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Thread: The Ultimate Micro & Macro Guide

  1. #61
    Registered User Weavel's Avatar
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    Seriously don't just copy somebody's text. Give him some credit and put links so people know who actually wrote that...

  2. #62
    the roXor <3 Arbalest's Avatar
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    seriously man what is it with u? i wrote them+ few copy paste when i figured it was well expressed (**** off)

  3. #63
    the roXor <3 Arbalest's Avatar
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    general tips part 2 :

    1. First and foremost, learn every other race before you pick one to "master" or focus on. Atleast watch lots of replays to understand the basics of the current mainstream strategies, since 90% of the time you will be up against that. Remember key points in timing, where races will creep and when, when popular time for expanding is (teir 2 hu expo as mk pops, orc teir 2 expo as tc pops, elf prebuilt expo). If you play random for 50 or so games steadilly on solo, you will get a pretty generic grasp of the field.

    Along with this, learn the maps. You should be able to creep fast, know where the bases are, shops and all that stuff, know where the good item drops are. You should be able to tell by looking at an enemy hero's items roughly where they have crept, and this is very useful in figuring out if they have expanded or not. For example, early on in lost temple, if you see that the enemy demon hunter has a lightning shield wand, it means he got it from his natural expansion or one close to his base, so scout it out for an expansion. This along with learning how to judge enemy army sizes and stuff is very useful in figuring out what they are doing.

    2. Creep effectively. As soon as you hit the mid-higher levels of play, every second you spend creeping counts. Keep in mind which creep holds the items, kill those first to prevent jacking/item stealing. On most maps, you can use your hero to draw the creeps into the open, which will agian prevent you from being jacked and cornered between creeps and the enemy. Understand how creep AI works - the way priority shifts between summons, ensnared units, low hp units against turtles, etc. Another important understanding is defensive creeping against undead and elf in particular, DK and warden harass often try to steal creep kills with 100 coils and 75 shadow strikes. The best way to deal with this is to focus creeps until they are approximately 120~ish health then either hold position or focus on the enemy hero. Most likely they will panic and use their skill trying to get the kill, but you can easilly finish off the creep + they have wasted mana.

    3. Dont be stupid. This should be obvious, but it comes with knowing the maps and the matchups. Don't creep what you cannot take without losses and heavy damage. Even if you get a level advantage, if all of your units are stuck in red for a few minutes, chances are a smart opponent will take advantage of that. On the other side of this, is BE SMART. You need to understand when you hold the advantage in a game, and make use of that. For example, as hu in teir 2 you have an advantage over orc players as soon as the first sorceress comes out, so you should either push the orc player or expand. Another example is destro vs hu, Tc/raider vs ud, bears vs hu, teir 2 hu vs ud... Bassically, whenever you have a distinct advantage over your opponent, make use of it.

    4. Innovation can work if you have skill. This isn't really an important point, but the only way you are going to beat the mainstream strats with something original is if you play very well, or your opponent plays poorly. So if you are playing to win, you should keep in mind that you either abuse, or be at the top of your game.

    5. Work with upkeep. PLan your key timing around the 50/80 food marks. When you have a 50 food army, you should be playing offensively, or expanding. It is also a pretty good idea to stay at the 50 food mark to get extra gold for upgrades and scrolls, boots and invuln pots. Generally you should not go into high upkeep until you have alot of gold, or you are positive of the win. Losing 6 gold/miner is an extremely high price.

    Keep in mind how long it actually takes an expansion to pay itself off: consider a typical elf expo which costs (around) 280 gold, 180 wood, + the 60 gold wisp, + 5 times 60 = 300 gold for wisps in the mine. So lets say its 600 gold for the elf expansion. The 5 food for an expansion bassically forces the elf into low upkeep in the middle of the game, meaning the elf is mining rougly 14 gold per unit of time, compared to an undead player with ONE mine getting 10 gold per unit of time, WITHOUT having to invest the same resources in an expansion and who has a slight food advantage at the time. So an expansion really is only worth it if you have it running for several minutes. An extra 4 gold per second isnt really worth it, if you think about staying at low upkeep for longer and make use of selling items and such.

