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This is probably the most exciting new Arena, with many unique aspects. The starting areas, for example, have clearly been designed to encourage a fast-paced battle. You and your team will raise up from the ground right next to the other team. You will be able to attack them instantly, and if you time it right you can kill at least one teammate before they have even had a chance to check their surroundings.
Quick decisions and even quicker reactions are needed to survive this first intimate meeting. After this, both teams will most likely slow down. Negotiating the fire walls is the next on most teams' priority list. These inflict damage and can often leave a player separated from the rest of their team. In most situations, players will not run through the fire, so use this to your team's advantage with burst DPS.
Casters should (if possible) position themselves on top of the rising platforms, just next to the starting area. This means they are out of reach from melee, but can still DPS/Heal. This only lasts a few seconds, but can be extremely vital if used against a melee-intense team since, unlike Dalaran Sewers, there are no stairs.
If your team finds themselves on the outskirts on the Arena, then just like The Ring of Trials, use the pillars to your advantage. Simply running around these can allow for mana/health to regain, and gives time for other teammates to come to your aid. Playing this Arena correctly takes a lot of practice, and luck does, unfortunately, play a huge part in this particular battle. Make sure your whole team knows of the benefits to this Arena's environment, and how each class can use them for their personal gain.