So your entire strategy revolves around magically capping the first flag and turtling the rest of the game? I myself wouldn't pick an FC for the whole purpose of getting camped at my own graveyard or roof.
edit: Also the reason why roof is only a good option for the last minutes of the game is the fact that whenever someone on your team dies, they are entirely cut off from the rest of the group. Once you lost enough people you have to leave roof to regroup and the transition from roof back to the graveyard at high stacks is very messy and dangerous.
Your ten people will most likely have close to no control over the situation as they are getting contained in their own graveyard. All it takes for a pet to die is one or two seconds of focus from a single ranged DPS.
I myself would happily farm your team at the graveyard until ten stacks, then send a single hunter up to kill you. This puts you in the position to either join your team or die and once you are with your team you are just an inferior warrior.
Also, my point about having to give up either a resto druid or boomkin for a guardian FC still stands.
Actually its a pretty viable strat, to hold them off in mid, intercept their fc, and contain them. A guardian druid picks flag and quick caps within the first 2 mins, while the opposing team can only be stuck in mid, forced to send a stealth to grab flag. We contain them in mid and double back to kill efc, at this point the guardian druid is already across field. A warrior would be unable to do this, and if ur gonna send ur boomkin or resto to pick flag ur making ur mid strat weaker, u may not even beable to hold mid in anyway.
lol a hunter pet will be sitting at 1-1.6k hp, if u can down that in the 2 seconds it takes to move up ontop of gy, id happily let u over extend and die afterwards. The wild charge is used pre-emptively, where u lost a healer in mid, or ur being pushed hard to gy, b4 u are stuck in gy u wild charge up, ur hunters will be nowhere near the place the hunter pet is going to, u will not kill it.
The resto druid on my team would also be using wild charge, he will be up there with me. he can heal the ressers and gy and me, while u cannot cc or focus him at all. If u think a hunter is gonna take down a guardian druid with 10 stacks, while hes sitting in a position that our ressed dps can cc / dps u for the few moments they are alive, and I have a resto druid healing me, aswell as the other healers who are ressing, ur wrong. u need to send atleast 2 dps to land a kill once im up there with a resto druid. now that u have 2 less dps, one being a hunter and well say the other a boomkin? we can cc ur dps upon ressing and begin to push out, its not as hard as u think if we get a full 7-8man res, with a resto druid in the back.
I agree u do lose a boomkin, but boomkins can be countered quite easily with dispels and silences, to the point where they cant make the slightest importance as a presence in mid. When Push comes to shove, guardian druids prosper. While warriors can mitigate more physical dmg, at 10 stacks, if ur stuck in gy u will die, there is nothing u can do. Now if ur gonna say well, if my team isn't getting pushed back to gy war is better. They have slightly more physical dmg reduction, I think we all know in mid strat the fc isn't getting focused most of the time, actually very little. Generally its just a 3-7 second push onto u, if they don't kill u by then, ur dps tend to drop the pushed in hunters and other dps who came in for the kill. So guardian druids actually have a noticeable amount of more hp. Which, since u are not being focused for extended periods of time, can make up for the mitigation of PHYSICAL DMG difference between wars and druids. Im not gonna sit here and do the math, to find the exact amount of dmg u need to take for it to be equal or favored in one side or the other, but don't go around thinking guardian druids are squishy at all.
I don't think u quite understand how ramp to roof works, u see the team that is turtling has nearly every advantage. The enemy fc generally has to sit in tunnel so hes no los of the fight that's occurring. and the healers must actually push outside of tunnel, so they can heal more efficiently when their dps push up. The enemy team is unable to backdoor, so they must push, if ur running ele shamans u can easily deter their push and reset the playing field. Trading blows sounds fine to me, seeing as our ressers will beable to go up tunnel and pressure healers, the enemy dps must move back to assist their healers, allowing us to push and possibly land kills on retreating dps. Meanwhile ur ressers must run thru mid again to make any sort of contribution. Since the fc must be in tunnel, we can just bait their dps, and backdoor, with out peels ur fc will be going down, especially a warrior, a monk may do better against that kind of push