Chapter 1: Warsong Gulch - Flag Capping Role

The art of capping flags in Warsong Gulch

[Note, this is the first chapter in an epic 29 twink mage pvp guide. I'm going through every role, every key ability, everything. By the time this epic guide is complete, 29 twink mages will be masters of their craft. Twink rogues R not E!]

Welcome to chapter 1 of the SpellDamage.com play guide for 29 twink mages. Here you learn how to wield your mage to own nearly any role in the battlegrounds. After reading this, and a little practice, you’ll make a name for yourself in no time. Before we get started though, this guide is not a guide to show you what gear you need, or how to spec. Those guides are in the works; so let’s get started.

In this chapter, I’ll be going over a very important role in Warsong Gulch (WSG)… Flag Capping! Obviously capturing the flag is the most important role in WSG, its how you win! So follow this guide and you’ll win more. I’ll describe this from the horde perspective, but if you flip the map, it’s the same for both sides. Let’s get started.

Get to the enemy base

First, take a look at the map. I’ll explain the steps below:

  1. SD-To Enemy BaseAs soon as the match starts, make a beeline for the graveyard. Just jump off the ledge on your way to step 2. Get into the habit of this instead of being the dumb-ass that runs down the tunnel and sprints to a mid-field suicide.
  2. Hug the eastern wall (western most if you’re ally) on your way to the enemy base.

    Uh Why!?
    Honestly, it’s a matter of laziness. Really, taking this path actually takes longer to get to the enemy flag. However, because you’re so far away from the midfield the enemy usually just ignores you.
  3. Head up the enemy ramp. Here you can either just go right up through the gates, or through the small opening in the side of the ramp. It’s your choice, either is fine. It usually depends on how your enemies are chasing you (if at all).

    Go-go second floor power!
    Once you’re at the top, run inside the enemy base and stay on the 2nd floor! Do not go down to the first floor, unless you want to die and waste your time. Usually there aren’t any defenders on the second floor, so you can get clean access to the flag.

Pro tip: Just before you make the turn to enter the enemy bases’ second floor, take a look out over the field. Wait… don’t stop and take a look, pan your camera around to take a look while you continue on your path to the flag.

  1. From the second level, you jump to the flag. If you do it right, you’ll practically land on the flag. This is the secret sauce, the 12th herb that colonel Sanders took to the grave. If you master this, you’ll hold the power of eluding those dim-witted defenders.
    Wait, wait, wait… let’s back up a second. You know you need to jump down onto the flag. But what if there are defenders? As a mage you’ll get raped if you don’t do something before you jump. Can you guess what that is? Give up? Hmm, how about mana shield? Yup, if you know there are defenders in the flag room, pop mana shield before your jump, or better yet, in mid-air!

Get back to your base now!

Here’s another handy map (ooh, kind of looks like a laser!)

  1. SD-From Enemy BaseOh crap! You’ve got the flag… now you need to get your butt out of there. Most likely, there’s a damn hunter in there shadowmelded. You might even be stuck in a freezing trap.

    Well, if you did what I said and landed on top of the flag… odds are you’re somewhat safe. Unless the hunter was smart enough to shadowmeld right in front of the flag opening (hint: usually they don’t).

    Now, you might be thinking it’s time to run down the tunnel! Everyone else does, it must be the best way! NO! Do not go down the tunnel! Instead, Frost Nova the defenders and run through the doorway, up to the 2nd floor and then head out and down the ramp (#2 on the map).

    Try to save blink here… you’ll most likely need it very soon in the mid-field. And besides, there’s a pretty good chance you’ll only blink half a step, since blinking across boundary lines can be tricky.
  2. Here’s a nifty little tip. Don’t run straight down the ramp. Instead, take a quick jump off the ledge as soon as the fence line ends. You’ll land somewhat closer to the tunnel exit, but would-be ramp defenders may not see you. That split second of hesitation will buy you time to get into the mid-field.
  3. From here you’ve got some juking to do (that’s what the cool laser line means). Things can get a little tricky here. The common mage will just try to rely on frost armor, frost nova, and blink while making a beeline for the tunnel entrance. Please, do not just blindly do that.
Pro tip: Use the tree stumps, bushes, or any other battlefield objects as cover. I know you’ve got a big-ass flag pointing you out, but cover is cover and it’s better than nothing.