    Of course this is really obvious for undead, as undead expos cost the 255/200 + 255 for a necrop, or a couple more hundred on zigs/spirits, and then a couple hundred more on acolytes. Thats why so many undead players stick with low upkeep/garg harass vs night elf instead of trying to expand.

    done and as a thx for tbk.goldy and ye]imba[noob.
    Last edited by Arbalest; 10th October 2009 at 11:41 AM.

  4. #64
    the roXor <3 Arbalest's Avatar
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    map's tips :

    Tricks on Maps for solo:

    Turtle Rock: Creep the camp above/beneath your base 1st. Creep the 2 ogre & 2 troll camp 2nd. Your hero will be lvl 2 now, and it's time to harass the enemy. If you prefer to creep on, creep the Goblin Merchant; The Watchers Ward is a good item. After this, your hero is lvl 3. Harass or creep on.

    The Creep Camps where normally a base would be, are Red. These Camps drop good items, creep them as soon as possible. This is also a good place to make an expo, if you want.

    Tip vs Human on this map: The 2nd Creep Camp drops the following items: Wand of Illusion, Replenishment Potion ( ) , Sentry Ward and Lightning Shield. When you have Lightning Shield, take all your ghouls + hero to the human base, and kill his peasants. Cast Lightning Shield on a ghoul or a peasant, since the Human-player will probably go militia. This is in most of the cases GG.

    Tip vs Orc on this map: Turtle Rock has some narrow passages. Use this to your advantage. Orc melee has trouble with fighting on this map. The best place to fight is near a Goblin Merchant, or between 2 'isles' in. Isles are the places where the bases are.

    Tip vs Ne on this map: Ne rox on this map. Sorry, no tips for here. Maybe some other people have suggestions.

    Twisted Meadows: Again, best is to creep those two gnolls (gnoll brute and gnoll), then the Gnoll Overseer with 2 Gnoll Wardens. Your hero has reached lvl 2. Harass, or creep on. I advise you to creep the Goblin Merchants asap. They drop good items. Also, the Goblin Observatories drop good items too:
    belt +6 str, robe +6 int, boots +6 agi, Bone Chimes lvl 1 Vamp Aura, Horn +1 armor, Sobi Mask 50% mana reg increase, Flute +10% ranged dmg, Runed Bracers +33% magic resist on hero. Also, a tome +2 (any) tome +1 all, tome +150 experience.
    Twisted Meadows is a map with good item drop; make use of it.

    Tip vs Hu on this map: Hu will probably go expo on this map; Assumed u have scouted where his base is, go to his natural mine, or to the Goblin Observatory. most Hu will creep these places with the aid of militia. Go DK, coil creep <100HP, his militia, WE or footies. If you manage to stop Hu from expo'ing, the change you will win this game is increased alot.

    Tip vs Orc on this map: None, really. This map is perfect for expo, so perhaps u want to do that.

    Tip vs Ne on this map: Ne rox on this map too. Pro nelfs will take 2 or more expo's on this map, and just mass. You can always try to creep
    __________________

    Maps you should tumb down:
    - Wetlands: Why? Simple. To hard to get a lvl 2 hero. And really, the map sucks.
    - Broken Shard. This map sucks too. Unless you've played your whole life on this map, tumb it down.

