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Arathi Basin Battleground Strategy - WoW Classic
来自 RenataKane
[Last Updated]:
2023/08/23
变更日志
补丁:1.15.2
目录
评分:
Welcome to Wowhead's guide to Arathi Basin, a battleground located in Arathi Highlands. This battleground is based on the conflict of the supply forces for both factions in central Eastern Kingdoms - Arathi Highlands is a critical zone for both the Alliance and the Horde. Both factions battle over the natural resources of the basin to claim said resources for their faction.
Arathi Basin in WoW Classic Overview
WoW Classic Arathi Basin Quick Facts
Original Release Date:
September 13, 2005 (Patch 1.7)
Minimum Level to Queue:
20
Team Size:
15 players
Level Brackets:
20-29, 30-39, 40-49, 50-59, 60
Factions Associated:
The League of Arathor/The Defilers
Battleground Type:
Control Points
How to Win:
Accumulate 2000 resources before the other side does.
Important: This is the only win criteria; killing players does not give additional resources.
There are five Resource Nodes with flags scattered around the battleground: Stables, Mines, Blacksmith, Lumber Mill and Farm. Teams have to battle it out for control of bases to accumulate resources. To capture a base, you will need to complete an 8-second channel time on its flag, without interruption, and then hold the base for 60 seconds without the enemy capturing the flag back. Successfully capturing a base will start generating resources for your team, and the more bases are captured, the quicker the resources will pile up.
A faction wins once they gather 2000 resources.
Arathi Basin Entrance Location and Queue
Arathi Basin is located in the Arathi Highlands. You can queue at these spots, or you can queue at any one of the Battlemasters in the six faction cities.
You must be level 20 minimum to queue for Arathi Basin in WoW Classic.
For the Alliance, the entrance is located at Refuge Point at 45.4, 44.2:
Refuge Pointe AB Entrance location
For the Horde, it is located north of Hammerfell at 73.7, 29.3.
Hammerfall AB Entrance location
You can also queue for Arathi Basin through the six available Arathi Basin Battlemasters in the major faction cities:
克拉斯·沃夫哈特
: Darnassus, Warrior's Terrace, 58, 37
杜纳尔·奥斯古德
: Ironforge, Military Ward, 70, 89
赫塔希姆
: Stormwind, Stormwind Keep, 78, 17
迪兹·斯诺班
: Orgrimmar, Valley of Honor, 79, 29
马丁·林塞
: Thunder Bluff, Spirit Rise, 28, 21
玛洛维尔爵士
: Undercity, Royal Quarter, 61, 93
WoW Classic Arathi Basin Map and Objectives
The objective of Arathi Basin is for your side to accumulate 2000 Resources before the enemy side does. To accumulate resources, you must fully capture up to five Resource Nodes and defend them from being retaken. While the Resource Node is fully in your side's control, it will generate a certain number of Resources per tick (a set time that changes depending on how many Resource Nodes your side controls). The more nodes your side controls, the faster you gain Resources.
# Nodes Controlled
Resources Per Tick
Seconds Per Tick
Resources Per Second
1
10
11
0.9
2
10
10
1.0
3
10
6
1.7
4
10
3
3.3
5
30
1
30.0
As you can see from the chart, the progression of resource acquisition doesn't speed up geometrically. The real jumps occur between 3 and 4 nodes controlled (nearly double) and 5 (nearly ten times as fast). Still, the more nodes you control, the faster you progress, so it's best to try to control as many nodes as quickly as possible to get a jump on the competition.
Alliance players start in Trollbane Hall to the northwest, and Horde players start in Defiler's Den to the southeast.
Resource Nodes
All five Resource Nodes are Unclaimed at the beginning of the battleground. These resource nodes are:
Stables:
Nearest Trollbane Hall in the north.
Gold Mine:
Northeast corner of the map.
Blacksmith:
Center of the map.
Lumber Mill:
Southeast of the map.
Farm:
Closest to Defiler's Den in the south.
While these Resource Nodes have different strategic importance, no single node produces more Resources than the other. It's the number of Resource Nodes controlled that determines who wins the game.
Resource Node Flags
Each Resource Node has a flag that shows current ownership. The flag has three states:
Unclaimed:
Neither side has claimed the flag. This is the starting state of all flags (appears white on the map)
Contested:
One side has successfully assaulted the flag and is waiting for the flag to capture their side and begin generating resources. Contested flags appear grey with the Alliance or Horde symbol showing which side is in the process of claiming that flag.
Captured:
The flag has been assaulted and captured, producing resources. Captured Alliance flags appear blue; captured Horde flags appear red.
