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Posts with tag arathi-basin

WoW Archivist: Patch 1.7, Rise of the Blood God

The WoW Archivist explores the secrets of World of Warcraft's past. What did the game look like years ago? Who is etched into WoW's history? What secrets does the game still hold?

As we go through the patches of classic World of Warcraft, you've seen all along that Cataclysm is essentially a sequel to the original game. Everything in Cataclysm ties into things that began all those years ago. The Twilight's Hammer, Ragnaros and the other elemental lords, Nefarian and Onyxia ... all of those things hearken back to the Azeroth of 2004 and 2005. It isn't just the main plot of this expansion that ties back into the original game either -- oh, no. The little side stories we experience and investigate tie back into the original game, too.

Today, we're looking at patch 1.7 from September 2005. It is the patch that introduced us to Zul'Gurub and the Blood God Hakkar, both of which made their return just months ago.

In addition, patch 1.7 includes:
  • Arathi Basin
  • Stranglethorn Vale's fishing event
  • Implementation of the dressing room
  • Debuff limit raised from eight to 16
Let's explore, hm?

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Filed under: WoW Archivist

The OverAchiever: Mountain O' Mounts from PVP

Every Thursday, The Overachiever shows you how to work toward those sweet achievement points. This week, you have to die before I get a new chocobo. Regrettable, but ...

We're back with the Mountain O' Mounts series, and today we're going to examine the 10 mounts available to each faction as a result of slaughtering everything and everyone in your path. If you're the type of player who likes to put the "war" back in Warcraft, you'll enjoy the array of options available to a dedicated mercenary.

Also read:

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Filed under: Achievements, The Overachiever

The anachronistic illogic of battlegrounds

Is there a logic to Azeroth's battlegrounds? I understand that places like Arathi Basin, the Battle for Gilneas, or Twin Peaks have victory conditions that may or may not really have all that much to do with how real wars are waged -- much less Warsong Gulch or Eye of the Storm. (I mean, if you want to contemplate how grabbing a flag and taking it somewhere equates to an epic military triumph, go ahead.) But I'm not specifically talking about the rules of the individual battlegrounds, mind you.

Why has there never been a battleground that has been about killing the other side? Just wanton, brutal mass combat between opposing forces? (The answer is probably because it would be terrible.) But when you start to think about what the fighting is even about, it gets even weirder. Yes, that post is really a clever jab at LoS and how it often doesn't work like you'd expect it to (and that's worth considering as well), but really think about some of the battlegrounds we're going to right now in a post-Cataclysm world.

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Filed under: Analysis / Opinion, PvP, Cataclysm

New Cataclysm battleground brackets unveiled; Arathi, Eye, and Alterac available at lower levels

We've all been there, right? You queue up for a battleground and enter the fray. O-ho! You catch a level 49 orc unaware! You fire blistering spell after blistering spell at him! Unfortunately, because you're only level 41, your spells keep missing, dooming you to a certain and ugly fate. Over and over and over. And so you just give up and don't requeue for a battleground until you're almost level 49 yourself.

Well, there's good news -- Blizzard has announced new battleground groups for Cataclysm that will make such frustrating scenarios much less prevalent. Whereas battlegrounds are currently broken up into 10-level groups (the level 10 to 19 bracket, for example), battlegrounds in Cataclysm will be broken up into five-level groups (there's a new level 10 to 14 bracket). The move should "match up teams more evenly," according to the post on Blizzard's website.

As part of an effort to further ease you into the world of PvP, certain battlegrounds are going to be available for play at earlier levels: Arathi Basin can be played as early as level 10, Eye of the Storm is available at 35, and Alterac Valley is available at 45. For those of us with low-level alts sick of running Warsong Gulch, that's welcome news indeed.

World of Warcraft: Cataclysm will destroy Azeroth as we know it; nothing will be the same! In WoW Insider's Guide to Cataclysm, you can find out everything you need to know about WoW's third expansion (available Dec. 7, 2010), from brand new races to revamped quests and zones. Visit our Cataclysm news category for the most recent posts having to do with the Cataclysm expansion.

