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Arathi Basin for druids in WoW Forever

The resource race worked out in numbers, the five nodes from a druid’s point of view, and every role for Balance, Feral and Restoration alike.

GuidePublished Updated Updated for the live game. Arathi Basin is live, and its map rules are the Classic ones, which the guide says wherever it uses them.Change log

Jump to the short version

If you’ve queued Arathi Basin on a druid and stood at the gate unsure whether to guard the near base, ride for the Blacksmith or heal whoever got there first, you’ve met the question this map puts to every druid, because we can do all four jobs and the team rarely says which one it needs. This guide works through it, from the rules and the arithmetic of the resource race to what a druid does at each node, for every spec.

Whilst I’ve spent years on druids across both factions, a fair share of them stood on the Blacksmith flag with a Moonfire ticking on whoever touched it, Forever has only been live since 4 November 2026 and I haven’t yet timed one of this map’s rules on the live client. The guide was first written before launch, from the Classic rules, Forever’s development notes and the community’s map guides, and updated for the live game on 7 November 2026.

The short version

If you only want to know where to stand and why, these are the thirteen calls the guide turns on, each with its reason and a link to the detail, and if you’d rather have them on paper, the cheat sheet further down prints on one page.

THE SHORT VERSION

Your job in Arathi Basin, on one page.

The rules that decide a match, and what each spec does about them, before you’ve read a word of the detail.

The map rules

  • First to 2000, and the rate matters, not the total. On the Classic rates, three bases earn 100 a minute, four earn 200, and five win from nothing in 67 seconds, so the third base is the one that wins.Everyone Detail
  • Any damage on the capper restarts the channel, in Classic. A capture is a channel on the banner (8 seconds in the Classic guides), so a DoT ticking on the capper is a cap that can’t finish.Everyone Detail
  • A contested node earns nothing for 60 seconds, and the old owner can click it straight back. In Classic, a banner retaken inside the 60 seconds is yours again at once, which is the whole case for a defender who stays alive.Everyone Detail
  • The dead rise every 30 seconds at the nearest graveyard their team holds, in Classic. A defender who dies on a node you still hold is back beside it inside half a minute, and one who dies after the assault rises somewhere else.Everyone Detail

Each spec’s job

  • Balance denies caps from 30 yards, best of all from the Lumber Mill ledge. Moonfire, Insect Swarm and Hurricane break a cap from range, and Hurricane has no cooldown in Forever, whilst on the ledge itself you stand back from the edge, because Mind Control and knockbacks are how ledge defenders die.Balance Detail
  • Feral roams, back-caps and clicks. Prowl gets you to a back-cap unseen and Bear lasts longer on a banner against two attackers than anyone else on the map, and the Cat side has the damage increases in Blizzard’s final notes (the last patch notes before launch) behind it.Feral Detail
  • Restoration anchors the Blacksmith with two allies. Keep HoTs rolling on the defenders before the fight arrives, because in Forever Swiftmend works only on your own HoTs and Wild Growth is a 3 second cast you plan rather than press.Restoration Detail
  • The 35/0/16 hybrid defends, at the Blacksmith with a partner or alone on the Lumber Mill ledge. That’s the Balance and Restoration build this site is built around, and the guide recommends it as a defender because it’s the only build with every denial tool and a heal for itself, the kit a lone defender needs.35/0/16 Detail

Where to stand

  • Hold the near node if nobody has said they will. That’s the Farm for the Horde and the Stables for the Alliance. The guide recommends taking it yourself, because a druid holds it better than anyone, and if a big push comes the job turns to delaying it and calling for reinforcements.Solo queue Detail
  • Call attackers the moment you see them, with a number and the node. “2 inc BS” typed early beats any spell you own, because it’s what gets the roamers there before the banner is clicked.Everyone Detail
  • Roam in Travel Form and arrive with Moonfire. Travel Form is 40% faster and instant, and its live tooltip says the shift frees you from snares, whilst a shift breaking roots is still the Classic rule. An instant on the capper from the edge of range stops the cap before you’ve properly arrived, if damage still breaks the channel as it did in Classic.Roamers Detail

Before the gates open

  • Nature’s Grasp up, HoTs on yourself, and potions in the bags. The potions work in forms, and Travel Form and Moonfire belong on keys you can reach without looking.Everyone Detail
  • Enemy nameplates with cast bars, and the battleground graphics profile on. The cast bar is how you see who’s capping, and view distance at 5 or more is how you see them coming.Everyone Detail
Everything else in this guide is the working behind these, and the detail behind each one says whether it rests on Blizzard, a live tooltip or the Classic rules.

Before we start

This guide assumes you’re at or near 60, or at least in a bracket where your form kit is complete (Travel Form arrives at 30 in Classic, and that matters more on this map than any talent). It assumes you know the movement and shifting basics from Balance druid PvP mechanics, because I link to them rather than teach them twice, and that you’ve set up nameplates and the battleground graphics profile from the settings guide. It’s written for solo queue first (a random team, nobody in charge), with the premade version split out where the druid’s job changes. It doesn’t assume a spec, and where the 35/0/16 Balance and Restoration hybrid this site is built around does something differently, the guide says so.

