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Warsong Gulch Battleground Strategy - WoW Classic
来自 Sh3rro
[Last Updated]:
2023/08/23
变更日志
补丁:1.15.5
目录
评分:3.6/5
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Warsong Gulch (WSG) is a 10 Alliance/10 Horde capture-the-flag battleground where the goal is to capture the enemy side's flag and return that flag to your own base. The first team to achieve three capture-and-returns of the enemy's flag wins the game.
In our guide to Warsong Gulch, we will cover everything you need to know, including how to queue, understanding the map and features, strategies, important objectives, buffs, and notable classes. We also explain the major differences between Classic and Retail Warsong Gulch, as well as how to earn honor and reputation to unlock gear rewards.
How to Queue for Warsong Gulch
To queue for
战歌峡谷
, visit a battlemaster NPC in any of your capital cities.
For Horde WSG, you can find a battle master in The Valley of Honor by the
战士
trainer in
奥格瑞玛
. The battlemaster in
幽暗城
is in
希尔瓦娜斯·风行者
's throne room and the battlemaster in
雷霆崖
is on the north part of The Hunter's Rise.
Orgrimmar Battlemasters
Undercity Battlemastersr
Thunder Bluff Battlemasters
For Alliance WSG, the battlemaster in
暴风城
is in the Stormwind Keep. The battle master in
达纳苏斯
is east of Temple of Gardens across the bridge and the battlemaster in
铁炉堡
is at the back of The Military Ward.
Stormwind Battlemasters
Darnassus Battlemastersr
Ironforge Battlemasters
Level Requirement/Level Brackets for WSG
To join the battle for
战歌峡谷
you have to be at least level 10. The players in your battleground will depend on which level bracket you are in which are as follows:
10-19
20-29
30-39
40-49
50-59
60-60
One popular strategy used by many players is what's commonly known as a "battlegrounds twink" -- an exceptionally well-geared character at the highest level for a particular bracket. In Warsong Gulch, the two most popular "twink" levels are 19 and 29. It's usually more effective (and fun) to play at the higher end of your bracket than it is to enter at the very lowest level, as players in the lower end of the bracket can easily get rolled by higher-level and better-geared players.
Warsong Gulch Map, Features, and Layout
Like most battlegrounds, the team that uses the map to its best advantage will be the one who wins the game. Understanding the map and how to use it will put you several steps ahead of the average player.
The Faction Base and Flag Room
Each side begins inside their base in their Flag Room (flag location marked "F" on the map). Your faction's flag sits in a small alcove in the back on the main level. This is what you need to prevent the enemy side from capturing.
The Alliance base, Silverwing Hold, is in the north of the map, and the Horde's base, Warsong Lumber Mill, is in the south. Each are laid out identically, which helps with memorization. In each flag room, there is a large open area with two exits. As you face these exits, the left exit leads to a long, downward-sloping tunnel leading straight out of the base into the main field. The right exit leads to a set of stairs where you can go up into the upper level.
The main level of the flag room also has three-sided room, with the opening facing the flag area. The wall facing the tunnel entrance is translucent, not solid. This is a good place for flag defenders to hide, as they are more difficult for enemy players to see while entering the flag room. Even though the wall between them and the tunnel is not opaque, it makes it difficult for approaching enemies make out details or see hazards such as hunter traps on the floor.
The second level has two main features.
First, there is a balcony overlooking the flag room. This is a hotspot both for defenders and for attackers. The stairs up to the second floor are also accessible from the tunnel, so enemy players may send some attackers through the tunnel directly into the flag room, and some up to the second level to try to outmaneuver defenders.
Second, there is a side road up the left side of each base (left if you're facing toward the main field), and sometimes attacks come from that direction as well. The side road is also a popular alternate route for flag runners to escape if the tunnel is too crowded.
Don't ignore the roof. A ranged class stationed on the base's roof or on the cliff overlooking the midfield can help a lot to keep an eye on what's going on.
The Tunnel
The tunnel is the most direct route in and out of the base. It's also a choke point -- a long, narrow passage that's easy to defend. In the tunnel is a
加速
buff that you can run over to increase your speed by 100% for 10 seconds. This may be tempting if you're running the flag, but it's typically defended -- a popular tactic is to station a stealthed Rogue or Druid near it to take out an unwary flag runner racing for the buff. The best use of this is to get into your base quickly to defend, rather than relying on it to help with a flag run.
The big problem with the tunnel is that it's the predictable route, and thus likely to be well defended.
