Post by Cal on Dec 1, 2006 6:54:55 GMT -5
Rawshin and I tried some 2 vs 2 arena last night. Here's some impressions and things we learned:
When you first get in the arena, you have a minute until the fight starts. You are cleared of all buffs, but all your spells cost 0 mana in that minute so you can rebuff easily. I like this so people don't get buffs from other people.
Potions are unusable in the arena. Also, I didn't even think to try it, but I've read that engineering items are disabled as well.
At least for a Paladin, Lay on Hands and Divine Intervention are not useable in the arena. I'd be curious if a warrior can use their 30 min cooldown.
There was two arenas that we randomly got put into. Don't remember the names, but they are about as big as the arena in STV, maybe a little bigger.
One arena is flat and like the STV arena except for a few pillars. Also, there's a tornado that travels through it that if you go in it you are put outside, and have to go into the tornado again to get back in. Not sure if it does damage. Side note: I got feared through the wall here and was stuck outside. At the time I didn't know about the tornado, and since you can't /afk out, I had to go by a wall and the warlock sent their pet after me through the wall. I guess they didn't know about the tornado either, I assume you can go outside to fight.
The second arena is just as big, but it a second level in the middle, not very high, and not pillars that I can remember.
Some tips:
Human perception is awesome here. Usually if the group has a rogue he'll come right for you to sap, so hit perception about 5 seconds after the match starts.
Of course Burst Ranged damage is king, but mana burn is powerful as well, since they can't use potions.
Mileage may vary, but the two best trinkets to have seem to be the insignia of the alliance and the barov peasant caller. Mages probably want to keep any ToEP-like trinkets equipped instead if they're going for burst damage.
When you first get in the arena, you have a minute until the fight starts. You are cleared of all buffs, but all your spells cost 0 mana in that minute so you can rebuff easily. I like this so people don't get buffs from other people.
Potions are unusable in the arena. Also, I didn't even think to try it, but I've read that engineering items are disabled as well.
At least for a Paladin, Lay on Hands and Divine Intervention are not useable in the arena. I'd be curious if a warrior can use their 30 min cooldown.
There was two arenas that we randomly got put into. Don't remember the names, but they are about as big as the arena in STV, maybe a little bigger.
One arena is flat and like the STV arena except for a few pillars. Also, there's a tornado that travels through it that if you go in it you are put outside, and have to go into the tornado again to get back in. Not sure if it does damage. Side note: I got feared through the wall here and was stuck outside. At the time I didn't know about the tornado, and since you can't /afk out, I had to go by a wall and the warlock sent their pet after me through the wall. I guess they didn't know about the tornado either, I assume you can go outside to fight.
The second arena is just as big, but it a second level in the middle, not very high, and not pillars that I can remember.
Some tips:
Human perception is awesome here. Usually if the group has a rogue he'll come right for you to sap, so hit perception about 5 seconds after the match starts.
Of course Burst Ranged damage is king, but mana burn is powerful as well, since they can't use potions.
Mileage may vary, but the two best trinkets to have seem to be the insignia of the alliance and the barov peasant caller. Mages probably want to keep any ToEP-like trinkets equipped instead if they're going for burst damage.