The Art of War(craft): Absolute beginners' guide to Arathi Basin
Zach loves the Battlegrounds. He could probably play World of Warcraft entirely though the Battlegrounds, because he's kind of lame like that. If he could have the word 'Battlegrounds' tattooed on his rump, he totally wouldn't... because dude, that's just wrong.
A couple of weeks ago, I wrote up a basic look at the Battlegrounds for all the new players who don't know anything about it. From the looks of it, Blizzard expects an influx of new players, too, so newbies will always be on the lookout for 'For Dummies'-type information. Because we're such awesome folks over here at WoW.com, we're ready to oblige. Last week we answered some basic questions about the game's first Battleground, Warsong Gulch. This week, we'll answer some beginner's questions about Arathi Basin, the next Battleground leveling players are eligible to enter. Hit the Read More button to, you know, read more.
ARATHI BASIN
What is Arathi Basin?
Arathi Basin is a resource accumulation Battleground with 15 players on each side. The goal is to gather 1600 resource points (2,000 points prior to Patch 3.2), with the first team to reach that number winning the match and ending the game. There are five resource nodeswhich can be controlled by capturing the associated, nearby flag -- an 8-second channel (formerly 10 seconds) action similar to opening a chest (you'll see a progress bar). Once a flag is tagged, teams must protect it for one minute until it comes under their control. The one minute window allows opposing teams to recapture a tagged flag.
The rate at which resources are gained depend on the number of resource nodes that a team controls -- the more nodes, the faster resources are accumulated. Capturing all five bases guarantee a rapid gain of resources and can be difficult or impossible to overcome if allowed to continue uncontested for a certain period of time. Players also gain honor and reputation according to the resources gained, so teams that win the match get the maximum bonus honor while teams that lose have varying levels of honor gain. It is virtually impossible to have a tied game of Arathi Basin.
The five nodes are the Farm, Blacksmith, Lumber Mill, Gold Mine, and Stables. The Farm is nearest to the Defiler's Den, the Southeastern part of the map where the Horde contingent spawns. The Stable is on the Northwestern part close to Trollbane Hall, where Alliance players start the game. The Lumber Mill is situated to the central West of the map, with the notable geographic feature of being atop a small cliff. It's always fun there. At the center of the map is an island where the Blacksmith is, and slightly Northeast to it would be the Gold Mine.
So, what's the deal with this place?
The physical entrances to Arathi Basin (not that you need them anymore) are located in Hammerfall and Refuge Pointe in the Arathi Highlands. In customarily nebulous fashion, Arathi Basin is supposedly such a resource-rich land that members of the League of Arathor and the unfairly villainous-sounding Defilers constantly clash over it. We can only assume that there's a lot of gold there, as well as some lumber, and a fair amount of livestock. And boy, do the Alliance and Horde forces need their livestock.
What's in it for me?
Unfortunately, none of the gold found inside the gold mine. Aside from honor, though, players get brownie points with the League of Arathor and the Defilers, Alliance players earning the Knight of Arathor and Horde players getting The Defiler Achievements. Either one grants another 10 Achievement points to brag about. Other Achievements can also be pursued if you get some more experience playing the Battleground. If you're not into those things, there's always those Arathi Basin Marks of Honor -- three for those on the winning team, one for those on the losing side -- which you'll need to purchase gear or turn-in in your quest for more honor. And everybody loves more honor.
Cool, I'm sold. What's next?
While Warsong Gulch opens up to players as early as Level 10, Arathi Basin has a slightly higher requirement. It's about perfect, too, since Level 20 is when players can get mounts. Considering players need to get from one node to another in the most expedient fashion, mounts are a good thing. The brackets for Arathi Basin are as follows:
Let me at 'em! Uh... what do I do?
Easy, fella! My first suggestion would be to get a mount. You'll need one. Fortunately, players can now get mounts at Level 20 since Patch 3.2 worked it in. In the old days, players ran on foot for about twenty levels in Arathi Basin (when Level 40 was the minimum level to obtain a mount), which made the first two brackets of the Battleground rather unpleasant. Arathi Basin is a game of responsiveness, and the team able to support attacked nodes the fastest will win.