Decision Point: Where is my team’s Flag?
You’ll need to make some decisions on the fly here. If the enemy has just picked up your flag, expect them to exit the tunnel (remember, they nearly always do, that’s why we don’t).

Usually, the flag carrier has some sort of entourage; which means you want to steer clear of the tunnel. If you’re already near the tunnel, take the ramp instead. If you’re still in mid-field you need to make a choice. Are you closer to the graveyard side? Perhaps it’s better to hug the wall and hideout until you get a clearer shot at your base.

If you’re in the middle of the mid-field, it’s probably better to run as fast as you can to your base’s ramp. Here’s one of the situations where I recommend the use of a swiftness potion. Your ass is exposed and you need to get home to safety as soon as possible.

Is the enemy exiting the tunnel right as you’re hitting the mid-field? This is usually a bad situation unless you’ve got your own entourage. Newb mages will run down mid-field in hopes they can somehow get through their flag carrier crew. Odds are, you won’t. So you need to be smarter about it.

I recommend you hug the wall and head for your graveyard/aid station. Their flag carrier will probably be hesitant to chase you near the graveyard where they could be vulnerable to rezzing enemies. The carrier’s entourage will probably stay with him, and if they don’t you’ve helped expose their carrier to your team’s defenders. Good job!

  1. Ok, so you’ve made your decisions and you made it to the tunnel (hoorah!). If you’re flag is still there, just run up and cap it.
  2. If you’re flag is not there, I recommend you run to the roof. At this point, you’ve done your job. Mages blow for flag holding duty (though, I will write a guide for that role as well, sometimes you’ll be stuck with the flag) so make a call out for one of those invincible pally twinks to come hold the flag for you.


Key Spell Usage Principles

Ok, let’s go over some key spell usage principles when on flag capper duty. Obviously, you’re whole goal is to grab the flag and run away from defenders. The spells in your arsenal that directly assist with that goal are: frost armor, frost nova, polymorph, mana shield, and blink.

Frost Armor: Always, always, always, always keep frost armor on. It will save your ass when those annoying rogues/warriors try to stop you. It does this by applying a snare to them, letting you get some much needed distance.

Frost Nova: This should be obvious. Frost nova will stop the enemy dead in their tracks, giving you time to get away. But you need to time frost nova correctly. Don’t just use it whenever it’s up. Here are some key times to use it:

  • You just jumped on the flag and picked it up. The defenders are all over your case… frost nova them and get out.
  • You’re in mid-field and the defender train is headed full steam, straight at you. Frost nova and fun away
  • There’s a couple of annoying twinks kicking your priest friend’s butt. Since the priest is your friend, frost nova the enemies so the priest can run away to help you run away.

Polymorph: Really useful for those times when a single twink defender thinks he can solo defend the flag. Poly his dumb ass and /lol while you run away with the flag (oh ya, frost nova him when he pops trinket to get out of poly).

Mana shield: If you’re on flag capper duty, and you know the enemy will be hitting you soon, kick on your mana shield. You don’t need the mana to do damage anyway. That shield will save you from those twink rogues; they’ll normally shred you up fast. Just keep the mana shield up and have a mana pot ready.

Blink: Please, do not use blink as a way to get downfield faster. Save your blinks for when frost nova is on timer. Best way to use it is to let the melee defenders to get snared by your frost armor and then blink. By the time they catch back up (if ever) you can just frost nova them.

Morale Check

Using this guide, and with practice, you’ll get really damn good at running this route and knowing what to do. However, unless you run in a pre-built group all the time, you’re bound to run into times when it seems like no matter how good you play you get your butt kicked.

Don’t worry about it. It happens. The odds are greatly reduced if you follow this guide, but it really does happen sometimes. It’s especially true when your team is loaded with those low 20’s looking for some easy PvP gear upgrades. Or, their team is loaded with twinks or worse yet, pre-built with coordinated twinks.

This was chapter 1 of the guide. Practice and master the art of capping the flag. Up next I’ll discuss how to handle the role of flag assist. Stay tuned!

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