The Graveyard
Each faction has its own graveyard; facing out of the keep toward the field, it will be located on the player's right on the second level. Many people just jump off the cliff out of the graveyard to get to the midfield. While it's not possible to "control" a graveyard in Warsong Gulch as it is done in Alterac Valley, it is possible for a graveyard to be "camped". This happens sometimes when there is a gross power inequity between the two sides. When this happens, a powerful group of the enemy faction will keep players from being able to resurrect effectively by killing anyone the minute they appear in the graveyard. This can sometimes be countered by coordinating a mass death and mass resurrection so the entire side appears all at once, but sometimes this isn't effective. The best thing to do in these rare situations is to stay dead and get the battleground over with as fast as possible.
Midfield and the Huts
The entire middle of the zone is known as Midfield, or "mid", and this is where a lot of the pitched fighting happens in the game. It is one of the important strategic zones of the game -- not just a fun spot for a zergfest -- and it helps to understand how it's put together and its features.
The mountains in midfield create a narrowing in the middle that forces flag runners and their defenders into a smaller area, but still large enough that it can be tricky to cover. There are four huts in this area, and players often use these huts to break line of sight or evade pursuers. These huts also have buffs inside them that can be very helpful.
恢复
: regenerates 100% of health and mana for 10 seconds (this effect is interrupted by damage). These can be found in the Northwest and Southeast huts.
狂暴
: increases all damage caused by 30% and all damage taken by 10%. These can be found in the Northeast and Southwest huts.
Warsong Gulch Strategy and Tactics
The goal of Warsong Gulch is to capture your enemy's flag from their base and return it to your faction base. The first team to accomplish this wins the game.
This sounds much simpler than it is in practice. Good Warsong Gulch strategy relies on equal parts offense and defense, as well as being able to utilize the map and features effectively.
If you're going in with a prepared team, you can have roles and assignments created in advance. However, there is time before each battleground begins to discuss team assignments. One way to a quick loss is to have everyone decide they're going to go on offense and nobody's left to defend the flag room or stop enemy runners. Both offense and defense are crucial to the win, and both are fun in their own right.
Communicate clearly and stay in groups.
Good communication is key to Warsong Gulch strategy. Call out the positions of enemy groups, particularly enemy flag runners, in /bg (battlegrounds chat). Let people know when you're planning to run in to capture the enemy flag. The more you call out, the more others will call out as well. Let each other know what's going on.
A solo player is a dead player. Even going in small groups of two or three might convince enemy players that you're more trouble than you're worth. If you find yourself alone in the flag room on defense, let the others know about it and ask for help. Find someone to follow around if necessary.
Warsong Gulch Offense Strategy
Put simply, "offense" is flag running -- the player assigned to remove the flag from the opposite team's base and return it to their own. It's a good idea to have one or two people assigned to be flag runners, and best to have more than one person capable of the job ready to take over if necessary. There should be a small team that includes a healer and/or other people capable of defending the flag runner from enemies trying to stop them.
Flag runners should not go alone. An ideal flag running team is 2-3 players -- one to run the flag, with one to heal the runner and/or defend the runner from enemies (and to step into the role of secondary runner if the flag runner is killed).
The "Best" Flag Running Classes/Specs
There are different opinions about which class makes the "best" flag runner.
Feral
德鲁伊
s are a popular choice. They can move around quickly, remove slows/snares, and cast heal-over-time spells on themselves as they shift between forms. However, feral druids are also extremely helpful for defensive roles, for their ability to stealth (
潜伏
) and their quickness at chasing down enemy flag runners.
A protection
战士
or
圣骑士
is also a popular choice due to their ability to take the hits, particularly when accompanied by a healer. Paladins can also heal themselves, but should not use
圣盾术
, as this will cause them to drop the flag.
A frost
法师
, with multiple ways of snaring, freezing, and slowing attackers, as well as having
闪现术
is also surprisingly effective.
萨满祭司
can use
幽魂之狼
to enhance their speed.
Realistically speaking, any class
can
run a flag, although some classes and specs are better suited for it. If you're in a position to pick up a dropped flag, proximity is far more important than class, so don't hesitate to pick it up if that's what's needed.
CAUTION: There are two things flag runners (and those supporting flag runners) must never do:
Use spells or abilities on themselves or on a flag runner that makes the runner invulnerable to damage. Spells like
,
圣盾术
,
假死
or
保护祝福
will cause the flag runner to drop the flag.
Mount. Flag runners who attempt to mount will drop the flag.
