How long do arena matches last




















But I have heard of well matched druid teams going against each other for a long time. I have to wonder how they will feel about this my guess is they'll not like it too much.

If Blizzard issues any more updates on this developing story, we'll update this post. All products recommended by Engadget are selected by our editorial team, independent of our parent company.

Some of our stories include affiliate links. If you buy something through one of these links, we may earn an affiliate commission. AMC theaters start accepting cryptocurrency payment for movie tickets. While useful for Arena, these tactics can be used to a great effect in Adventure Mode as well! As mentioned in the previous section, you want to raise your Capstan as quick as possible to get ahead on other players.

Generally, you never want your Anchor to be dropped in Arena as it will make you an easy target for other Ships. Conversely, this means that when engaging other ships you will want to target their Anchor first to stop their ship from maneuvering. This can be done by sending a Boarder over to their ship to drop it for them and keep their crew from raising it.

If a Ship's anchor is already lowered, you can aim and shoot Cannonballs or Chainshot around the Capstan area to prevent the team from raising it and breaking its pegs off.

Alternatively a Boarder can use Blunderbombs to prevent more than one person raising an Anchor. Setting Fire to an Anchor with a Firebomb can also buy time to stop the Enemy from raising their Anchor. There are some situations where you can let your Anchor drop, but you must make sure there are no Ships even remotely close enough to take advantage of your inability to move.

One of these situations would be when you need to turn your ship around quickly in open seas with an Anchor turn. For this, you need the Helmsman to turn the Wheel completely to the desired direction and have the teammates drop the Anchor while the ship is moving.

You must communicate this, as an Anchor turn is only as effective as the number of people willing to pull it up again. Anchoring is also an option if you need to make a quick stop at a Sea Dog turn-in Seapost and cannot raise the Sails in time or if you have little time left in the match. Again, you need to be wary of other ships using your lack of mobility against you.

If you are alone by an Island and need to stop your ship from moving, you can also lower the Anchor and manage the Sails before raising, but make sure you are in safe waters. At all other times, it is not advisable to drop Anchor in an Arena match. You must also be attentive and ready to defend your Anchor from enemy Boarders. Instead of anchoring, you should pull up your Sails to stop the ship from moving as you can set sail by simply lowering the Sails and not have to deal with raising the Capstan first.

Try to have at least three repaired or healthy Anchor pins on a Galleon for quick Anchor raising. Another tactic for Anchors is to prime them. Once you raise or let go of an Anchor, you can catch it and manually lower or raise it inch by inch. This is called Anchor priming or preparing the Anchor and can be useful when coming close to a destination where a quick and precise stop is required.

In Duo Sloop Arena, if you kill both of the enemy Players of a Crew, you should have enough time to raise their Anchor and sail them into Rocks or Islands for holes or simply away from a strategic location before they come back to disrupt their progress.

After raising the Anchor, getting your Sails down and angled correctly is your second priority at the start of a match. You should ideally have at least two people on board to manage Sails in a Galleon Crew, as it is significantly slower to do alone. Two people raising or angling the same Sail will double the speed of any actions. To get the most speed out of your ship, you will want to angle the Sails with the Wind at all times.

If you are sailing into the direction of the Wind, it is advisable to go for "Dummy Sails", that is, having your sails straight into the wind, as it will cut directly through the waves and improve your speed by a little bit. If you can spare some speed, the Middle Sail can be slightly raised, so that the Helmsman can see better.

You will need to practice the timing of raising Sails before you get to a destination. When you close to your destination and want to slow down, you will want to raise the middle sail first advisably with two people as this counts for the most speed due to its size. Generally the front or back sail will be raised right after and one or the other will be left down for maneuvering until stopping and also raising the last sail. In most cases, the Helmsman will order the raising of the Front Sail before the Back Sail, dealing with the latter themselves.

However the Front Sail can be left last if you need to move the ship for Harpoon play, because the front sail is closer to the Harpoons. Many players like to prepare "Combat Sails" for Ship to Ship combat between Galleons, which is either the Front or Back Sail fully lowered and the other half-raised. This placement offers the best maneuvering conditions for a Galleon. Be mindful that the Masts can be broken down by 3 direct Cannonball hits or a single Chainshot.

