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World of Warcraft Arena

Wrath of the Lich King Arena Gear - Deadly Gladiator

I haven’t posted much at all about the arena gear coming out in Wrath of the Lich King because it was VERY unfinished and downright confusing, there’s the Hateful Gladiator gear which looks to be season 5. I think that from now on we can’t keep naming arena gear by it’s released season, since around season 9 it’s going to get annoying. So there’s hateful gladiator, and deadly gladiator.

Hateful has items at level 200 rating while deadly seems to be 213 rating which tells me (duh) that deadly would be season 6. Ugh, my head. Anyway, here are some screenshot images of the deadly gear provided by MMOC. When this becomes less unfinished and I can compile a solid and non-spreadsheet looking list (because I freaking HATE spreadsheets) I’ll post that up.

Gun - Deadly Gladiator’s Rifle
Bow - Deadly Gladiator’s Longbow
Crossbow - Deadly Gladiator’s Heavy Crossbow
Polearm - Deadly Gladiator’s Pike
2H Axe - Deadly Gladiator’s Decapitator
1H Axe - Deadly Gladiator’s Waraxe
1H Axe - Deadly Gladiator’s Chopper
1H Axe - Deadly Gladiator’s Cleaver
1H Axe - Deadly Gladiator’s Hacker
Staff - Deadly Gladiator’s Staff
Staff - Deadly Gladiator’s Battle Staff
Staff - Deadly Gladiator’s Energy Staff
Staff - Deadly Gladiator’s War Staff
Staff - Deadly Gladiator’s Focus Staff
1H Sword - Deadly Gladiator’s Quickblade
2H Sword - Deadly Gladiator’s Greatsword
Dagger - Deadly Gladiator’s Shanker
Dagger - Deadly Gladiator’s Shiv
Dagger - Deadly Gladiator’s Mutilator
Dagger - Deadly Gladiator’s Spellblade
1H Mace - Deadly Gladiator’s Pummeler
1H Mace - Deadly Gladiator’s Bonecracker
1H Mace - Deadly Gladiator’s Gavel
2H Mace - Deadly Gladiator’s Bonegrinder
Fist Weapon - Deadly Gladiator’s Left Render
Fist Weapon - Deadly Gladiator’s Left Ripper
Fist Weapon - Deadly Gladiator’s Right Ripper
Shield - Deadly Gladiator’s Barrier
Shield - Deadly Gladiator’s Shield Wall
Shield - Deadly Gladiator’s Redoubt
Wand - Deadly Gladiator’s Baton of Light
Wand - Deadly Gladiator’s Touch of Defeat
Wand - Deadly Gladiator’s Piercing Touch
Thrown - Deadly Gladiator’s War Edge
Held in Off-hand - Deadly Gladiator’s Endgame
Held in Off-hand - Deadly Gladiator’s Grimoire
Held in Off-hand - Deadly Gladiator’s Reprieve
Idols - Deadly Gladiator’s Idols
Librams - Deadly Gladiator’s Librams
Totem - Deadly Gladiator’s Totems
Sigil - Deadly Gladiator’s Sigils


Dalaran Sewer Arena

Dalaran Arena is one of the most popular arena PvP scenarios in World of Warcraft: Wrath of the Lich King. When I was at Paris during the 2008 Blizzard Worldwide Invitationals, the developers discussed in the press room the Dalaran Arena specs, and showed the press graphics of how the room would look like.

Never would I have imagined how challenging the terrain could be in various PvP scenarios. The Dalaran Sewer Arena was opened for public testing in World of Warcraft: Wrath of the Lich King beta build 8970 (Sept. 19, 2008).

When you talk to one of the Arena Organizer NPCs in Dalaran, you will be teleported into a random arena map. One of them the Dalaran Sewer. You spawn inside a sewer pipe sealed with a gate showing the Kirin Tor insignia. A one minute countdown alerts you that the Arena will start. When the gate opens, and you walk near the pipe edge, you will be catapulted across the room below.

There are areas in this map. The lower level and the elevated platform. There are only two points of entry to the higher platform, accessible through stairs in shape of a circle located in opposite corners of the square-like platform.

These circular shape of the stairs give a few degrees of Line of Sight issues that can be used in your benefit or against enemy players. Since the higher platform is a few yards tall, that can be used strategically.

For example, a player runs to the lower ground and is chased by other players. The healer could heal from the higher platform without any risks, as melee players won't be able to reach them there -- forcing them to have to walk around to reach the healer. If a caster attempts to attack the healer on higher ground, just walk backwards, and the wall will cause line of sight issues.

On the center of the High-ground platform, is a small pool that can be walked over and across. However, it serves an interesting mechanic that can be used strategically. A flood of water switches on and off every few seconds. Anyone caught when the water falls from the ceiling pipe will be rendered immobile, and not able to cast/attack. A cyclone like animation engulfs the player for a few seconds.

The pillar of water that is switched on and off automatically serves a purpose: Line of sight. You can pull a melee or caster player across the pool strategically to cause a healer line of sight (for example). The healer will be at mid-casting and get suddenly interrupted by the pillar of water when it is switched on, forcing him/her to move around the pillar to gain line of sight. These few seconds lost can be used to DPS the enemy as fast as possible. On the other hand, if you wish to protect yourself from a DPS caster, you can move in a position where the pillar of water can cause line of sight.

The wooden boxes on the two opposite corners of the higher-ground platform are good spots to cause line of sight issues too.

This Dalaran Arena is all about Line of sight mechanics: the water pillar, the higher ground vs. lower ground wall, the boxes, and the circular stairs. Use those four obstacles wisely to win.

Watch the video at the bottom.

Orgrimmar Arena

The Orgrimmar Arena rises the line of sight and challenge mechanics a few notches. The first challenge for any player class is how close to the enemy you are at the beginning.

You are on a elevator the moment you are teleported into the random-generated map: Orgrimmar Arena. After the 60 seconds countdown, the elevator moves upwards to the Orgrimmar Arena. The enemy team is on another elevator that faces yours barely a few yards away. When the gates encasing the elevator come down, it is clobbering time right on the spot.

Rogues here are a danger having such a close range advantage. Casters would have to AOE immediately after the gates come down to avoid getting zapped/garroted by rogues. Warlocks can buff the team with detect invisibility.

Healers are really screwed in this map if everyone synchs to jump them when the gates come down. Be quick and alert.

On to the Line of Sight mechanics. On the back of your elevator is a circle on the ground. Healers are encouraged to step with their backs facing on the edge. Within few seconds, that circle will become a wooden pillar rising mechanically some 10 yards above the ground. A nice spot to keep you safe from melee players. You won't stay up there for long, but enough to keep you alive a few seconds while healing (yourself or a team player); or DPS casting.

There are two more similar pillars one on each opposite side of map. You can run all the arena and force other players to chase. The second purpose of these unexpected pillars rising off the ground is to cause line of sight. Perfect to get rid of an annoying DPS caster/range player for a few seconds.

The other mechanic in this arena is the two lines that divide the center of the arena. If I were you, I wouldn't get anywhere near them. Those lines switch on and off a fire. If you are caught when it is ablaze, you will get damage, plus some damage over time. Use it strategically to pull some melee players on it before it switches on. The fire can be used on another strategic way. For example, pull a melee player across the line. A healer will probably have a hard time reaching his teammate if the fire is up.

I know I suck in PvP, so don't mind that. The video below is to show you the Orgrimmar Arena geography and its Line of Sight and Trap mechanics. Focus on that.
 

 

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