    Maps you might want to tumb down (personal):
    - Turtle Rock: If you suck on this map vs Ne, tumb it down. Most Hu & Orc players have it tumbed down anyway. NOTE: In my whole bnet carreer, I've never met in solo any other race then Ne or UD here .
    - Moonglade: too big. But if u like this one, its your choice.
    - Scorched Basin: Funny. You can find any race here, most likely Hu or Ne. Expo-Madness .
    - Phantom Grove. Personally, I like this map. Lots of items dropped. But for some people to big.
    - Lost Temple: If your worst mu is Ud - Hu, tumb this map down (shame on you). Or, if you're not good in destroying expo's, tumb this map down.
    items drop hint has been taken from blizzard.com
    thats it enjoy reading and gl hf to all

  5. #65
    Registered User TBK.Goldy's Avatar
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    Great job, mby some tricks for team games too? 2v2, 3v3? AT?

  6. #66
    the roXor <3 Arbalest's Avatar
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    3v3 games guide general hints:

    Quote Originally Posted by TBK.Goldy View Post
    Great job, mby some tricks for team games too? 2v2, 3v3? AT?
    Ud NE NE – This team can either go fiend hunt hunt to wyrm mass with a dk potm and kotg or they can do a garg feed where the ud is fed by both his ne allies so he can make 5 crypts and pump a gargoyle mass and then mass wyrms with 3 boneyards later on.

    If they do a fiend hunt hunt, your ud should just keep massing dual rax fiends and stay in your base until you have mass fiends if they harass you. Your orc and ne should tower at least 3-4 towers so the ne players can’t hall your mains but you still need to tech because the ne can just mass siege to take out your base. I would suggest that the orc needs to still tech and make 2 beasts but should mass wind riders (wyverns) instead because they can really kill hunts fast if you use them properly. The ne should just feed and tech once your ud ally reaches tier 2. The ud should not start massing wyrms until they have a mass of fiends with web and burrow. Instead get a temple of the damned and start massing some banshees so you can protect your army with anti magic shell and curse which will lower the accuracy of your opponent by 33%. The other team shouldn’t have much anti magic or dispel (besides wisps) and if they do, they will have to waste a lot of wisps just to dispel your magic because curse requires little mana. Let your ne ally stop feeding so he can start teching to tier 2 and make two lores so he can start massing dryads. Dryads will dominate hunts and wyrms which will give you the upper edge in the fight. The other ud cannot carry his team without hunts to support him but if you take out those hunts with wyverns/dryads/fiends, then their ud will be all alone. Also try to finish off the other team’s kotg first with demon hunter and blade master because he is very fragile against that hero combo.

    If you face a garg feed, then continue with the strat but the ne needs to get at least 1-2 rax archers just in case you need to stall for your allies to help you. The ud should get dual rax fiends with web and burrow which will give you more than enough to help you counter the other team’s gargs. The orc should tech to tier 2 and then build 2 beasts so then you can produce mass bats to explode and counter all the other team’s gargs. Make sure that you only get enough to explode the gargs that are not webbed down, if your ud ally has 12 fiends and the other team has 12 gargs, then bats won’t do anything if all the fiends web down a garg each. Bats are still useful if you want to tech to tier 3 and research liquid fire so you can go and hall both the ne mains easily. However, I would first focus on killing all the gargs and then see what the other opponent is getting. If the other team switches to mass fiends, try to tech to tier 3 and get some tauren. If the other team makes mass ghouls, then start making wyverns to counter that. Your allies need to use shades and wisps to constantly harass and keep alert. Watch out for the double dh harass by the other team. Try to avoid their dual dh and put constant pressure on one of the feeder bases. Harass their base in the same fashion but keep your units (archers) back at your base. You need a mass of units to counter gargs otherwise you will fail. Once you finish off a feeder or two, then you have basically won the game if all three of you have your main bases.

    Orc Ne Hu – This team will either try to do an early harass or tech very fast. Just make sure that if they harass your ud ally (for his fiends), then you should go and help your ally because you do have the strongest dual hero combo early game. Just mass burn mana and send 1-2 wisps to your ud ally’s base early on so he can dispel any summons that attack him or dispel entangle. If the other team towers while they harass you, then just start making glaives with ne and get a mix of raiders and wyverns. If you can take out their heroes easily, then u can win the game easily.