Running the Flag
The flag runner and the running team must fight their way into the enemy base while evading/battling defensive enemies. The designated runner must then click the flag in the enemy flag room to pick it up. The team must exit the base, get across midfield, and get into their own base and flag room. The flag is "capped" when the flag runner clicks the flag in their home base.
Important:
An enemy's flag cannot be capped unless the home flag is in place. If both flags are out of their bases, neither flag can be successfully capped. Example: The Horde and Alliance flags are both out of their bases, being carried by runners. The Horde flag runner returns to their base, but until/unless the rest of the Horde team manages to kill the Alliance flag runner and return the flag to the Horde base by clicking on it, the Horde flag runner cannot cap. The runner has to hide or evade enemy players. Once that Horde flag is returned, the Horde flag runner take the Alliance flag into the home base and "cap" it.
If a flag runner is killed while returning the enemy flag to their base, the flag is dropped on the field near the dead runner. One of two things can happen from here:
If a member of the flag runner's team clicks the flag, that player picks up the flag and can continue running to their base to cap the flag. (If you're near the flag runner and you suspect that players is near death, start spamming right-clicks in the immediate area to try to beat enemies to the punch)
If an enemy player clicks the flag, it's immediately returned to its home base, and it must be re-captured in the enemy flag room. That's why its important that the flag runner be speedy and capable of some self-defense on the fly, and that the flag runner be accompanied by healers and other players capable of helping the flag runner complete the mission.
The flag can also be dropped on purpose to pass it to another player, like running a relay. The player with the flag clicks the buff icon to drop the flag, and relay player must then click the flag to pick it up before another player or enemy clicks it. It's a risky move, but sometimes warranted if you need a beefier character because there's a lot of enemy defenders in or around your base.
Flag runners may also choose to hide temporarily if the enemy has their flag, or if the home base is too overrun with enemy players, waiting for defenders to clear the path to make a safe return. This is where good communication comes into play.
Warsong Gulch Defensive Strategy
There are two main zones of defense in Warsong Gulch:
Defending your base
Defending midfield (the "flex team")
Technically speaking, the group accompanying the flag runner could be considered defensive, but it's been covered under Warsong Gulch Offensive Strategy as part of the offense team.
Defending Your Base
The base's flag room should have at least 2-3 defenders assigned to stay mostly around the base. There's a lot of real estate to cover here, with two levels in the flag room and enemy players who can enter through either level. Base defenders should include at least one person with high burst damage and at least one other with the ability to interrupt/crowd control. Use the multiple levels and the small room next to the flag room to your advantage.
Hunter traps, shaman totems, and/or a stealthed unit stationed next to the flag can stop or slow down enemy flag runners and protect the flag. Be sure to position these in such a way that it's nearly impossible for a would-be flag runner to avoid.
Base defenders should also know how to get up and down the levels of the base quickly. Getting down is easy -- get to the balcony area and jump down. Be able to get up the stairs quickly to chase a flag runner who's decided to use the side road instead of the tunnel. You need to be flexible.
Base defenders should also spread out so they cannot all be caught in a single movement-hampering effect, such as an
地缚图腾
or
冰霜新星
.
One mistake players often make is to focus all their attention on an enemy flag carrier and ignore the healer. If their flag team includes a healer, it's better to incapacitate or separate the healer first, because that makes the enemy flag carrier much easier to take down before the flag can be returned to their base.
Some like to post another defender on the roof or around the front cliff area to watch for enemy runners. A Hunter with
照明弹
can go a long way to help detect incursions before they happen.
Defending Midfield - The Flex Team
Players who hang out in midfield often do so for the pure fun of killing other players. While enjoyable, it doesn't advance the goals of the battlefield. The midfield team should concentrate on keeping lines of escape open for team flag runners, as well as keeping teams of enemy flag runners from getting into their base. This may take them back toward the base when necessary, particularly to defend narrow entrance points such as the tunnel entrance and up the side road, or to the enemy base, to clear their tunnel or the road for an escaping friendly flag team. It depends entirely on what's needed at the time.
In other words: fight mid for a purpose. It's not just to rack up the honor kills; it's to advance your team's goals. And sometimes this will require you to be somewhere else, including pulling a few players off mid to defend the base or attacking the enemy's base.
Managing the Graveyard Spawn Timer
The GY has a set spawn timer so timing your death right can result in you being back to life within seconds. Call the timer on the GY if it is around 10-15 seconds and your team is looking like it will wipe. Sometimes it is more efficient to just stop healing, die and reset for another quick offensive assault. Doing this back to back can burn the enemies' mana and cooldowns.