Filed under: News items, PvP

WoW Rookie: The absolute beginner's guide to Battlegrounds

New around here? WoW Rookie points WoW's newest players to the basics of a good start in the World of Warcraft. For links to all our tips, tricks and how-to's, visit WoW.com's WoW Rookie Guide.

Now that you can spice up your leveling experience by adding a little PvP to the mix, you owe it to yourself to do it up right. Battlegrounds can be bufuddling for new players, and WoW Rookie would be sad to hear you'd given up on them based on a couple of false starts. Head straight over to Zach Yonzon's A-to-Z coverage of Battleground basics in The Art of War(craft)'s Absolute beginner's guide to the Battlegrounds. Join us after the break for a complete list of the Battlegrounds you can enjoy, starting at level 10.

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Filed under: PvP, Features, Guides, WoW Rookie, Battlegrounds

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.

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Filed under: Analysis / Opinion, PvP, Guides, The Art of War(craft) (PvP), Battlegrounds

Blizzard to focus on battlegrounds more

Ghostcrawler has posted a little paragraph on the forums, reaffirming something we've already heard from Blizzard: that in the past, they've spent more time on Arenas to the detriment of battlegrounds, and that battlegrounds are going to be gaining a little more focus in the future. They've already started, actually, with the Isle of Conquest in 3.2, but GC says there's even more on the table, and that future plans will be revealed at BlizzCon.

He also brings up another good point, however: in terms of class balance, Arenas are a much more striking example of imbalances than battlegrounds are. Battlegrounds have all sorts of things going on, and so you don't get as good a picture of just how the different classes work with and against each other as you do in Arenas. And so, if you're a dev trying to figure out class balances, of course you'll spend more time looking at the Arena gameplay than the BGs. GC also says that the majority of issues in BGs tend to be map-based rather than class imbalances, which is really a whole other science. Not that BGs aren't relevant to how the classes work, just that there are many more variables in there than the relative vacuum chamber of Arenas.

All good points. I'm a fan of battlegrounds much more than Arenas, but I don't particularly feel that Blizzard has ignored them necessarily. The real problem, to my mind, with BGs is simply how faction imbalanced they are: it seems like on every realm in every given BG, one side always seems to have the upper hand, for whatever reason. Sometimes it's a population problem, sometimes it's a map issue. But GC is right: those problems are more pressing than class balance in the BGs.

Filed under: Horde, Alliance, Analysis / Opinion, Fan stuff, Odds and ends, Blizzard, PvP, Classes, Battlegrounds, Arena

Choose my Adventure: I'm on a mount


WoW.com readers, it's up to you to decide the fate of Turpen the Gnome Warlock with Choose My Adventure. Help test the site's new features by participating in this event, casting your vote toward the many aspects of Turpen and following his exploits on Alex Ziebart's WoW.com profile!

Another week, another level. Ten levels, actually. And I guess it's been a few weeks. It sounded cooler that first way though, didn't it? Anyway... Yes, Turpen has hit level 35. The last couple of weeks have been busy around the office due to patch 3.2, so I didn't get as much done between level 25 and 35 as I had between 15 and 25. I only squeezed one dungeon run in, but I did manage to do something else that was asked of me: Battlegrounds.

Yes, I did quite a bit of PvP this week on our Gnomelock, primarily in Warsong Gulch in the 20-29 bracket. I tried a round of Arathi Basin (which we won 2000-100) but very quickly decided never to do that battleground in that particular bracket ever again. Running around Arathi Basin without a mount is pretty much the worst thing ever. Patch 3.2 will change that I suppose, but it'll be far too late to be of any use to Turpen. My next alt, maybe!

