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10.2.5
PTR
10.2.6
Arathi Basin Battleground Guide
来自 Cavyx
[Last Updated]:
2019/03/20
变更日志
补丁:8.1.0
目录
评分:
Introduction
Hello everybody and welcome to my Arathi Basin Battleground Guide. First of all, let me introduce myself. I am Cavyx. I competed in several LAN tournaments and have Rank 1 titles on my Paladin and Druid. I also used to play for the #1 RBG team EU known as eheroes. I am going to share everything you need to know about Arathi Basin!
Overview
Both teams start on the opposite side of the map and get either Farm or Stables for free. The difference between Arathi Basin and Eye of the Storm is that the key of this map is to get control over more than 2 bases since all together there are 5 to be captured, as opposed to 4 and a flag like EotS. That means the main goal is to secure and hold 3 bases until the game is over. Against top teams, a game can be over pretty quickly if one team gets these 3 bases since its near impossible to wipe a good team.
Lumber Mill is the base on top. In the middle, we have Blacksmith. Blacksmith is often where the main fight occurs since it's the part of the map where you gain the most control. Down below there are the Mines. There is a small hill which is insanely good for Monks to put a port (
魂体双分
) on.
If the teamfight is not going so well, the classes that can often decide a game are Rogues and Boomkins. If Rogues know how to CC a base defender correctly, they can win the game for their team even if their teamfight is weaker.
Composition
There will be no tank needed in this battleground, though one could be used as defender. This is not ideal however, unless it's a Boomkin speccing into Guardian, knowing how to defend properly!
Healers
You will want three healers for this map.
Discipline Priest - Their healing output is extremely strong on every map, so you want to put them at bases where the teamfight is going on (but preferably with 2 healers, since it’s still hard to solo heal).
Mistweaver Monk - They have impressive single-target healing and decent AoE healing.
Holy Paladin - This spec isn’t really there for the healing output, but more for defensive CDs like
保护祝福
,
牺牲祝福
, and so on.
Keep in mind that the Paladin can be replaced on this map with basically any healer, but you are not forced to play the exact same composition to do well!
DPS
You will want seven DPS for this map.
Warrior (Arms)
Demon Hunter
Rogue - Subtlety is best. You can play Assassination too, but since you will be defending a base and want to attack other bases, Subtlety is stronger than Assassination.
Warlock - Destruction is best here, since Affliction's Drain Soul was nerfed.
Balance Druid
Mage - Frost to defend.
X - This can be a second Rogue, a Death Knight, or a second Warlock.
A proper teamfight comp would (with defenders) would include a second Warlock. This setup is so strong because if you have 2 classes defending, your teamfight will consist of Warrior, DH, Boomkin, and double Warlock. Double Destruction Warlock will make some teamfights explode if the enemy is not prepared for what's going to happen - be sure that the Warlocks communicate with each other so they use their Infernals together. The classes recommended for the teamfight are also kind of squishy, so having communicative players (healers) is also key. For Arathi Basin especially, you need to be aware of your team’s teamfight strength. If you know you are not the best teamfight team, then you will want to make sure you have 2 Rogues so you rely on them getting bases, meaning your team has room to recover.
Strategy - Setting up for Success
Roles
The next point I want to talk about is the roles of the healers and the DPS.
At the start, what we usually do as Alliance is make sure the Mage (as Frost) defends Stables, standing a bit far away from the flag but close enough to be able to trinket and
寒冰宝珠
on the flag in case of a ninja cap.
We then send the Mistweaver Monk to the Mines together with 3 DPS (DH, Rogue, and Boomkin). It's the job of the Mistweaver to survive and keep their DPS alive. Normally you outnumber the opposing team by sending 4 people to Mines, which should secure the base quite easily. The Monk will have to rush up on the house near the flag to get a port on top of it, meaning they can port to safety whenever they need to. The DPS have to kill the enemy healer as fast as possible. It’s important for the Rogue to stun off DR (diminishing returns) so that the healer dies in stuns as soon as possible. As soon as this base is secured, the Rogue will have to defend and the other 3 people have to move to Blacksmith as fast as possible to support the others.
This means we have now have 2 bases and the winning base will be the third, which is going to be Blacksmith. Since it's located in the middle of the map, you gain the most control around the map as soon as you get this base. You will have 3 healers and 5 DPS at that base.
If you start from Horde side, you want the Mage to defend Farm at the start. As the game progresses, I'd suggest the Rogue and the Mage swap bases. If your team dies at Blacksmith, you will have respawn at Lumber Mill and the Mage can give your team
缓落术
to just jump down to Blacksmith again to be there in the nick of time.
Now let’s look at the roles of certain classes.
