The Orgrimmar Arena
The Orgrimmar Arena is one of the most unique arenas you can play in. When you first start out in the Orgrimmar Arena you will be raised up on a platform. Both teams are within 10 yards of each other at the start, giving you no time to coordiante yourself against them. Generally the team that masters the pillars and fire pits will win this game.
The Pillars raise and lower in sync with the Firewalls activation and De-activation. Players will suffer 5% of their total health when running through the fire. You will have to make the decision to run through or to wait for it to deactivate quickly. Players can also stand up on the pillars to avoid melee from below allowing them to safely cast and heal their team mates.
Map
There are two different things I'd like to elaborate on in this arena, the Fire Walls and Pillars. There are 4 pillars that will raise up and down and two fire walls. Below is my rough sketch of this arena, laugh all you want, because my art skill kinda sucks.
1: One is the northern pillar, this pillar raises and lowers when the fire wall activates and deactivates. This pillar can be used to avoid melee and line of site. To avoid a caster that is up on this pillar hug the walls and keep running around it, he shouldn't be able to hit you with his spells. In order for him to hit you with his spells he will have to nudge himself to the edge, almost causing himself to fall off.
2: Two is the southern pillar, this pillar raises and lowers when the fire wall activates and deactivates. This pillar can be used to avoid melee and line of site. To avoid a caster that is up on this pillar hug the walls and keep running around it, he shouldn't be able to hit you with his spells. In order for him to hit you with his spells he will have to nudge himself to the edge, almost causing himself to fall off.
3: This is the Western pillar. This pillar raises when the fire is not activated and lowers when it is.
4: This is the Eastern pillar. This pillar raises when the fire is not activated and lowers when it is.
Black Line: The black line is the fire wall. The Fire Wall activates and deactivates at the same time as the northern and southern pillar raise and lower. You can be feared along the fire wall, forcing you to eat a good deal of damage. The Fire Wall has no resistance counter and cannot be resisted. If you time your jump PERFECTLY you can jump over the wall, taking no damage at all. Taking no damage when jumping over in my opinion is more server lag then skill.
The Terrain
Eastern and Western Pillar: These pillars are signifigantly smaller then the pillars to the north and south making it easier to attack the caster on the top of them with any form of ranged attack. These pillars are raised when the fire is not activated. When the fire is activated these pillars will lower.
These pillars start out raised.
The Fire Wall: The Fire wall is the most annoying thing in this arena. The fire wall seems to be activated every 25 seconds for 10 seconds. When you take damage from the firewall it takes 5% of your total health. If timed perfectly It can be jumped over and by perfectly I mean so perfect that your perfection lags the WoW server and you don't take any damage. It's important to try and keep your team on one side of the fire, having people all over the place will cause healers to cross the fire multiple times.
You can fear other players alongside the Firewall, forcing them to take damage while running alongside it.
The Northern and Southern Pillars: These two pillars are the main pillars of the arena. They can be used to line of site players on the ground and used to avoid melee. This pillar will raise and lower simultaneously with the Fire wall activating and deactivating.
In order to Line of site other players while they are on top of this pillar continually circle the base of it. If you're on the wooden border on the outside of the pillar, chances are you will be out of their line of site.
Tips
- It's helpful to name the Southern, Northern, Eastern and Western Pillars if people on your team are directionally challenged. Make sure everyone knows which pillar is which so when you call it out on vent there is no confusion
- When the match starts its good to drop a fear bomb on the enemy team to give you precious seconds to organize. Also if you're a hunter toss down a Flare to counter a Rogue. In addition Preists can also Mass Dispell the enemy team and Shamans can use Searing Totem to counter a Rogue as well. There are many more possibilities, use your imagination.