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-> cheap wow gold-> buy wow gold->Arathi Basin |
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Arathi Basin |
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Arathi Basin is a 30-player battleground (15 per side) where the Alliance and Horde battle for resources inside the Basin. This guide will educate you on everything concerning this intriguing and fun battleground and answers any questions you may have.
The Rundown
Style: Occupy resource nodes to accumulate resources.
Location: Eastern Kingdoms (Arathi Highlands)
Limits: Level 20-60 players (level range breakup: 20-29, 30-39, 40-49, 50-59, and 60)
Maximum players per team: 15 Horde/15 Alliance
Win Conditions: Be the first team to accumulate 2000 resources
General Information
Two teams of 15 (Horde versus Alliance) battle to occupy five resource nodes located within the battleground. Once captured, these resource nodes will begin to generate resource points for your side. The more nodes you control, the faster you will gain points. The first team to reach 2000 resource points wins. As well as the honor you get for killing enemy players, bonus honor is awarded to both sides depending on how many points you acquire. Even the losing team is awarded bonus honor, and the more points you have when you lose, the more bonus honor you are awarded.
Arathi Basin is directly tied with two groups C The League of Arathor for the Alliance, and The Defilers for the Horde. Competing in Arathi Basin contributes to your reputations with your sides group (Defilers/Horde and Arathor/Alliance) which have great rewards as you obtain better and better reputation with these groups. Also, whenever you fight in Arathi Basin to the end of the game, you are awarded items called Marks of Honor. You will receive three Marks if you win, and a single one if you lose. You can hand in three Marks at a time to a specified NPC to receive reputation points for Arathi Basin as well as a small honor bonus.
For Warrior/Paladin rewards: click here:
For Shaman/Hunter rewards: click here:
For Druid/Rogue rewards: click here:
For Mage/Priest/Warlock rewards: click here:
How to Enter Arathi Basin
Arathi Basin has two entrances; both are in the Arathi Highlands. The Alliance entrance portal is in Refuge Point, while the Hordes is in Hammerfall. You can also enter Arathi Basin via Battlemasters located in each of the six major cities: Orgrimmar, Thunder Bluff, Undercity, Stormwind, Ironforge, Darnassus.
Also, at each Battlemaster (as well as the portal entrances in Arathi Highlands), there is a quest NPC which accepts your Marks of Honor and awards you honor and reputation for them. He can accept Marks of Honor from any of the three Battlegrounds, as well as accept them for a quest called For Great Honor. This quest is when a player accumulates three Marks of Honor from each of the three battlegrounds (so 9 in total) and hands them all in at the same time. For Great Honor awards you more bonus honor and reputation than handing in the nine Marks separately. If you can, always try to hand in For Great Honor as it is a bigger boost.
Keep in mind that purchasing any of the rewards from the League of Arathor and The Defilers requires you to visit the Supply Officer, located in Refuge Pointe and Hammerfall respectively.
Capturing a Resource Node
There are five resource nodes in Arathi Basin. Capturing them is the essence of the struggle; the fight to claim the resources and collect them faster than your opponent. At each resource location there is a flag which is the focal point of capturing that location. To capture the flag, you must right-click on it and a 10 second timer counts down (kind of like casting a spell). You must go through the entire 10 second timer and successfully complete the casting to capture the node. Any damage, either from Area Effect damage, a melee hit or special attack, as well as Damage-Over-Time, will interrupt your flag capturing. You cant move forwards or backwards, but you can rotate-on-the-spot while capturing a flag.
Benefits of Holding a Resource Node
If you control a resource location on the map, not only will you gain resources from that place but your faction will have exclusive rights to resurrecting in the graveyard that is located at that resource node. The more resource nodes you control, the faster your resource points go up. To gain resources, your faction must be in full control of the resource node. All nodes collect resources at the same rate, but the flow of resources to your stockpile increases exponentially as you increase the number of nodes collecting.
Example: If you had a team hold 4 nodes for 10 minutes, and your next match have them hold 2 nodes for 10 minutes, the results would not show that the 4-node match having double the points of the 2-node match; it would be a larger margin because the rate increases exponentially, not linearly.
How the Game Starts and the Nature of Capturing Nodes
As mentioned briefly above, at the start of an Arathi Basin match, every node on the map is marked neutral. This is a unique stance for a node, and only happens at the beginning of a match. When somebody captures a node from its neutral state, they must hold that location for 1 minute (meaning not allow the opposition to capture it for their side). When you capture a node from neutral stance, it will be marked In Conflict in your teams favor (meaning the map will show half of the node marked the color of your faction, and the other half blank C noting both that it is contested but in a certain teams favor). If you are successful in holding that node for 1 minute, your team will fully capture the resource node and it will be marked either Horde Controlled or Alliance Controlled depending on your faction.
If, for example, the Horde capture the Lumber Mill while it is neutral at the start of the match, but before the 1 minute timer expires the Alliance charge through and cap (capture) it for themselves, then the Alliance will get the In Conflict stance for that node in their favor.
It is different, however, when one side captures a resource node that is in full control of the opposition. For example, the Alliance control the Blacksmith fully, and the Horde push through and cap the Blacksmith flag, then the node will be marked In Conflict for the Horde.
