The
Hunter will almost always play on defense in WSG. You are in charge of calling out what's approaching, and killing clothies before they reach your flag carrier (FC).
Usually, a standard setup will consist of a defensive
Hunter, a
Mage, a
Priest, a
Druid flag carrier. Offense will consist of:
Warrior
Rogue
Warlock
Priest
Paladin
Shaman
Making Calls:
You have the best information available to your team, so act like it. Make sure you keep calls short and specific. A bad call would be "people coming" versus a good call "2 in our tunnel,
Warlock and
Rogue" . Make sure you keep
Track Humanoids up most of the time, unless you're actively looking for a stealth class using
Track Hidden or the enemy
Druid with
Track Beasts.
Before the fight:
Whether you're preparing to defend the flag room or your flag carrier, it's extremely important to set up your base with your entire arsenal available. In the beginning of the game, the
Druid will have to play mind games to try and get around you. Use your own friendly
Druid to gauge how far they have stealthed across the map, and you can use that as your guide to flaring the druid out with
Track Hidden. Pre-place a
Freezing Trap either at the entrance of your tunnel, ramp, or sometimes right at the flag if the
Druid doesn't seem as good.
While the
Druid is trying to get through in stealth to pick the flag, the enemy
Mage will be trying to mount past you to support. Generally, your
Rogue teammate will be sitting inside the flag room waiting for the
Druid to pick the flag, so if you had to choose, make sure you attack the enemy
Mage and prevent him from getting through. Utilize your long range from
Hawk Eye to
Concussive Shot the
Mage and slowly chip him down until he dismounts. Once dismounted, you're heavily winning the fight; utilize
Scatter Shot if he blinks near you and
Iron Grenade to setup burst windows with
Rapid Fire and
Aimed Shot. Always ensure you're playing as far from the
Mage as possible, so he can't catch you with a
Polymorph. Without support, it's very difficult for a
Druid to get the flag out of the base by himself. Don't be scared to use all your cooldowns here. Sometimes, a team will even send a
Priest to help get the flag out, so in response your
Warlock can return to base from the mid fight to help fight.
Enemy druid grabs the flag
Seal off the base. Communicate with your
Rogue to see if he needs help killing the
Druid, and confirm which direction he's going (GY, Ramp, Tunnel, Roof). Don't call your entire team over if you don't need the help, as this will make it more difficult for your own
Druid to cross the map. If the druid does not have
Free Action Potion effect up, slow him with
Wing Clip to allow for your
Rogue or teammates to catch up. You can also utilize
Scare Beast to force the druid to shift out of
Bear Form. Most will pick the flag with
Skull of Impending Doom to prevent a rogue from
Blind or
Gouge them, but by the time they make it outside the base, the effect is over and you can utilize
Scatter Shot and
Freezing Trap to hold him down until help arrives. Remember to constantly communicate what is happening with the rest of your team so you don't overcommit to the
Druid kill. Sometimes you won't even be needed to help kill the druid, so you can instead mount to your friendly
Druid and help peel with all your tools.
Once both druids get through:
Setup your base with the composition listed above, and place a
Frost Trap at the mouth of the tunnel entrance as you walk in. Pay attention to the enemy nameplates using an addon, and once your trap gets triggered you can place another one, along with a
Flare at the entrance of your "banana" (the path above to your bases roof) this is where your team will be setup to protect your
Druid on the roof. This prevents rogues from walking into your teammates and setting up
Sap, which is detrimental to your defense and can result in an easy kill for the enemy team, especially now since blizzard has allowed 2
Sap to be up at the same time. If you have any doubt that a
Rogue has made it through, ask your
Mage to blizzard the entrance of the banana while you look for the rogue with
Perception
Catseye Draught
Catseye Ultra Goggles
Track Hidden. Save your
Flare for the top of the roof, when you're circling the pillar to ensure the
Rogue can't just sprint around and avoid you. The
Rogue will be waiting for his teammates to be at the mouth of banana before setting up these
Sap kill windows.