To claim a flag for your side, one player needs to assault the flag, by channeling an 8-second process to turn the flag over to their side's control. This can be done to any flag that is Unclaimed, or Contested/Captured by the opposing side. Any damage or stun effect will interrupt this 8-second assault and it must start over.
Once the 8-second channel is completed, the flag remains Contested until 60 seconds have passed without being assaulted again. Once this 60 seconds has passed, it is considered Captured and begins generating resources for that side.
The other side can interrupt this process by attacking the enemy's flag and successfully assaulting/capturing that flag themselves. Flags only remain in that side's control as long as they are able to defend it successfully.
How to Win Arathi Basin in WoW Classic
Simple answer:
Accumulate 2000 resources by capturing and holding Resource Nodes.
Less simple answer:
Coordinate with 14 other people to accomplish this goal.
Basic Strategies
Communicate. And communicate. Did I mention communicate?
Communication is
incredibly
important to winning Arathi Basin. Use the time waiting for a battleground to start to discuss overall strategy. A few moments spent even in basic coordination will stand you apart from the rest of the pack. This doesn't mean become the self-made general and start barking orders, but if people have at least a basic idea of where to go, this can help tremendously.
During the battleground, continue communicating with the rest of the group. Let people know where large groups are moving. Try to be as specific as you can -- "3 inc GM" is a lot better than "help GM".
Defense! Defense!
Arathi Basin is often won or lost on defense, not offense. The key to winning Arathi Basin is keeping nodes and resources flowing, and you can only do that if you can keep the nodes under your control. The instant a small party or a stealthed enemy manages to flip your flag to Contested, the absolute minimum time it will take you to get those resources back is 68 seconds, if you can flip it back immediately. Losing a node has a negative effect on
all
your resource gathering, not just the lost node. Going from 4 nodes to 3 nodes loses almost half your resource generation rate.
At minimum, Contested or Captured nodes should have 3 defenders at all times (Stables and Farm can often get away with 2), with mobile units ready to move where needed. A really good and well coordinated team of 2 might be able to handle it, but it leaves little margin for error, such as a mind-controlled or sapped defender literally halving the defensive capability.
Some players don't enjoy "playing D", but it is crucial to determining the success or failure of Arathi Basin.
Consult your map often ("M").
Even with a plan, in the heat of battle, things will get moved around and people will end up where they shouldn't be. Check the locations of your raid members frequently and be proactive in getting to areas that need shoring up. If everyone is lumped up at Blacksmith and there's only one defender at the Lumber Mill, the right answer may be to go to Lumber Mill.
It's tempting to go where the action is, but believe me, if the enemy gets wind that Lumber Mill is understaffed, the action will come to you.
Don't go it alone.
Arathi Basin is a battleground best fought in packs (see the section on Overall Strategies), because that's likely what your enemy is also going to be doing. Unless you're a stealth class, you'll want to stick with groups, since you will be easy pickings otherwise. If you die and resurrect at a Graveyard, try to move out with others who are rezzing there as well, or if not possible, use your map to find the nearest group to get to. This is often a group of defenders at the nearest node.
Fight near flags.
One common tactic is for attackers to show up some distance from the flag and try to get you to attack them. This tactic is designed to draw defenders off a Contested or Captured flag and fight them away from the flag. The idea is to get the defenders away and distracted while another hidden or stealthed player sneaks in and assaults the flag. Don't fall for it! If you're playing defense, make the would-be attackers come to you. You'll be much better able to defend the flag from the sneak assault if you're close enough to get off a quick shot or AOE. Remember, any damage interrupts a flag assault.
On the other hand, you can also use this on less-experienced Arathi Basin players to see if you can get them to leave their flag undefended close-up. It can work both ways.
Don't fixate on Stables/Farm.
Many players focus on keeping Stables (Alliance) or Farm (Horde) because it's close to their base, to the detriment of the overall game. This is because they're afraid of losing a graveyard near their home base.
Understanding how Graveyards work in Arathi Basin will do a great deal of good toward eliminating Stables/Farm fixation. When your side Captures a flag/node, the graveyard closest to that node becomes available to that side. Having a Graveyard available at Stables/Farm isn't that important when you're holding Blacksmith and Lumber Mill, for example. And there is no inherent advantage to holding the Graveyard that's closest to your base (which has a Graveyard of its own). In fact, if all you hold is your base's Graveyard plus Stable/Farm (whichever is closest to you), it opens you up to the zerg offense where you end up getting pinned in your base and unable to move out into the wider battleground.
I mean, it's a node, so it's good to control it, but don't think it has some special significance just because it's closest to your base.
Use the terrain to your advantage.
Lumber Mill is a strategically important area, particularly with classes that have ranged sight abilities such as
鹰眼术
or
基尔罗格之眼
. These can be helpful for determining locations of enemy players.