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Filed under: Warlock, Analysis / Opinion, Leveling

Children's Week ruins Battlegrounds


I'm sorry Blizzard, but I'm with the whiners on this one. The School of Hard Knocks is so badly designed that it's ruining, instead of enhancing, the Battleground experience. Take, for example, the requirement to return a flag in Warsong Gulch. First of all, the requirement is that the player return the flag personally as opposed to being in the vicinity of a flag return. This means that all ten players on one side are angling to return the flag... which is great in theory but in practice encourages entire teams to wait inside the base hoping to get the Achievement. This results in extended stalemates that don't actually encourage what needs to be done, which is to capture the flag.

In Alterac Valley, we have forty players and four capturable towers or bunkers. Sure, the opposing faction can defend the towers/bunkers allowing it to be recaptured, but the whole business of racing to capture one -- again, personally -- turns every Alterac Valley into a race. This means lesser chances of defended towers. Realistically, if players tagged and defended until the objective burned down, only 10% of the team would be able to accomplish the Achievement requirement in every match. I'm sorry to tell all those who are allergic to PvP that you'll actually have to play quite a number of Alterac Valley matches just to get this one. Unfortunately for me, on my Battlegroup, playing Horde-side AV is like pulling teeth.

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Filed under: Analysis / Opinion, Events, Battlegrounds, Achievements

A closer look at the School of Hard Knocks

Let's take a look at the Children's Week PvP achievement School of Hard Knocks and the resources you'll need to accomplish it.

If you want to get your Violet Proto-Drake and fly around at 310% speed, you're going to need to do this achievement. Reports are mixed on how easy or hard this achievement is. Some folks are saying it's done quickly and easily with a good group, others are banging their heads against the desk and spewing curse words at Blizzard.

But just like everything, if you research and take an educated look at these achievements, they become more understandable and easier. That's not to say the achievement will become trivial, but it'll at least become more manageable.

The achievement is broken down, complete with tips, after the break.

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Filed under: Analysis / Opinion, PvP, Battlegrounds, Achievements

The OverAchiever: Guide to Children's Week achievements


All right, folks, we've got another sub-achievement needed for What A Long, Strange Trip It's Been (and thus the 310% speed Violet Proto-Drake) on our hands here. I have some good news and some bad news. The good news is that most of the achievements for Children's Week are fairly straightforward, and should be easy (and even fun) to complete. Appropriately enough for a mini-holiday, most of the achievements are simple, amusing, and not too time-consuming. The bad news is that one of the achievements may be a huge headache to get done, and unlike Noblegarden, your character has to be at least 75 in order to get all of the achievements needed for the year-long meta.

Children's Week runs from Friday, May 1st at midnight through Thursday, May 7th at 11:59 PM. Got your kiddo? Let's get cracking.

EDIT: This article's been revised and updated to reflect new information and the hotfixes that have gone live since initial publication. All information herein should be accurate as of 11:30 AM EST Saturday May 2nd.

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Filed under: Analysis / Opinion, How-tos, Events, Instances, Features, Guides, Battlegrounds, Achievements, The Overachiever

The OverAchiever: Master of Arathi Basin


It's the Arathi Basin Call to Arms holiday once again, and The OverAchiever is here to help guide you through the Master of Arathi Basin Achievement, which is required for the Battlemaster meta-Achievement. You should be playing quite a bit of Arathi Basin this weekend considering it's one of the most fun and balanced Battlegrounds, so why not grab some Achievements while you're at it? Speaking of Achievements, one of the requirements for I Pitied the Fool is to hop into Arathi Basin and visit the Blacksmith, so head over to a Battlemaster and queue up!