Make sure everyone is utilizing all their buffs such as
Mark of the Wild
Thorns
Arcane Intellect
Power Word: Fortitude to protect yourself from
Dispel Magic.
Alliance Battle Standard can be rotated between each player. Remember, you are the leader on defense so make sure you make these callouts. Once the enemy pushes and triggers your
Frost Trap you can make the decision on whether you're going to fight a weak push or jump to kite. If you are playing with 4 total players on defense, you will opt to kite around the base most of the time, and avoiding fighting if you can. However, if you know an enemy team has no
Free Action Potion available for the push, or your priest can easily dispel them as they have no dispel protections, you can fight / stall for your offense team to kill the enemy
Druid and secure an easy flag capture as you're already near the flag cap.
If the enemy team chooses to
Free Action Potion and
Goblin Rocket Boots you need to immediately communicate a jump to your team. You will also match their usage with your own
Goblin Rocket Boots. Once you jump down as a unit, your
Mage can use
Arcane Explosion along with your
Flare and
Track Hidden to get the
Rogue out with
Scatter Shot before he can open with a
Sap or
Ambush on your druid. Depending on how quickly you jumped, you can kill the enemy
Rogue as you kite out, and it should be really fast with 4 people attacking him. and this will slow down the enemy teams advance.
Once you kite onto your fence, you can continue communicating with your team, and if you need backup you can ask those who are resurrecting from offense to help clear your base. Once the enemy team pushes back out from your "connecter" you can choose to jump and go back to the roof from the tunnel entrance, always utilizing your shortened cooldown of
Frost Trap to slow the enemy advance. Be wary of the
Rogue positioning, as he could be waiting if you haven't been paying attention to his location after resurrecting. Remember, you can
Hunter's Mark him from very far away, which will usually force him to dismount and
Vanish the effect off, slowing his advance back to your base.
Staying on roof to fight
If you have 5 total defenders and want to fight the enemy team at your banana instead of jumping, make sure you are making your callouts as a hunter. Focus on killing
Warlock as your number one priority. They will get frustrated from not being able to cast
Fear as it is a really short range, causing them to move up more than they should. Communicate with your team that you're casting an
Aimed Shot
Arcane Shot combo so they can support you with a
Counterspell on the enemy healer or
Polymorph and a
Frostbolt or
Ice Lance to help finish the enemy off. Your
Priest will also be aggressive during this fight, opting to
Dispel Magic as much as they can to remove
Power Word: Shield and other beneficial buffs such as
Free Action Potion. If you know you aren't going to jump anytime soon, your
Druid can be supporting with
Faerie Fire and
Wild Growth , as well as a fight winning
Rebirth. You should always be the "front line" of your defense, playing high up, but being the first in line to get
Intercept, as you have the most tools against a
Warrior damage such as high armor,
Improved Wing Clip
Deterrence
Aspect of the Monkey
Counterattack. This also works out because you generally do the least damage to warriors as a physical ranged dps, and your
Mage will do the bulk of the work on an overextending
Warrior with high magic damage. Ensure you are keeping the
Warrior in combat so he doesn't get a free
Charge. With both factions now having 2 healers with a defensive dispel on offense, it will be difficult to land CC unless you coordinate with each other. Once you secure CC or interrupts on both, you should rush to kill an enemy before they come out of the CC. While this is happening, ensure you are replacing your
Flare as far as you can, as a
Rogue that makes it up to your banana means its time to jump, as it will be clear for your
Druiddown below and its too risky to stay to fight, unless you already killed one. In rare instances, if might be worth to stall a bit longer if your offense team is about to kill the enemy
Druid as this means there is nobody in your flag room to repick the flag either. As 5 players, you should still look to jump when an enemy has a coordinated
Free Action Potion
Goblin Rocket Boots push incoming, as they can pile onto your druid quickly. If your priest manages to immediately dispel the
Free Action Potion off, you can opt to stay. Additionally, as 5 players you should equip your 2-handed weapon over your
Skull of Impending Doom
Throughout all fights, make sure you are using your
Auto Shot as much as you can, as this is your main damage and costs nothing.