A broken Mast will hinder your mobility by one Sail on a Galleon or completely stop the Ship's movements of a Sloop. While on a Sloop, getting a sail up and running is very important, you can leave one or two Sails broken on a Galleon if you are in a difficult situation and only need to move out of a Cannon's range.

The Sails can be fixed on the seas or when you are in safety later. Therefore, if you see cracks in the Masts, you should repair them with Wooden Planks when in safe waters. Breaking all the Masts of a Ship essentially anchors them in place. A broken Mast needs to be pulled up from the Sail Length Cleat, which can also be sped up with two people. This action will also pull up the sailcloth so you need to lower it again after fixing the mast.

If a Boarder has enough free time and an enemy Ship is unanchored, they can lower the Sails of the Ship to sail it away from strategic points or sail it into Rocks or Islands to get the Ship stuck and create holes. The Helm or Wheel is both the most necessary and often the most difficult part of the ship to take control of, especially in Galleon matchups. The job of the Helmsman can be greatly improved by having a designated Deckhand on board of the ship to help the Helmsman with the Sails , Cannons , Repairs , Capstan and Harpoon while the Helmsman can focus on steering the Ship and giving out commands.

Without a deckhand, the Ship's maneuverability will suffer greatly as the Helmsman will have to do the job of two people alone. Ideally it is best to have the Helmsman on the Wheel at most times, so that they can position the ship while the rest of the crew is dealing with the Sails or Repairs.

Also, be mindful that when going through Storms , having one player holding the Wheel steady is an absolute necessity unless you are willing to risk lowering your Anchor. Taking on any ships in a Storm that are not prepared to steady their Ship will give you an advantage. Helming on a Sloop isn't as difficult, as it is fairly easy to maneuver and sail Solo, but be careful as you can easily be shot off the side of the Ship if a Cannonball hits you at the Helm.

Be mindful that the Wheel can also sustain damage from Cannonballs and Chainshot , making it harder to turn the ship if left unrepaired. Aiming for the enemy ship's Wheel should not be the primary objective, but can help to hinder their ability to maneuver their Ship. This will often set them sailing in a undesirable trajectories until the Wheel is fixed. Make sure to prioritise fixing your own Wheel with Wooden Planks if it is damaged. The Harpoon is something you want to master as soon as possible for Arena, as it is a very powerful tool for mobility, Combat and Chest or Crew-mate retrieval.

The Harpoon can be tricky to aim because it shoots high. You can predict the destination of the Harpoon by imagining a cross-hair at the exact middle of your screen. With enough practice, you will start to gauge the exact spot where the Harpoon will hit.

Luckily, Glorious Sea Dog Chests are large and easy to grab, but wave and ship movement can still make harpooning difficult, so be sure to get some practice in! If your teammates dig up any Chests on an island, it's good to have the Ship nearby, so that your Crewmates can leave the Chests on the shores to be picked up with the Harpoon. You can also retrieve your teammates and even enemy Pirates with the Harpoon. If your teammate is bringing the Chest to your ship, you can tell them to turn their back to the Harpoon while carrying the Chest, so that you can pick up both them and the Chest at once.

Harpoons are also very good at precise maneuvering of your ship. When you are close to Islands or larger sea structures like Rock formations, you can essentially perform an Anchor Turn without dropping the Anchor by having the Helmsman turn the Wheel to the desired side and having a Deckhand pull the ship around the corner by harpooning any solid surface structure.

You can also utilize the Harpoon to pull your ship closer to an Island or away from it. The surrounding area of all Islands has shallow water, so you can use the Harpoon to turn your ship around quicker by having one of your Deckhands shoot the ground below water with the Harpoon and pull you to a desired position.

The Harpoon is also valuable at keeping up with other ships or positioning your ship around them. Try to grab moving Ships with your harpoon to catch up speed or pull yourself closer. The Harpoon has to be pulled in constantly to get closure, because a slack Harpoon will easily disconnect with its target. Interestingly, an anchored Ship harpooned to a sailing Ship will pull the other ship behind with you, effectively also anchoring them. When positioned right, you can have one crewmate Harpoon the back of a turning Ship and pull it, keeping the Ship in range of your Cannons and away from the other team's Cannons.