Anything Blizzard has published about Forever, in its notes, its articles or its live hotfixes, is stated plainly below, but Blizzard hasn’t published Arathi Basin’s own rules for Forever, so every map rule here is the Classic one, from the Classic guides or the community server data, and says so where it’s used. The About page explains in full how to read these guides.

The map knowledge here is the community’s, and this guide only adds the druid reading of it. Seksixeny’s Arathi Basin guide at Icy Veins and RenataKane’s Classic strategy guide at Wowhead are the two every rule here was checked against, and the second has the team strategies the premade section builds on. The heights and distances come from the battleground map data in the TrinityCore and CMaNGOS projects, which are community server rebuilds rather than Blizzard’s code, so this guide treats them as Classic evidence and no more. The Warcraft Wiki editors keep the patch history that tells you which numbers came later, and Kaivax’s Forever development notes are where the Forever facts start, with his 5 November hotfixes and known issues list the live posts they’ve been checked against since launch.

Arathi Basin in Forever

Arathi Basin is essentially a resource race, two teams of fifteen fighting over five nodes (bases, each one a banner you capture) and earning resources for every one they hold, with the first team to 2000 taking the match, as in Classic. The five are the Stables, the Gold Mine, the Blacksmith, the Lumber Mill and the Farm. Forever’s development notes, from the first post on 24 September to the 2 November notes, don’t mention Arathi Basin once, and nor do the 5 November hotfixes or the known issues list, so nothing published changes the map itself. What did change is the druid’s kit, and these are the changes you’ll feel on this map, each linked to where it matters:

  • Hurricane, which has no cooldown in Forever, so a defender can drop it over the banner whenever two try to cap at once.
  • Roots and Overgrowth, because Roots work indoors and Overgrowth keeps them on up to three targets at once, which is the heart of the hybrid’s defence.
  • Swiftmend, which now needs your own HoT on the target, so a Restoration defender keeps one rolling on themselves.
  • Wild Growth, now a 3 second cast, which makes it a spell you plan rather than an instant you press.
  • Damage, because the final notes (Blizzard’s last patch notes, posted two days before launch) raised Starfire’s base damage by about 40% and put damage increases behind the Cat side of Feral.
  • Auras, since Leader of the Pack no longer stacks with Moonkin Form’s crit aura, and how far the Moonkin one reaches, which decides where a premade puts the two, is still unsettled.
  • Polymorph, which Travel Form and Moonkin Form make you immune to by their live tooltips, whilst Bear and Cat are immune only by the Classic rule, which helps a roamer arrive in one piece.
  • Potions and War Stomp, because potions and racials, War Stomp included, work in forms by Blizzard’s druid deep dive, so a Tauren defender can stun five cappers without leaving Moonkin Form.
  • Plainsrunning, which the 26 October notes doubled to 2% a stack, up to 60%, and took it off mounts, and the 5 November hotfix stopped it stacking in the preparation phase, so nobody leaves the gate already stacked (more under the roamer).

Capturing a node is a channel on the banner, 8 seconds in the WoW Classic guides and broken by any damage or stun, after which the node sits contested for 60 seconds and only then becomes yours. The 8 is the least certain of those numbers, because the wiki’s patch history has the channel at 10 seconds until patch 3.2.0. Whilst a node is contested it earns nothing for either side and its graveyard belongs to nobody, and if the team that held it clicks it back inside those 60 seconds it’s theirs again at once, which is the whole case for a defender who stays alive.

Every node has a graveyard beside it, and each start has its own, and you rise at the nearest one your team holds in waves every 30 seconds, in Classic. So a defender who dies on a node they still hold is back beside it inside half a minute, whilst a defender who dies after the banner has been assaulted rises somewhere else, which is why the 8 seconds of the channel matter more than the 60 that follow. The buildings also hold power-ups in Classic, Berserking (30% more damage for a minute) and Restoration (health and mana), which respawn on a timer. Later server data adds a Speed power-up too, and no source says whether Classic or Forever has one. The figure below shows where the five nodes sit, with the Blacksmith in the middle and each start closest to a node of its own.

FIGURE / 01

The basin from above.

Five nodes in a cross, the Blacksmith in the middle, and each start closest to one node of its own.

A schematic of Arathi Basin from above, north up Five nodes drawn as circles. The Stables sit in the north-west near the Alliance start at Trollbane Hall, the Gold Mine in the north-east, the Blacksmith in the centre, the Lumber Mill in the south-west and the Farm in the south-east near the Horde start at Defiler’s Den. Dashed lines give straight-line distances: Blacksmith to Lumber Mill 158 yards, to the Farm 243, to the Stables 244, to the Gold Mine 261, the Alliance start to the Stables 143 and the Horde start to the Farm 193. The Lumber Mill is marked as 56 yards above the Blacksmith and the Gold Mine 66 yards below it. FROM ABOVE, NORTH UP Straight lines, not roads. Roads run longer. 158 y 243 y 244 y 261 y 143 y 193 y TROLLBANE HALL Alliance start DEFILER’S DEN Horde start STABLES level with the middle GOLD MINE 66 y below, a pit BLACKSMITH the centre LUMBER MILL 56 y above, a ledge FARM level with the middle N

Drag the map sideways to see all of it.