    Ud Orc Ne – This is the most dangerous opponent to face IMO because true good/pro players (70-90% players) will know how to play their own races and each other’s almost flawlessly. You cannot make any mistakes and must be very very effective in your harass. Make sure you are familiar with the maps such as creep patterns, shops, etc… Try to cripple the ne player so he cannot feed the ud any wood. The azn wave strategy by the other team can be dangerous if you do not harass properly. If the other team is very good and is able to creep nearby their ne’s base and then help out really fast, be careful and just back off. Try to go heal and go back very fast so you can stall the creeping of the other team. If you can keep the hero levels on the other team all below level 3, you can win the game with a solid victory. You must scout and know what the ud and orc are getting. Try to target the tc and dk with burn mana and use the bm to kill the ne’s hero. If the other team does not get dk, tc, and potm as their heroes, and instead gets dk, bm, kotg; then just focus the kotg down. Keep trying to expo and stop the other team from whatever they do. If you see the ud building boneyards or making slaughterhouses, try to use the bm, dh, and raiders to take those down fast. You should be trying to stop the other team from leveling and at least stop a few tier 2/3 buildings from going up so that your ud can easily take the other team out with tier 3 units.

  7. #67
    the roXor <3 Arbalest's Avatar
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    ffa : free for all general ideas :

    ffa guide part I :


    [Tips]
    Be sure, you don't want that early of a hero because if you get an early hero with no units, you won't be able to creep. Creeping is 90% in FFA. 10% is killing the other players. Creeping gives you the items and XP you need to engage the other players. This is where human militia come in for creeping larger creeps. You want to expo ASAP. The 2 races that are able to do this with no delay for tech are Night Elf and Orc because they have a stronger lumber advantage. If you have a late tech, right after finishing Tier 2, You will want to hit Tier 3 ASAP. You want to pay attention to opponent building when you are not creeping because usually opponents who are weak make good food, especially if they have a large army of footmen or ghouls, for example. Killing players also includes people who disconnect and leave for some reason. Gaining advantage is easy and always plan on getting 3 heroes.

    [Top 5 Most Annoying Level 10 Heroes]

    Paladin [Seriously, 45 second invincibility is like, the end of all things] Blademaster
    Tauren Chieftain [Unkillible, with his ultimate. Biggest hero in the game with bloodlust. Especially if your UD and possess enemy workers and manage to get UD hero//Paladin//Tauren Chieftain] Preistess of the Moon [Wrecks your entire army if kept alive, which is easy considering the amount of gold a good player gets on FFA with invunerability potions and other crap. Starfall = gg mass Wyrms] Crypt Lord [Hes Buff, And he controls a bunch locusts that wrecks at your army like a nerd who just lost his computer.] Until you get Tier 3, your max should be 50/50 food, so your still getting 10 gold per miner. This allows you the time to build up your Tier 3 Structures for bigger units like Wyrms, Chims, and Tauren. You have to watch out for the units your opponents are getting because you are able to counter them quickly especially if a good amount of hacks. Towers are pretty important in FFA, to defend Expos and stop opponent's incoming to stall time for your TP. Remember to always keep a TP on all your heroes so you don't lose heroes. If you do lose a hero, always use Tavern (if there is a tavern) to revive, because the revival time is too long unless your Level 1. Most of the time FFA players have extremely low lumber, especially Undead or Orc. You need to get a shredder, while human has the ability to upgrade their lumber cabapilities and Night Elf and Spot off trees forever. EVENTUALLY, the map will run out of lumber and you won't be able to get any.
    Triple up on shops for orbs, the items stocked on one shop is never enough. Auras are very important and look pretty sweet too. When massing, Auras can make the difference. UPGRADING is one of the most important too. With all the money on the map, you should be able to get EVERYTHING upgraded.

