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No todas las batallas se luchan por grandes y nobles causas; muchas duras victorias se logran en nombre del deporte. En Azeroth y Terrallende podrás luchar para proteger a los débiles, para vengar a un camarada o para lograr cualquier otro honroso objetivo. Pero en la Arena se lucha únicamente por una cosa: la gloria. ¿Qué piensas hacer cuando las puertas de la Arena se abran ante ti?
La Arena de los ogros de las Montañas Filospada en Terrallende se conoce por el nombre de El Anillo de Sangre. Con solo verla vienen a la mente imágenes de innumerables e intensas batallas, y de las consecuencias que provocan en el nuevo sistema de Arenas.
Visión general
Echemos un vistazo al mapa desde más cerca.
- El Foso:
Es aquí donde os preparáis tú y tu equipo para el encuentro. Para hacer más fáciles las cosas, las facultades y los hechizos en el foso son gratuitos y tendréis un minuto antes de que el combate comience: más que suficiente para aplicar todas las ventajas necesarias y preparar todas tus macros de emotextos. ¿A que tienes tus propios emotextos para celebrar las victorias?
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Las Rampas:
Fuera del foso, verás una rampa justo enfrente de ti a lo largo del muro izquierdo. Estas rampas llevan al puente, uno de los puntos estratégicos de El Anillo de Sangre.
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El Puente:
El puente divide El Anillo de Sangre en dos: tu lado y el del enemigo. Hay una vista muy buena de toda la Arena desde allí, y es el único medio de llegar a los pilares.
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Los Pilares:
Un salto bien dirigido te lleva a lo alto de uno de los pilares que flanquean el puente. Si eres de una clase de ataque a distancia, tu sitio puede estar sobre los pilares ya que son excelentes para mantener a los enemigos a distancia y para los francotiradores.
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Los canalones:
Si giras a la derecha después de salir del foso, verás uno de los dos canalones de El Anillo de Sangre. Los jugadores, por lo general, van al puente al comienzo de un encuentro, así que si quieres evitar el contacto enemigo al principio, tienes que ir a los canalones de ambos lados o debajo del puente.
Guía del mapa
Una vez que las puertas se hayan abierto, tu equipo tendrá que tomar una decisión: ir a la rampa derecha, a la izquierda o al centro. Si os decantáis por la rampa cerca de vuestro foso, accederéis rápidamente al puente, además de a la terrorífica visión de lo que planea el equipo contrario. Por supuesto, esto también quiere decir que si corréis hacia la rampa del otro lado, en lugar de a la vuestra, el enemigo os verá llegar.
La cosa se tornará invariablemente caótica cuando estéis en el puente. Las clases de ataque a distancia como los cazadores y los magos, a menudo intentan llegar a la relativa seguridad de uno de los pilares o se quedan en la retaguardia de su rampa, mientras que las clases cuerpo a cuerpo como los guerreros o pícaros hacen lo que pueden para acortar las distancias. Casi siempre hay combates en el puente ya que, a menudo, de su control depende el control de la Arena.
Si la lucha se vuelve muy sangrienta y tu salud llega a mínimos peligrosos, puedes saltar del puente y hacer uso de los pilares para perder de vista a los personajes que te quieren dar caza. De la misma manera, si ves que tu equipo está perdiendo el puente, puedes volver al suelo e intentar una retirada organizada.
[La versión en español de esta sección estará disponible muy pronto]
The magical city of Dalaran floats high above Northrend. But below the surface, beneath the hustle and bustle of life in the city, lies a different sort of activity that the majority of Dalaran's citizens remain blissfully unaware of: an underground fighting ring in the sewers, where fierce combatants test each other's mettle and fighting skills for the thrill of combat.
Overview
The Dalaran sewers are distinguished by their dramatic waterfall feature and a raised center platform.
- The Waterfall
Every so often, a waterfall pours down from a grate in the ceiling, blocking line of sight and preventing movement through the rushing water while the waterfall is active. It is designed to be a dynamic line-of-sight element that adds tactical options to the Arena. If players are standing near the foot of the waterfall when it activates, they will get knocked back.
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The Center Platform
The center of the Arena is a raised square platform. The waterfall splashes down onto a grate in the center of the platform. Players can only access the platform via stairs that lead up two of its four corners: the platform is too high to simply jump onto. At the other two corners, piles of crates obstruct movement and block line of sight.
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The Pipes
The staging areas for the Dalaran sewers are two sewer pipes on either side of the Arena. Players who remain inside for too long are eventually knocked out of the pipes by a torrent of water.
Map Walkthrough
When the match starts, teams will likely head to the center platform to establish a favorable strategic position that is tailored to their team makeup. Ranged classes can circle the perimeter to break line of sight from melee attackers and other ranged attackers, or venture onto the platform to obtain high ground and control most of the playing field with clear lines of sight. Healers can kite melee around the platform and up the two stairways, using the two piles of crates or jumping down when necessary to break line of sight from ranged attackers.