Drawn from the node positions in community server map data, which rebuilds the Classic map, so the exact roads are not drawn at all and the shape is the Classic one. The start distances (143 and 193) are measured to the gate positions in the same TrinityCore file, and measured to each start’s graveyard instead they’re 202 and 246. Wowhead’s Classic guide places the Lumber Mill in the south-east, and the coordinates put it in the south-west, so the figure follows the coordinates.

Read from the Horde side on the community map data, the Farm is the node you take for free at the start, the Blacksmith is the crossroads every reinforcement passes, and the Stables are the long ride, which is the shape every role below works with.

Arathi Basin is live in Forever, one of four battlegrounds beside Warsong Gulch, Alterac Valley and the new Darkspear Islands, which uses Arathi Basin’s node rule in all but name (four capture points, more for holding more, first to 2000, or “Arathi Basin-style” as Sam Okonkwo puts it), though its central flag changes the job enough that it gets its own guide. Which levels can queue it is still open, because the Forever guides and the client data disagree on the brackets and client data isn’t a queue anyway, and no Classic source gives a time limit (modern Arathi Basin has 25 minutes, and that’s retail).

On rewards, Marks of Honor now stack to 30 rather than 20, the Honour cap went from 15,000 to 25,000 on 1 October, but the PvP vendors are temporarily unavailable by Kaivax’s known issues list of 5 November, so marks and Honour can be earnt but not spent yet. Three marks for a win and one for a loss, with The Defilers and The League of Arathor as the reputations, is the Classic rule and what the Forever guides report, and nobody has published Forever’s Honour per match, so this guide doesn’t guess it.

Three bases, in numbers

The resource race comes down to rates rather than totals, because a team’s resources come in ticks (a fixed amount at a fixed interval) and the interval shortens as you hold more nodes. The table below gives the Classic rates, and every role later in the guide is built on it, because the race is for time on nodes rather than kills, and once you know the numbers you know where to stand.

Resources by the number of bases held, in Classic
Bases heldTickA minute2000 from nothing
110 every 12 s5040:00
210 every 9 s6730:00
310 every 6 s10020:00
410 every 3 s20010:00
530 every second18001:07

Here’s the arithmetic, on the community server rates. If you hold three bases and they hold two, you earn 100 a minute and they earn 67, so from a level start you reach 2000 at twenty minutes with them on about 1330. If you’re 400 behind at three bases to two, you close the gap at 33 a minute and draw level in twelve minutes.

One node changing hands at three to two drops you from 100 a minute to 67 and lifts them from 67 to 100, so your 33 a minute lead becomes a 33 a minute deficit, a swing of 67 a minute for one banner, and that swing is what makes a single node worth fighting for. The assault costs the holders straight away too, because a contested node earns nothing, so for the 60 seconds of the contest the old three to two becomes two to two and the defenders’ lead is gone before the node has even changed colour.

Four bases is where the rate doubles rather than creeps, from 100 to 200 a minute, which is why a team on four can lose a fight in the middle and still win the match. Five bases is 1800 a minute, so a team that holds all five for 67 seconds wins from nothing, which is why the one thing never to do in solo queue is let your own team’s last node go quiet whilst everyone chases kills, because a five-cap ends a match faster than a group can ride back.

The one and two base ticks are where the sources split, because Wowhead’s Classic guide gives 11 and 10 seconds (55 and 60 a minute rather than 50 and 67) whilst the community server code gives the 12 and 9 in the table, so neither pair is settled for Forever. The conclusion stands either way, because three, four and five bases agree in every source. The figure below draws the rates side by side, and the two steps worth looking at are the climb to three bases and the doubling at four.

FIGURE / 02

The rate, not the score.

Resources a minute for each number of bases held. The third base is the one that wins, and the fourth doubles it.

Resources a minute by bases held, Classic rates Horizontal bars. One base earns 50 a minute and reaches 2000 in forty minutes. Two bases earn 67 and take thirty minutes. Three earn 100 and take twenty. Four earn 200 and take ten. Five earn 1800 a minute, off the scale, and take one minute seven seconds. RESOURCES A MINUTE 1 base 2 bases 3 bases 4 bases 5 bases 50, so 2000 in 40:00 67, so 2000 in 30:00 100, so 2000 in 20:00 200, so 2000 in 10:00 1800, so 2000 in 1:07 Wowhead’s Classic table has 1 base at 55 and 2 at 60 a minute. Rows 3 to 5 agree in every source.

Drag the diagram sideways to see all of it.