    [Ending the Game Quickly]
    Usually the game ends quicker when people suck/leave, most I've encountered were humans who have like 3 towers and hoarde gold forever. You can hit these players as if they were creeps because it is like free XP for you. TAKE ADVANTAGE OF MERCENARIES, most are stronger then Tier 1 units and if you have plentiful gold, you shuold be able to get a bunch. They have fun abilities, including slow/poison/heal and also are able to attack well.

    [Comeback]
    I've done it, I've seen it, it's pretty awesome. Just because your entire army is dead, even if your main is dead, does not make you dead. If you control enough gold mines, you might be able to get the game back into your hands. (Only if you aren't the last player left in the game.

  8. #68
    Registered User SHp|PascalHenS's Avatar
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    omg its pretty useful..but ...its hard to read it....anyways thx

  9. #69
    the roXor <3 Arbalest's Avatar
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    thx dude ,btw hint to read select with mouse the part u wanna read once u're done select another etc.. cheerz
    Last edited by Arbalest; 16th October 2009 at 11:21 PM.

  10. #70
    the roXor <3 Arbalest's Avatar
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    ffa guide part II :

    specifying races :
    [orc]
    [undead]

    [Orc]
    Why is orc the first? Orc is my favorite race in FFA. They have the biggest units and most awesome Heroes that can control FFA and help you win. First of all, you want to start with NO GRUNTS, just Far Seer First. Farsight isn't needed , and also Wolves are great for tanking creeps. Get Headhunters. Headhunters are the late game Anti-Air when you upgrade Berserkers, because Berserkers have piercing and have great synergy with orc casters. Orc doesn't have to delay tech because they're lumber comes fairly fast in the beginning. You should be able to creep gold mines on any map pretty fast if you micro against the creeps well. Continue to creep throughout until you hit Tier 2, then continue by getting the Tauren Chieftain. Why TC and not BM? TC is able to tank, stomp (which brings Night Elf units out of Shadowmeld for a few seconds) and a good endurance aura and Revival that is VERY good for late game. Blademaster is always third in Line. Basically your final Army will have: All Upgrades completed, Lots of Berserkers, Farseer, TC, Blademaster, Shaman (unless opponent has breakers, Destroyers don't apply cause Berserkers get through them pretty quickly), Troll Witch Doctor (Healing Ward is the #1) and a few Tauren (for extra Tanking for your mass ranegd). This army is virtually unstoppable. If opponent has extra air, you might want to get some Wind Riders or Batriders for Anti Air.

    [Versus Orc]
    It's funny, because most orc don't follow the strategy I use and are not able to get a good enough Anti-Air army. If you are versing a orc who is blindly massing Tauren and Shaman, get Mass Wind Riders and try to keep your heroes alive from the quick attacking Bloodlusted Tauren. With the tips above, your heroes should have a good advantage versus an enemy orcs hero. Stun Wards are very helpful versus the enemy melee army. The stun is fairly long and will allow Wind Riders to kill through the tauren pretty easily. Attacking the orc base, however, Towers that are placed well can be extremely annoying because Orc has the fastest attacking towers and work GREAT, especially if the fortified armor is upgraded for Orc. This is the place where Far Seer uses his far sight effectively when you are hacking, because you still need True sight to see invisible units. Remember to upgrade, orcs usually forget because mostly they see no need for an early War Mill, while you know to get Headhunters early on in the game to prevent the use of obsolete grunts late game. If you accidentally get a grunt, suicide it, it's pretty much using up your food. A running orc who forgot a TP is easy to ambush, even without Ensnare. Just Stomp / Block with units.