DPS
Mage: Their job is to not lose the base. It sounds quite easy, but against top teams it can be pretty hard. They need to make sure to have a mouseover macro that uses the trinket and orb at where the mouse is placed. Otherwise, they can instantly get re-CCed on their trinket and will lose the base immediately.
Rogue: Rogues can win a BG for you if they know what to do.
暗影决斗
as Sub is a must-pick for this battleground, in my opinion. Of course, if you win the teamfight, the Rogue will need to keep defending Mines making sure they doesn’t lose the base to 2 stealthers (most likely being Druid and Rogue). Panicking is the #1 reason people lose their base. When panicked, people can’t react properly, when it’s in fact super easy to manage if you stay calm.
Let’s focus on a specific situation. If a Druid and a Rogue do try to cap and the Druid caps in
烟雾弹
, you need to determine if the Rogue used this instantly. You should be able to
闷棍
the Druid when Smoke Bomb fades, since the Smoke Bomb is active for 5 seconds and the cap takes 6 seconds. If the Rogue Bombs 1 second later, you need to instantly move towards the Bomb, go in it and
致盲
the Druid, then run outside again. The Druid might trinket, but since you are not in combat with Blind, you can just Sap the Druid 3 times and then
暗影决斗
so the Rogue can't CC you.
After already seeing the Smoke Bomb being dropped or someone capping your base, you need to give an exact call on who you need at your base to help you. Normally, the DH should peel off, or your Boomkin, since they are the fastest classes. Keep in mind you used your Blind and other abilities in order to keep the base safe, so you could be in trouble even in a proper 2v2. You might have to call a healer to go to your base. The teamfight shouldn't be much trouble in that case. In addition, the Rogue normally defends on the other team so the base might be ghosted. If this is noticed fast enough, a DPS from middle could rush to the empty base and secure a win.
Demon Hunter: You should go Mines at the start. Kill the enemy healer and then swap to Blacksmith as fast as possible. Your job here is to call good swaps when you have damage, stuns, and imprisons. Also, make sure to spin the flag and rotate to the person that has an incoming enemy if needed.
Warrior: You are an absolute damage bot. You won't be the person that brings any flashy plays in Arathi Basin, however, you can shred clothies with your damage. Also, your job is to watch the flag at Blacksmith so the enemy team can’t just get a ninja cap for no reason.
Warlocks: Similar to the Warrior, you do your DPS rotation but the differences are a) you are a caster and need to have good positioning and b) you can solo a target by yourself. Having Infernals and one-shotting with Chaos Bolts is super important in RBGs as Warlock. If you have Infernals up, you can decide who your team focuses because if you get 1 or 2 Chaos Bolts off on any class, they can get destroyed. You will need to tell your DPS when to CC the melees tunneling you so you can get a Chaos Bolt off. If speaking together with your second Warlock, you can make a whole raid explode in a matter of seconds when using a coordinated drain. You can even call for a
保护祝福
so the melees won’t interrupt your Drain Life. This is a worthwhile move if you know you will wipe the enemy team.
Boomkin: Your role is important. Your
s will help your team get kills and survive at the same time. You also need to know when it’s the right moment to Cyclone and
日光术
. A common mistake people make is Cyclone the
牺牲祝福
. It can be good in certain situations, but since 100% of the damage you deal is transferred to the Paladin, you can easily get a kill on them. You are a fast class, meaning you can run to help your Rogue/Mage, or even run for the enemy’s base. Apart from that, connecting
星涌术
s with a Warlock's Chaos Bolt will be huge and the pressure you put out can be maximized with good Cyclones.
Healers
Monk: First up, as mentioned, the Monk will be healing Mines. Just try to stay alive with good ports. The Monk then needs to move to the main base which is Blacksmith. Being vocal is key as a healer. Coordinate drinks with your fellow healers to make sure you don’t all drink at the same time, otherwise your teammates will die. Communicate about dispels and your Ring of Peace. Don't
分筋错骨
if it’s not necessary, since you remove all DoTs if you do so.
Priest: Remember, your main healing comes from
救赎
. You need to apply it on all targets and refresh its duration
预兆
etc., and then just spam DPS and
真言术:耀
if needed. You are mostly here for your massive healing output. Don't forget key abilities like
群体驱散
to dispel a Paladin’s bubble, for example. If it’s used well, you can kill a Paladin through their bubble.
Paladin: Your healing is weaker than that of the others, however your defensive cooldowns are way stronger. Be aware of your teammates’ cooldowns and don't use them when it's not really necessary. A good Paladin will pre-
保护祝福
Kidney Shot-Bombs from Rogues, or
牺牲祝福
when there are no cooldowns left or if your partner would die without using their cooldowns. You need to really know what to do as a Paladin, otherwise you aren’t much help to the team. In this BG, you can be easily replaced by another healer, especially if you don't play your role correctly.
