Mort
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Post by Mort on Jan 24, 2008 18:08:49 GMT -5
CreepwallA creepwall can be formed anywhere there is 2 walls and creeps fill it so you wont get all creeps hitting you. You will probably need to work with your allies so they don't kill the creeps or lead them away. Ohh, and should probably tell you that this works best against ranged units. Left and Right lane is in RedMid is in OrangeBottleneck is in BlueAll the colored markings on this picture is suggested places where you could do a creepwall, sure there's other places you could stand, but these are the ones in the creeps path. This is how it should look like when you perform a creepwall: Note only 5 creeps is hitting the Tank, the rest are unable to hit him, this is a very useful technique and easy to reproduce in the bottleneck, use if you want to survive longer, this way you wont take much damage. Now any spellcaster can prepare to use any of their skills, or if you wish, focus on the bonus wave/harder waves behind. If your caster is skillful enough you might even keep the Creepwall several waves without killing the ranged creeps. This is obvious a great way to avoid most offensives, get away with low damage inflicted on you, letting the caster, or any other damage dealer, build up their strength, although, this has a weakness; Whole Displacement, if your enemies use it on the creeps forming the wall, they will be teleported away, and you'll soon ending up surrounded with melee creeps. Note: By doing this the creeps Will be on lower ground, that gives them a chance to miss. Ok, now how to do this:Stand where the hero in the picture stands(in the bottleneck) it works further down to, you'll see how far down/up you can go if you move up/down, be prepared for this with pots, or have a teammate help you out with pots. Try to get a even line with just a few creeps hitting you. Note: Some heroes is better on this than others, depending on armor type, armor, level, hp and difficulty. But preferably Combat/Rounded should only use this technique, sure some spellcasters/support might work to, but it works best with a Combat/Rounded hero. (exclude Faenrae Champion who will turn Invisible if you stand still) This line can be made on other locations to, it can be used in any lane, it can even be done at Mid, but that is much harder. This was made with Faenrae Champion, so it wasn't such a great wall, as you might see, but with any other hero you'll see that you can hold a nice little creepwall, remember that the bigger wall the bigger chance that you might die, you are more open for offensives this way, but IF you survive a few levels, and the wall isn't broken, you should be able to tank for a good while, since your hp will grow with each level. Note: This is even more vulnerable to Whole displacement, since the wall is much thinner. A little tip if you see anyone do this is to Summon Arhat and stun the Hero, and possibly even Summon Uthmor. Don't feel to safe doing this, the other team could focus on some kind of summon, like arhat, to kill your hero, or they might summon on you, or your teammates.
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Post by ayeshia on Jan 28, 2008 8:45:35 GMT -5
Cool trick. But i usually find that once you're overwhelmed with so many enemies it's hard to take them all down later, in a fashionable style. You might have to summon or help with uthmor to take them all down again. But i like the idea of killing bonus mobs this way! =D -Ayeshia-
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Mort
Administrator
Posts: 253
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Post by Mort on Jan 28, 2008 9:07:01 GMT -5
As long as the caster(or any other hero with aoe) isn't hit/killed, killing most creeps shouldn't be a big problem(at least not in a somewhat organized game)
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Page
Administrator
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Post by Page on Feb 10, 2008 8:27:48 GMT -5
The wall is very useful to reduce damage whilst you wait for cooldown and use some big area of effect skill, think of using Moon Mage's Starlight Sphere there, Evoker's Ball Lighting or Warrior Mage's Fire Rain, all would easily take down the big group easily along with plenty of other skills. However this would indeed be a very bad tactic to use if you have no ranged characters that will be able to kill monsters whilst a person is tanking
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Post by zigzag on Aug 4, 2008 0:43:51 GMT -5
My favorite wave to do this on is the second piercing because only 5 can hit you at the bottleneck, plus your combat mastery (50-60% evasion I think), elven armor, and a tower, all you would have to worry about is summons on the mage or you. You could even have a time mage stand right behind the tank, -50% attack speed.
Also, you could have multiple rows behind it, leave them untouched, if thats possible. So the enemy would have to whole displace more creeps then with only 1 or 2 lines.
First post on MT guide. XD
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Mort
Administrator
Posts: 253
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Post by Mort on Aug 4, 2008 2:49:53 GMT -5
Welcome There is a number of factors when doing a creepwall, Hitpoints, Evasion, Armor, Tower, Chance to hit, Armor type of the Hero and other skills that slows the creeps, where you stand. As i wrote, some heroes is better to perform the creepwall with, there is Blood Dancer, who has poor defence against piercing, he could hold a creepwall but would be more open to offensives, and there is Cleric, with her web she can hold the creeps much longer than the Blood Dancer, no matter where it is.
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Post by zigzag on Aug 5, 2008 22:18:17 GMT -5
Welcome There is a number of factors when doing a creepwall, Hitpoints, Evasion, Armor, Tower, Chance to hit, Armor type of the Hero and other skills that slows the creeps, where you stand. As i wrote, some heroes is better to perform the creepwall with, there is Blood Dancer, who has poor defence against piercing, he could hold a creepwall but would be more open to offensives, and there is Cleric, with her web she can hold the creeps much longer than the Blood Dancer, no matter where it is. Most heros who do this should have combat mastery or etheral shield, magic/fortified/meduim (ahlen is the only meduim i can think of), if this is at the bottleneck or the single lanes (very top) they should stand at a higher point then the range, and I think most of these have some sort of stun or buff or debuff(on the creeps) that will help hold.
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Post by ingenting on Sept 14, 2008 19:40:13 GMT -5
Keep the wall and kill anything else behind it would be your ultimate goal here.
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Post by bullettrue on Jan 31, 2009 19:28:13 GMT -5
I have a picture of a creep wall here, it was built better, but I didn't think of taking a screenshot until the WS had bashed it down. Note we didn't have a spell caster to take down creeps behind the wall so we had to crush it.
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Post by ingenting on Feb 1, 2009 6:21:03 GMT -5
I have a picture of a creep wall here, it was built better, but I didn't think of taking a screenshot until the WS had bashed it down. Note we didn't have a spell caster to take down creeps behind the wall so we had to crush it. wow what a bloody screenshot, nice one
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Post by BlackMagister on Nov 26, 2009 1:34:44 GMT -5
It should be noted that resistant skin ranged waves would make an almost impossible to destroy creep walls because resistant skin waves cannot be whole displaced. So the Giant Red Sea Turtle would make an easy creep wall at the bottom choke, at any of the two ramps to the goal area. The only counter to this would be killing the hero stalling or destroying the creep wall with Darkrift or Hypnotist's illusions. You could also do it with the Night Elf archer wave, but it would be harder for the person stalling to survive. Also since they are resistant skin waves they are not affected by Arhat? Edit: Here it is. Can't whole displace and a hero with medium armor won't die easily from the turtles which do siege damage. Throw in a Warrior Mage and you can hold on forever. Also you can get bonus. Only problem is the murloc wave which is spell immune which you will probably need to summon against. There is a tiny whole in the wall that small creeps can fit through. Though as long as you leave some big creep to get stuck trying to get through any gaps it shouldn't be a problem.
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