The Art of War(craft): Idyllic Arathi Basin

Arathi Basin is the third Battleground to be introduced in World of Warcraft, a few patches after Warsong Gulch and Alterac Valley. Situated in Arathi Highlands, the basin is the cause of conflict between the Horde-aligned Defilers and the League, who are loyal to the Alliance. The Battleground is a 15-player map consisting of five nodes that can be captured to acquire resources -- the Blacksmith, Farm, Gold Mine, Lumber Mill, and Stables. Each node has a clickable flag that allows your team to capture it; it takes 10 seconds to tag a flag, and tagged flags will convert to your side in one minute. The objective of the game is to be the first team to reach 2000 resources -- If you control a node, your team will accumulate resources. The more nodes you control, the more resources you get at a faster rate. Players can enter Arathi Basin as early as level 20, but the real fun starts at levels 40 and 60 -- when players get apprentice and journeyman Riding skills, respectively. Any sooner and Arathi Basin usually ends up being a lot of running and a little fighting. If you're in the mood to play WoW's version of king of the hill, head over to your nearest Battlemaster and enlist. And don't forget to pack your Riding Crop. You'll need it.
Ride like the wind
The key to winning in Arathi Basin, quite simply, is communication. The game is all about movement, about getting to a node faster than your opponent. According to Sun Tzu, "let your rapidity be that of the wind, your compactness that of the forest," which means it's good to travel fast and generally in groups. He continues, "in raiding and plundering be like fire, in immovability like a mountain," which refers to rapid attacks and steadfast defense. Allow me to explain.
In Arathi Basin, there are five nodes to fight over and fifteen players per side; conventional wisdom dictates that a team can allocate about three players per node. But Arathi Basin is a constantly moving game, and good matches see nodes change hands several times over the course of the match. There are times when a single person can hold a node for the entire game, and times when it takes very nearly your entire team to repel an assault. The important thing is to reinforce a controlled or contested node as quickly and efficiently -- that is to say without leaving a controlled node open -- as possible.For levels below 40, classes with improved mobility have a distinct advantage. At level 20, Shamans and Hunters get Ghost Wolf and Aspect of the Cheetah respectively; Druids get Travel Form at level 30; while Rogues and Paladins have talents that increase movement speed, as well. Needless to say, at level 60 and higher, an epic mount is a must. Speed increasing items such as the aforementioned Riding Crop, or the Netherwing quest reward Skybreaker Whip (neither will stack with other speed-increasing items) help players get to their destinations faster. Paladins have Crusader Aura, which gives a 20% increase to mounted speed, making Paladins the fastest class when mounted.
Good habits
Mike wrote about a post by the leader of the guild Casual on Hyjal, who delineates some basic principles of fighting in Arathi Basin. These are really simple things that all players should -- but very often don't -- do, such as fight on the flag, don't fight on the road; call incoming assaults early; and never leave a node unguarded.
Fight on the flag
One of the biggest mistakes players can make in Arathi Basin is to waste time fighting away from flags. The only acceptable exceptions to this are when you are assaulting an enemy or uncontrolled node. If you arrive at an uncontrolled node ahead of the opposing team, ride past the flag and fight slightly forward to prevent enemies from getting to your teammates who're tagging the flag (don't forget that). When assaulting a controlled node, it makes sense to fight away from the flag purely as a distraction to draw defenders away from it. Sun Tzu wrote, "to take a long and circuitous route, after enticing the enemy out of the way, and though starting after him, to contrive to reach the goal before him, shows knowledge of the artifice of deviation." So fight away from the flag only if you are assured that one of your teammates is going to tag it.
Under any other circumstances, fight as close to the flag as possible and always pay attention to it. Flags that are under assault generate a swirling graphic around it, making it easier to spot. Even if you are attacking someone, when you see an enemy tagging the flag, switch targets. Resist the urge to land that killing blow, even if the enemy is at a sliver of life. The split-second can mean the difference between keeping and losing a node. If there are multiple players assaulting your flag, hit as many as you can. Mages make great defenders because of Arcane Explosion, an instant AoE that can disrupt concurrent attempts to tag the flag. It's also good to remember that DoTs don't break tagging the flag, so use whatever direct damage effect or dispersive spell is at your disposal -- auto-attack with wands, mass fears, Searing Totems, etc. -- to prevent a tag.