Blacksmith is popular node (some say a must-have) for its central location and central Graveyard, although with only two bridges leading in and out of it, it can also become a trap if you get surrounded by enemy players. It's why it's very important to make sure to control either Lumber Mill or Gold Mine to cover possible avenues of reinforcement or retreat. The bridges are natural choke points that can either be used for awesome defense (Shaman totems and Warlock imps set to Stay/Aggressive leap to mind) or as choke points to prevent reinforcement or retreat, so it's good to make sure to keep at least one side in your control.
Overall Strategies
There are many classic Arathi Basin strategies. These are a few of the more common/better known.
The Zerg
This is pretty much what it sounds like -- an attack of overwhelming force where nearly the entire team moves as one from node to node. As long as the other team is not zerging and doesn't know how to defend against it, this can work well for pick-up groups. The best zergs overwhelm the map and end up trapping the enemy in their base, unable to move out to backcap captured nodes.
The major weakness of the zerg attack is that the team often finds it's short on defense, so a well-coordinated team on the other side can easily get around this by back-capping undefended nodes and avoiding the zerg party.
5-5-5
This is probably the most common strategy: divide the group into three groups of 5 and assign each group to capturing and defending different nodes. This requires coordination and communication on the part of the group. Generally, this involves sending three groups to capture Lumber Mill, Blacksmith, and Gold Mine respectively, with one player capping Farm or Stables along the way. A well coordinated group can end up holding 4 nodes and getting an easy win. It leaves Farm/Stables vulnerable, but a stealthed player left to cover Farm or Stables can help alert the other players to a threat or take care of a stray stealth attacker here or there is often enough to cover things.
Its major weakness is that it relies on people staying with their assigned groups, defending their assigned nodes, and not going off on their own to farm honor or cap unassigned nodes. It also tends not to work well against a coordinated pre-made group.
3-And-Hold (aka Node Turtle)
A variation of the 5-5-5 relies on holding fast to 3 nodes and not being tempted to try to hold 4. This usually involves holding Farm or Stables, Blacksmith, and either Lumber Mill or Gold Mine. Not holding Blacksmith is a problem because it seriously limits mobility among the defended nodes.
The major weakness of 3-and-Hold is that it that while it looks good in theory, there isn't a lot of margin for error. If you lose one of these nodes and can't get it or another node back fairly quickly, the enemy can pull ahead. It can also lead to close games, with each side holding 2 and flipping a fifth node back and forth throughout the entire game.
Once the enemy team determines that you've gone to this method, it doesn't take much for them to concentrate their efforts on just one of the captured nodes and break the turtle. If your team is going to attempt the 3-and-Hold, don't try to recapture the lost node; move to one of the other 2 available nodes and hope they aren't well defended. Sending out a stealthed character to keep an eye on these other nodes may help the group decide where to hit next.
7-7-1 (aka Split Zerg)
This "split zerg" takes the zerg strategy, but applies it to two groups of 7 and one solo player. The solo player claims Farm/Stables and stays there to warn the raid if they are being encroached. One group of 7 moves to Blacksmith and the other group goes to either the Lumber Mill or Gold Mine. Once the flags have been successfully assaulted, leave 5 of each group to defend Blacksmith and Lumber Mill/Gold Mine. This leaves 4 players. 2 players should return to help defend Farm/Stables and the remaining 2 can act as floaters stationed between the Lumber Mill/Gold Mine and Blacksmith to help provide additional support while needed. Alternatively, some choose to leave only 2 players on Blacksmith and 2 on Lumber Mill/Gold Mine to defend, while the remaining 10 regroup to take the other nodes.
This can be an effective strategy against an enemy 5-5-5 strategy, as the two groups of 7 can potentially overwhelm the smaller groups of 5 on the other side.
The weakness of 7-7-1 is this requires a great deal of coordination and discipline, and is best left to a premade group.
Useful Classes, Roles, and Tricks in Arathi Basin
Stealth classes
. Stealth classes such as Rogue and feral Druid, as well as Night Elves' Shadowmeld ability, shine in Arathi Basin. Since defense is such a commonly-ignored feature in Arathi Basin, stealth classes who can sneak up on under-defended flags can destroy the enemy's ability to keep Resource Nodes and continue to generate Resources. Alone, they can assault undefended nodes (although some reconnaissance should be done to make sure that it really IS undefended). In small strike groups, they can act in tandem with other players. A common tactic is to tempt enemy defenders away from a flag -- remember how I said you should never be lured off a flag? This is why! -- while a stealthed Rogue or Druid sneaks in behind to assault the flag.
Tracking and Spying:
Both Hunters and Druids (at level 32) have the ability to track humanoids --
追踪人型生物
for Hunters and
追踪人型生物
for Druids in cat form -- which gives valuable intelligence to your side as to the whereabouts and movements of enemy players.
