Article 23
Arathi Basin PvP Guide
This guide gives a good basic understanding of how to win Arathi Basin. This
guide is what I call a map of success to winning at AB. Do you find your group
getting defeated extremely easy over and over again? Follow this guide and you
can see the odds turning around in your favor. Not only does it explain the
different nodes available it also gives good tactics and different advantages
that can be used.
The main idea of Arathi Basin (AB for short) is to control the flags for as long
as you can. Each flag you get gives resources to your team and the first to
reach 2000 wins. If you get 5 it is possible to win in 6 minutes and this
includes the time waiting at the start.
The 5 nodes:
Stables: This is always taken by alliance at the start. It is probably sensible
to send somebody with a slow mount and not great armour to guard it as they can
always call for others to help them. It can be accessed from a bridge on the
river side and also from the mine and blacksmith so can be attacked easily if
unguarded.
Mine: This is basically on a lower level than the rest of the map. You don’t
need to go into the mine but I sue it as a place to shadow meld if I need to
defend it. It is easily defended because it only has 2 routes to get to it from
either side and can be seen from a long way. This is always contested.
Lumber Mill: This is the same as the mine except that it is above instead of
below the map. Because of this it’s the easiest place to defend in game because
you can see all around you. I would suggest taking this before the mine as it’s
easier to defend and helps the rest of the fight.
Farm: The horde equilivant of the Stables. Same as the stables let a worse
equipped guy defend it through out the battle. The GY is fairly far away from
the flag so it takes longer to get there than at other places except the
blacksmith.
Blacksmith: This is slap bang in the middle of the map and most people normally
rush here. If either team takes it, it means they can follow on to try to take
the others in quick succession. But it’s the hardest to defend. There are 2
bridges connecting it to the rest of the land as it is an island. Also there are
another 2 places which can be accessed by swimming from the other side. This is
the most important place on the map because it can attack everywhere else
easily.
Tactics:
Normal:
In PUGS (Pick up Groups) don’t expect to win 4-1 or 5-0. The best bet is to go
for 3-2. IF you have a large amount of people with epic mounts id suggest
rushing to the Blacksmith and the lumber mill and taking those. Make sure you
take farm or stables depends which side you are. Then place 3 people on each
flag and have the others all attacking one place so they don’t have much chance
to attack back.
Zerg:
This is a tactic which I use in premade groups. We send around 1-2 people to
each node except stables/farm and blacksmith. 1 person stays at the stables
while the others at mine and lumber mill defend as well. All of the rest of the
raid take the blacksmith but do not stop and plough through leaving 1 person
there yet again. Then we usually use this force to help take LM or mine if
needing help or just go for farm. Then we camp the graveyard of the hall so
there is no threat.
Advantages:
IF you are rank 6 or over which most people are at 60 then go to the hall of
champions not sure of horde version and buy some pots. These are a lot cheaper
because they can only be used in BG but are very effective and help a lot. Also
if you can it is wise to purchase a battle standard as 10% health is quite a big
improvement if you have around 5000 like I do. Also make you have food and water
from a mage so you can quickly get health and mana back before going of to fight
again. Also bandages are useful but not entirely useful because you will
probably be hit when using them that is why pots are generally better.
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