Classic rates from the community server code and Wowhead, none of them published for Forever, and the sources disagree on one and two. The five-base bar is broken because at true scale it would be nine times the width of the four.

Node by node

Each node is essentially a banner, a building and a graveyard, and the druid’s job at each one depends on the ground around it more than the building itself. The distances and heights below come from the community map data, which rebuilds the Classic map, the distances as straight lines (roads run longer) and the heights measured from the Blacksmith, which sits in the middle in every sense. Each one is written for both factions, because your near node is the Farm if you’re Horde and the Stables if you’re Alliance, and the job is the same with the names swapped.

The Blacksmith

The Blacksmith is the centre of the map, 158 yards from the Lumber Mill and about 250 from each of the other three, which makes it the node every reinforcement passes and every roamer checks first. Wowhead’s guide warns it can become a trap if you get surrounded. A team that commits everything here also leaves its other nodes bare. Its graveyard is the one most worth holding, since it puts your dead back in the middle of the map.

For a druid, the Blacksmith is the node where the ground helps a caster most and a lone defender least. The building is a wall to break line of sight against, the flag sits outside it in the open, and anyone assaulting it can be reached from three sides, so this guide recommends two defenders there in solo queue, not one, with a druid as the one who stays. When you don’t get that second defender, the fight is Holding Blacksmith alone from the mechanics guide, which walks a Rogue and a Priest arriving from the Farm road.

The Lumber Mill

The Lumber Mill sits on a ledge in the south-west, about 56 yards above the Blacksmith and the highest node on the map, with a road that winds up to it and a drop that comes straight down. The wiki notes that Mages and Priests slow-fall off it to defend the Blacksmith, and Wowhead’s Classic guide adds the danger that comes with the height, a Priest on the ledge using Mind Control to walk you off it. It’s the node where height matters, because a caster on the edge can see the Blacksmith road and reach anyone climbing.

This guide recommends the Lumber Mill ledge as the best seat on the map for a Balance druid, because 30 yards of range with Nature’s Reach (the Balance talent that lengthens it) on top and a view of the road below turns every assault into a walk under Moonfire and Roots. Stand back from the edge, though, because Mind Control and knockbacks are how ledge defenders die, and nothing published says whether a druid takes less fall damage in any form, so don’t count on it. Going down is quick and coming back up is slow, so if you drop to help the Blacksmith, you’ve left the Lumber Mill for at least the climb, and you should say so in chat.

FIGURE / 03

The basin from the side.

From the Lumber Mill through the Blacksmith to the Gold Mine. The high ground is a seat and the low ground is a pit.

A side view of Arathi Basin from the Lumber Mill to the Gold Mine A ground line starts high on the left at the Lumber Mill ledge, drops about 56 yards to the Blacksmith in the middle, runs roughly level, then falls another 66 yards into the Gold Mine pit on the right. A dashed line marks the height of the Farm and the Stables, level with the Blacksmith in the middle. A brass sightline runs from the Lumber Mill ledge down to the Blacksmith road. SOUTH-WEST TO NORTH-EAST, SIDE ON Farm and Stables sit level with this a caster on the ledge sees the road below LUMBER MILL BLACKSMITH GOLD MINE 56 y down 66 y down 158 y across 261 y across

Drag the map sideways to see all of it.

Heights and distances from community server map data, which rebuilds the Classic map, with height drawn at a larger scale than distance so the shape reads. The real slopes, and whether the Lumber Mill drop is survivable without a slow fall, aren’t published.

The Farm

The Farm is the Horde’s near node in the south-east, 193 yards from the Horde gate and level with the middle of the map. Icy Veins notes it’s closer to the Blacksmith by land than the Stables are, which matters for how fast it can be reinforced. For the Horde it’s the node you take for free at the start and the one that quietly loses you the match when everyone forgets it, and for the Alliance it’s the deepest back-cap on the map, 628 yards from their gate (679 from their graveyard).

The Farm is open ground with buildings scattered round the banner, which makes it a good node for one druid to hold against one or two attackers, with Roots and the buildings, and a bad one to hold against five. A group of five will cap it whatever you do, so when a big push comes, the job becomes the early call and the delay, then the call for reinforcements, not the last stand.

The Stables

The Stables are the Alliance near node in the north-west, 143 yards from their gate, and the Icy Veins guide describes them as usually quiet. For the Alliance it’s home, and for the Horde it’s the back-cap that’s 672 yards from your gate (715 from your graveyard) and rarely worth a group of more than one.

This guide recommends sending a druid as that one. A Feral in Prowl can reach the Stables unseen, and a Balance or hybrid in Travel Form can get there and leave again faster than most of the people sent to stop them, and a back-cap at the Stables pulls defenders away from the Blacksmith even when it fails. Two people there in solo queue is one too many, because the second one is a player the middle needed.

