|
Arena Arena Building Your Team Fighting in the Arena Arena Points Arena Tournament Arena Combat Ruins of Lordaeron The Circle of Blood The Ring of Trials
World of Warcraft 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.
|