Note: During ANY In Conflict stance of a resource node, that graveyard wont resurrect either side. Both sides will resurrect at the nearest graveyard.
However, if the Alliance in the example above come back and defend the Blacksmith before the new 1 minute timer has expired, then the node will simply be back in their possession C it wont be In Conflict because they already had control of it, and only allowed the Horde to contest it (contest is another term for putting a resource node In Conflict).
Know your Resource Nodes!
There are five of them. Know the ins-and-outs of them all so you can better understand your role in this small-scale battleground.
The Farm
This is the South-Eastern node located right beside the Horde Spawn (Defilers Den). The Farm is the first thing that should be captured by the Horde. Most teams send 1 or 2 people to capture and defend the farm because being the closest to the spawn, it will be difficult for the Alliance to capture unless they run straight past other nodes. Be sure to designate someone to capture and defend the Farm right away. To get there fastest, an Epic Mount is good to have. Also, lots of players like to enchant a pair of gloves with the Riding Skill Enchant which increases their mount speed, as well as equipping the quest item Carrot on a Stick and/or attaching Mithril Spurs to their boots.
Inside the house near the farm there is a periodic chest that spawns, that will give you one of the three buffs (see Three Buffs section). There are also bushes around which casters like to stand in while healing or firing their spells at you. If the Alliance take the Farm, and are defending it, always check the bushes for a Night Elf using Shadow Meld. The graveyard is pretty far from the flag, so dont skimp out on using Sprint or Aspect of the Cheetah if you know you need to get to the flag and interrupt people capping it.
The Blacksmith
The grand-daddy of nodes. Most unorganized teams will rush STRAIGHT to the Blacksmith. Although it is the best node to have, it is sometimes unwise to send so much of your limited forces to it. The Blacksmith is considered the most useful node because it is in the smack-dab middle of the entire map. It provides a fast route to any of the other four nodes, so even if your team only controls the Blacksmith, you can gather and attack any other node that is weak (think about it, the other team can only afford to have about 3-4 at each node if they spread out evenly, and if they dont then one node should be nearly empty of defenders).
There is an actual blacksmith building where you can find a periodic chest that will give you one of the three buffs. Again, watch for those bushes. The Blacksmith is also prone to amphibious attack; that is, people dont necessarily have to attack from one of the two bridges connecting the blacksmith, they can easily swim the measly 10-15 yards that the moat provides and hit you from the side. Be careful. The graveyard is pretty close, so watch out if youre capturing it.
The Lumber Mill
Considered to most as the second-best node to capture, the Lumber Mill is always a fun place to fight. Perched up on a hill along the south-western wall, it overlooks the rest of the Basin, and isnt a bad vantage point to scout major movements, although its too high for a hunter to perch up and shoot things. When a Horde team wants to capture three nodes and defend them, the ideal set-up is to control the Farm, Blacksmith and Lumber Mill. All three are close to each other and are easy to rotate defenders to and from.
There are plenty of bushes, as well as tree stubs where dumb hunters like to stand and immediately get noticed. The buff chest is located inside the Mill building in the middle. The graveyard is also behind the mill, so its a bit of a run to get to the flag. *Priests and Engineers can use Mind Control, take control of an enemy player, and jump them off the huge cliff at the Lumber Mill. Depending on the class, their health and their buffs, they will most likely die. At the very least you will make them run all the way back up again, while damaging them. Try to Mind-Control Warriors, Paladins and anyone else with full health.*
The Stables
This is the Alliances equivalent to the Farm. The Stables are located right beside the Alliance Spawn point (Trollbane Hall), and is the first thing to get capped when the Alliance comes flying out of the gates. Again, as mentioned for the Farm, getting items and enchants like Carrot on a Stick, Riding Enchant for gloves and Mithril Spurs for your boots, as well as owning an epic mount can help you get there faster.
The bushes may have some Night Elves in Shadow Meld or healers/mages trying not to draw attention to themselves. The buff chest spawns inside the Stables building (that has real horses in it!). The graveyard has a good proximity to the flag, but the building is kind of in-the-way.
The Mine
Probably the least desirable node, the mine lies to the north-east corner of the map, below ground level (its dug out). The mine actually has an inside players can hide in if they want, as well as a roof over the entrance to the mine. The buff chest spawns on top of a small wheelbarrow on a small hill right near the flag.
Hunters, especially Night Elf ones, like to perch themselves on top of the mine and Shadow Meld, and then rain down arrows and havoc from the top. Its a GREAT vantage point to shoot from because any melee or casters will have a hard time hitting you and/or reaching you. There are plenty of bushes, and the graveyard proximity is okay, but you are in good sight of the flag when you resurrect.
Playing Arathi Basin
Now that you have learned the characteristics of each node, the mechanics and gameplay of capturing and defending nodes and the goal of Arathi Basin, you are now ready to learn how to effectively defend and attack resource nodes. These guidelines are very broad and general C specific battle details are impossible to suggest because every encounter is different. Depending on how many people you have, if you are attacking or defending, and what classes are present, a battle can go any number of ways. You will have to adjust accordingly, and learn from experience.
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