While there are many strategies to winning Arathi Basin, one of the best pieces of advice I can give to new players is to always fight near a flag. Making sure a flag is never left alone and is always protected is highly underrated, even by experienced players. Blizzard has already added an incentive to players to protect the flag with the Honorable Defender buff. This increases the honor gained from killing enemy players by 50% as long as you're within reasonable range of the flag. The only way Blizzard could make the message any clearer would be for them to have 50-foot tall neon signs pointing at the flag saying, "Fight Here!"
This means it's always ill-advised to leave a node unguarded. Resist the urge to go where the fighting is, despite the common lull that can happen when a node isn't being attacked. Sometimes a player's worst enemy in Arathi Basin can be boredom, which can strike those who nobly stay to defend the flag. One of the absolute worst things any player can do in Arathi Basin is to needlessly fight on the roads, which doesn't quite achieve anything.
It also goes without saying that having more nodes is better. While controlling three nodes is a slow and steady way to win the game, there's always the danger of losing a node and having the tide turn. As difficult as it may be to pull off, a five-cap or control of all five nodes is the best way to ensure victory, even if maintained only long enough to gain a sizable lead. For new players, simply providing warm bodies to protect flags and call out incoming enemies is key. Don't be afraid to type in the chat channel by typing /bg and keeping your team informed. Even lowbies can help immensely in this respect.
On to Alterac Valley!
Arathi Basin is a fun, fast-paced game that, if you play it right, might even end up with very little PvP at all. It's actually kind of Zen. After we take a quick look at all the other Battlegrounds (don't hold your breath, we've got four more to go...), we'll look at specific strategies every class can employ in each one. In the meantime, don't be afraid to cause some Battleground mayhem! Next week, we'll take a beginner's look at Alterac Valley.
Zach attempts weekly to write about the Battlegrounds and world PvP in one crazy column. He's ran through a basic guide to the Isle of Conquest, and realized that, damn, there are still a lot of new players who need the absolute basics, so he started off a series of basic BG guides starting with Warsong Gulch.
A couple of weeks ago, I wrote up a basic look at the Battlegrounds for all the new players who don't know anything about it. From the looks of it, Blizzard expects an influx of new players, too, so newbies will always be on the lookout for 'For Dummies'-type information. Because we're such awesome folks over here at WoW.com, we're ready to oblige. Last week we answered some basic questions about the game's first Battleground, Warsong Gulch. This week, we'll answer some beginner's questions about Arathi Basin, the next Battleground leveling players are eligible to enter. Hit the Read More button to, you know, read more.

ARATHI BASIN
What is Arathi Basin?
Arathi Basin is a resource accumulation Battleground with 15 players on each side. The goal is to gather 1600 resource points (2,000 points prior to Patch 3.2), with the first team to reach that number winning the match and ending the game. There are five resource nodeswhich can be controlled by capturing the associated, nearby flag -- an 8-second channel (formerly 10 seconds) action similar to opening a chest (you'll see a progress bar). Once a flag is tagged, teams must protect it for one minute until it comes under their control. The one minute window allows opposing teams to recapture a tagged flag.
The rate at which resources are gained depend on the number of resource nodes that a team controls -- the more nodes, the faster resources are accumulated. Capturing all five bases guarantee a rapid gain of resources and can be difficult or impossible to overcome if allowed to continue uncontested for a certain period of time. Players also gain honor and reputation according to the resources gained, so teams that win the match get the maximum bonus honor while teams that lose have varying levels of honor gain. It is virtually impossible to have a tied game of Arathi Basin.
The five nodes are the Farm, Blacksmith, Lumber Mill, Gold Mine, and Stables. The Farm is nearest to the Defiler's Den, the Southeastern part of the map where the Horde contingent spawns. The Stable is on the Northwestern part close to Trollbane Hall, where Alliance players start the game. The Lumber Mill is situated to the central West of the map, with the notable geographic feature of being atop a small cliff. It's always fun there. At the center of the map is an island where the Blacksmith is, and slightly Northeast to it would be the Gold Mine.