Call it early
Don't be afraid to call for help. Always be aware of your surroundings, as it's easy enough to spot incoming assaults. Druids and Hunters can track humanoids, which helps watch troop movement at a glance. Remember to have your mini-map zoomed as far out as possible. As soon as you see movement towards the node you're guarding, don't be shy -- talk on the Battleground channel and call out where your opponents are headed and if possible, their numbers as well. AddOns such as Battleground General can help you easily keep track of where your teammates are and generate automated 'incoming' messages for nodes under attack. Personally, I don't mind typing out messages on /bg. Abbreviate the nodes such as LM for the Lumber Mill or BS for the Blacksmith. You'll always find time to type something if you spot assaults early enough -- and even if you don't, you'll have plenty of time to type while you're sapped.
Corollary to calling it early is responding fast. If a teammate calls for help, lend support if at an adjacent node. Tagging a flag takes ten seconds, so getting to a node under assault as fast as possible is important. Be responsive. It is far more difficult to retake a flag than it is to tag it, and a tagged flag means no nearby Graveyard to do support rushes. While it is important to respond to calls for help, it is far more important to never leave the flag unguarded. If you are the last person at a node, do not leave. Even if you think that the coast is clear, don't take the chance of losing a node to ninjas.
Watch everything
Make a habit of pressing 'M' or 'shift-M' to show the battle map. This way you will have a general idea of your team's relative strength at a node. If, for example, a teammate calls out 'INC LM 4' (incoming Lumber Mill, 4 strong), a quick look at the battle map will show you how many are at the node. Battleground General will also tell you at a quick glance where everyone is at and their relative distance from the flags. If you have 4 or more, then it's probably a safe bet that you won't be needed. Having the node under your control also means you resurrect nearby, effectively increasing your numbers at that node.
If a teammate is guarding a node alone, remember to occasionally check on them. You can simply select that teammate and immediately see if he or she has any debuffs. Recognizing debuffs is a valuable PvP skill that allows you to determine what classes and how many opponents are at a node without having to be there. It allows you to make snap decisions on whether or not it's worth it to send support. Shamans can use Far Sight and Hunters Eagle Eye to watch over nodes from a distance. Items like Ornate Spyglass or the 350 Engineering goggles achieve the same effect with the caveat of not being chain castable.Don't get bored
The greatest enemy a player is likely to face when guarding a node isn't from the Alliance or Horde. It's boredom. Resist the urge to leave a node even when you think the game is under control. If you must, you can even play in windowed mode and alt-tab to work, surf, or otherwise loosely guard your node. I know, it's terrible advice. Just make sure to check back frequently to make sure the flag isn't capped right under your nose, because that's just plain embarrassing. I keep my headset on so I hear combat sounds or even the familiar hum of a stealther nearby. It's not the best way to guard a flag, but it'll make your opponents think twice when they see you keeping vigil.
On the other hand, there are creative ways to guard a node. Druids and Rogues use stealth and Night Elves routinely Shadowmeld to make a flag look vulnerable. There are bushes at every node, allowing players to camouflage their presence. Shamans can drop a convenient Sentry Totem to keep watch from a fairly safe distance; Hunters can leave their pets idle on aggressive mode by the flag while staying hidden themselves -- cats in particular can learn Prowl, allowing them to be almost invisible. Warlocks sometimes play the same trick with a Succubus and many would-be flag cappers have fallen under the wiles of an unseen seductress.
Cap tricks
Always go for the tag. More important than racking up kills is capturing or defending a node, and there are several tricks one can employ when capping the flag. Larger characters such as Draenei can stand atop smaller teammates, such as Gnomes, to hide simultaneous attempts. Druids can tag the flag in bear form and are excellent camouflage for teammates, the same way hefty Tauren can completely cover up skinny Blood Elves. Try to tag the flag from the maximum distance (as soon as the gear icon turns gold) and face away from the flag to make a tag attempt less apparent. As Sun Tzu said, "all warfare is based on deception." Lastly, when tagging the flag, always deselect your current target. Having no target will make you instantly aware of an enemy that is targeting you with a spell as any opponents that target you will automatically become selected.