The Gold Mine

The Gold Mine is the north-east node, sat in a pit about 66 yards below the Blacksmith and the lowest point on the map. Icy Veins calls it the hardest node from which to reach the others, and the shape explains why, because everything at the bottom is short sightlines and a long climb out, and anything coming down the road can see you long before you see it.

For a druid the Mine is a node where Roots and Hurricane work well and range doesn’t, because the pit pulls every fight in close. This guide rates a Feral or a Bear above a Balance druid there, and a Restoration druid at the bottom with two allies is close to unbreakable for a small group. Nobody has said whether the mine’s interior counts as indoors for Travel Form, and Roots work indoors in Forever either way.

Solo queue

Solo queue is essentially fifteen people with fifteen plans, and the druid who does best in it is the one who does the job the team is missing rather than the one they’d prefer.

At the gate, look at who’s going where. The near node (the Farm for Horde, the Stables for Alliance) is taken by one or two players at the start, the rest of the team rides for the Blacksmith and one of the side nodes, and someone always forgets to stay. If nobody has said they’re holding the near node, this guide recommends taking it yourself, because a druid holds it better than anyone, and it’s one of the team’s three bases, with the other two down to whoever takes the Blacksmith and a side node. If a big push comes, the job becomes the delay and the call for reinforcements, not the last stand.

In the first two minutes, the map settles into three to two either way, and the druid’s job is to make sure your three stay yours. If your team has three, defend or roam between them. If you have two, the third you take is worth more than any kill, so roam with Moonfire up and pick the node where the defenders are fewest. If you finish a match not knowing where you should have been, the battleground review checklist is the way to find out.

When the game is lost, which happens, the druid’s job changes to the five-cap. A team on four bases needs one more to end it in a minute, so the last node you hold is the one to defend with everything you have, and a druid who stays on it buys the time to turn a five-cap into a long match. A loss at 1600 still earns more reputation and Honour than a loss at 800, since both scale with resources in Classic.

Every druid role

Arathi Basin has four jobs, and a druid can do every one of them, which is both the reason we’re welcome in any team and the reason we’re so often in the wrong place. Below, each role gets what it is, how to do it, how each spec does it, and when not to.

Role / 01

Node defender

A defender is essentially the player who stays on a node the team already holds, and their job is to stop a cap, not to win a fight. The channel breaks on any damage or stun in Classic, so a defender with an instant that does damage is a defender who wins every 8 seconds they stay alive, and druids have more of those instants than anyone. Notably, the 60 second contest is not the defender’s problem, because if the banner is assaulted, you click it back and it’s yours at once, by the same Classic rule.

  • How to do it, call the attackers the moment you see them, with a number and the node, because “2 inc BS” typed early beats any spell you own. Then stand on the banner, put a damage-over-time spell on whoever touches it (each tick is damage, so a DoT is a capping channel that can’t finish whilst it lasts), and use the building to break line of sight on anyone who isn’t capping. Faerie Fire may not do the same as a DoT, because it does no damage. If they assault it anyway, click it back the moment you’re free.
  • Balance, Moonfire and Insect Swarm on the capper, Hurricane over the banner when two of them try at once (it has no cooldown in Forever, but every hit you take shortens Hurricane’s channel), and Roots on whoever is hurting you. Moonkin Form keeps you sheep-proof, and if you’re Tauren, War Stomp stuns up to five enemies within 8 yards for 2 seconds, by its live tooltip. Warcraft Tavern’s Tauren racials guide and Blizzard’s druid deep dive both say it works in Moonkin Form, and in Classic a stun on five cappers breaks every channel they’re holding on the banner.
  • Feral, Bear on the banner with Faerie Fire on any Rogue, Bash or Feral Charge on the capper, and Barkskin from inside the form. A Bear lasts longer than anyone else on the map against two attackers, and that’s the job. In Cat, Rake and Pounce’s bleed tick on the capper just like a Moonfire does in Classic, and Track Humanoids from Cat Form shows you who’s coming, as it did in Classic.
  • Restoration, the defender who doesn’t die, with HoTs on yourself before they arrive, Moonfire on the capper and Nature’s Grasp up. Swiftmend now needs your own Rejuvenation or Regrowth on the target, so keep one rolling on yourself.
  • The 35/0/16, this guide’s recommendation for this role, because it has Moonfire, Insect Swarm, Hurricane and Roots for denial and a shift out to heal for survival. Moonkin Form blocks healing spells, so the emergency is a shift out, Rejuvenation, Swiftmend and back in, as I set out in the datamined changes. Overgrowth lets you keep Entangling Roots on up to three targets at once, by Blizzard’s Hunter and Druid deep dive and the live Entangling Roots tooltip. The build takes one point of it for a second root and two in Improved Entangling Roots so each root survives more damage, for the reasons in the roots decision, with the ranks (two targets at one point and three at both, by the talent data at Metabot) and how long each root holds once damage lands in a real defence still unpublished.
  • When not to, when five are coming and you’re one. A defender who dies in the first second hasn’t delayed anything, so against a group, call it, put a DoT on the first capper, and stay alive at the edge of the node rather than on the banner.

