"Druid - Probably the best class to run the flag. Druids can heal, but their biggest asset is their ability to dispel movement debuffs by changing form. Druids also may get a speed buff through their talent tree. Hunters - With sprinting pets (cats, for example, can learn dash), hunters can overrun just about anyone on the battlefield. Sicing these pets on back line cloth wearers can seriously wreck their day. Hunters can also track an opposing flag runner. On defense, a hunter's stuns (like ""wing clip"") and traps (like ""ice trap"") make getting to the flag hard enough, while their DPS can seal the deal for the ""D"". On offense frost traps make excellent short term cc to slow pursuers. Mages - The old ""root and nuke"" makes mages excellent in the midfield or on defense. Sheep enemies pursuing your flag runner, but keep in mind that sheeping an opposing flag runner can cause confusion (i.e. pursuers that just arrive on the scene don't know where the flag went or who to attack). Some of the best control players are frost mage's that can slow down whole groups of enemy pursuing your flag carrier or stopping the enemy flag carrier cold. Paladins - A healer in plate (or mail) is a major benefit to flag runners and the mid-field. While Paladin DPS (damage per second) can't match most other classes, Paladins shouldn't underestimate the difference their heals will make when exerting ownership over the midfield or rushing the flag room with a group. buy cheap wow gold Or while bringing a flag runner home. Increased run speed combined with cleanse and blessing of freedom can make an excellent flag carrier. Priests - A priest's role really depends on whether their spec is holy (healing) or shadow (damage). eq2 platinum Some form of healing is essential to run a flag successfully, and nobody heals better than a holy spec'ed priest (shielding is awesome, too).
Shadow priests are best at working with groups attacking mid-field or helping fear the opponent offense or defense. Rogues - Rogues are all-around players. wowgold They make good mid fielders through the nasty damage they deal, on defense they can stunlock opposing flagrunners and DPS them into submission, and have a nice class speed buff that's useful for getting the flag into the midfield. A stealthed rogue in the opposing flag room makes for a nasty surprise, but stealth is only marginally effective around higher level players. Shamans - Shamans are excellent support characters, but they truly shine on defense. wow gold cheap Totems are key to a strategic defense. A well-placed earthbind totem will slow a grab-and-go runner down within a certain radius, allowing surprised defenders to apply serious hurt, movement debuffs, fear, etc. In the face of a determined assault, healing and smite totems give defenders a boost. wow powerlevel Warlocks - Warlocks are ""crowd control;"" by scattering a meleer or two with fear (the ""DoT DoT Fear"" tactic, referring to applied ""Damage Over Time"" debuffs before ""Fearing""). Excellent in one-on-one encounters, Warlocks seem best suited to supporting the midfield group with DPS. Warriors - Charging the back line cloth-wearers (e.g. priests, mages, and warlock) at mid-field is a warrior's forte. By doing so, The rumor they allow the damage dealers to hone in on the meleers who, chances are, will go after the charging warrior. Excellent at mid-field, and can carry a dropped flag effectively (with the aid of a healer) in a pinch. " .
RELATED LINKS:
http://wowgamezone.unblog.fr/
http://wowgamezone.centerblog.net/
http://teresag.exblog.jp
http://blog.goo.ne.jp/teresa_2008/
http://blog.nationmultimedia.com/sunnggong
http://d.hatena.ne.jp/annasu/