The Blacksmith. The Blacksmith before patch 8. Subzones of Arathi Basin. Categories Arathi Basin subzones. Universal Conquest Wiki. Hopefully it will be fixed soon. Tried it once inside the blacksmith and once outside. Anyone else experiencin this. Looking back in forums and Wowhead it looks like this achievement has been bugged almost every year.
I want my love tokens back:. Ever since the arathi basin rework, we need to cycle through each individual seasonal arathi basin achievement for them to get fixed. STEP 7: Run to the side from underneath the corner of the roof, then run straight onto the roof. You're on the Blacksmith Roof no matter who you are!!! Grats, and good luck owning ground-bound people. I was sitting on this because I didn't want to see it fixed, but then twinking was ruined, so I no longer care.
Enjoy your exploit, community! Last edited by Janube; at PM. Reason: Adding video- Changing Title. Hah, that's pretty cool man! We stand as one, to remember Mirror. Because I can. Proud Member of the Federal Bureau of Moo. Everything up to step 7 works fine on a female human, but I can't seem to figure out what to do past there I might just be dumb.
Still, good find, and do you have any suggestions? Comment by Xilegend A good idea to not lose a node during a fight is to fight beside your teams captured node and hit anyone who tries to cap it, do not chase runners and keep fighting on the road at a minimum the nodes are the whole point of the game not having the most kills.
Capturing and defending nodes are often not done enough, and results in losses. Many Alliance players often complain of losing - this is not because of horde twinks, or anything similar, but because of poor leadership. I have won many games before as Alliance when teamwork was done. This is a must.
You cannot win with no nodes, you don't get any resources. However, don't just capture the nearest point you see. Try to capture nodes which are strategically useful, and look for weaknesses. If 10 enemies are defending BS, don't keep zerging it with teammates; loop around to GM, and capture that instead. Capture points to keep enemy confused and on the move all the time. Don't try to be heroic and capture something all by yourself, or race to capture it first. Work as a team. Capture strategically, not honorably.
Try getting BS if possible, it is easy to defend and retake if taken. Just capturing a base does not win the game, it's keeping a point. Defending is a must, and with a team of 15 where 3 is required to win, 5 per point is enough to hold back most assaults. Respond to 'incs', but at the same time only say 'inc' if it is serious. Do not spam BG chat by saying 'inc' every time you see an enemy. Try to go to serious incs as fast as possible, if the point you are defending is fine.
A good team moves their troops around and pushes back all assaults, meanwhile keeping at least 3 or 4 at each point for defence. Another point - if a base is lost, it's lost. If 10 horde are capturing Stables, let it go, it's not the end of the world. Don't keep sending waves of 5 to attack them, it is a waste of time and troops. Instead, while they are occupied at Stables, go around to all the other bases, as they will not be well-defended.
Do not go off and farm HKs, or try to charge into 10 enemies heroically. It can be boring to just defend, but winning gives far more honour and joy.
A good team can have a lot of fun working together, and is far better than losing again and again, dying thousands of times on the way. Do not flee. If you die, you die. Comment by From my experiences, the key to winning in Arathi Basin is to seize 3 nodes, but soecifically to try to take the Blacksmith first and foremost, then pairing it with the capture of two other nodes. Though it is quite possible to win without taking the Blacksmith, it will make your defensive strategy more difficult.
There are two basic ways to hold your 3 nodes, either in a "triangle" pattern which includes the Blacksmith such as having Stables, Mine, and Blacksmith , or to have a "line" pattern which tends to not include the Blacksmith such as having Stables, Mine, and Farm. Of these, the "Triangle" is vastly easier to defend, since you can keep a small group at each flag while everyone else roams around and responding to incomings from the opposing team.
Your ability to speedily reinforce any 3 of the nodes in this triangle pattern is considerable, and an opponent would have to engage in a very fast and brutal zerg to be able to overrun part of this triangle, which often leaves the opponent vulnerable in another area, where your team can then launch a counterattack, re-establishing the position. The "line" however is much more difficult to defend, since you have two nodes at extreme ends of the map, which makes them vulnerable to attack.
In the case of defending in this fashion, it is best to keep the bulk of your response team at the "middle" node in the line aka, if you held Stables, Mine, and Farm, your response team should camp the mines largely so that they can respond to an attack quickly on either of the extreme ends of your position. This position is vulnerable since the enemy can shift attacks on one of the extreme ends, then attack the other before your response team can arrive.
In any case, the key to winning in AB is to sieze your 3 nodes quickly, to have all of your defenders call out any incoming attacks upon those nodes, and to have a rapid response team to reinforce those nodes under attack.
