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The Warlocks Den - WoW Warlock Discussions » Discussion Forums » PvP, Battlegrounds & Arenas » Arathi Basin Guide

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Old October 07, 2009, 09:46 AM   #1 (permalink)

Character Info
Liche
80 Undead Warlock
Sporeggar Euro RP PvP
Guild: Blackout
Profile: Blizzard Armory
Talent Spec: 0/13/58
3.2 Arathi Basin Guide

This is a collection of AB guide's and tips that might help any who are struggling to understand the tactics of this BG.

Links:
WowWiki:Arathi Basin
OutDPS: Mastering Arathi Basin
TenTonHammer: Arathi Basin Battleground Guide (old but still useful)
The Pickup Tourist's Guide to Arathi Basin (funny and accurate)

Key Points:

  • Three Nodes will win you AB
  • Three defenders per node will win you AB
  • BS>LM>farm/stables>Mine
  • Flag cap time is 8 seconds
  • Stalling the cap>all
  • Communication

Specific Tools:

  • No group larger than 5. ever.
  • Use the boni at the flags
  • Chute/slowfall, levitate etc from LM to BS to Mine
  • max 30 respawn timer, keep them busy for that long = win

Class Specific Tools:

  • Teleport
Hugely flexible, it can be placed strategically behind walls such as the sawblade in lm, inside BS/Farm building(access to buffs too) and above flags such as on top of mine for quick escape, on top of stables for LoS kiting.

  • Fear(HoT/Fear/Seduce)
One of the most powerful CC's in the game, a well timed fear will often change the course of a fight, use it on the non-kill target or the one that has the least resistance to it. Personally, il use it on whoever joined the fray last.

  • Pets
set the to /stay next to the flag along with aggressive, then run away and hide, if they pet gets stunned, run in, interrupt the cap until the pet is back on them, then tele away again. If the pet gets focussed, start casting a new one while they waste their time.

  • Aggro Magnet
Mount up on your fiery demon horse of +10 aggro and lure two/three away from a flag while your rogue creeps around the back. Everyone hates warlocks, even other warlocks, use it to your advantage, once lured, detain, Shadowfury the pack, run in and HoT, seduce/silence/charge one while then fearing another, DC the third, get an immo conflag daze off, banish that tree, if you can distract two/three enemies by yourself for long enough, its worth it.

  • You sir, are a W.a.r.l.o.c.k.
It is a well known and unrefutable fact that warlocks are allot smarter and more mature than all other classes(especially those immature mage kids), therefore, it is our burden to enlighten the lessers in the ways of knowledge, specifically, who, what, where and how many.


Professions:

◘ Engineering is tha Bomb, yo!

THE profession for pvp, Engineering has a wealth of tools to benefit the budding AB Specialist.


  • Rocket Boost
Useful just about everywhere, rocket boosts are pure win, think LM/BS and..

  • Parachute
need more to BS/Mine? got zerged at LM? this baby will not only keep you alive, but you can dot everyone up at the same time!

  • Mind Control helmet
Got Cliffs?

  • Bomba's
Free frost nova? ta very much!

great for preventing caps when silenced too!




If anybody has any suggestions or quotes from previous threads on the subject thay would like added, post them.

Last edited by Liche; October 07, 2009 at 10:10 AM..
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Old October 07, 2009, 10:41 AM   #2 (permalink)

Character Info
Shagina
80 Human Warlock
Grim Batol Euro PvP
Talent Spec: 0/13/58
Re: Arathi Basin Guide

Great tips, but I'd like a bit more indepth strategy. What should which class be doing for example? (specially those immature mage kids :P)
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Life is empty, life is meaningless. When we take a life, we aren't taking anything of value. Warlocks are killers. That's all we do, that's all we are. There are no poets in the bitter business.
D1RE is offline   Reply With Quote
Old October 07, 2009, 10:50 AM   #3 (permalink)

Re: Arathi Basin Guide

less important than in EotS, still important though: Fight on the flag. If you are fighting on the road you aren't helping anybody.
If you are defending don't go chasing that alliance/horde you see heading towards you, stay put and call out incoming.

IMO if they know what they are doing 2 defenders can be enough to hold off an attack until help arrives (they'll probably die, but they'll prevent the cap), assuming they call out incoming.

If you are defending LM (my favorite roll) you have the high point advantage and can usually see the enemy heading just about anywhere and call out incoming on the map except the mine i.e. if you see some alliance leaving the stables and heading towards the mine they might detour to BS or continue past to the farm but you won't know for sure.

If you don't do a single point of damage/healing but you keep your teammates informed by calling out incoming you are contributing quite a bit towards a win.

If you are in a sub 80 bracket a long win is better than a fast loss in terms of experience, honor, and rep. If you are token farming a fast loss is better than a long win, but a medium win is best of all (very few fast wins unless the teams are very lopsided). Either way, don't sabotage other people's games to "get your token fast" that's just rude.

Did I mention call out incoming?
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