WOW Gold Guide
www.wowgoldart.com
 
 
 
 
 

  -> cheap wow gold-> buy wow gold->Attacking a Resource Node  
  Attacking a Resource Node  
Learning how to effectively fight and tackle resource nodes in Arathi Basin is the difference between winning and losing. Experienced guilds can steamroll Pick-Up-Groups (also known as PUGs) just by having good experience battling in small groups and having a good battle plan.

If you are just starting the match, then the battle will be to take control of the neutral nodes. Its a bit of chess and luck, because you wont know where the enemy will send most of their troops, and how they will divide themselves. Will they send a large force to take the Smith and send smaller groups to the Mine and Lumber Mill? Will they even bother with the Mine? Will they try to take the Mine, Blacksmith and Lumber Mill?

You must assess your own plan and be ready. Each group should have at least 1 healer (Druid, Shaman, Paladin, Priest), and a variety of classes are good. Mages are always useful to sheep, and Priests/Warriors to fear. Charging in, you want Warriors/Paladins /Druids-in-BearForm first so people target them first. Rogues and Druids in cat-form should sneak around the sides and flank the enemy casters from behind. The rest of the cloth wearers should stay back, and heal and begin to do their jobs. Here is an in-depth guide of a class job during an offensive on an opposition-owned node:

Warrior: Youre the first in. Use charge to get to your enemies fast and if there are a clump of them, feel free to rout them by your AoE fear. Spreading them out helps their healers lose focus and makes them attack you as soon as they are out of fear. Go for healers/casters/rogues first, as you take them down with ease. Have a healer designated to shield and heal your butt (although sometimes shield is very noticeable and draws attention to the Priest).

Paladin: Along with the Warrior, charge in first. Dont really focus on doing damage. If you have consecrate, feel free to spam it to provide a bit of damage and uncover any Rogues prancing around. Your main job (and the one youre must useful as) is providing support. If you see a Priest or Mage going down, pop Lay On Hands or Blessing or Protection, and use your blessings/buffs/heals to keep your team up. If you see an important Warrior going down, and hes a real asset, use your shield and heal him up without interruption. People ignore Paladins because they are low DPS, so make them pay for it by providing heals.

Rogues: You dont want to be the focal point of a fight. On the attack, flank the sides and avoid AoE damage. Its best to hit and preoccupy Priests and Druids first so they spend their time trying to kill you instead of healing their teammates. Next go for Mages, then Warlocks, and work your way up the chain. Paladins are dead-last on your list, after Warriors. Use kick to interrupt heals and spells, and kidney shot as a last resort to stop a heal or someone from running away. Dagger rogues do very well because of high crit ambushes that decimate casters.

Druid:
Bear Form: Charge in and basically follow the Warrior guidelines. You have the versatility to turn back into caster-form and heal, so if someone is going down, and youre okay, pop them a heal or a Rejuvenation.

Cat Form: Waste of time to be in cat-form, because you would rather be in the front lines as a bear or healing in caster form, but if you HAVE to be in cat-form, you should follow the Rogue guidelines and hit the casters from behind. Do your best to do high burst DPS, and again dont hesitate to transform and heal yourself.

Moonkin: Slightly more useful than cat-form, Moonkin allows great Moonfire spam and some great group buffs. Only go Moonkin if youre okay on healing, and make sure to DoT those Rogues and keep everyone on Moonfire. Once again C transform and heal yourself/others when needed.

Warlock: Warlocks are very strong in Arathi Basin. On the attack, you want your imp out spamming fireballs at targets and providing your group with the great stamina aura. On the attack, feel free to spam DoTs on their plate users, but focus your Shadow Bolts and burns on their casters and Rogues/Hunters. If you got other Warlocks and dont want the imp, the next option is Succubus to seduce healers and such. In a hectic environment like AB C dont seduce someone in the front lines or someone will break it. Go for a backline healer or Mage who isnt being touched.

Group Targeting and Assisting

When you have an arranged group versus a Pick-up Group, then the major difference during battles is that the arranged group (if they have any clue) will either be on a Teamspeak/Ventrilo type voice communication program or be utilizing the CT_Raid Assist add-on, which allows them to choose group targets to focus fire on. Groups who use Raid Assist as well as a voice communication program are your worst nightmare.

The key to winning even battles or ones where you are out-numbered is to target their healers and cloth wearers first and focus fire (Read: everyone attack the same person). If everyone hits the same guy, chances are hes going to die. If you have a regular group you run Arathi Basin with, practice these battle tactics and you will find success is easier to come by the more you guys become in-sync with each other.

