Prison of Elders/Strategy: Difference between revisions

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===Fallen===
===Fallen===
This room is a large, open area that contains a partially enclosed hallway around the side closest to the entrance. Most enemies come from doorways along this hall. The left side is raised higher than most of the arena and has only two ramps, making it somewhat defensible. The right side has a single, smaller raised platform with no ramps, meaning no enemies can walk up. However, cover is somewhat limited. In the middle are several pieces of debris that can be used as platforms, or as tunnels underneath. The back edge furthest away from the door is very dangerous to traverse, as it has no cover and lots of exposure. Do not attempt to use this pathway unless invisible or enemy presence is very light.
Splinter mines will appear on the left and right platforms, and one of the debris platforms in the middle. Finding a path that is relatively light on enemies will help teams to reach the mines and disarm them.


===Hive===
===Hive===
This room is smaller and enclosed. The left side is slightly raised and has tall cover available, making it useful in certain boss fights. It also forces all enemies to take one path The right side has three different paths of approach and very low cover, meaning that enemies such as [[Wizard]]s and [[Ogre]]s can have an easy line of fire. In the middle is a raised hill and a shallow pool of water; this area is a major killzone as Ogres and [[Wretched Knight]]s spawn here, and Wizards and Boomer [[Knight]]s can easily target you here. Unfortunately, it is also a potential splinter mine location. Because [[Thrall]]s tend to make hallway cover less effective, finding areas to funnel them is a safer option.
To deal with splinter mines, teammates may need to use invisibility or a ward of dawn to deal with the central mine, as its exposure to heavy fire is a major issue. The other two mines appear on the left and right platforms.


===Vex===
===Vex===
This room is a large, open area that contains a partially enclosed hallway around the side closest to the entrance. Most enemies come from doorways along this hall. There is also a raised walkway above the center of the room with limited cover. There is a large broken vex gate in the middle; most [[minotaur]]s and bosses will appear in this area. The left and right sides have some cover, though larger enemies such as [[Overmind Minotaur]]s will be able to fire down from the center if Guardians are not crouching.
Splinter mines will appear on various raised blocks throughout the map. Positioning yourself to avoid [[hobgoblin]] and minotaur fire is the key to survival.


===Cabal===
===Cabal===
This room is smaller and enclosed. The center has a raised platform that looks out over a larger open area where most Cabal appear. The area immediately between this central platform and the entrance is fairly narrow and can serve to funnel enemies. The left side has some eye-level cover, and can only be approached from two directions, one of those being the narrow, funneling pathway. The right side has a tower which can be walked through, climbed on top of, or walked around. This area can provide short-term protection but is otherwise not easily defensible against a large number of enemies approaching from the center of the room.
Splinter mines can appear on the central platform, as well as the tower area.


==Boss Strategies==
==Boss Strategies==