追踪隐藏生物
might seem like the natural skill to use, and it might be in limited cases, but it only shows a limited range as it increases stealth detection as if you were 6 levels higher. If you're on the low end for your bracket (such as being level 40 in a 40-49 battleground), you may not even be able to detect the highest-level characters until you're practically standing on their toes. Feel free to switch it on if you're trying to determine if an "undefended" node really is undefended, but for the most part, keep
追踪人型生物
running most of the time. (Remember, in Classic, you can only run one type of tracking at a time).
Hunters' ability
鹰眼术
also allows you to sit in a relatively safe place and observe from afar, as can the Warlocks' ability
基尔罗格之眼
. The one disadvantage of
基尔罗格之眼
is that all other players can see it, so they'll know the jig is up.
Shamans:
Shaman totems can be put to all kinds of uses.
地缚图腾
is an obvious choice to put at the base of a defended flag. A well-placed
熔岩图腾
at the base of an enemy flag can break stealth of nearby defenders. Totems are great for defending the two bridges to the Blacksmith; a wall of well-chosen totems can break an enemy charge.
Priests.
Beyond their obvious abilities to heal, Priests have a couple useful tricks that can be devastating for enemies in Arathi Basin.
is a particularly useful and fun for defending the Lumber Mill, with a giant cliff to force enemies off to their doom.
漂浮术
can also help Priests survive a trip over the very same cliff, either to escape a swarm of enemies or to move quickly to the Blacksmith to help shore up defenses.
Movement control and you:
Any abilities that can slow enemy players down with Stun, Root, freezing, or any slowing effect is helpful. Casting freezing traps or earthbind totems at the bases of flags gives them another layer of defense. Have some kind of instant cast ability available to break enemy assaults; if you don't have anything readily to hand,
献祭之油
or
“易投”炸弹
(or better bombs/dynamite for the Engineers) can be hotkeyed to give you a quick way to break an enemy's concentration.
Arathi Basin Reputations and Rewards in WoW Classic
Winners and losers of Arathi Basin both receive
阿拉希盆地荣誉奖章
(those on the winning team receive 3; losing team members receive 1). These can be turned in to the Defilers (Horde) or League of Arathor (Alliance) at their bases in Arathi Highlands; 3
阿拉希盆地荣誉奖章
can be turned in to receive 50 reputation with the Defilers or League of Arathor.
For more information on gaining reputation and what rewards exist for these factions, please consult these excellent guides on the subject:
League of Arathor Reputation Guide
The Defilers Reputation Guide
Calculating Honor in WoW Classic Arathi Basin
Honor in Arathi Basin calculates on a fairly simple progression, independent of honor gained through Honor Kills (HKs). The amount of honor you earn depends on your level bracket and whether it's an Arathi Basin battleground "holiday". Battleground holidays occur during most weekends, starting on Thursday night at midnight and continuing until Tuesday morning. During a holiday, emissaries from that Battleground will be found in the major cities, and honor/faction rewards for performing objectives in that battleground are increased).
As you can see, you get much more honor from winning a match, so even if your primary concern is honor instead of reputation, focusing on the battleground's goals and trying to win will get you farther than farming honor.
Conditions (Normal)
20-29
30-39
40-49
50-59
60
Each 330 resources earned
41
68
113
189
198
Win Arathi Basin
41
68
113
189
198
Total Win Bonus
287
476
791
1323
1386
Conditions (BG Holiday)
20-29
30-39
40-49
50-59
60
Each 200 resources earned
41
68
113
189
198
Win Arathi Basin
41
68
113
189
198
Total Win Bonus
1451
748
1243
2079
2178
About the Author
RenataKane is an OG (Original Gamer, She/Her), starting with a Telstar Pong console her father brought home in the mid-1970s, leading to years of arcade, console, and PC games. Playing World of Warcraft since 2005, Ren has flipped among an Orc Rogue, Orc Warlock, and Undead Warrior as her main du jour since the original
Burning Crusade
. From 2006-2011 and 2016-2021, she was co-host of one of the original, longest-running WoW podcasts,
World of Warcast
. She joined the Wowhead team as a writer and editor in 2019 and has published over 525 guides for Wowhead's Classic, Retail, and Diablo divisions. She loves professions, grinding reputations, leveling way too many alts, and finding interesting ways to play the game outside "normal" pursuits such as raiding.
Hive Social: @RenataKane
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评论
评论来自
kagalive
Thanks for the guide!
评论来自
Thorns07
You need 2000 resources to win AB, not 1600 (change added in patch 3.2).
评论来自
ForeverYoungTv
AB EU discord.gg/5MUyz5m
AB NA discord.gg/XrKGArN
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