So, what's the deal with this place?
The physical entrances to Arathi Basin (not that you need them anymore) are located in Hammerfall and Refuge Pointe in the Arathi Highlands. In customarily nebulous fashion, Arathi Basin is supposedly such a resource-rich land that members of the League of Arathor and the unfairly villainous-sounding Defilers constantly clash over it. We can only assume that there's a lot of gold there, as well as some lumber, and a fair amount of livestock. And boy, do the Alliance and Horde forces need their livestock.
What's in it for me?
Unfortunately, none of the gold found inside the gold mine. Aside from honor, though, players get brownie points with the League of Arathor and the Defilers, Alliance players earning the Knight of Arathor and Horde players getting The Defiler Achievements. Either one grants another 10 Achievement points to brag about. Other Achievements can also be pursued if you get some more experience playing the Battleground. If you're not into those things, there's always those Arathi Basin Marks of Honor -- three for those on the winning team, one for those on the losing side -- which you'll need to purchase gear or turn-in in your quest for more honor. And everybody loves more honor.
Cool, I'm sold. What's next?
While Warsong Gulch opens up to players as early as Level 10, Arathi Basin has a slightly higher requirement. It's about perfect, too, since Level 20 is when players can get mounts. Considering players need to get from one node to another in the most expedient fashion, mounts are a good thing. The brackets for Arathi Basin are as follows:
- 20–29
- 30–39
- 40–49
- 50–59
- 60–69
- 70–79
- 80
Let me at 'em! Uh... what do I do?
Easy, fella! My first suggestion would be to get a mount. You'll need one. Fortunately, players can now get mounts at Level 20 since Patch 3.2 worked it in. In the old days, players ran on foot for about twenty levels in Arathi Basin (when Level 40 was the minimum level to obtain a mount), which made the first two brackets of the Battleground rather unpleasant. Arathi Basin is a game of responsiveness, and the team able to support attacked nodes the fastest will win.
While there are many strategies to winning Arathi Basin, one of the best pieces of advice I can give to new players is to always fight near a flag. Making sure a flag is never left alone and is always protected is highly underrated, even by experienced players. Blizzard has already added an incentive to players to protect the flag with the Honorable Defender buff. This increases the honor gained from killing enemy players by 50% as long as you're within reasonable range of the flag. The only way Blizzard could make the message any clearer would be for them to have 50-foot tall neon signs pointing at the flag saying, "Fight Here!"
This means it's always ill-advised to leave a node unguarded. Resist the urge to go where the fighting is, despite the common lull that can happen when a node isn't being attacked. Sometimes a player's worst enemy in Arathi Basin can be boredom, which can strike those who nobly stay to defend the flag. One of the absolute worst things any player can do in Arathi Basin is to needlessly fight on the roads, which doesn't quite achieve anything.
It also goes without saying that having more nodes is better. While controlling three nodes is a slow and steady way to win the game, there's always the danger of losing a node and having the tide turn. As difficult as it may be to pull off, a five-cap or control of all five nodes is the best way to ensure victory, even if maintained only long enough to gain a sizable lead. For new players, simply providing warm bodies to protect flags and call out incoming enemies is key. Don't be afraid to type in the chat channel by typing /bg and keeping your team informed. Even lowbies can help immensely in this respect.
On to Alterac Valley!
Arathi Basin is a fun, fast-paced game that, if you play it right, might even end up with very little PvP at all. It's actually kind of Zen. After we take a quick look at all the other Battlegrounds (don't hold your breath, we've got four more to go...), we'll look at specific strategies every class can employ in each one. In the meantime, don't be afraid to cause some Battleground mayhem! Next week, we'll take a beginner's look at Alterac Valley.
Filed under: Analysis / Opinion, PvP, Guides, The Art of War(craft) (PvP), Battlegrounds







Reader Comments (Page 1 of 2)
Saoul Nov 16th 2009 5:39PM
Very descriptive! Arathi Basin has always been my favored of Battlegrounds.