    [Versus Night Elf]
    Night Elf pretty much just dies versus a full head on battle. Aim at the Preistess with Blademaster to prevent starfall, if they focus fire, just wind walk. Berserkers automatically kill the Chimera/Hippogryphs thanks to berserk/lust. Tauren are able to crush through bears thanks to bloodlust. Your heroes will gain a pretty good amount of XP. Rarely Night Elf will get mountain giants because 7 food for only a 1600 HP is a lot and giants attack slow and can't stop the orc Beat-down. The Level 6 Buff Demon Version of Demon hunter is not to be feared as long as your army is just as good. Just because the Demon hunter has a good evasion and strong health doesn't mean it is unkillible. Simple Keep him down with orb of lightning (continuous Purges) and then focus fire when the army is finished off. Stomp is useful to prevent Teleport/uncloak the Shadowmelded night elf units. Night Elf Players usually never get faerie dragons, but if they do, remember they effect your casters pretty negatively because blood is a 40 mana autocast, which makes it used ALOT. Remember to micro your Witch Docs for Mass Heal Wards, which pretty much makes your army invincible.

    [Versus Human]
    Human pretty much isn't that big of a threat until they are able to get tanks and breakers. Human goes down pretty quickly versus bloodlust though. The breakers have limited mana and mostly humans use their sanctums to build priests for inner fire instead of breakers for spell steal. Tanks are extremely dangerous, even more then there is a level 6 Archmage with unlimited free Mass Teleports. To a unit. If you see a human that is doing pretty well, you want to take him out. Human Mountain King / Paladin is pretty dangerous considering your undead and they can nuke some big amounts of damage. You want to kill human fast with all you've got, which is 100% of the time usually enough. Wolves + Chieftain + Headhunters should be able to kill a few footmen and even damage their hero early in the game. Human is the fastest expoer, and if they expo too fast, they waste valuable time. Expos are easy to hit, loot and plunder.

    [Versus Undead]
    Bloodlust handles all, especially with berserk. Even Wyrms can't stop the mass piercing effect. In a full battle, it's a huge mess, usually ending with the opponent Undead heroes dead/damaged and if he didn't micro, all his units are gone too. You have to aim for berserkers and micro your heroes against there heroes. Spam Far Seer's Lightning and Wind Walk on the blademaster / Multistun with TC for greater effect. To stop Pure mass Wyrms, get Batriders or Wind Riders, both are useful and work pretty well. Skeletons aren't very helpful for Undead, because Tauren's AoE Slam does huge amounts of damage and breaks through Skeletons pretty easy. While with the combined things of the orc army, every other army looks pretty much small and weak.

    [Undead]
    Even though I prefer Orc, Undead is still a very reasonable race and is still my main race for carrying. Undead has great nukes and other crap, but you might want to start off with Dreadlord instead of Death Knight in FFA, because a level 6 DK is useless. Animate Dead doesn't do much, while Infernal is a great Ultimate that can be used over and over and over again to make sure you ALWAYS have an Infernal in play. I hardly ever get Skeleton masses, I prefer Unholy Frenzy + Wyrms with Hero Support. Full army, if use of DK should be DK, Lich, and DL. Dreadlord is a wise choice because sleep is very powerful for disabling those powerful heroes your opponent has. Wyrms are expensive so you better watch out. Expo with fiends or ghouls depending on which hero your getting/how your play style is. Remember, always build Necropolis so you can TP to your expos for defense. Undead expos are harder to come by, so defend them wisely.

    [Versus Orc]
    Use air with powerful ground tanks, like Abominations. Even though Destroyer isn't autocast, it's still your best bet versus bloodlust. Orc can be brought down easy if your levels are high enough and you have the right position at the right time. Target Far Seer / Shadow Hunter, they are relatively weak heroes to kill especially with Orb of Corruption and a good amount of high level nukes thanks to the large amount of various creeps on selected FFA maps. Beware, Fiends go down REALLY fast versus the powerful Orc army, so try to limit your building of fiends.