Playing Offensively
This map is kind of different because there are many ways to go offensive. One way is to send your Rogue to ghost a base (therefore leaving a base undefended) and try to get Farm or Lumber Mill together with the Balance Druid (who should also run in stealth).
Another way of going offensive is by sending the Rogue from Mines to Blacksmith, only for a matter of seconds. The Rogue will use Smoke Bomb combined with a Kidney Shot on a Healer or DPS to one-shot them in the stun. The target should ideally have no defensive cooldowns here, and it's the Rogue’s job to check this. Also, the stun needs to be full duration and the enemy should be overextended.
If the enemy team has 3 bases (for example Mines, Blacksmith and Farm) and you have the other 2, a great thing to do is push for Mines with 3 healers and a few DPS. As soon as the enemy team is there, you could peel off and try to get Blacksmith/Farm while slowing the enemy healers. You can wipe the DPS and the healers won't be back in time.
Another thing you could do to play offensively is to target healers instead of DPS. This will usually make the team fight shorter. Either you kill a healer and wipe the enemy team pretty fast, or the enemy DPS will tear you apart.
Playing Defensively
Obviously, there are many ways to play defensively. The first important thing is to position yourself correctly, especially as a healer. You can use the house at Blacksmith to line of sight the enemy team’s caster, or drag the melee so far back that your team can punish them for overextending.
A stun will be required to finish off someone who is overextended. Normally, If you wipe at Blacksmith before getting the base, the Rogue could spin middle. They should wait in stealth close to the flag and use Fan of Knives then Shadowy Duel, Cloak, Vanish, etc. to allow you to regroup and go in again. Make sure that they don’t realise Mines is ghosted or you could lose 2 bases instantly.
If you have 3 bases already, your chances of winning this battleground are extremely high unless you get ninja capped. If the team fight goes on at Blacksmith, you should try to die close to the graveyard - so pull back but don’t let them cap the flag. You can instantly corpse-resurrect instead of having to wait for the respawn timer, which can save you a game is if all 3 healers die at the same time. All you need to do is survive the time until all of them resurrect and your teamfight can start all over again. It's near to impossible to wipe a team if the healers and DPS play it properly.
As the Game Progresses
What you do now depends on whether you have 3 bases or not.
Let's say you have 3 bases and you’ve just wiped the enemy team. They will most likely try to teamfight you again, or do a ‘bait’ teamfight and send people to a base while ninja-capping another base. Make sure to keep your eyes on stealth classes and always make sure to check how many people are actually in the teamfight, because your defender can be overrun pretty easily if it’s not checked properly.
If you can't get Blacksmith because the enemy teamfight is way too strong, you’ll need to rely on your Rogue/Balance Druid to do well by getting the base. If they are successful, the job is to survive because in the end it’s the points matter; not the kills.
Helpful Tips
Make sure to communicate about your defensive cooldowns so you don't overlap anything.
Don’t panic when someone tries to ninja cap your base. Play the scenario in your head, how you have to react when 1 person tries to get your base and how to react with 2 people, and so on.
Something I've noticed is that a lot of DPS start capping when the teamfight isn’t over, which is extremely bad due to the enemy team being able to regroup and get full health and mana back while your DPS are trying to cap the flag. Make sure to know when it makes sense to cap (for example, when all 3 healers are dead and there is only 1 person spinning the flag). It is the healer’s job to cap the flag (preferably the Paladin, but it doesn’t matter too much).
Tell the people who are defending to always check with stealth classes such as Rogue and Druid to know what is happening. You can preemptively send someone to the base when the Boomkin is in stealth even though the teamfight has already started.
Drinking became a huge factor after the mana regeneration nerfs, so being able to call who goes for a drink first is important! For example if your Priest is at 10% mana and your Paladin is at 30% (but has Wings ready) you tell the Priest to go drink. Note that melees have to make sure their healers can drink by peeling enemy melees off. While the Priest is drinking, the Paladin will have to use Wings to keep the team alive. After the Priest has their drink, you could swap it around so the Paladin gets a drink off!
About the Author
Cavyx has played in multiple arena LAN tournaments. In 2015 he qualified for European Regionals and BlizzCon, and in 2016 he qualified for European Regionals under SK Gaming. He is a healer main with Rank 1 titles on Druid and Paladin, achieving Gladiator on nearly everything else. He has played for the highest rated RBG teams in EU. Find him here:
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评论
评论来自
danczwgunz
Great guide but what is the reasoning for alliance going mines? LM has a better vantage point, and as you mentioned about the horde, players can travel down to BS by using slowfall or gliders.
评论来自
quiztic
"have a mouseover macro that uses the trinket and orb at where the mouse is placed"
what trinket do you mean?
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