I've been getting into Warcraft 3 again, just playing campaigns. But soon I'll be designing some maps and playing online again. I've always been pretty comfortable with the Orcs. I like their Heroes and their spell hotkeys are always easy for me to do in a nice succession. However, I'm still not as good as I'd like to be. Before the Orcs got the new Troll hero that does the Healing Wave, I never felt like the Orcs had a decent healing unit. Since the Healing Wards could be destroyed and cost too much mana.
I'm currently working on getting better at Humans. I like their Elf Priests for Healing, and the Paladin is a great Hero. But I guess my point is, I'm wondering if anyone would like to discuss what race they like to play and what strategy they use for each race? Cause I could use some pointers.
I'm probably not the right guy for this, because I mainly play Custom Maps, and when I do play melee I lose most of the time. At least a gainst the computer on Easy
(I started to write something, but realized half-way through that I didn't make any sense, what I said wasn't actual. Give me some time and I may come up with a decent reply for you.)
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I appreciate your reply nonetheless. And I usually play melee or free for all on the maps. I just thought it'd be fun to discuss what units and stuff people like to use.
Alright then. I don't like micro, I can't take it. So, I play Night Elves. Archers don't have any skills, Huntress don't have any either (Besides their Owl, but that isn't used in combat anyway so it doesn't matter).Mountain Giants just have Taunt, which is AoE instant so it requires no massive skill to use correctly. And those are usually the bulk of my forces (with some druids etc. at times).
For Heroes, I usually go either Demon Hunter or Priestess of the Moon first, followed up by either on of them or the Keeper of the Grove. I never use the Warden. The priestess is fairly simple in her usage, having (in essence) two passive and being ranged, she doesn't require too much attention. That way I can focus on one of my Heroes. Auto-heal on Wells, infinite lumber (as if that ever was a problem ;)) and I'm all settled.
Humans: Nah, too much micro. Or so it feels. Just too much.
Orcs: Too little ari control. I need to know that I can have flyers, and that I can ocunter flyers. Wind Riders and Headhunters don't cut it for me.
Undead: Well... I guess they're my second favoutire team. Excellent heroes, strong units (and autocast web!!! :D), good healing capabilities, fast gathering. They're good simply put.
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There really is a lot of micromanagement in Warcraft 3. That's what I liked about Starcraft more. How could have 12 units selected, and just go in with them and get a lot accomplished without having to worry too much about special abilities.
But anyway, I'm most used to Orcs, even though they don't have any decent flying units. The Wind Riders are fun, but they die too fast. I really like the Shamans and Witch Doctors. But they also die too fast. I like Orc heroes the best though. I go with the Tauren Chieftan, Blademaster, and Shadowhunter. I used to like the Far Seer, but his Ultimate spell is kind of lame cause it really only damages buildings. And once you've taken enemy units out, there's no need to be able to destory buildings fast.
One things I've discovered about the Undead recently is how marvelous Necromancers are for defense. I don't like to take them out on offenses cause they get target right away and killed, but keeping them next to your base next to a couple corpse exhuming meat wagons is the perfect way to stem the tide of an offense. It allows you to take your Undead heroes out of town without worrying to much about defending the base.
But anyway, I'm most used to Orcs, even though they don't have any decent flying units. The Wind Riders are fun, but they die too fast. I really like the Shamans and Witch Doctors. But they also die too fast. I like Orc heroes the best though. I go with the Tauren Chieftan, Blademaster, and Shadowhunter. I used to like the Far Seer, but his Ultimate spell is kind of lame cause it really only damages buildings. And once you've taken enemy units out, there's no need to be able to destory buildings fast.
True, but they do have Grunts and Taurens, so they are almost unmatched in melee. And their heroes are really good.
Quote from "Siaynoq" »
One things I've discovered about the Undead recently is how marvelous Necromancers are for defense. I don't like to take them out on offenses cause they get target right away and killed, but keeping them next to your base next to a couple corpse exhuming meat wagons is the perfect way to stem the tide of an offense. It allows you to take your Undead heroes out of town without worrying to much about defending the base.
I never used necromancers the first times I played as the Undead. I though those puny skeletons were worthless and too short-lived to be of any use
PlugY for Diablo II allows you to reset skills and stats, transfer items between characters in singleplayer, obtain all ladder runewords and do all Uberquests while offline. It is the only way to do all of the above. Please use it.
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Yeah, Grunts and Taurens can last forever when used right.
The thing with the skeletal warriors, if to have six necromancers stationed wherever your base can be invaded. Then you have two meatwagons next to the six necromancers. Since they make two skeletal warriors out of two corpses, you can send twelve in at once to confront the invading force, and the cooldown for the raise dead spell isn't too long that you can raise twelve again while the first twelve are still fighting. It works great to protect your base.
im not really good at warcrafft but i like orcs andhumans the most.
with humansi take the paladin with an equal number of riflemenand militia.
withorcs i take blademaster far seer and tauren off with a bunchof grunts.
but have u noticed how hard skirmish is in that game?