    [Versus Night Elf]
    This is the only scenario in which you can get Skeletons. Human have dispel, Undead have Devour magic, Orc have Dispel too. But Versus Night Elf, they have nothing but wisps which they don't usually suicide. Get Skeletons with Meat Wagons to load corpses and amass. Remember that skeletons don't count for food, so you'll still be able to get wyrms/aboms/fiends/etc. Watch out for Warden / Naga / Panda, high levels of those are deadly counters for air mass, because of Fan Knives, Lightning, and Breath of fire, which does large amounts of damage late game. + Panda's brew is VERY annoying, makes you slow, makes you miss, makes you weak. So beware. Try to rush the Night Elf ASAP so you won't have to deal with a strong army.

    [Versus Human]
    Human is sort of Dangerous, depending on what they get. Archmage is no problem against UD nukes, while Paladin/MK is pretty dangerous. Tanks are annoying and can damage Undead structures easily, so protect your bases and expos well. Remember to get Devour magic, because Sorceress's polymorph is extremely dangerous that completely disables your frost wyrms for long chunks of time, allowing the riflemen to wreck away at your units. You want to aim for their weaker units, like Mortars in the back.

    [Versus Undead]
    This is simple to explain, just get A good amount of strong air units and 3 heroes. Wyrms + Unholy frenzy is VERY powerful, especially versus enemy UD players who might get abominations or have slower tech themselves. Watch your lumber, remember to get Goblin Shredders for extra lumber if you are running row and it's effecting your gameplay. Nuke enemy heroes under 50% health, and focus fire with wyrms and all your units, then spread the damage for the rest.
    coming up part III specifying [night elf] [human]
    thats it thx for reading and gl hf to all
    Last edited by Arbalest; 17th October 2009 at 01:34 PM.

  11. #71
    Registered User TBK.Goldy's Avatar
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    Quote Originally Posted by Arbalest View Post
    specifying races :
    [orc]
    [undead]

    [Orc]
    Farsight isn't needed if you are hacking
    lol?

  12. #72
    the roXor <3 Arbalest's Avatar
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    Quote Originally Posted by TBK.Goldy View Post
    lol?
    its a joke to express that far sight is not needed , now that u mentioned it , i think its miss expressed i'll edit it
    Last edited by Arbalest; 17th October 2009 at 01:30 PM.

  13. #73
    Administrator In.My.ConTroL's Avatar
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    about ffa, just take und..
    take fast expo before you upgrade your main, go fiends and make some zigurats.. fine, now take another expo while you upgrade your main.
    Do you have 2 expos ? the game is your.. mass fiends + wyrms + 3 heroes + itens, gg.

  14. #74
    the roXor <3 Arbalest's Avatar
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    Quote Originally Posted by In.My.ConTroL View Post
    about ffa, just take und..
    take fast expo before you upgrade your main, go fiends and make some zigurats.. fine, now take another expo while you upgrade your main.
    Do you have 2 expos ? the game is your.. mass fiends + wyrms + 3 heroes + itens, gg.
    agreed imc but if u think about it that way u'll find that its human that got the advantage of multi expo, he willl jus stay in his base and send tanks all over the map

  15. #75
    the roXor <3 Arbalest's Avatar
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    FFA guide Part III :
    [Night Elf]
    [Human]



    [Night Elf]
    I hardly see anybody win with Night Elf unless EVERYONE is Night Elf or they're heroes are extra buff. Night Elf is defenetly the hardest race to play on FFA, mostly on deciding what to get because Chims/Bears (the good stuff) cost so much food and income. Night Elf is the 2nd fastest expoer and has a good synergy with tech, just never stop making wisps on your main until tech. I suggest getting Demon Hunter or Warden to start out with because they are the carrying heroes of the game. You can use Ancient of Wars to creep larger creeps (just don't get attacked) and quick tech lets you choose a Tavern hero for yourself pretty fast. I enjoy playing Night Elf when the matchup against other players is a bit easier.

    [Versus Orc]
    A Good orc player will beat the Night Elf Army EVERY SINGLE TIME, depending on position and upgrades/micro. Bloodlus is just way to powerful when used against Night Elf because berserkers/other piercing crushes through almost all of the Night Elf units. You need Chimeras and a good amount of bears and strong heroes to counter a Orc attack, remember to get Corrosive Breath versus towers or burrows.