The sign you’ve got it is the moment the tally screen says nothing about you and your node is still yours, because no assault on your watch ever ran its full 60 seconds. Congratulations! It’s the job a druid does better than anyone on this map.

Role / 02

Assaulter

An assaulter is essentially the player who takes a node from the other team, and the job is 8 seconds of uninterrupted channel with nothing ticking on you. That last part is the one most assaulters forget, because a single DoT on you is a channel you can’t finish, and the defender knows it.

  • How to do it, arrive with your group, not ahead of it, kill or lock down the defender first, and only then click. If you have a DoT on you, you can’t cap, so cleanse it or let someone else click whilst you peel. In Classic, Abolish Poison and Remove Curse don’t touch Moonfire, so that one needs a friendly Priest or Paladin. Once it’s clicked, stay, because if the defenders click it back they have it at once.
  • Balance, clear the defender from range with Roots and Moonfire, then cover the banner for whoever clicks, because you’re the one who can stop the defender stopping the cap.
  • Feral, which this guide rates the best clicker in the team if a click leaves your form alone (nothing published says whether it does), because Bear soaks the defender’s first attempts and Cat lets you arrive in Prowl, though in Classic clicking breaks Prowl as any interaction does.
  • Restoration, the one keeping the clicker alive. A HoT on the clicker heals them without breaking the channel, which is the point, because healing isn’t damage, as in Classic.
  • The 35/0/16, sits between Balance and Restoration here, and plays as the Balance version until the clicker is in trouble, then shift out and keep them up.
  • When not to, assault a node you can’t hold. A cap that completes and flips back in the next minute has cost your team a player for that minute and gained nothing.
Role / 03

Roamer

A roamer is essentially the player who belongs to no node, moving between them to reinforce, back-cap and scout, and it’s the role a druid is built for, because we get from node to node in one piece where others arrive dismounted. Travel Form is 40% faster, instant and outdoors only, by its live tooltip, the same as Classic, and the same tooltip says the shift frees you from snares, whilst a shift breaking roots is still the Classic rule. Travel Form and Moonkin Form make you immune to Polymorph by their live tooltips, whilst Bear and Cat were immune in Classic and nothing live says so for Forever.

The worked example is the Blacksmith to the Lumber Mill, 158 yards in a straight line. Travel Form at 9.8 yards a second covers it in about 16 seconds, a 60% mount at 11.2 takes 14 plus a mount cast of 3 seconds in Classic, and a 100% mount takes 11 plus the same 3. So at 60 with an epic mount you’re a couple of seconds slower in Travel Form over a short hop, though a daze, which slowed Travel Form in Classic, can’t knock you off a mount you don’t have. Between 30 and 39, where nobody has a mount in Classic (riding starts at 40), a druid in Travel Form is the fastest thing on the map, and Blizzard hasn’t said whether Forever kept riding at 40.

  • How to do it, watch the map rather than the fight, answer every call within a few seconds, and when nobody needs you, back-cap the quietest node the enemy holds. Don’t arrive alone into a group, arrive with a DoT, break the channel, and leave again.
  • Balance, the reinforcing roamer, whose instants break a cap from 30 yards away before you’ve even arrived properly. Moonfire from the edge of range on the capper is worth more than any amount of damage.
  • Feral, the back-capper, with Prowl, and Track Humanoids from Cat Form as in Classic, to see who’s left behind, and Dash for the last stretch (50% faster at Rank 1 and 60% at Rank 2, for 15 seconds, by the live tooltips, the same as Classic).
  • Restoration, the roaming healer who arrives where a defender is about to die, and leaves once they’re topped. Innervate and a HoT on a lone defender can hold a node that was about to fall.
  • The 35/0/16, does the Balance version and keeps the healing in reserve, which suits a hybrid well. This guide rates roaming as the hybrid’s second best use after defending.
  • When not to, roam away from a node that has only you. That’s a defender’s job, and a roamer who leaves a node bare to chase a call has turned one problem into two.

If you’re Tauren, Plainsrunning builds the longer you keep moving, and Kaivax’s 5 November hotfixes say it “can no longer stack and stacks will be cancelled when carrying a flag in a battleground”. Arathi Basin has no flag, and Blizzard hasn’t said whether the stacks still build on its long roads. My own test on 8 November doesn’t settle that, but it found that it keeps building in Prowl and in every form I tried, though it doesn’t add to Feral Swiftness’s 30% or Travel Form’s 40% until it passes them, which takes about 80 seconds of running in Cat Form with Feral Swiftness and 105 in Travel Form (the Plainsrunning test).

Role / 04

Healer

A healer in Arathi Basin is essentially a defender multiplier, because two players with a healer behind them hold a node that three can’t take. The healer’s place is with the group that’s fighting, not at the back, and on this map the group that’s fighting is usually on a banner.