However, no one should get too comfortable trying to control the platform's center. Even though it offers a strong strategic position, the center of the platform is also where the waterfall makes its periodic appearance, throwing a dynamic, impassable line-of-sight element into the mix, and knocking back anyone standing too close to the downpour. Players can take advantage of its potentially game-changing nature to attempt high-risk, high-reward gambits such as bringing all cooldowns and burst DPS to bear on a single target that may have been momentarily cut off from support.
[La versión en español de esta sección estará disponible muy pronto]
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.
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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.
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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.
Que no te engañen la vegetación exuberante, las hermosas islas flotantes o las serenas cascadas de Nagrand: el lugar es un hervidero de JcJ. Nagrand alberga dos importantes atractivos JcJ: Halaa, fácil de tomar; y El Círculo de los Retos, la segunda Arena JcJ disponible con la expansión (recientemente adquirida por el Cártel Bonvapor y consecuentemente rebautizada como Estadio Bonvapor).
Visión general
Lo primero va primero, aunque parezca de cajón, ¡asegúrate de que miras hacia la puerta correcta antes de que empiece el encuentro! Veamos la disposición del mapa.
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El Foso:
Como ocurría en el Anillo de Sangre, esta es la zona donde tú y tu equipo os preparáis para el encuentro. Todos tus hechizos y facultades en el foso son gratuitos y tenéis un minuto antes de que dé comienzo el encuentro. Como comentamos antes, debería ser tiempo más que suficiente para aplicar las ventajas necesarias.
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Los Pilares:
: El Círculo de los Retos también dispone de pilares, pero en esta Arena solo sirven para quitarte de circulación, que te pierdan de vista tus perseguidores o para preparar emboscadas. Existen cuatro pilares en total y descuida que no son difíciles de encontrar.
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El Centro:
El centro de esta Arena es una enorme área abierta. No hay obstáculos ni niveles a diferentes alturas, nada de rampitas ni puentes, solo hay carnicería pura y dura. Y para que sea más interesante, aparece un ciclón que le da movimiento a la lucha tras un minuto aproximadamente.
Guía del mapa
El Círculo de los Retos es un mapa sencillo, pero la táctica necesaria no es precisamente sencilla. Algunos equipos prefieren cargar contra todo lo que se encuentre en el centro y otros esperar en los pilares más cercanos a que el equipo contrario aparezca. Siempre viene bien alejar a los sanadores del epicentro de la acción. Además, la cobertura visual que ofrecen los pilares permite a tus clases de apoyo mantenerse fuera de peligro. Otro uso creativo de los pilares es utilizarlos de escondite para los miembros de tu grupo. Así uno de tu equipo provoca y le tiende una emboscada al enemigo, que carga de manera ciega confiado en su supuesta superioridad numérica. Anda con ojo cuando te acerques a los pilares del equipo enemigo: nunca se sabe qué sorpresas te esperan allí.
Si quieres saber algo más sobre las Arenas, haz clic aquí.
In the Horde capital of Orgrimmar, proving one's worth through the crucible of personal combat is a time-honored tradition. In the city's Valley of Honor, an imposing structure stands as a testament to the significance of this belief in orc culture: the Ring of Valor.
Overview
The Ring of Valor includes multiple sets of dynamic map features that create a variety of opportunities for pitched, fast-paced combat.
- The Staging Platforms
The staging areas in the Ring of Valor are not the standard sheltered rooms at opposite ends of the Arena. As the pre-match countdown progresses, the two staging areas slowly rise out of the ground until they emerge at ground level, mere yards apart. When the match begins, the gates around the platforms retract, and the two teams find themselves in very close proximity.
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The Fire Walls
On either side of the staging platforms is an intermittent fire wall that blasts from the ground. The two fire walls trigger at the same time and inflict damage equal to a percentage of total health per second to anyone passing through or standing within the flames. The walls do not otherwise break line of sight or inhibit player movement.
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The Elevating Platforms
Two roughly circular platforms at opposite ends of the Arena rise and lower throughout the match, obstructing movement and blocking line of sight when raised. Because they are essentially temporary pillars, they create an ever-changing dynamic of line-of-sight and kiting opportunities.
Map Walkthrough
Due to its array of unique features, the Ring of Valor is the most complex and dynamic of all the Arenas in World of Warcraft thus far, and it will likely give rise to some of the most creative and active player strategies yet seen. In general, teams that combine constant, coordinated movement with opportunistic use of the platforms and fire walls will rule the day.
One key element of the Arena that teams should use to their benefit is the timing of the fire walls and platforms. The elevating platforms rise and lower in sync with the fire walls' activation and deactivation. When the platforms are lowered, the fire walls cut off that section of the Arena. Thus, players who are cut off from teammates or targets due to the fire wall's activation must quickly decide whether to wait out the duration or to suffer the high damage cost of running through the wall. Using the platform to kite or block line of sight is no longer an option in that case.
Teams that quickly identify when opposing players are cut off from support can rapidly burn those isolated players down, and so coordinated burst DPS will be a boon. Similarly there will be a greater need for and emphasis on healing, for the extra damage from the fire walls will take its toll. Keeping teammates alive through the match's initial frenzy will be a singular healing challenge as well, for the teams will likely be trading blows in close quarters while simultaneously establishing position.
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