Classes and Roles in Warsong Gulch
Some treatment of classes has already been covered under Flag Runners, but all classes have important roles to play.
Tanks:
Tank classes such as
战士
and
圣骑士
not only serve as decent flag runners, but can also do a great deal as blockers and defenders. While aggro management tools against NPCs will have no effect on player characters, their brute force and high defense makes them difficult moving targets to get around. Add in fun things like Warrior's
破胆怒吼
and
雷霆一击
and Paladin's heals and super-annoying
圣盾术
, tanks are a powerful defensive tool for the flex team and good companions for flag runners, if not flag runners themselves.
Healers:
Ideally, there should be at least 2-3 healers. If you have 3, assign one to each of the three main teams, with flag running getting priority and second priority going to the midfield flex team. Hybrid healers such as discipline Priests can be extremely powerful allies (not to mention that the combination of offensive and healing abilities can rack up the honor kills like no other class).
Ranged DPS:
Ranged DPS are the artillery forces of the battleground, able to harm, slow, and stop flag runners and enemy players. At least 2-3 ranged DPS assigned to the midfield flex team and base defense will round out these efforts nicely. A ranged DPS such as a Hunter or Mage stationed on the roof can help spot and stop enemy incursions, and fling down destruction from a distance.
Hunters are also great for flag defense; a well placed
冰霜陷阱
has stopped many a would-be flag carrier. They can also be used for defending the small side room if a friendly flag carrier is in there, waiting to return a flag.
Pet classes:
While the two pet classes, Hunter and Warlock, both fall into the category of ranged DPS, the pets deserve special mention. Both need to realize that their pet's native abilities to hold aggro with NPCs --
低吼
for hunter pets and
吞噬之影
for the Warlock's Voidwalker -- are useless in PvP. Hunters should choose fast-attacking pets with the highest damage output, rather than selecting pets for survivability; most PvPers will ignore pets as much as they can and focus on the Hunter controlling them. Warlocks should choose a PvP friendly pet such as the Succubus for
诱惑
, or the Felhunter for
. If you're not high enough for either, choose a the higher-DPS Imp over a Voidwalker.
Pet classes - don't ignore your inherent spells for controlling other players' pets! Hunters'
恐吓野兽
and Warlocks'
放逐术
can tie up enemy pets that are often set against casters, particularly healers.
Stealth classes:
Stealth classes such as feral Druids and Rogues make excellent defenders, lurking in hidden corners to surprise flag runners. Rogues' ability to stunlock opponents comes in particularly handy for base defense. A common tactic is to station a stealthed Rogue in the friendly base's flag alcove, to stun a potential flag runner just before or just after capturing the flag. Stealthers also good for guarding the entrances to the upper levels of a flag room or the entrance tunnel, particularly near the Speed buff. They can be used offensively with the flag-running team to scout out the flag room to try to find potential defenders, and to cover the escape.
Melee DPS:
Melee DPS should rely on mobility, using their ability to close with enemies and protect the ranged DPS. For this reason, melee DPS are usually more suited to the midfield flex team, reasponding quickly to where they are needed most. A great example of such a mobile melee unit is the enhancement Shaman, capable of moving to wherever their muscle is needed most.
Warsong Gulch Common Abbreviations and Slang
Coordination and communication are vital for victory. Learning some of the typical battleground slang and communication shortcuts will help you communicate more effectively and understand what's going on. It's quicker than typing out entire words, and time is of the essence in a battleground.
These are common but not universal. Your server may develop slang and shortcuts of its own.
D:
Defense. Usually expressed "more on D". This typically means help is needed in your home flag room.
E:
Sometimes put in front of a term to indicate "enemy" - e.g. EFC for "enemy flag carrier"
FC:
Flag Carrier
FR:
Flag Room
GY:
Graveyard.
Inc:
Incoming
Leaf hut:
the hut that houses the
恢复
buff
Mid:
Midfield
O:
Offense. Usually expressed "more on O" -- often called when the friendly flag runner needs more help to cross the field.
Ramp:
The area near the graveyard where players descend to the midfield.
Roof:
The very top level of you base
Tun:
Tunnel
Zerg hut:
the hut that houses the
狂暴
buff
Warsong Gulch Reputation Rewards
There are two factions associated with Warsong Gulch: Silverwing Sentinels for the Alliance and Warsong Outriders for the Horde.
These factions award a variety of rewards such as epic gear and battleground-specific consumables., as well as the notable tabards
战歌军服
for Horde and
银翼军服
for Alliance.