  • How to do it, pick a group and a node and stay, with HoTs rolling on the defenders before the fight arrives and your line of sight broken by the building whenever their casters look for you. Healers are the first target, so stand where your group can peel for you.
  • Balance and Feral, aren’t healers, but either can shift out and drop a Regrowth on a defender who’s about to die, and that one cast can hold a node. It costs a shift each way, so keep it for the moment the banner depends on it.
  • Restoration, the real thing. Rejuvenation on everyone you can reach, Swiftmend on your own HoTs, Tranquility when the whole group is under it, and Wild Growth, which is a 3 second cast, which makes it a spell you plan rather than an instant you press.
  • The 35/0/16, heals as a second healer rather than the only one, and this guide recommends that a hybrid who’s the only healer in a group say so in chat and ask for a real one.
  • When not to, heal a fight that’s already lost. If three are on the banner and your two defenders are dead, step back, call it, and save the mana for the click-back.

Which spec does what

Every spec has a home on this map, whatever the folklore says about Arathi Basin belonging to Balance and Restoration. Each spec is better at something here than the other two, and whichever you play, the near node is yours if nobody has claimed it (hold it, and when a big push comes, delay it and call for reinforcements), as shown below:

  • Balance, the best denial on the map, with Moonfire, Insect Swarm and Hurricane breaking caps from 30 yards and the Lumber Mill ledge giving you range nobody else gets. Starfire’s base damage went up about 40% in the final notes, which makes a hard-cast Starfire on a rooted capper a real threat, and my read of the final notes covers when it’s worth the cast.
  • Feral, the best roamer and, if a click leaves your form alone, the best clicker, with Prowl for back-caps, Bear for the longest stand on a banner, and the damage increases in the final notes behind it.
  • Restoration, the anchor, the player who turns two defenders into a node that holds. A Restoration druid at the Blacksmith with two allies is, by this guide’s reckoning, the hardest single thing to break on the map.
  • The 35/0/16, recommended here as a defender, at the Blacksmith with a partner or on the Lumber Mill ledge alone, as argued in the defender role, because the hybrid is the only build with every denial tool and a heal for itself.

In a premade

A premade (a group that queues together, up to the full fifteen) changes the druid’s job in one way, which is that you’re told where to be, and it’s worth agreeing who does what before the gates open. The Classic strategies in RenataKane’s Wowhead guide are the place to start, and the druid’s place in each is below:

  • Three and hold, the team takes the near node, the Blacksmith and one side node, and holds them. The druid is a defender, ideally the near node’s lone defender, because a druid holds it against one or two attackers, and against a big push delays it and calls for reinforcements. This is where this guide puts the 35/0/16.
  • Five, five and five, three groups of five take the Blacksmith, the Lumber Mill and the Gold Mine, and whichever group rides past the near node drops one player to cap it on the way, so that group arrives four strong. Each group wants a healer, and a Restoration druid is a good one, whilst Feral and Balance druids slot into any group as damage and denial.
  • Seven, seven and one, two groups of seven and one player on the near node. The one is a druid, and that druid’s job is to hold it, and if a big push comes, to delay, call for reinforcements early, and survive.
  • Auras, Moonkin Form’s crit aura and Leader of the Pack don’t stack in Forever, so if the Moonkin aura only reaches your party in practice, put a Moonkin and a Feral in different groups so both work, and if it reaches the whole raid, where you put a Feral doesn’t change it. The live Leader of the Pack tooltip says it “cannot be used together with Moonkin Aura”, and whilst the live Moonkin Form tooltip gives its aura to “all party or raid members within 45 yards”, Leader of the Pack’s reaches only “party members within 45 yards”. The deep dive and the 16 October notes disagree on the Moonkin aura’s reach (party-wide against raid-wide), and its tooltip’s 3% spell crit conflicts with the 2 November notes’ “all types of critical strikes”, so its real reach in a battleground raid, and which crit it raises, are both unsettled.

Calls matter more in a premade, because the team is listening, and a defender who calls “3 inc farm” at first sight is the reason the roamers arrive before the banner is clicked.

Before the gates open

The checklist below is for the minute before the gates open, written in your own voice so you can read it straight off the page. It assumes the settings guide’s battleground graphics profile is already on.

  • Kit
  • Nature’s Grasp up, and HoTs rolling on myself before the gates open
  • Mana and health potions in the bags, which work in forms (the fishing guide covers the fish they come from)
  • Travel Form and Moonfire on keys I can reach without looking
  • Plan
  • I know which node I’m going to and whether I’m defending, assaulting, roaming or healing
  • I know who is holding our near node, or I’m holding it
  • I know the call format, a number and the node
  • Settings
  • Enemy nameplates on, with cast bars, so I see who’s capping
  • The battleground graphics profile on, with view distance at 5 or more
CHEAT SHEET

Arathi Basin for druids, on one page.

Print it, keep it beside the keyboard, and glance at it at the gate.