Premade powahUnder ideal circumstances, Arathi Basin provides the most Honor-per-hour of any Battleground. The best scenario for premades is to queue during odd hours when it's not the Call-to-Arms Arathi Basin Holiday, increasing the chances of being matched up against PUGs. Each winning game awards a base 200 bonus Honor (20 Honor per 200 resources), and 5-cap matches are won in five minutes.
5-5-5
Against a vastly inferior team, as what will likely happen with a premade that queues during off-peak hours, the 5-5-5 approach is usually all it takes to secure a fast 5-cap. Groups 1, 2, and 3 will hit the Lumber Mill, Blacksmith, and Mine, with one person tagging -- and leaving -- the nearest node (farm for the Horde and stables for the Alliance). If the initial target is clear, teams proceed to the farthest node and tag it, usually before it even turns to the opponent's control. As soon as all nodes are tagged and all enemies subdued, everyone -- save for a lone defender at each node -- moves to the farthest node (stables for the Horde and farm for the Alliance) to reinforce it. Without any nodes under their control, opposing players will resurrect at their spawn points.
With excellent communication -- premades use Teamspeak, Ventrilo, or even in-game voice chat -- a 5-5-5 opener is the best for crushing unsuspecting PUGs with a 5-cap. However, it will fail miserably against a well-organized team or another premade.
7-7-1
Premades can run with a 7-7-1 set up where one person tags the nearest node while teams of seven hit the Blacksmith and either the Lumber Mill or the Mine. A 7-7-1 opener is a conservative approach recommended for fighting against another premade team. Sending seven to a node is likely to give your team a slight advantage as the average size of an assaulting force is a party of five. Against a team of equal gear or skill level, the idea is to make sure that three nodes are captured and to play conservatively until the end.
Triangle offense... and defense
Always go for adjacent nodes. For example, controlling the Blacksmith, Lumber Mill, and Stables is far easier to manage than controlling the Lumber Mill, Stables, and Mine. The shorter the distance between your controlled nodes, the easier it is to send defenders. Allow a few players to move around as "floaters" that drift between nodes. Floaters can tip the balance in your team's favor when nodes are under assault. It is foolish to attempt to control the Stables, Blacksmith, and Farm because it is too difficult to defend the farthest node.
Arathi Basin is a Battleground that rewards smart play over superior PvP skills. Even if you are godly in combat, you will make your team lose every time if you keep skirmishing on the road. No matter how 'leet' you may think you are, you are a noob if you don't pay attention to the flag. If you want to win in Arathi Basin, exercise prudence and restraint. It's probably what Forsaken NPCs are talking about when they say, "patience... discipline." PvP is all about good habits, and Arathi Basin is an ideal place to start learning them.
Next week: Eye of the Storm
Zach Yonzon writes the weekly PvP column The Art of War(craft) while guarding the farm and musing about why Keldor the Lost reminds him of someone very familiar...
Filed under: Analysis / Opinion, PvP, Guides, The Art of War(craft) (PvP), Battlegrounds






Reader Comments (Page 1 of 2)
Vangoh Feb 25th 2008 10:20PM
I love AB. It's by far my favorite battleground. I'm also the best healer I've seen in a match, out healing priests and paladins and shaman as a feral druid. I can defend a node with two other teammates. Never underestimate what a good, smart healer can do. Night elves should shadowmeld so that incoming enemies attack your teammates. After a few seconds, unstealth and heal away.
JPN Dec 10th 2007 1:08PM
"Under ideal circumstances, Arathi Basin provides the most Honor-per-hour of any Battleground."
Really? More than AV? I can't say I think this is true...
And really, in my opinion, I can't imagine equipping a Riding Crop, unless you change it on the fly, which I don't know I would bother with. But maybe the "pros" do.
ScottyO Dec 10th 2007 1:25PM
Outfitter will equip your riding crop for you when you mount, and unequip when you dismount. The only exception is if you are in combat while mounted, and then dismount (obviously). Its not only the pros who use Outfitter, and you should consider trying it out.
Physis Dec 10th 2007 1:28PM
I agree with his statement, having played in a few efficient premades. If you get in a cycle of 5-cap wins, then you can get thousands of honor per hour. These are rare, true, but when they happen are glorious.
Joran Dec 10th 2007 1:22PM
"If fighting is sure to result in victory, then you must fight! Sun Tzu said that and I think he knows a little more about fighting than you do pal, cause he invented it! And then he perfected it so that no living man could best him in the Ring of Honor."
