could result in an early kill, which would turn the tide of the battle. The rogue also has to try to lock down the enemy discipline priest to stop dispels. Since a rogue's damage is mediocre, outside of burst windows rogues should focus on controlling and locking down enemy players as opposed to doing damage.
A typical thing that occurs is to have a fire mage harass the enemy healers with ring of frost, dragon's breath, and impact stun. The DK and rogue should also focus on the enemy disc priest to stop as much dispels as possible. Conversely, you must shut down the enemy rogue and fire mage as much as possible to keep your disc priest able to dispel. This often wins or loses battles.
There are two key differences between WSG and TP, the two flag cap maps. WSG has only one GY for each side, while TP has two GYs per side. The existence of a middle GY for TP changes the dynamic dramatically. It allows both teams to keep the fight in the middle without pushing the other team closer to their base. The second difference is the existence of the river, which creates a natural barrier between the two halves of the map. Utilizing this properly for defence is crucial.
In this chapter I will discuss the various battlegrounds that can pop up in the RBG rotation. All of the maps are a capture the flag map (CTF), a base game, or a mixture (EOTS).
Capture the Flag
The basic premise of this game is to capture the enemy flag 3 times, have more flag caps than the other team at the end of 25 minutes, or the last flag cap at the end of 25 minutes if the number of flag caps is equal. The usual strategy is as follows: 9 members, except tank, run into the middle and engage the other team. All cooldowns are used early to try to win the initial fight. Some things to watch out for is that death grip and smoke bomb should be used early to try to get a fast kill. The loss of a single person in this stage of the game could easily mean the difference between winning or losing. If the tank is unable to pick up the flag due to them being harassed by a rogue or other DPS, the holy paladin must leave to keep the tank mobile so the tank can pick up the flag.
If the initial fight is unsuccessful, your group must avoid having the res be split. If the fight looks like a loss, the team must pull back to your graveyard and group with the ressers. This will force the other team to fight your whole team and be further from their own graveyard, which would give you an advantage.
If the middle fight is somewhat inconclusive, you will enter the 'tie' phase where both teams fight a tug of war in between graveyards. Eventually the tanks will receive a stacking debuff that makes them take more damage. The stacks are going to climb high enough eventually that the tanks become unhealable. Thus it is important to be the first team to get on the enemy tank and get a kill before the enemy team. One tactic is to have your boomkin/fire mage/rogue sneak around to the back where their tank is and burst the tank down before your team wipes. Keep in mind the other team might be doing the same; so you should probably have measures set up to counter this.
After picking up the flag, the tank should try to get back to the group as soon as possible and position himself towards the back of the group. The idea is to force the enemy team to pummel through your own team in order to reach the tank, which would make the task all but impossible. A common mistake is for the tank to run directly to the flag room and wait, or worse yet, taking one or more healers with him. This is unacceptable because you are taking at least one player away from the fight, and could easily result in your team losing. The tank should only head back to the flag room when it is reasonably assured that an enemy tank kill will occur in the next 30 to 60 seconds.
The rogue in CTF maps are very important. Some teams use rogues to harass the enemy tank to stop them from getting to the flag room. This is a risky strategy because you are taking a player away from the middle fight. More conventionally, the rogue joins everyone else in the middle and helps win the initial fight. The rogue's job is extremely important; a well-timed bomb could result in an early kill, which would turn the tide of the battle. The rogue also has to try to lock down the enemy discipline priest to stop dispels. Since a rogue's damage is mediocre, outside of burst windows rogues should focus on controlling and locking down enemy players as opposed to doing damage.
A typical thing that occurs is to have a fire mage harass the enemy healers with ring of frost, dragon's breath, and impact stun. The DK and rogue should also focus on the enemy disc priest to stop as much dispels as possible. Conversely, you must shut down the enemy rogue and fire mage as much as possible to keep your disc priest able to dispel. This often wins or loses battles.
There are two key differences between WSG and TP, the two flag cap maps. WSG has only one GY for each side, while TP has two GYs per side. The existence of a middle GY for TP changes the dynamic dramatically. It allows both teams to keep the fight in the middle without pushing the other team closer to their base. The second difference is the existence of the river, which creates a natural barrier between the two halves of the map. Utilizing this properly for defence is crucial.
Edited by Elgunaz on 7/15/2012 5:28 PM PDT