  • The rules, as in Classic
  • First to 2000. The rate matters, not the total.
  • 2 bases is 67 a minute, 3 bases is 100, 4 bases is 200, 5 bases ends it in a minute
  • Capture is an 8 second channel, any damage breaks it
  • Contested for 60 seconds, worth nothing to anyone, and the old owner can click it straight back
  • The druid’s job
  • A DoT on the capper means they can’t cap
  • Call it early, with a number and the node
  • Defend the near node if nobody else will
  • Roam in Travel Form, arrive with Moonfire
  • By spec
  • Balance, denial from 30 yards, the Lumber Mill ledge
  • Feral, the back-cap, the Bear on the banner
  • Restoration, the anchor at the Blacksmith
  • 35/0/16, the defender who heals themselves
Prints this sheet on its own, on a white background.
Twelve lines. If you remember only the first of the druid’s jobs, you’ll stop more caps than most of the players on your team.

Arathi Basin rewards the druid who reads the map before the fight, and the arithmetic is simple enough to carry in your head once you’ve seen it. Take the near node when nobody else will, keep a DoT on every capper and call every attack early, and your team should learn to leave the Blacksmith to you.

The guide is corrected in its change log as live matches settle the Classic rules it leans on. The build it hangs off is in the Restokin build, and the techniques behind every role are in Balance druid PvP mechanics.

Contributing to this guide

If you’ve timed a capture, a tick or a resurrection wave in a live match, or you can show me a rule here that’s wrong on the live client, I want to hear it, and I’ll credit you by name when I correct the guide. The way that doesn’t get lost is an issue on the Restokins GitHub, with a clip or a screenshot of the score if you have one. Every claim this guide still rests on a precedent for is on the open questions page, as a question anyone can settle in game.

Sources and credit

The live posts come first, then Blizzard’s notes and articles from before launch, the Classic rules Forever inherits and the community’s map guides. Where a claim rests on the Classic rules or the community’s map data rather than a live post, the text says so.

Change log

Follow this guide’s changes by RSS, every entry below as it’s added.

  1. Update

    The roamer now says what Plainsrunning does in Prowl and in forms, from my own test, and still leaves open whether it builds on this map at all. The Plainsrunning test has the detail.

  2. Update

    Reworded throughout to read more plainly, and nothing in the advice changed.

  3. Update

    The pre-match checklist links the fishing guide for the potion fish, and Contributing links the open questions page.

  4. Update

    The short version’s heading now says it fits on one page rather than one screen, because on a phone it runs to about three.

  5. Update

    The status labels and the list of open checks are gone, so each claim now names what it rests on in the sentence, usually the Classic rules or the community server data, and the recommendations (the near node, the Lumber Mill ledge for Balance, the hybrid on defence) are stated plainly as the guide’s own.

  6. Correction

    I corrected the places where the page disagreed with itself, so snare removal rests on Travel Form’s live tooltip with only roots Untested, War Stomp in a form rests on Blizzard’s druid deep dive and is no longer Untested, Plainsrunning’s 2% is credited to the 26 October notes, and the five, five and five premade adds up.

  7. Update

    Arathi Basin in Forever now opens with a list of the Forever changes a druid feels on this map, Solo queue sits straight after Node by node, and the closing comes before Still to test. Feral as the best clicker is labelled my opinion and depends on whether a click drops your form, and my picks now agree everywhere, so a druid holds the near node and turns to the delay and the call for reinforcements when a big push comes, Restoration anchors the Blacksmith with two allies, and a Restoration defender still keeps a Swiftmend-ready HoT rolling on themselves.

  8. Correction

    Dash is 50% faster at Rank 1 and 60% at Rank 2 in Forever, by the live tooltips, the same as Classic. I’d given Classic as 40 and 50%, which was wrong.

  9. Major

    Updated for the live game, so Arathi Basin is no longer a draft and the druid changes Blizzard published are stated plainly, whilst every map rule a live match still has to settle is marked Untested. Wowhead’s live tooltips now settle Travel Form, War Stomp and Dash, and the guide covers the 5 November Plainsrunning hotfix and the PvP vendors being down. The launch week hotfixes note covers the hotfix.

  10. Update

    Softened the near node advice in solo queue, which is my opinion and keeps the near node as one of the team’s three bases rather than putting the team on three by itself. The development notes post this guide dated 2 November US time is now simply the 2 November notes, as it is everywhere else on the site.

  11. Major

    Added the short version at the top, the thirteen calls the map turns on with the reason for each and a link to the detail. The masthead now says plainly that this is a draft and that Arathi Basin isn’t confirmed for launch day.

  12. Update

    My own pick now refers to the 35/0/16 build, and the defender section says it takes one point of Overgrowth for a second root and two of Improved Entangling Roots so the roots hold.

  13. Major

    First published before launch, from Classic rules, Forever’s notes and the community’s Arathi Basin guides.

Take it to the Blacksmith.

I’m Restokins, a Tauren druid playing Horde PvP on Forever, and every guide here names its sources and is corrected in public in its change log. The stream starts once I hit 60, weekdays from midday AEST. About the stream New guides and posts by RSS Every correction by RSS

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