"Really? More than AV? I can't say I think this is true..."
Yes, a 5 cap will win the game in less than 5 minutes. Probably around 3.
I like AB because it feels like the battleground where I can make the most individual difference. A spirited defense of a node will buy enough time for your team to ride to your rescue. Riding in the nick of time to save a node also feels good.
Tiforix Dec 10th 2007 1:36PM
This past weekend I decided to try out some AB with my level 39 Priest just to do something different.
All I gotta say is that running around everywhere on foot was just excrutiating.
cmg Dec 28th 2007 4:32PM
That was exceptionally useful information!
Callandra Dec 10th 2007 1:48PM
I was the 15th member (I was the pickup player) of a 14 man premade yesterday.
We won in literally minutes. I couldn't believe it. We 5/5/5'd and just completely demolished the opponent with just a little organization.
Stress needs to be constantly put on how much a little healing turns the battle in your favor. Feral/balance druids, ret paladins,shadow priests, enchancement/elemental shamans - we appreciate your DPS, your debuffs etc., we realize why you rolled and spec'd how you did but when you let your teammates die and only use 1/2 your abilities, we all lose.
Tim Dec 10th 2007 1:53PM
Ban premades, unless they are pitted against other premades. Otherwise, it's totally unfair, lame and contrary to the whole point of the game.
jtrain Dec 10th 2007 2:15PM
I really wish there was an in-game tutorial, or some kind of key process for the BG's. I seriously think there are a disturbing number of participants that don't even know what the purpose of the particular BG is....they just run around killing people. You get more honor for winning, not just farming HKs!!
Good_Idea Dec 10th 2007 5:48PM
The tutorial is in almost every single AB. Don't leave bases unguarded. Don't have 5+ people just sitting in a base guarding. Fight on the flag. Same advice that was in this article but people are just idiots.
I have to say, Alliance almost never leaves flags unguarded. Horde (on Cyclone anyway) is notorious.
Kristian Cee Dec 10th 2007 2:16PM
Overall not a bad article, but the timing is a little weird. AB weekend is nearly over, this article might have been better posted on Thursday or Friday....
@7 - the solution is simple. Start your own premades (use Trade!), or run AV.
@6 - right on with the heals! I always thank healers profusely.
B Lee Dec 10th 2007 2:19PM
I love the Art of War columns because of their information, but I think Sun Tzu deserves a
bit more credit! I find it hilarious because back when my rogue was level 29, I was telling
the raid to do things based on applicable readings from the Art of War. Allow me to
elaborate:
"The Way of War is a Way of Deception. When able, Feign inability; When deploying troops,
Appear not to be. When near, Appear far ..." - Chapter 1, Making of Plans
This section taken from Sun-Tzu's first chapter, "Making of Plans" tells you much about how
this battleground, and many like it, should be played best. When guarding, hide your numbers
so that your opponents think you've left nodes undefended - stealth, shadowmeld, run behind
trees. Give your team the advantage, instead of allow them to scout you out first. My ideal
set up after taking three nodes is three guarding each location, and six people mounted ready
to respond to calls. Three initially hold the line, and six come to their rescue - a defense
of nine will overwhelm all but the most organized assaults.
"Know the enemy, know yourself and victory is never in doubt, not in a hundred battles. He
who knows selt but not the enemy will suffer one defeat for every victory. He who knows
neither self nor enemy will fail in every battle."- Chapter 3, Strategic Offensive
This is the most valuable section I can offer people from the Art of War, because it applies
to everything. When you're raiding in PvE, you take time to learn your foe and anticipate
what he/she does and when. When you're in an arena, you must learn what your opponents can do
to you so you're prepared for it. And you must know what you can do to mitigate your
opponents' abilities. In battlegrounds, know your opposition. Watch how they play. Do they
zerg? Lightning strike locations that aren't well defended. Do they spread their defense and
play 5-5-5. Block their reinforcement line with 2-3 people and strike heavily at one
location.
"In warfare, engage directly; secure victory indirectly." - Chapter 5, Potential Energy
The article writer mentions what not to do when defending. The opposite is true for the attacker. Draw defenders away from the flag with ranged attacks and training, while sending a rogue or ninja capper to take the flag from behind them. Victory in this battleground is control of the nodes, not combat. Either way, you need to secure your win by pretending to focus on one thing, but in actuality doing another. If you're currently losing, you need to feign assaults on the outskirts of nodes, while making a small concentrated effort in taking them. If you're currently winning, you need to tie up your opposition by drawing them into endless (and fruitless) battles away from your capture points (ie. at the bridge to Blacksmith).