Comment by Hey, This was always one of my favuorite strategies. First you need a premade 15 man to pull this off if you are allaince. PuG's on the alliance side have no coordination, and dislike eachother. Second, you need a group of 7. Make sure they are rather skilled, because these players will be of most use to you.
Thirdly, you need 2 groups of four. One group to keep teh lumber mill okay, and the other to keep the mine defended. If necessary only go for a 3 - 2 win instead of the 4 - 1. In that case, one to defend stables, and the other mines.
Make sure that these two groups are evenly distributed with class sets. Do not stock up on one class, and none on the other. Have say, a drui, preist, pally, and warrior on one, and maybe a rogue, mage, pally, and preist on the other, for example. Now, on to the group of 7. You need to keep this group as coordinated as possible. Teamspeak is almost a must, unless you have been doing this for a while. What you are about to read is the 4 node to 1 node strategy You need to keep these 7 bouncing from Stable to Blacksmith, Stable to Blacksmith.
Keep say, 4 at BS nad 3 at stables, and when one is in large enough trouble, bring almost all, say 6, or all 7, to that posission. And fight it off, and the return to the original posts. Now, if one spot that is being defended by four, such as the mines is under attack, and it is almost all of the enemy, bring most or all of yer group of 7 to aid them, and then return the 4 to BS, and 3 to Stables.
Keep this up until you reach Put the group of 7 at the BS, and the other to groups at the stables and LM. It is very similar to the 4 to 1 version, where the group of seven goes to aid whichever is being overrun too much, and then returns to the original node. Well, i hope that helps anyone out there in AB.
Good luck and have fun. Even with randomly selected, even-level teams. Comment by for most, getting rep for this battle ground will be the toughest. Comment by When you have captured a base, stay there! And, once your faction has captured 3 bases, keep them, stay on defense! At this rate, if the other faction has less then half their points by the time you capture 3 bases, you will win the round!
Comment by The concept of defending 3 nodes seems impossible to some people. For whatever reason they just can't quite grasp the subject. Premade AB groups are the way to go. Comment by i personally think that if your a rogue you should be defending and not being offensive.
Comment by Rogues defending is, at least i think, in any well orginized raid is simply what they need to do. They can stall people from getting the flag when out numbered and get the jump on anyone who come to get it.
Of course holding the bases you captured is a must and the rogues are best fitted for it. Comment by When playing AB, you need to have a leader.
It doesn't matter what level they are - what matters is how well he can plan things. If someone is obviously a better leader, give him the honour. A leader should not abuse his power - besides, it's his game too, it's his choice to win or not. A team without a good leader often fails, as it is quite hard to do teamwork. A level 49 out of lvl is not always better at ordering where groups should go as a level Groups are often overlooked. Use them well. With 3 groups of 5, you can easily assign them to guard different posts.
All the players have to do is check which group they are in, and correspond to the leader's tactics. Comment by If you are a mage, remember to use slow fall and blink to your great advantage.
Jumping off from LM has 3 great reasons - a Escaping cleverly. Only engineers with their parachutes and others who have bought them can jump down, but they will probably not waste their cooldown. You can jump off from LM if there are lots of enemy there and then go to capture BS, or other points close-by. You can get a trail of hungry melee classes desperate to kill you, and lead them off the cliff as well. Always fun to do. If you have no feathers, blink just before you fall.
But be careful - you are furthur away from the ground as it looks. Another place is to jump down to GM. This is mainly for strategical uses, as you can sneak down and capture the point, while they are busy fighting off assaults from Stables or Farm.
Use these spells to your advantage, they have short cooldowns. Comment by TheOnyx If your team controls one point, you will receive 10 resource points every 12 seconds. If your team controls two points, you will receive 10 resource points every 9 seconds.
If your team controls three points, you will receive 10 resource points every 6 seconds. If your team controls four points, you will receive 10 resource points every 3 seconds. If your team controls all five points, you will receive 30 resource points every second. Comment by Am I the only one who thinks that they should make new Armor for the Burning Crusade? I mean, the only worth for this rep anymore is to get that really fansy rank I cannot remember the name of it tho.
I would love to get some more gear outta this place. Comment by Maybe its me but there are several choke points along this map when you have certain sets of bases, for example. If you are defending BS, LM and Farm, you can put several at the fork in the road and only leave 1 back to call out rogue or someone trying to run all the way around.
Again people are rezing at stables or mine so cutting off is just as important as attacking the mines or stables.
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