Chapter 2: Warsong Gulch – The Flag Assist Role
The Art and Zen of the Flag Assist
Welcome to chapter 2 of the SpellDamage.com play guide for 29 twink mages. In chapter 1 I showed you how to master the art of flag capping. In chapter 2, you’ll learn how to assist the flag carrier better than nearly any other class (ok, perhaps twink priests are a bit better). 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; let’s get started.
I’ll be going over a very important role in Warsong Gulch (WSG)… Flag Assist! If you read the last segment of this guide, you already know that flag capping is the most important role in WSG. It should be obvious that this role is very important too. Most of the time, the flag carrier will not make it back to home base without support.
This is a role that the 29 twink mage is especially good at. At times, you’ll be able to single-handedly hold off the entire enemy defense while your flag carrier runs home. You have the perfect tools to get this done. It’s silly really, sometimes you’ll just laugh out loud at how you’ve managed to render their defenses helpless.
1 Your Flag carrier in Enemy Base
Alright, so the flag carrier just picked up the enemy flag.
I’ll look at this from three angles.
Angle 1: Are you in, or very near, the enemy flag room with the carrier?
Now you’ve got two choices:
1. Is your flag carrier a low-level newb who wants to be the hero?
Don’t follow him; he’s basically a douche-bag for even grabbing the flag. Hang back and wait for a real flag carrier (or grab the flag yourself).
2. Does your flag carrier have capping potential?
You need to pick off any defenders that are trying to follow the flag carrier out. Now, unless the flag carrier has read chapter 1 of this guide, he’s probably heading for the tunnel. Here’s another key point.
Are there lots of defenders racing to relieve your flag carrier of their flag? If yes, immediately frost nova them to give your flag carrier breathing room.
If not, use polymorph to stop 1 defender. If there are only two defenders, poly one and use rank 1 frostbolt to slow the other. The point I’m trying to get at is, save frost nova for when you truly need it!
Angle 2: Are you in the mid-field (for whatever reason, I won’t ask)
Ok, unless you’re just running up to the enemy base after rezzing, you should not be in the mid-field! As a mage, you’re asking to be solo’d by a twink hunter pet. But since you are in the mid-field, and your flag carrier is in the enemy base, this is what you do:
First, you need to communicate! Even though 90% of the time your flag carrier will try to exit through the tunnel, you need to make sure. Once, you’re sure you need to make your way to the flag carrier.
Scan the field. Did a gaggle of defenders just rez and are plopping over their graveyard ledge? Here you need to judge things a bit. Most likely your flag carrier is heading down the tunnel and the gaggles of fresh defenders are jumping from the graveyard, surely to stop the flag carrier.
In this situation, don’t try to be a hero and intercept the pile of defenders. They’ll kill you and move on to the flag carrier (who will typically have no support other than you). Instead move in close to the flag carrier and run with him until he comes under attack. This way, they aren’t focus firing on you. You’ll be free to frost nova, poly, or rank 1 frostbolt them. Save your blink for when they get pissed and attack you, then blink in front of your flag carrier.
Angle 3: Are you tt home base (defending your flag, or just rezzing at the graveyard)
Alright, bravo if you’re playing flag defense. This chapter of the guide is about helping the flag carrier, so I’m going to assume you just rezzed.
At this point, it’s a bit tough. You’re at home base; your flag carrier is at enemy base. What do you do? There is a decision point here. When you rezzed, were there:
1. Enemies gathered near your tunnel? Many times they’ll gather at the tunnel entrance knowing that your flag carrier will be trying to get through. Often times, this means your flag carrier is free of attackers while in the mid-field.
A good thing to do is to run out over the top of the tunnel entrance and just start spamming them with rank 1 frostbolts. You won’t use up too much mana and you’ll get them focusing on you (people hate to be slowed, it’s just damn annoying).
Basically, we’re just trying to distract the enemy. Watch them; if they break off to attack your flag carrier, you need to intervene with frostbolts and polymorph. If they start heading up the tunnel (and your flag carrier is mostly safe) you need to play a bit of flag defense. You can’t cap a flag if your flag has been taken.