Anyone handling a Harpoon has to be careful, since they are immobile and make for easy targets for Cannons or Weapons. A Harpoon latch can be disconnected by damaging the Harpoon itself with any Weapon , Throwable or Cannonball.

If you get Harpooned by another Ship, try to shoot at it or throw a Blunderbomb towards it to make it let go. There is also a Harpoon on each Ship's Rowboat. If your Ship is stuck, but there is something to Harpoon behind it, you can use the connected Harpoon Rowboat's Harpoon to pull your Ship in reverse.

Ship to Ship Combat is more streamlined in the Arena game mode, as you have neither Cursed Cannonballs nor Gunpowder Barrels , so you have to rely on careful maneuvering, Boarding and Cannon fire. When approached by enemy ships, or when approaching one yourself, try to position your Ship with your sides either in front or behind their ship.

This is fairly easy to achieve if the enemy ship is Anchored so try to get your Boarder on their ship, ready to lower the Anchor and guard the enemy team from picking it up or raising it. On a Galleon , if you can get all four crew-mates on each Cannon to aim at and barrage a ship at range, then you are more than likely to sink the enemy ship very quickly. This is an ideal scenario though. In real Arena fights, you will have to guard yourself from enemy Cannon fire, have someone on Repairs and lose Deckhands to Boarders or boarding.

Nonetheless, try to have at least two people on Cannons for maximum efficiency. If you are close to an enemy Ship, but do not have the necessary mobility to get to the right angle, have one of your crew-mates grab the opposing ship with a Harpoon. The Harpoon is ideal for pulling your ship out of the enemy Ship's Cannon range or into your own, to keep up in speed with their ship or to simply stop them from moving. You can also pull your ship closer to an escaping Ship and allow for boarding opportunities.

On open seas you have to take the wind position to account and manage your Sails accordingly. Since all Ships share their typing in Arena matches, your maneuverability is equal, but correctly angled Sails can make just the right difference to get away from, or catch up with a less-skilled enemy crew.

Use this knowledge against other teams. Also note that if you want to guard the Sea Dog Seapost turn-in points, it is more advantageous for you to wait for your target to approach you, than it is for you to sail toward them, as they can easily pass you by, losing you the game.

If you are being chased by an enemy Ship and want to lose them, try to get your Boarders on their Ship unnoticed and have them Anchor that Ship, or simply keep the crew busy and away from managing their Ship.

A good crew will always keep an eye out for Mermaids and swimming sounds to spot Boarders and guard their ladders. Make sure you do this as well! Keeping an eye out for Boarders and guarding your ladders should be a top priority as a successful Boarder can easily cost you the game. The Helmsman and Boarder should communicate ship positioning as sometimes you might need an angle ahead of the enemy ship, so your Boarder can try to Cannon themselves off and catch the moving ship's ladder.

When it comes to Cannon fire there are three different spots that you want to aim at depending on the situation. A good Helmsman will know how to call out the right spot:. After the end of each round, the game resets to the buy phase and players will get another batch of Crafting Materials, plus whatever resources they scavenged through looting or kills during the round. The first team to secure three rounds with a two-round advantage prevails in the Arena. If teams are in a deadlock tie, the competition moves on to sudden death, in which the winner takes all.

Respawn has five maps slated for Arena matches. The first custom map is called Party Crasher and Mirage is bringing the party—and the crash. The arena appeared in the million players milestone video and in the Legacy launch trailer, which led fans to speculate about what it could mean to Apex.

The map is a plaza in Olympus with a central pathway that runs across a part of the arena, as well a handful of two-story houses. The layout creates plenty of opportunities for fast-paced combat, but the Mirage Voyage, located at the center of the arena, offers valuable high ground and a line of sight for players who want to play the range game.

The second custom arena is an abandoned Phase Runner testing facility on the planet Talos. To bulk up the map rotation in Arenas, Respawn is also borrowing three locations from the battle royale mode, one from each map. Skip to content. Screengrab via Respawn Entertainment.



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