There is quite an extensive list of gear that could potentially be an upgrade for you but generally people increase their rep with Warsong Outriders/Silverwing Sentinels to get the bracers at level 60 which are:
狂暴者护腕
- Plate
树妖的护腕
- Cloth
风语者护腕
- Mail
巡林者护腕
- Leather
You can browse a full list of rewards in our reputation guides:
Silverwing Sentinels
Warsong Outriders
Warsong Gulch Reputation Vendors
The Horde vendor
凯尔姆·哈古斯
is located on the border of
北贫瘠之地
and
灰谷
.
kelm-hargunth
The Alliance vendor
艾蒂尔·月火
can be found in
灰谷
west of the entrance to
北贫瘠之地
.
illiyana-moonblaze
Earning Honor and Reputation in Warsong Gulch
Gaining honor and rep from WSG means unlocking more rewards from the PvP vendors. A victory will reward 3x
战歌峡谷荣誉奖章
and a loss will reward 1x
战歌峡谷荣誉奖章
. Turning these marks in at any level you will get 50 reputation with WSG factions, the honor/exp depends on your level.
10-19: gives 50 Honor and 725xp
20-29: gives 82 Honor and 1200xp
30-39: gives 138 Honor and 1500xp
40-49: gives 228 Honor and 2250xp
50-59: gives 378 Honor and 3200xp
60: gives 398 Honor
Other ways of acquiring honor and reputation:
Do
. This requires marks from the other BGs as well, but gives 2388 honor and 100 reputation for each battleground faction.
Capturing the flag also rewards 35 reputation with Warsong Defilers/Silverwing Sentinels and 398 honor for the entire team.
Winning a game rewards 198 honor at level 60.
You will gain a total 1386 honor in total at level 60 for winning a match if you were in it for all 3 captures. You also gain the 3x
战歌峡谷荣誉奖章
which you can turn in for 398 more honor.
Losing a match with 0 flag captures will reward no bonus honor and you will only receive 1x
战歌峡谷荣誉奖章
.
Differences between Retail and Classic Warsong Gulch
Overall, the battleground still hosts the same theme: a 10v10 capture the flag type game mode with one spawn point for each team and buffs to help certain situations. But there are differences worth noting.
The first difference you may notice in Classic: when you run out of your gate onto the battlefield, the graveyards don't drop down to their own little gated-off ledge. This means when you jump off, you may take a small amount of fall damage.
In Classic, there are slightly more objects cluttering the field, such as bushes and logs. There are also instance portal huts near each team's graveyard. These can be used to exit the battleground or as objects to kite around, break lines of sight, or jump on to escape enemies.
Classic also has no battleground timer. There is no set time after which the highest score wins. The battleground does not end until a team reach 3 captures of the enemy flag. Classic Warsong Gulch games can enter stalemates that can last for hours.
The three stationary buffs --
加速
,
恢复
, and
狂暴
-- can't be clicked off in Classic, like you can in Retail. Although generally helpful, they appear as debuffs rather than as buffs. Keep that in mind if you choose to take
狂暴
, which increases your damage taken as well as your damage output.
In Retail, there is a debuff called
Focused Assault
. This affects the flag carrier if they have been holding the flag for a few minutes; this debuff stacks up to 100% increased damage taken. At 4 stacks, it also prevents all movement-increasing abilities or spells from having any effect. This debuff does not occur in Classic WoW. In Retail, this means that a single, high-burst damage attack can take out an enemy flag carrier, but this isn't the case in Classic. This also means that in Classic, a flag carrier can and sometimes will hide for long periods of time if they can't return the flag to their base. Between this and the lack of a battleground timer, it can make for some very long stalemates.
Conclusion/Further Information
Thank you for taking the time to read my WSG in Classic overview. If you have any queries or feedback feel free to leave a comment on the guide. Or if you have any other questions relating Classic don't be shy to ask me on my twitter:
https://twitter.com/Sh3rro
or come hang out at my twitch:
https://www.twitch.tv/sh3rro
and ask me questions there.
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评论
评论来自
Burnide
I've been playing since 2.0 and I've -never- heard it called "Banana"
评论来自
Nerdia
Vanish can also drop the flag, I believe.
评论来自
Mastika
You can add the epic pants to the rewards.
评论来自
greatbambino5000
Great guide! Would you be able to add the holiday weekend event bonuses to the
honor section
?
Thank you!
评论来自
ForeverYoungTv
WSG EU discord.gg/Jb5gUGt
WSG NA discord.gg/FG8mp4M
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