Kyol Nov 14th 2009 6:18PM
Yeah, I like AB - it's the only one that I really sort of understand, have usually had good rounds in, etc etc etc. WG is just baffling to me, and AV just sort of happens around me. It's fun, but I rarely know what the hell is going on. EotS isn't bad, and I understand it, but I don't get much of a thrill from it, either.
Druidski Nov 14th 2009 6:27PM
I thought the level 80 bracket was the only group to feature 15 players per side. The others were still 10 players. Is that still true?
Vonmises Nov 14th 2009 6:58PM
I think it has always been 15 v 15 : P
Desmentia Nov 14th 2009 6:33PM
AB is my personal favorite battleground beacuse I feel that it's the most heavily determined by basic PvP, I.E. just being able to kill the enemy. Asdie from that, it has some of the most fun terrain of any BG, only AV and EotS compare in that regard.
Protip for aspiring healers: it's very amusing to fight on the roof of the gold mine, you can get up there from the gold mine graveyard and you'll do quite a bit of good healing your team if the fighting gets intense. Fighting from just inside the gold mine's actual mine shaft is also rather effective.
Omegan01 Nov 14th 2009 6:52PM
"Resist the urge to go where the fighting is, despite the common lull that can happen when a node isn't being attacked. Sometimes a player's worst enemy in Arathi Basin can be boredom, which can strike those who nobly stay to defend the flag. One of the absolute worst things any player can do in Arathi Basin is to needlessly fight on the roads, which doesn't quite achieve anything."
This really, truly cannot be emphasized enough. I routinely see this mistake being made by both sides. It's irritating to watch your map and realize someone just tagged a flag and then ran off without ever bothering to ensure it caps. Most facepalm-worthy is entire teams rushing past the farm or stables without one person stopping to cap it. Fortunately I've only seen that feat of fail a couple times.
One specific mistake I routinely see many players make is when one side controls the BS or LM and the other the farm, and players guarding the flag at the BS/LM get lured away from the flag to fight people coming from the farm, attacking them on that bridge or by the crossroads. Make them come to you! If you're fighting on that bridge, you're easily targetable by ranged dps who can step away from the farm for a moment to pelt you, as well as people rezzing at the farm and rushing back into the fight. Stay at the flag and call for help if necessary.
Ruhig Nov 14th 2009 7:15PM
I haven't played AB in a long time, due to two things: 1) I needed to concentrate on levelling when Wrath was coming up, and 2) Alliance on my server played it very badly.
Basically. Allies could grab the Stables and either the LM or the Mine... but then they usually broke off straight for the Farm. At which point the Horde would squash us from the Blacksmith and their spawn point, then overrun everything else while most people were respawning.
I've never figured out the obsession with my server's PvPers trying to capture the farm. My personal strategy has been to hold the Stables/LM/Mine, and that usually leads to a victory. The BS/Farm is just never held by Ally because no one can sit still to defend them, and they're very open to attack on multiple fronts.
smi04 Nov 14th 2009 7:23PM
I dunno if it happens to horde as much as alliance, but I often see people being sucked into fighting at stable, especially if they spawned at the hall. Unless you think you have a good chance at a cap, just ride around it reinforce one of the nodes you still have.
Or if the horde are throwing players at stable, follow a team mate for an easy cap.
Kavu Nov 14th 2009 8:44PM
Awesome series! As a leveling player, it's nice to have someone explaing the bgs in English.
Thanks and I cant wait for the rest.
Elizabeth Nov 14th 2009 8:06PM
I like the fact that when my minimap is zoomed out all the way, I can catch lil scoundrels trying to get BS with my hunter's Track Humanoids -- it covers both bridges :D
Dazaras Nov 14th 2009 8:20PM
When I tried to get the School of Hard Knocks achi for Children's week, this was the first time I tried AB. It's by far my favorite.
