Where is clan wars in runescape 2011
Moreover, the minimap of the red portal is the same as that of the white portal. Since the 9 September update, there are five Clan Wars arenas and a Free-for-all arena. Each arena offers a different type of landscape that gives different combat styles and different war strategies an advantage. This is the original map used since the release of Clan Wars, although some areas of it have become Singleway Combat zones.
The entire map was previously multicombat. This map features a varied landscape of lava pools, rocks, dead trees, fortifications, and different elevations. Mages and rangers may use the fortifications to their advantage as meleers often get trapped behind the side walls while in pursuit.
However, the dead forests may offer meleers limited protection from mages and rangers as they cannot attack through the trees. The multicombat area is located in the middle while the area near the portals are singleway. This map is a barren desert-like battlefield with almost no obstacles and is one of the smaller maps. It obviously favours meleers, who will not have to run around barriers to attack mages and rangers. The only obstacles come in the form of curved bones lying on the ground, and they cannot be shot over.
This entire map is a multiway combat zone and is a popular place for large scale wars between big clans. Large clans with many low-level players may have an advantage here since they can overwhelm high-level players by piling. A vast grey mine full of rocks can be found on this map.
Two abandoned sheds located in the middle partially reduce the starting battlefront. This greatly reduces the chance of a clan getting knocked out if the clan retreats. This tactic is favoured by ranger and mage clans mainly because they can play the rocks by shoot at the enemy from the single zone while hiding behind rocks. Melee attackers have an especially hard time fighting back as they must constantly keep up the chase. This map is full of dead trees and is also relatively small.
The majority of the map is Singleway Combat, meaning that large clans cannot make use of their size. Often, the clan with the greater number of high levelled players will win, as piling cannot be used. Larger clans may, however, rotate their fighters by having one fighter stop attacking while another attacker engages the enemy player.
The largest clan wars arena, the turrets map is a grassy plain with stone turrets scattered throughout the map of the battlefield. Mages and rangers receive a large advantage in this map as meleers can be pinned by crossfire from two or even three turrets. All arrows fired are automatically collected and will be returned when either the player leaves the arena or the battle is over. As same with Plateau arena, the entire map is also a multicombat area.
This arena is greatly favoured by players as it has a large selections of Safe spots. This map is also favoured by smaller groups of higher level players as they can use "ninja" tactics to break apart much larger lower levelled clans and completely decimate them. The turret closest to the portal is often used as a Death Dot dd spot if clans are outnumbered.
Upon enemies approaching, they would see only one white dot on the minimap, but is actually many players standing in the same spot. This is a combat arena which is accessed through the white portal, where players keep your items on death, or the red portal, where players lose their items on death. This map consists of both Singleway and Multi-combat areas. Its terrain looks similar to that of the Wilderness.
There are small houses in the middle in which Free-for-all clans may battle on the roofs. These are commonly referred to as the "towers". Clans usually camp at the towers and the ruins and wait to attack anyone who passes by. Interesting to note that the ruins in the north of the field are replicas of the demonic ruins. There are many capes that can be worn to distinguish you and your clan from opponents.
When you wear a wilderness team cape anyone who is wearing that cape will appear blue on your mini map. These capes can be bought from sellers scattered throughout the wilderness. However, it is not necessary for clan members to wear team capes or add each other for easy friend and foe identification since the game will automatically identify all clan members as purple dots on the minimap.
RuneScape Clans Wiki Explore. Explore Wikis Community Central. Register Don't have an account? Clan Wars. View source. History Talk 0. Categories Activities Articles Featured Articles. Universal Conquest Wiki. The white portal was added as part of the Clan Wars Update of 9 September Usually referred to as FFA , or White Portal , it is a safe, free-for-all combat arena is found when entering the portal.
If a player dies within this arena he or she will not lose any of their items. A strip of land on the south edge of the arena including the exit portal is designated as combat-free. Players may prepare here for a fight or recruit others into their clan. North of the area spans a single-way Combat zone. Heading further north is a multicombat area and large clans often found wearing specific team capes sometimes choose to assemble wars here.
This is probably the most popular portal, as items are not lost on death. This portal was added as part of the Clan Wars Update of 9 September A dangerous free-for-all combat arena is found upon entering the portal. If a player dies while in the arena, they will lose all items equipped and in their inventory, unless the Protect item prayer is in use.
There are no gravestones in the dangerous arena, so it is best to only take items you can afford losing. All items a person has on death now shows up as loot for the killer, just as it is in the Wilderness. Since the 9 September update , there are five Clan Wars arenas and a Free-for-all arena.
Each arena offers a different type of landscape that gives different combat styles and different war strategies an advantage. This is the original map used since the release of Clan Wars, although some areas of it have become Singleway Combat zones. The entire map was previously multicombat. This map features a varied landscape of lava pools, rocks, dead trees, fortifications, and different elevations.
Mages and rangers may use the fortifications to their advantage as meleers often get trapped behind the side walls while in pursuit. However, the dead forests may offer meleers limited protection from mages and rangers as they cannot attack through the trees. The multicombat area is located in the middle while the area near the portals are singleway.
This map is a barren desert-like battlefield with almost no obstacles and is one of the smaller maps. It obviously favours meleers, who will not have to run around barriers to attack mages and rangers. The only obstacles come in the form of curved bones lying on the ground, and they cannot be shot over. This entire map is a multiway combat zone and is a popular place for large scale wars between big clans. Large clans with many low-level players may have an advantage here since they can overwhelm high-level players by piling.
A vast grey mine full of rocks can be found on this map. Two abandoned sheds located in the middle partially reduce the starting battlefront. This greatly reduced the chance of a clan getting knocked out if the clan retreats. This tactic was favoured by ranger and mage clans mainly because they could shoot at the opposing clan from the single zone while hiding behind rocks. Melee attackers had an especially hard time fighting back as they must constantly keep up the chase. This map is full of dead trees and is also relatively small.
Prior to the Evolution of Combat, the majority of the map was Singleway Combat, meaning that large clans cannot make use of their size. Often, the clan with the greater number of high levelled players would win, as piling could be used.
However, everywhere is multi combat now because of the Evolution Of Combat. The largest clan wars arena, the turrets map is a grassy plain with stone turrets scattered throughout the map of the battlefield. Mages and rangers receive a large advantage in this map as meleers can be pinned by crossfire from two or even three turrets. All arrows fired are automatically collected and will be returned when either the player leaves the arena or the battle is over.
As same with Plateau arena, the entire map is also a multicombat area. This arena is greatly favoured by players as it has a large selections of Safe spots. This map is also favoured by smaller groups of higher level players as they can use "ninja" tactics to break apart much larger lower levelled clans and completely decimate them.
The turret closest to the portal is often used as a Death Dot dd spot if clans are outnumbered. Upon enemies approaching, they would see only one white dot on the minimap, but is actually many players standing in the same spot. This is a combat arena which is accessed through the white portal , where players keep your items on death, or the red portal , where players lose their items on death.
This map consists of both Singleway and Multi-combat areas. Its terrain looks similar to that of the Wilderness. There are small houses in the middle in which Free-for-all clans may battle on the roofs. These are commonly referred to as the "towers". Clans usually camp at the towers and the ruins and wait to attack anyone who passes by. The ruins in the north of the field are replicas of the demonic ruins.
There are many capes that can be worn to distinguish you and your clan from opponents. When you wear a wilderness team cape anyone who is wearing that cape will appear blue on your mini map. These capes can be bought from sellers scattered throughout the wilderness.
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