Strategies

Arathi Basin is very dynamic, so theres no real point in formulating linear strategies. What you should do is decide on a starting plan and tell everyone where they are going. Be aware you have fifteen (15) players to utilize. At the start of every match, you should have someone assigned to stopping and capturing the Farm if you are Horde and Stables if you are Alliance. Whether or not you leave anyone on defense there is up to you, but someone should cap that first node. Many PuGs seem to all rush in and no one stops to capture Farm or Stables for their side, and it hurts them later on.

From there, you have to decide whether you are going for a full-fledged 5-cap (Trying to capture all five nodes and end the game in a matter of minutes), go for a 4-cap (Capture Blacksmith, Mine, Lumber Mill and then depending on your side C Farm for Horde and Stables for Alliance) or a simple 3-cap (Any three nodes). Most PuGs try to go for the 3-cap because they arent organized enough to try for more. The 3-cap, if held, guarantees a victory. Blizzard has made sure that holding three nodes in fact does give you an edge, but small enough that the other team can always come back from it.

As a Horde team, your ideal 3-cap would be Farm, Blacksmith and Lumber Mill. The three are connected and are the closest three resource nodes on the map. Alliance often complains about this combo and say that its too easy to defend, but as you will find, Alliance can break this triangle with good tactics.

As an Alliance side, most people also prefer the Lumber Mill, Blacksmith and Stables C but the thing is the Mine is closer to Blacksmith and Stables then the Lumber Mill so it all depends on your opinion. Either way, getting the three cap is essential to victory.

Assisting and Defending the Nodes

Now, once your desired cap (3-cap is always the lowest thing to aim for C otherwise you lose unless you have a huge lead and can still win with a 2-cap) is reached then you have to play defense. Communication is the key. Assign two people (Warriors/Paladins/Shamans are always good) to defend a node permanently if you are three-capping and then rotate the other people to wherever the opposition is hitting. Be careful though C many times the enemy will send 3-4 people to one place, wait for your troops to all move to that spot, and then charge the now empty resource node.

The key to keeping a resource node is to keep the enemy off the flag until reinforcements arrive. Anytime you are outnumbered or out-powered, the only thing you can hope to do is delay the flag cap until reinforcements arrive. You also have the power of a much closer resurrection point if you own the resource node and are defending it, so always hold out for the rezzers. Voice communication programs also help because they let players talk to each other much faster then typing, so calling out incoming attacks is faster.

Breaking the 3-Cap

When a good team decides to settle for three resource nodes, its tough to break their defense. They wont waste troops on trying a fourth cap and are quick to react to your attacks. Many people get frustrated at this and give up. There are tactics around this C but you must be quick and decisive.

The first option is to have a stealth team of Druids and Rogues to move to a node, and have 4-5 others hit somewhere else. As soon as the stealthed team sees people leave the node to reinforce the distractive attack, they can all spring out and unleash hell. Even organized teams fall for it if you plan it well enough. One thing to be careful about is not sending everyone to attack C keep at least one or two on defense in case they send someone to steal your node while everyone else is attacking.

How to pull off the 5-cap

Many people wonder how on Earth you can pull off the 5-cap in Arathi Basin. If you are well-coordinated its very possible.

Horde: Have one person cap and defend the Farm. Send 6 to the Blacksmith and 4 to Lumber Mill and Mine. The trick here is to recognize quickly which nodes the enemy has not sent a lot of troops to. If you see, for example, the Mine or Mill are basically empty, you have to support the nodes which the Alliance have zerged, or sent a lot of troops to. If you somehow win all three battles at the Mine, Smith and Mill, then keep one on defense at all three nodes and charge the stables. You have to clear out the Alliance at any of the other four caps first quickly and then hit the Stables very quickly. If you assist on targets and heal, you can out-fight them and contest it. If you successfully capture it, leave two on defense at Smith, Mill and Mine, and a Rogue or Druid at the Farm stealthed (so they cant Crowd Control you and then cap it). Call out any zergs, but mostly you should be stopping anyone from the north resurrecting and trying to reach the Mine or Mill.

Alliance: Same story. Leave one to cap and defend Farm, and send identical numbers to Smith, Mill and Mine. Recognize weakness and double back to support nodes where you are out-numbered. Otherwise, push forward to Farm and keep them at bay in their south spawn point. 2 on defense everywhere, except Farm which should have stealthed defender.


Note: If you are holding the 5-cap easily as Horde, feel free to send a 2nd defender to the Farm for security. Same for Alliance and the Stables.
 

Cheat Codes   FFA Tips    Combat   Spell Basics   Invisibility   Team Strategies   Resources    Tournament   Rules   Glossary

Copyright © 2007-2008 www.wowgoldart.com All rights reserved.

wow gold    buy wow gold   sell wow gold    power leveling    world of warcraft gold    cheap wow gold
Registered Names and Trademarks are the copyright and property of their respective owners.