Hoddie Nov 14th 2009 9:28PM
Yeah AB is by far the most fun BG in my opinion. WSG is okay but most people end up scrapping in the middle and kind of ignore the flags, while AV always seems to be a rush to Drek (I'm Alliance). I'd love to have seen AV 'back in the day' when battles could last for hours but alas they rarely last more than 10-15 mins nowadays. EotS is like WSG in that people just seem to PVP randomly and ignore the objectives, while I just don't get the attraction of the two Wrath BGs.
Risible Nov 14th 2009 11:45PM
Ya know...the first picture in this article would make a great painting to have framed and hanging in my living room.
Smurk Nov 15th 2009 1:08AM
For someone who's never played AB before, one thing that you might want to know is that the nodes don't "do" anything, they're just classic Warcraft structures. No advantages other than map position in capturing any particular node.
Landscape-wise though, there are features you can use to your advantage. Blast people off the cliff at the lumber mill, or if you need to get down to the blacksmith in a hurry jump off and slowfall/engineering parachute your way over.
And as always: KILL HEALERS!
Hellwraith Nov 15th 2009 1:47AM
AB was actually my 1st BG ever played. I didn't know about WSG until I found the Battlemaster in Orgrimmar, and for this reason I played so much AB, that I completely loved it. As many people said it, and the article also states clearly: fight at the flag! The difference between a lost AB and achieving victory is a good defense fight AT the flag. I remember clearly just staying around the farms flag with my lock, and yelling like mad when enemies were coming, and trying to DoT up as many as I could until reinforcements arrived. Ahh... those fun innocent days.
Bamd Nov 15th 2009 3:25AM
I've ended up playing quite a lot of AB the last few days, don't know when it happened but does AoE no longer stop someone capping a node, or is it just DK's D+D? After a couple of suicide runs to drop it over the flag i noticed it wasn't breaking the cap, and then while capping had it done to me and it didn't break. Been a long time since i've been pvp'ing (shaman main -_- ).
Matthew Nov 15th 2009 5:13AM
Thanks for these great articles. Please do one about Isle of Conquest asap. I am very confused ;)
I'd like to add that from 20-40 in old school AB, druids (30-40) and shamans (20-40) had an advantage as they had a fast travel form. (Not including mage blink here).
This made being one of those classes just extra cool. Heals + fast speed? Thanks!
Now, everyone has the potential to go the same speed, and it's less unique - but still fun.
Don't feel bad for me. My once uniquely fast shaman now thunderstorms people off the LM.
Rioriel Nov 15th 2009 6:30AM
Fantastic article, I'm quite new to the world of BGs but AB has always been a huge draw for me.
Dinger Nov 15th 2009 8:47AM
Here is my opinion of Arathi Basin
http://www.youtube.com/watch?v=qws-e9bg8zI
Wetwork Nov 15th 2009 10:26AM
I don't understand the "Fight on the Flag" mantra.
If I am killing the opposing faction, it matters not where I kill them. Killing them near a flag, is no more beneficial than killing them on a road.
If I kill an enemy BEFORE they even GET to the Node... Isn't that just as effective as killing them NEAR the node? The result is the same, they die, and get a re-spawn timer.
In fact, I usually like to hang out at INTERSECTIONS. (Ie, right at the bottom of the LM path near the BS/Farm 3way juncture.) Why? Because then I have a superior field of view, can call incomings much more effectively, and maintain a steady stream of preventative kills.
The "Take 3 and hold" mantra is unbelievably over-simplistic and fail. There are 15 players in AB. If 5 defend each node, you are applying absolutely zero pressure on the enemy nodes, in which case, the enemy will realize this, and attack one of your nodes with superior numbers.
What wins games is fast and intelligent maneuvering. My personal guiding concept is
"Go where everyone else is not".
If I see a major battle happening, at BS, and nothing happening at LM, I go to the LM, and if neccessary, call for another player or two, and CAP it as opposed to wasting time and dying in a giant zerg fight at BS.
By going where everyone else isn't, you will constantly be applying pressure to the enemy wherever they are weakest, and you will usually win.
I've had a ton of games where I have 6+ assaults, and hold down a node single-handedly by just stealthing after the enemy player caps the flag and leaves, and I re-cap it.