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Not all battles are fought for a noble cause or a greater good; some hard-fought victories are earned in the name of sport. In Azeroth and Outland, you may be fighting to protect the weak, to avenge a comrade, or to achieve some other honorable goal. But in the arenas, you fight for one thing, and one thing alone: glory. How will you fare once the gates of the arena open before you?

Ruins of Lordaeron

The former site of Lordaeron, once-proud capital of the Alliance, is haunted by the ghosts of the past. As a grim reminder of the devastation wreaked by the Scourge, the Ruins of Lordaeron is an appropriate setting for battle and strife – a perfect stage for an Arena.

Overview

The Ruins are a medium sized arena with several distinguishing features.

  • The Pit

    Like in other arenas, the Pit is a staging area where you can prepare for the match. However, the Pit can actually serve as part of the fighting area once the match begins. This is due to the fact that running into the Pit can break line of sight at some angles, due to the doorway being smaller than the width of the room.

  • The Coffin

    The centerpiece of the Ruins is a large coffin with three pillars jutting from its corners. It tends to be the focus of battles because of its tactical importance. It is the arena’s main position of strength for both defense and offense. Controlling the coffin is akin to controlling the battlefield.

  • The Graveyard

    On one side of the arena is a graveyard located on a small rise. The elevation change coupled with the gravestones offers some tactical possibilities. Most of the gravestones are too small to break line of sight, but there are three large gravestones which can be used for cover.

Map Walkthrough

Battles in Ruins of Lordaeron will tend to center around the coffin and its immediate surroundings. The central location, combined with the tactical opportunities it offers, makes the coffin a strong draw. It’s a strong position to both defend and attack from.

Players who find themselves the target of focus fire can use the coffin to try to deter their attackers. Using the coffin in this way is effective against both ranged and melee attackers. For ranged attackers, breaking line of sight with the pillars on the coffin will disrupt their attacks against you. When being pursued by melee attackers, such as a rogue or warrior, kiting them over and around the coffin may prevent them from using their attacks and abilities – particularly if they fail to make that jump on top or run into obstacles at any point. It’s worth noting that if a player is affected by movement impairing effects such as Hamstring, they will likely be unable to make the running jump needed to jump on top of the coffin. After a length of time kiting enemies in this way, you may actually go out of combat, giving you a chance to take non-combat actions such as drink, stealth, or charge.

Ranged attackers who are on top of the coffin can also fire on enemies from this position, but they will also be subject to line of sight issues if the pillars block their view. However, they can use the pillars to deter ranged counterattacks as well. Ranged attackers targeting people on top of the coffin must position themselves correctly to attack them. Melee special abilities such as Intercept will also work against coffin-dwellers if positioned correctly. In addition, area of affect abilities such as Frost Nova, Consecration, and Holy Nova may hit your foes who are on the other side of the coffin.

The pits can be used to get away from the brunt of the fighting and try to sneak in a quick bandage. If you stay out of the fighting for a length of time you may go out of combat, which will allow you to drink and eat. The pits are a perfect place for this kind of refresher. In addition, because the doorway is smaller than the width of the room, you can move in and out of the doorway to break line of sight.

The graveyard offers some tactical advantages as well. Three of the gravestones are large enough to serve as cover and will break line of sight from ranged attackers. It’s also on a slight rise in the terrain offering increased visibility.

The rest of the arena, including the green water which is not deep enough to hinder movement, is relatively flat and free of obstacles.

The Circle of Blood

The ogrish arena of the Blade's Edge Mountains in Outland is known as The Circle of Blood. One look at this arena conjures thoughts of countless, intense battles – and the consequences they render in the new arena system.

Overview

Let's take a closer look at the map layout.

  • The Pit

    This is where you and your team prepare for the match. To make life a little easier, all spells and abilities in the pit are free, and you'll have about one minute before the fight begins – more than enough time to apply all the necessary buffs and to prepare all your trash-talk and emote macros. You do have emotes to celebrate your victory, right?

  • The Ramps

    When you leave the pit, you'll see a ramp right in front of you running along the left wall. These ramps lead up to the bridge, one of the key strategic positions in the Circle of Blood.

  • The Bridge

    This bridge divides the Circle of Blood into halves: your side and the enemy's. You'll have a very good view of the entire arena from here, and it's also the only way to reach the pillars.

  • The Pillars

    One well-aimed jump places you on top of one of the pillars flanking the bridge on either side. If you're a ranged class, then you should consider jumping on one of the pillars. It helps keep enemies at a distance, and the pillars are excellent sniping spots.

  • The Gutters

    If you take a right after leaving the pit, you'll see one of the Circle of Blood's two gutters. Players usually go for the bridge at the start of a match, so if you want to avoid enemy contact at first, the gutters on either side or under the bridge are the places to be.

Map Walkthrough

Once the gates open, your team will have to make a decision: go for the left ramp, the right ramp, or the center. Gunning for the ramp near your pit will present early access to the bridge, as well as a terrific view of what the opposing team is planning. Of course, this also means that if you're running toward the other side's ramps instead of your own, they'll be able to see you coming.

Things will invariably become a little chaotic once you're on the bridge. Ranged classes such as hunters and mages often try to reach the relative safety of one of the pillars or hang back at their ramp, while melee fighters such as warriors and rogues do their best to close the distance. There's usually a lot of fighting going on at the bridge, because controlling this landmark often means your team controls the arena.

If the fighting gets too rough and your health drops dangerously low, you can try to jump off the bridge and use the pillars to break line of sight with any characters that are chasing you. Also, if you see that your team is losing the bridge, you can always just jump down to ground level and attempt an ordered retreat.

The Ring of Trials

Don't let the lush vegetation, beautiful floating islands, and serene waterfalls of Nagrand deceive you – this place is a hotbed for PvP. Nagrand is home to two major PvP attractions: the capturable town Halaa, and the Ring of Trials, the second PvP arena available out of the box for the expansion (recently acquired by the Steamwheedle Cartel and callously renamed to the Steamwheedle Stadium).

Overview

First things first – even though this may seem obvious, make sure you're facing the correct gate before the match starts! Now, let's look at the map layout.

  • The Pit

    Just like at the Circle of Blood, this is where you and your team prepare for the match. All your spells and abilities in the pit are free, and you'll have about one minute before the fight begins. This again should be more than enough time to apply all the necessary buffs.

  • The Pillars

    The Ring of Trials also features pillars, but in this arena they are exclusively for breaking line of sight, to hide from your pursuers, or to set up an ambush. There are four pillars in total, and don't worry about finding them – they're hard to miss.

  • The Center

    The center of this arena is a huge open area. No obstacles, no different height levels, no fancy ramps or bridges, just pure carnage.

Map Walkthrough

The Ring of Trials is a straightforward map, but the tactics involved aren't necessarily simple. Some teams prefer to simply charge into the center and lay waste to whoever dares to oppose them, while other teams hang back at the nearest pillars and wait for the other team to come to them. It's usually a good idea to keep your healers away from the main action, and the visual cover the pillars provide should help your support classes stay out of trouble. Another creative use of the pillars is to hide your party members to set up an ambush and to goad your opponents into charging in blindly, trusting in their supposedly superior numbers. Tread carefully when approaching the opposing team's pillars – you'll never know what kind of surprises may lie in wait for you there.

Read more about arenas here.

 
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