Arathi Basin Veteran

Win 100 games. Like all the Veteran Achievements, this is just a matter of time. The hardest part is slogging through all the losing games.
Difficulty: Moderate

Arathi Basin Perfection
Win 2000 to 0. In the one hundred games you're supposed to win with the previous Achievement, you're quite certain to have one of these. However, if you want a little strategy thrown in, the best tactic would be to send teams of five to the Lumber Mill, Blacksmith, and Mine, with one to tag the node nearest your spawn point and any team that finds no resistance to head straight to the Farm or Stables. Essentially, the idea is to prevent any flag from being captured, as all it takes is ten seconds for it to tick for 10. Because it takes ten seconds to tag a flag, that's ten seconds too late.
Difficulty: Moderate

Me and the Cappin' Makin' it Happen
Take 50 flags. This is easy, and again just a matter of time. It's quite possible to have a lot of flag tags in one game -- you're not required to capture the flag you've tagged for it to count for the Achievement. In a worst case scenario, simply be the first to take the nearest node (Farm or Stables) in fifty games.
Difficulty: Easy

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Filed under: Analysis / Opinion, PvP, Guides, Battlegrounds, Achievements, The Overachiever

A plea on behalf of frustrated tanks everywhere

Several classes and specs have gotten "knockback" abilities as part of patch 3.02 and the game's transition to Wrath of the Lich King, and I've had fun watching these skills be deployed in battlegrounds to extensive and quite possibly evil use. It's pretty funny watching an elemental Shaman defend AB's lumber mill now, and the AV bridge? Even funnier.

And yet...as I laughed, I started to cry inside, because I knew that these skills would also be deployed in 5-man groups and raids to much less amusing effect. And man, it's a real burden being right so often.

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Filed under: Analysis / Opinion, Odds and ends, PvP, Instances, Humor, Classes, Battlegrounds

Slorkuz tells you how to win Arathi Basin

I have to admit, I've been giving Arathi Basin short shrift lately -- while I'm having a great time hitting all the solo achievements (just got my Delicious Chocolate Cake the other day, and Mr. Pinchy is my next goal), battlegrounds have fallen by the wayside on my play schedule. But AB is a great time, and if you've recently found your way back in there, Slorkuz happens to be an expert on AB winning -- when a player wonders how to win AB in a tournament setting, Slork shows up a wall of text on how to walk away with at least 3 nodes.

Of course, Zach has already written extensive tips on how to win in there, but Slorkuz has a few tricks of his own -- rather than the usual 5-5-5 group, he recommends a 4-3-3-3-2 setup, with a group of four holding down what he says is the most important node, the Blacksmith. It's the closest point to all of the nodes, so if you group has to move fast, that's the place to be. The other three person groups hold down the other nodes, with an extra three person group and a duo moving back and forth and defending as necessary. And in a tournament setting, there are lots of things you can do to make the setup even stronger -- give mount buffs to the moving players, communicate back and forth to match the numbers, and make good use of CC when possible.

Definitely food for thought (and probably enough to pull me back into AB for a few fights this weekend -- to get Make Love, Not Warcraft, if nothing else). When Wrath actually releases, Wintergrasp will probably be the place to be, and I'm just plain tired of WSG and all the shenanigans in AV, but AB still seems to have some fun in it.

Filed under: Analysis / Opinion, Virtual selves, Odds and ends, Blizzard, Wrath of the Lich King, Battlegrounds

The Art of War(craft): Battleground Achievements part I


You've seen it happen. Players fighting on the road or midfield, ignoring the Battleground's objective. Or sometimes the opposite, such as Alterac Valley races where players ignore each other in a mad rush to the opposing army's General. In Wrath of the Lich King, Blizzard will introduce Achievements, a system that measures a player's... well, achievements in the game. There's a category that tracks PvP Achievements, as well, including some interesting goals for the Battlegrounds. The question is, will these Achievements actually improve the Battlegrounds PvP experience or ruin it?

On the surface, it looks as though the various Battlegrounds Achievements are designed to improve World of Warcraft PvP. Achievements like Frenzied Defender, which requires players to return the flag five times in a single Warsong Gulch battle, seem like the perfect solution to get players to actually try and win the game. The Achievements also add a little spice to every game, where players can pursue personal goals which contribute to the overall objective.

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Filed under: Analysis / Opinion, PvP, Wrath of the Lich King, The Art of War(craft) (PvP), Battlegrounds, Achievements

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