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The forces of evil are raiding the country side, the daemons are rising from the pits of hell and the Fell easts are riding in from the far north.
We the men and women of Kasacanda shall remain valiant and courageous! WE SHALL PEVAIL!
It could differ slightly in meaning for other players, but for me, micro is having to manage all my spellcasters effectively. It can be very difficult when you're in the middle of a battle. And the computer and human players usually target your spellcasters first, healers especially.
That's why I like the Shadow Hunter. A good healing unit that doesn't die too easily.
It could differ slightly in meaning for other players, but for me, micro is having to manage all my spellcasters effectively. It can be very difficult when you're in the middle of a battle. And the computer and human players usually target your spellcasters first, healers especially.
That's why I like the Shadow Hunter. A good healing unit that doesn't die too easily.
That is what micro means in WC3 mostly, since it is very spell-heavy, but in a broader term it really relates to how much you have to pay attention to details.
WC3 is micro heavy because, in order to manage your units fully, you have to use all of their abilities. Take the Humans for example. They have Footmen with their defend ability, which is effective against shooters but makes them slower. The Priests have heal, Dispel and Inner Fire, the Sorceress has Slow, Invisibility and Polymorph. Then there's the Spellbreakers, and usually 2 heroes on to pof that. That's an immense amount of things you have to keep track of, if you want to beat a good opponent.
A game not so micro heavy is Heroes of Might and Magic. Or so I think, but I might be wrong on that one. In either case, it doesn't feel as the same amount because it doesn't happen in real-time. That's where the problem usually lies with micro. There's too much to do in too short an amount of time.
PlugY for Diablo II allows you to reset skills and stats, transfer items between characters in singleplayer, obtain all ladder runewords and do all Uberquests while offline. It is the only way to do all of the above. Please use it.
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Yeah. And that's simply what is so great about Starcraft. There's really only a few spellcasters for each group that you have to worry about. And most the time a player will use less than that because maybe one out of the three don't fit their playing style. Like if you're Zerg, you might not mind dealing with Defilers abilities because it's not like you're using a Queen anyway.
Even certain abilities of a unit a player might not want to invest in. Like obviously Dark Archons are great. But you might just want them for the mind control and that's it. Or you might just want Science Vessels for their EMP and not their Irradiate ability.
In WC3 though, I'll take the same approaches with certain units. The Elf Priests for instance, I don't upgrade their training cause I only need them to heal. I never use the polymorphs cause it's just too easy to dispel for what you have to go through to gain that ability.
Yeah. And that's simply what is so great about Starcraft. There's really only a few spellcasters for each group that you have to worry about. And most the time a player will use less than that because maybe one out of the three don't fit their playing style. Like if you're Zerg, you might not mind dealing with Defilers abilities because it's not like you're using a Queen anyway.
Now I've never been an avid SC player, but unless I miss my guess, Starcraft is famous for it's micro, although not in it's spell department. But maybe that's just the Koreans taking it to a whole new level beyond us mere mortals
Quote from "Siaynoq" »
In WC3 though, I'll take the same approaches with certain units. The Elf Priests for instance, I don't upgrade their training cause I only need them to heal. I never use the polymorphs cause it's just too easy to dispel for what you have to go through to gain that ability.
While that is true, the upgrade does gove them more mana, mana regen and so on, so it's still not entirely wasted.
PlugY for Diablo II allows you to reset skills and stats, transfer items between characters in singleplayer, obtain all ladder runewords and do all Uberquests while offline. It is the only way to do all of the above. Please use it.
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i usually go with NE heres my plan about 70% win 1v1
warden, few archers, hunts gather exp
KOTG, catapults more hunts, small attack
DH, alot more catas, hunts, and even some druids (bear and claw)
GG
and if u wanna jus screw around get archamge really fast and go in and blizzard the enemies pesants before they can build anything, only works on noobs!
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DIABLO = DEVIL its not supposed to be a nice game autostats are rediclous lack of pots is not welcome if it aint broke dont fix it! (diablo2)
Now I've never been an avid SC player, but unless I miss my guess, Starcraft is famous for it's micro, although not in it's spell department. But maybe that's just the Koreans taking it to a whole new level beyond us mere mortals
I honestly never thought it had much micro. But yeah I'm sure for any hardcore player who does ladder games and such, they probably have a world of complaints about it. But I think the spellcasters are pretty easy to manage. It's when you start having spellcasteres like the ones in Warcraft 3 who can negate and undo spells that your spells are doing. And that's just kind of annoying to do a spell, then someone immediately undo it. Then you just have a lot of back and forth of those redoing spells then others undoing spells.
Quote from "HARDCOREPOORE" »
i usually go with NE heres my plan about 70% win 1v1
warden, few archers, hunts gather exp
KOTG, catapults more hunts, small attack
DH, alot more catas, hunts, and even some druids (bear and claw)
GG
and if u wanna jus screw around get archamge really fast and go in and blizzard the enemies pesants before they can build anything, only works on noobs!
