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Positioning & Line of Sight

Control the map, control the match

Why Positioning Wins Games

In TBC arena, positioning is everything. A perfectly executed rotation means nothing if you're standing in the open getting trained. The best players in the world win games purely through superior positioning before abilities even come into play.

The Three Pillars of Positioning

  • Line of Sight (LoS): Using pillars to break enemy casts and CC
  • Range Management: Staying at optimal distance for your class
  • Map Control: Controlling key areas to limit enemy options

A Warlock standing in the open dies in seconds. The same Warlock playing pillars correctly can survive minutes against melee cleaves. The difference is purely positioning.

Line of Sight Fundamentals

Line of Sight (LoS) means using map geometry—pillars, boxes, walls—to break the line between you and an enemy. If they can't see you, they can't cast on you.

What LoS Blocks

  • All targeted spells (Polymorph, Fear, heals, damage)
  • Channeled abilities (Drain Life, Mind Flay)
  • Most ranged attacks

What LoS Doesn't Block

  • DoTs already applied to you
  • AoE effects (Consecration, Blizzard)
  • Instant abilities already in flight

The 0.5 Second Rule

Most casts complete 0.5 seconds before the cast bar finishes (due to spell batching and latency). To LoS a Polymorph, you need to break line of sight before the cast bar completes, not as it finishes.

Pillar Play Techniques

Pillars are your best friends in arena. Here's how to use them effectively:

🔄 Pillar Humping

Continuously circling a pillar to force enemies to chase you. As melee reaches one side, you're already on the other. This wastes their uptime and energy.

When: Being trained by melee, buying time for cooldowns

👀 Pillar Peeking

Standing just behind a pillar, stepping out only to cast, then immediately stepping back. Minimizes your exposure to enemy CC while maintaining offense.

When: Casting against teams with instant CC (Counterspell, Kick)

🎯 Baiting Around Pillars

Intentionally showing yourself to bait enemy cooldowns (trinket, Blink), then using the pillar to negate their follow-up.

When: Setting up CC chains, forcing defensive cooldowns

🛡️ LoS Healing

As a healer, position so you can see your team but enemies must expose themselves to CC you. Triangle positioning with pillar between you and enemies.

When: Always as a healer in 3v3

⚠️ Don't Over-LoS Your Healer

The most common positioning mistake: DPS hides behind a pillar so well their healer can't heal them. Always maintain line of sight to your healer while LoS'ing enemies.

Map-Specific Positioning

Each TBC arena map has unique features that favor different strategies. Master these maps to gain a significant edge.

⚔️ Blade's Edge Arena

The bridge creates a unique split-level fight with knockoff opportunities.

Starting Strategy
  • Rush bridge: Melee cleaves want to control the high ground immediately
  • Stay low: Caster teams should start below, using pillars for safety
  • Split setup: Send one DPS up, healer/other DPS below for crossfire
Key Positions
  • Bridge center: High damage zone, avoid as healer
  • Ramp LoS: The ramp itself blocks LoS—abuse this for drink/recovery
  • Under-bridge pillars: Best caster survival spots in any arena
  • Bridge edges: Knockoff zone—position enemies here for kills
Class-Specific Tips
  • Shaman: Thunderstorm knockoffs are free kills—position for them
  • Druid: Typhoon works on bridge edges, stay in caster form near edges
  • Mage: Blast Wave knockoffs, but risky—you're also near the edge
  • Warlock: Stay below, use pillars, never fight on bridge

🏛️ Ruins of Lordaeron

Central tomb creates a ring-around-the-rosie dynamic. Start position matters hugely.

Starting Strategy
  • Rush middle: Control the tomb early to dictate the fight
  • Defensive start: Stay in your spawn area and let them come to you
  • Stealth openers: Rogues/Druids should use the tomb for sap positioning
Key Positions
  • Tomb corners: Great LoS spots, but can get trapped—know your exits
  • Grave pillars: Small but provide crucial LoS breaks
  • Outer ring: Massive kiting space, good for hunters/druids
  • Spawn alcoves: Death traps—never retreat here, no LoS options
Common Mistakes
  • Corner trapping: Fighting in spawn corners = no escape routes
  • Tomb tunnel vision: Chasing around tomb while teammate dies
  • Ignoring height: The tomb has LoS breaks at different heights

🌊 Nagrand Arena

Four symmetrical pillars make this the most "fair" and technical map.

Starting Strategy
  • Pillar control: Immediately claim the pillar closest to your start
  • Diagonal setup: Healer at one pillar, DPS at diagonal pillar = coverage
  • Center rush: Only for melee cleaves confident in quick kills
Key Positions
  • Your pillar: The pillar nearest your spawn—know it intimately
  • Diagonal pillar: Creates a triangle with healer for optimal coverage
  • Center: Death zone for casters—never stand here willingly
  • Pillar gaps: The space between pillars where you're exposed
Advanced Tactics
  • Pillar splitting: Force enemies to opposite sides of a pillar, then burst
  • Healer triangle: Healer positions to see both DPS through pillar gaps
  • Reset spots: Behind any pillar breaks combat for drinks/bandages
  • Fake positioning: Show at one pillar, then quickly move to another

Map Favorability by Comp Type

Melee Cleaves: Nagrand > Lordaeron > Blade's Edge
Caster/Healer: Blade's Edge > Lordaeron > Nagrand
RMP/Control: Lordaeron > Nagrand > Blade's Edge

Optimal Range by Class

Every class has an optimal range where they're most effective. Playing at correct range multiplies your effectiveness.

🗡️ Melee (0-8 yards)

Warriors, Rogues want to be in melee range. Every yard of distance is lost damage. Use gap closers aggressively.

🔮 Casters (25-36 yards)

Mages, Warlocks, Ele Shamans want max range. This gives reaction time to LoS incoming CC and keeps melees working to close distance.

🏹 Hunters (25-35 yards)

Outside 8-yard deadzone but not max range. This lets you use both ranged attacks and traps effectively.

💚 Healers (20-30 yards)

Close enough to heal efficiently, far enough to have reaction time. Maintain triangle with your DPS.

The 36-Yard Rule

Most spells have 30-36 yard range. If you're at max range and the enemy moves 5 yards back, they're now out of range. Keep this in mind when chasing—sometimes you need to close before casting.

Deadly Positioning Errors

❌ Standing in the Open

No pillar access = no escape options. Always position within reach of LoS.

❌ Corner Trapping Yourself

Running into a corner seems safe but removes all escape routes. You need space behind you to kite.

❌ Splitting from Your Team

Each pillar you put between yourself and teammates makes them harder to heal/peel for. Stay within 30 yards.

❌ Tunnel Vision Positioning

Chasing a kill target across the map while your healer is CC'd on the other side. Check healer position constantly.

❌ Predictable Pathing

Always running the same direction makes you easy to intercept. Vary your pillar usage and kite patterns.