Wrath Of The Lich King Arena
In regular play, you and your party or team occasionally
skirmish with other parties as a natural consequence of pursuing the same
objectives and rewards. Once you and
your party have prevailed over your opponents, you continue advancing toward
your goal while your opponents’ spirits recover their bodies and find their
mounts. Although you score some points,
gain some skills and experiences, and maybe get a little loot from your
skirmish, no one really keeps score or watches the standings.
Arena play, however, invites aggressive teams to take-on
others in player-versus-player death-matches, and the Blizzard guys do keep
score and standings. According to
Blizzard Entertainment’s own wiki, “these contests center around your team’s
ability to obliterate the other
team.” In other player-versus-player modes, your team’s diversity matters at
least as much as your weapons and tactics.
In those modes, your spell-casting, control of the environment and other
magic elements influence how well you hold your own territory and advance
toward your goal. The other modes are
not nearly as bloodthirsty or violent.
In Arena play, it’s kill or be killed. You may join two-, three-, or five-player
teams, and players below level 70 can gain valuable experience in practice
matches before they begin playing for high stakes that earn Arena Points and
Arena Rewards. At the lower levels,
players usually join impromptu teams, kinda like playing softball on the
neighborhood playground. At the higher
levels, where the grizzled veterans play to quench their bloodthirst, players
join official teams, drafting and agreeing to Team Charters, and competing
under strict supervision of an Arena Battlemaster.
Most teams have twice as many players as immediate play
requires. In other words, teams have
starters and back-ups, and the rules allow for fairly liberal
substitution. Naturally, if a team loses
a player, they can bring-in a substitute.
Just as naturally, as situations change and play evolves, teams may
summon experts in various disciplines.
If the combat calls for strong offense, you draw from your strongest
offensive reserves. If the game
situation requires careful maneuvering and strategy, you bring in the warriors
best prepared to deliver what you need.
With its typical concern for fairness, and with respect for
teams’ desire to move-up in the rankings and compete for higher rewards,
Blizzard has arranged a system that matches teams of equal strength. Called “Rated Matches,” teams have their
ratings adjusted at the end of these contests, and their rewards match their
ratings. Although most players find the
realm and mode that best suit their characters and personalities, some develop
two sets of gear for the two kinds of play.
Playing against the environment and completing quests, they carry one
set of equipment and use its complementary skillset. Playing in Arena matches,
they doff all their environment gear, and take up the more aggressive, lethal
tournament gear.