2. Enemies on your flag carrier? You need to get off your butt and help out! Your flag carrier needs to get those chimps off his back. Run out to greet the enemies with a frost nova, rank 1 frostbolts, and polymorph! Keep your focus, your goal is to help cap the flag. Don’t participate in any fights that are not directly related to saving your flag carrier’s butt.
2 Your Flag carrier in Mid-Field
The flag carrier was competent enough to make it out of the enemy base with their flag, grats! But now he’s in the hell that is mid-field. By virtue of carrying the flag, his ass is exposed to the world. The enemies can see him from miles away and are probably sprinting to kick his ass.
This is where a mage flag assist rules! Get your butt close to your flag carrier and run with him. Use rank 1 frostbolt to snare any solo enemies, unless they are hunters. You must poly the hunter as soon as possible (obviously they can still do some mean damage, even when slowed or rooted).
Use your frost nova wisely… i.e. ONLY when there are multiple enemies raping your flag carrier. And make sure you stay with the flag carrier, don’t stop to attack anyone.
Pro Tip: Even though you can only polymorph one enemy at a time, it’s still a good practice to poly multiple targets that are trying to attack your flag carrier. Doing this will give the flag carrier some much needed breathing room.
3 Your Flag carrier in Home Base
Fantastic! The flag carrier is on the last leg of his capping journey. Odds are there are piles of enemies trying their best to stop him. We’ve got a couple scenarios here:
1. Your flag has been taken!
Well, obviously your flag carrier can’t cap. It’s very likely that he’ll go to the roof, or perhaps over to the graveyard. Follow him and make sure the enemy doesn’t kill him. The next chapter of this guide will thoroughly discuss the role of flag defender.
2. Your flag is home
Continue peeling enemies off your flag carrier. If there are no enemies attacking your flag carrier, then it would be a very good idea to play a bit of flag defense. Many times, the enemy will sweep through and grab your flag right before your flag carrier caps. Try your best to prevent that.
Key Spell Usage Principles
Let’s go over some key spell usage principles when on flag assistant duty. Obviously, you’re there to make sure your flag carrier doesn’t get raped while trying to cap the flag. The spells in your arsenal that directly assist with that goal are: frost armor, frost nova, polymorph, and last (but not least) rank 1 frostbolt! (psst, this is more of that secret sauce)
Frost Armor: Inevitably, when you’re in the mix and stopping the defenders from killing your flag carrier, they’re going to get pissed at you. Without frost armor, they’d be free to destroy you and move on to your flag carrier. Obviously you don’t want that to happen. Note: even though frost armor gives you more armor rating, it will not prevent you from taking heavy damage from other twinks. You’re after the snaring effect only.
Don’t forget to move away from the enemies when they get snared. If they follow you, perfect! They’re not following your flag carrier. If not, you’re free to pick off enemies or frost nova the lot of them.
Frost Nova: If you read the last chapter of this guide, you know why frost nova is important. I won’t say anything more other than: make sure you use frost nova when you really, really, really need to use frost nova. Don’t waste it; use it when it will snare more than one enemy.
Polymorph: Polymorph was described in the last chapter as well. However, as described in the pro tip, don’t be afraid to poly multiple targets to give your flag carrier space. Even though you can only have one target poly’d at a time, it will still slow them down.
Rank 1 Frostbolt: This is sort of a “secret of the pros”. Although it won’t cause much damage, the rank 1 frostbolt is an excellent snaring tool. With its very fast cast time, you can throw out several rank 1 frostbolts before enemies get out of range. Also, if you have the frostbite talent, there’s a chance to freeze them in place!
Pro Tip: Fire Blast can be used to slow hunters who are too stupid or lazy, to turn off Aspect of the Cheetah. Fire Blast = dazed hunter!
That concludes chapter 2 of the spelldamage.com 29 twink mage play guide. Up next in chapter 3, I’ll explore the role of flag defender in Warsong Gulch. Stay tuned!