Interesting. So then how do non-noobs counter that strategy? It sounds mildly akin to the zergling rush.
I'm currently working on getting better at Humans. I like their Elf Priests for Healing, and the Paladin is a great Hero. But I guess my point is, I'm wondering if anyone would like to discuss what race they like to play and what strategy they use for each race? Cause I could use some pointers.
Siaynoq's Playthroughs
(I started to write something, but realized half-way through that I didn't make any sense, what I said wasn't actual. Give me some time and I may come up with a decent reply for you.)
Siaynoq's Playthroughs
For Heroes, I usually go either Demon Hunter or Priestess of the Moon first, followed up by either on of them or the Keeper of the Grove. I never use the Warden. The priestess is fairly simple in her usage, having (in essence) two passive and being ranged, she doesn't require too much attention. That way I can focus on one of my Heroes. Auto-heal on Wells, infinite lumber (as if that ever was a problem ;)) and I'm all settled.
Humans: Nah, too much micro. Or so it feels. Just too much.
Orcs: Too little ari control. I need to know that I can have flyers, and that I can ocunter flyers. Wind Riders and Headhunters don't cut it for me.
Undead: Well... I guess they're my second favoutire team. Excellent heroes, strong units (and autocast web!!! :D), good healing capabilities, fast gathering. They're good simply put.
But anyway, I'm most used to Orcs, even though they don't have any decent flying units. The Wind Riders are fun, but they die too fast. I really like the Shamans and Witch Doctors. But they also die too fast. I like Orc heroes the best though. I go with the Tauren Chieftan, Blademaster, and Shadowhunter. I used to like the Far Seer, but his Ultimate spell is kind of lame cause it really only damages buildings. And once you've taken enemy units out, there's no need to be able to destory buildings fast.
One things I've discovered about the Undead recently is how marvelous Necromancers are for defense. I don't like to take them out on offenses cause they get target right away and killed, but keeping them next to your base next to a couple corpse exhuming meat wagons is the perfect way to stem the tide of an offense. It allows you to take your Undead heroes out of town without worrying to much about defending the base.
Siaynoq's Playthroughs
I never used necromancers the first times I played as the Undead. I though those puny skeletons were worthless and too short-lived to be of any use
The thing with the skeletal warriors, if to have six necromancers stationed wherever your base can be invaded. Then you have two meatwagons next to the six necromancers. Since they make two skeletal warriors out of two corpses, you can send twelve in at once to confront the invading force, and the cooldown for the raise dead spell isn't too long that you can raise twelve again while the first twelve are still fighting. It works great to protect your base.
Siaynoq's Playthroughs
with humansi take the paladin with an equal number of riflemenand militia.
withorcs i take blademaster far seer and tauren off with a bunchof grunts.
but have u noticed how hard skirmish is in that game?
We the men and women of Kasacanda shall remain valiant and courageous! WE SHALL PEVAIL!
Siaynoq's Playthroughs
"Cards and flowers on your window, your friends all plead for you to stay,
sometimes beginnings aren't so simple, sometimes goodbye's the only way."
That's why I like the Shadow Hunter. A good healing unit that doesn't die too easily.
Siaynoq's Playthroughs
That is what micro means in WC3 mostly, since it is very spell-heavy, but in a broader term it really relates to how much you have to pay attention to details.
WC3 is micro heavy because, in order to manage your units fully, you have to use all of their abilities. Take the Humans for example. They have Footmen with their defend ability, which is effective against shooters but makes them slower. The Priests have heal, Dispel and Inner Fire, the Sorceress has Slow, Invisibility and Polymorph. Then there's the Spellbreakers, and usually 2 heroes on to pof that. That's an immense amount of things you have to keep track of, if you want to beat a good opponent.
A game not so micro heavy is Heroes of Might and Magic. Or so I think, but I might be wrong on that one. In either case, it doesn't feel as the same amount because it doesn't happen in real-time. That's where the problem usually lies with micro. There's too much to do in too short an amount of time.
Even certain abilities of a unit a player might not want to invest in. Like obviously Dark Archons are great. But you might just want them for the mind control and that's it. Or you might just want Science Vessels for their EMP and not their Irradiate ability.
In WC3 though, I'll take the same approaches with certain units. The Elf Priests for instance, I don't upgrade their training cause I only need them to heal. I never use the polymorphs cause it's just too easy to dispel for what you have to go through to gain that ability.
Siaynoq's Playthroughs
While that is true, the upgrade does gove them more mana, mana regen and so on, so it's still not entirely wasted.
warden, few archers, hunts gather exp
KOTG, catapults more hunts, small attack
DH, alot more catas, hunts, and even some druids (bear and claw)
GG
and if u wanna jus screw around get archamge really fast and go in and blizzard the enemies pesants before they can build anything, only works on noobs!
its not supposed to be a nice game
autostats are rediclous
lack of pots is not welcome
if it aint broke dont fix it! (diablo2)
Interesting. So then how do non-noobs counter that strategy? It sounds mildly akin to the zergling rush.
Siaynoq's Playthroughs