Give us some Arathi Basin PvP tips

1- For Horde: the farm, mill and BS are quickest to hold and easiest to defend.

2- For the Alliance: who cares, but in retail (as of December last year) they love to rush mill

  1. The cool kids fight on the roads.

  2. Spinning flags is muy importante, especially if you are in a premade that responds to cries for help.

  3. Camping Alliance graveyard is fun.

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undead priests are ez targets in AB

If this is warts and all, then jumping on the big saw blade at lumber mill and glitching through the roof as ranged. You can keep people from taking the flag, then hide out of LOS when they try to target you

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Honestly after coming back from a 10 year break I can not believe that there are still people who think “Just defend these three,” when you don’t have a sizable lead, is a winning strat.

Trying to keep 3 defended is a losing strat because they can just send their entire team of 15 to your 5 or 6 defending one base. You always have to be applying pressure and keeping the enemy on the defensive if you have the lead. And if you are behind and they have more bases capped there should not be more than one person just sitting on a flag defending.

Calling out incoming and always being ready to be on the move is the way to win.

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Eh, if there are groups of 2 that stay at their specific flag, there will be 9 people to roam as reinforcements.

Of course that only works if people work together

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Good luck with that when the honor phase hits. I’m not guarding anything, because that means large chunks of time with no honor

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There’s a special fish you can catch in the water around the Blacksmith. After you catch it, put it on your hook and recast. The pvp hydra boss Gahz’ranka appears to help you defend the BS.

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Yeah. The trick to summoning Gahz’ranka is to not stop fishing, even when you’re being attacked.

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Also all rogues/druids should be working together in teams to steal lightly defended flags.

Sometimes better to have one person chain CC a lone defender and another person cap rather than try to burst them down and have backup come before you can cap.

Flag capping should be everyone’s goal all game. Even if you don’t think you can hold a stolen base and defense will come to recap before it converts over that is time that points are not ticking in their favor.

If anyone is going to be a lone defender let it be someone who can survive and hold off the enemy from capping. Never just run away when you can fight and slow them down from a cap.

Also cap and capping sounds weird when you type it so much. Is there a better way to describe it? :stuck_out_tongue_winking_eye:

Don’t be afraid to fight. You don’t die irl if you die in the game.

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I’ll copy and paste what I put for my Guild’s Rogue class PvP tips:

# Arathi Basin

Your goal here is to join the main group and push a specific node the team agrees on. Since you do solid damage and cc, you are an excellent addition. The second you feel your team will be successful, Vanish and one of two things. Either sprint straight to the graveyard and cc the Horde to delay them from defending the node you’re attacking, or instantly head straight over to a new capped location.

Since you should have most of your cooldowns and Preparation available, you should be able to deal with the lone defender at the new node you’re at on your own. This will force the Horde to either split and send forces to assist the person you’re fighting, or flat out ignore it allowing you to cap it while they attempt to cap/recap another location. Win win. Your goal is to constantly attempt to have the Horde deal with you. When you run out of cooldowns, you are back to team assisting duty.

If you’re on defending duty, Rogue’s toolkits—just like in WSG provide tons of utility to delay the enemy. Make sure you stand far from the node so you don’t get sapped by another Rogue. Depending on who they send over, you can attempt to fight them alone. If things get out of your control, simply Prep and stop fighting. Continue to cc them as another teammate joins you.

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Farming AB as Horde is quite simple, really. It even works to this very day. Zerg stables, cap farm, of course but have the strongest PVPers go straight for stables, preferrably a lock and a lock with some lock healing. Hold stables, force their entire team to try back cap and use lock antics to drive them all crazy with fear juggling and some reckless fear juggling. Then proceed to graveyard in their base and keep them in there. Cappers call out stragglers but pretty much farm their base graveyard.

Several weeks later they see your guild name and simply all leave straight away. EZ wins. Raging Primates ftw. (: Did it for years on end, almost every single day.

No, this is wrong. If you can counter their push to a third with your floaters their is zero need to run urself thin by applying pressure somewhere else. At most send a rogue to mess with a node

I will eat ur brains

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Devouring Plague is no joke.

Your meta is way out of date, with everyone grinding the 50k honor for the latest shinies from recent 8.2 patch, as horde, you either queue as horde with long queues and will likely lose. Or you activate merc mode which allow you to join the alliance side queue and have shorter queue times as well as winning most of the time as it seems like many of the more proficient PvPers are joining the Alliance side for the BGs.

If you have another base and the enemy has the node closest to your spawn point, cancel your rez at the spawn and run to the other base, and rez at that GY. It works!

This. I don’t have a huge PvP background, but I did play Arathi Basin years ago (on Alliance) and that’s HUGE. Ally players are like, “Woo! We capped the Mill, let’s hit the next spot!” and off they ALL go, to DIFFERENT locations…

I swear, for some things Alliance are like spraying water at a bunch of cats - all scattering in different directions & wondering why things didn’t work out in their favor.

Pretty sure this thread is regarding Classic AB, especially since it’s in the Classic Discussion forum.

3 defenders each node, 6 man floating force.

Wins every pug you can convince people to do it in.

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I remember the strat against other good premades being 2 each at mill bs and farm, classes that would be good at just delaying a cap as long as possible, then 2 rogues or rogue/druid trying to find an opportunity to ninja mine or stables, then the other 7 hang out by the bridge between bs and farm ready to respond to wherever the alliances pushes in. Worked well as long as communication was good and the defenders knew their primary job was to not die and not give up a cap