    [Versus Undead]
    You want to rush and get Warden because if they get ghouls, Warden is able to counter with Fan Knives, which does massive amounts of damage to ghouls in one cast. Get bears/dryad/Pitlord AoE against fiends and other backdoor Undead units. To stop Wyrms, get Hippogryphs direct combat attack against the wyrms, which does massive amounts of damage in a short amount of time, just like gargoyles. Versus a normal UD player who uses units like these: ], you need to get pitlords AoE rain of Fire, which completely kicks butt against enemy UD players with bear and dryad support. You don't know this , but bears are pretty hard to kill. NEVER EVER get mountain giants in FFA, they require 7 food.

    [Versus Human]
    Many units Human has counter everything on the Night Elf army. You need strong heroes, dryads, bears, chims, gryphs to counter a human army. Theres really nothing much I can do to stop a good human player.

    [Versus Night Elf]
    It's pretty simple, the first guy to get hippogryph RIDERS gains the advantage. Their archers can't be hit in the air and can do plenty of damage when creeping and you have a lower chance of being ambushed because you have air faster then anybody else. Mass hippogryphs versus enemy air, remember the guy who focus fires the hippogryphs wins the battle. Be sure your microing and not just running into a battle against another Night Elf player blindly. Scrolls/Potions are useful if you aren't using a lot of ground units.

    [Human]
    Although highly underestimated, Human is the balance between races.
    Human > Night Elf
    Night Elf > Orc
    Orc > Undead
    Undead > Human
    I know that isn't necesarily true, but it bottoms out. Humans have the most balanced army in the game. They're the cleanest race by far and the most hated race on WoW ( I heard from my friend) Tanks are essential in a good FFA game and fully upgraded tanks are virtually moving buff Anti-structure towers. Remember they can also hit air in groups.

    [Versus Orc]
    Now you want to get Spellbreakers (Like 6, versus Orc bloodlust), so you can stop the bloodlust and aim for the Healing Wards in a battle. Polymorph the Tauren/other units if you have the necessary mana and get Inner Fire (which is just about bloodlust, if you compare it head on.) Inner fire gives a substantial armor and attack bonus which is really useful when your playing a massive game. Remember to upgrade all your units and stun the running away units. You can get gryphons and hawks to stop enemy air and escaped ground units. You don't want to be aiming the full HP heroes, orc heroes are pretty buff.

    [Versus Undead]
    I try my best to kill the Undead players early on in the game, because high leveled undead heroes give your human heroes a "blast" to the altar. You want to make a rush by researching Defend with Footmen and hitting Undead Ziggurats and gold mines. Make sure your expo/tech is up before you plan on rushing someone. Tanks > Air units, because tanks are fortified and virtually unkillible in battle, a great way to take out those strong Undead Structures.

    [Versus Human]
    Mass Breakers, no doubt. If they get casters, Breakers just counter everything. Breaker/Rifle is the strongest thing you can get versus Human and maybe some knights later for tanking for your army range units. You want to have a reasonable mass and keep your units alive and mass expo against enemy humans, the most expos give a great advantage, and also, don't hesitate to tower if you have enough lumber to upgrade. Remember, if there isn't orc or UD, you want to kill the human competition pretty fast to stop their advance.

    [Versus Night Elf]
    The easiest thing.
    Mountain King, Paladin, Tavern Hero Riflemen Sorceress (Master, with polymorph) Priests (Master, with Inner Fire) Morts (Frag Shards Upgraded) This combo completely destroys Night Elf because Night Elf units are mostly unarmored or heavy, if heavy, all you have to do is polymorph. If medium, Frag Shards will wreck through their armour anyways with that great upgrade. Aim for NE mains/Draw them out/Stuns heroes/G_G.
    Last edited by Arbalest; 18th October 2009 at 11:56 AM.

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