"War has no constant dynamic; water has no constant form. Supreme military skill lies in deriving victory from the changing circumstances of the enemy."
The application here is obvious: there is no always-winning solution. 5 to mine, 5 to blacksmith and 5 to lumber mill will not always work. You have to adapt quickly to your situation and your opponent's.
There are more, but I will leave you with a final quote because I think for many players, this is absolutely important:
"Discipline troops before they are loyal, and they will be refractory and hard to put to good use ... command them with civility, rally them with martial discipline and you will win their confidence. Consisten and effective orders inspire obedience; inconsistent and ineffective orders provoke disobedience. When orders are consistent and effective, general and troops enjoy mutual trust."
Never should the battleground leader resort to petty insults when talking to his teammates - the leader must set an example by being the first to help locations, the first to admit when mistakes have been made, and the first to take action when it is time to. If something doesn't go right, acknowledge the problem and move past it. Your best battlegrounds will be where your team worked as a single unit, called inc's which were responded to immediately and players said "thanks for the help", buffed each other, healed each other and helped each other. Every player in the battleground idealy wants to come out on top. Flaming each other means you need to fight your own team as well as your opposition. This applies to all parties and raids, hell team sports, the company you manage or work for. Everything.
Happy hunting out there.
B Lee Dec 10th 2007 2:20PM
Formatting crits B Lee for 10 000. Blee dies.
Derick Dec 10th 2007 6:41PM
I thought you were just being an ass with your spacing.
That renders your wall of text nearly un-readable...
B Lee Dec 10th 2007 6:45PM
@Derick: naw I'm not that cool. I wrote up the reply in a Notepad because my wall socket's power was going on and off, and though my computer is protected by a UPS, my internet is not.
Hey is there an edit-post feature that I don't know about? Cuz if there is, I'd love to use it.
glaci3r Dec 10th 2007 2:20PM
I have had bad experiences with people quoting Sun Tzu and the interweb. This wasn't one of those. Wish more people who did the bg read this strat.
I think fighting off the flag is a fine strategy if your in the lead and someone stays close to the node to defend. Basically your controlling the pace of the game and this holds the status quo long enough so you get the extra points to secure your win. I don't see this often (PUGs), but if I see it happening with the right conditions, I don't discourage it
The main issue with PUGs is a distinct lack of coordination and willingness to defend a node. Coordination resulting in no defense, over-defending, or no concentrated offense. "Not defending" is watching someone cap the flag then instantly mounting up to go to another. I think there should be some unofficial rule "if you cap it, you defend it" for PUGs.
Callandra Dec 10th 2007 2:31PM
I find announcing at the beginning of a PuG match that Group 1 - > Mine, Group 2 -> BS/Stabs and Group 3-> LM and to begin the constant chatter of INC __! and ___ clear, etc. really opens up other people to communicating, and facilitates a win.
Zamboni Dec 10th 2007 2:38PM
If I'm stuck defending the lumbermill with my warlock, there's a sloping triangular part of the ledge that I can back onto (carefully). Any melee class trying to get to me stands a very good chance of slipping off the cliff, while rogues are forced to unstealth and attack me from the front. I've even seen a few casters slip off while dodging the Felguard. With my back to the cliff, I can turn the camera view around and call reports in to stables, blacksmith or the farm (not that anyone listens to them...).
Loudfiero Dec 10th 2007 2:39PM
Now if only my fellow alliance members were old enough to read...
Back in September we had a good alliance crew in AB in the 40-49 range. Now I'm doing it in the 20-29 range with some alts and they are just complete idiots. I can't tell you how many times we were 5-0 rolled in the past 3 weeks...
One time we outnumbered the horde 15:11 and were up 1100 to 90 ... then their team filled up and we lost. Un-freakin-believeable.
You find more horde premades. You find more Alliance casuals. They should just give 2 marks a piece win or lose and let the honor be the dividing factor. Then my HK's would count for something....
Oh well, 25 more losses and I can earn my trinket and move on to WSG...