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Post by worldtop on Apr 8, 2009 21:05:09 GMT -5
dont let your melee run out of healing potions, drop a one or 2 spare ones around him in case he get trapped and you wont be able to reach him later.
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Post by worldtop on Apr 12, 2009 0:39:34 GMT -5
To prevent the auto attack of your support / caster hero stealing monster's attention from your melee, type -range 0 and move ur hero away. However if any monster hits ur hero after you issue this command, he will still fight back until u move him away again.
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Post by zigzag on Jun 1, 2009 10:29:52 GMT -5
you can counter arhats with an uthmor and tactical movements (i.e. hit and run)
you dont nessisarily have to counter an enemies summon on you if you have speed boots, you can just run round and round and lol at them wasting 475+(number of shears*15)sb mana
if you see a enemy who uses a pot, do a little mental math (how far away is he from my spellbringer, how fast do the creeps hurt him, do his teammates have skills to save him, is he knowledgeable and can counter effectively) add all these up and you could kill many weaker tanks
if you do get stunned and are going to die you can do a variety of things to stay alive, displace attacking creeps, uthmor chain heal (ughh... you can uth and displace 5-6 for about the same price), maybe another persons skill... summoning a darkrift can be kind of detremental since if they already stunned you they could still be watching...
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Post by worldtop on Jun 2, 2009 9:41:43 GMT -5
Following are strongly personal opinions. you can counter arhats with an uthmor and tactical movements (i.e. hit and run) Under the effect of the arhat, not all heros are able to hit and run, and hit & run doesn't apply to all waves, either. cause the number of monsters hitting your hero under the effect of arhat greatly affects this strategy. this is not wise for new players IMO, always purify enemy's rift either on youself or your mates. This is a good habit to develop. Especially at late game, no matter how well equipped you/your mates are, purify drift. IMO
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Post by sackpuncher on Jul 17, 2009 9:31:14 GMT -5
Anything with a slowing attack, moss meys, stone gargoyles, this big windikin things that cast slow, and rangers will prevent you from "hit and run" tactics.
Worse comes to worse if you are certain that you're going to die and theres no way around it. Maybe take the time to look over to the other side, because chances are at least one of the enemy is watching your side to follow up any offense, which makes their team vulnerable to offense.
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Post by Cheezeman on Sept 6, 2009 8:50:43 GMT -5
(I really hope this hasn't been said) Don't use your ultimate as soon as you reach level 10, because there are two reasons it can be a huge waste rather than a good great success.
The first reason is that everyone will probably reach level 10 at the same time, and if you all use your ultimates on the same mob of creeps you have practically wasted 3 ultimates. Try to talk to your team and see who use it first, preferably before you actually reach level 10.
The second reason is that you often get to level 10 at the spider wave (wave 8 if I remember correctly). Their net often just removes some of the ultimate's true potential, while in some cases it just makes them useless. An example of uselessness is with Cleric, were net just disables it as soon as cast (cause the spiders cast it when they recognize starfall). I think that Arcane's is also disabled, but I'm not too sure. An example of when net removes the ultimates true potential is with Magic Infuser, because it often kills all close creeps and if he's neted he has nothing to hit at the end, and just ends up standing still with nothing to do for a couple of seconds (and the red ones have probably made a wall that prevents new waves to get closer). Blood Dancer's is also not a good idea to cast, cause it doesn't dispell the net he's impaled by, and its duration isn't very long. It does however prevent new sessions of net, so be sure to use it when you are not netted.
Summary: Don't use channeling skills untill all blue spiders are dead.
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Post by sackpuncher on Sept 6, 2009 13:34:19 GMT -5
Net cancels channeling ulties. So yes arcanes is stopped as is clerics and tempests. Thats why if you need to cast a channeling ulti during spider round you wait until you get netted then cast it
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Post by BlackMagister on Sept 29, 2009 10:18:03 GMT -5
To avoid stuns with teleport shoes when closer to the spell bringers is usually impossible because of the reaction time to click or hit the hotkey for teleport and select the area usually takes too much time when in the lanes or sometimes when fighting in the first choke. The way to shorten your teleport reaction time is to simply expect a stun at all times by already having selected your teleport option and only requiring a destination. This of course means you need to cancel teleport in order to use abilities or other items, but during the time teleport is selected you should be fast enough to dodge.
It's also advisable when fighting in the lanes to attack to the wall away from the spell bringers to give you slightly more time to react so you can teleport or use a potion.
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Post by sackpuncher on Oct 1, 2009 13:55:55 GMT -5
If you're keeping teleport always on you can pot and activate items via numpad hotkeys without untargeting your boots. Makes for a hassle when you have to use your skills cause then your hands away from pots or vice versa but is worth it.
Casters should always keep a fast fill(instant mana, not mana over time like hisan, although they should have one of those too) mana potion on them once the team has money for it. This comes in handy if you get mana drained, mana burned, or killed, gives you the ability to instant cast spells after respawning. Big bonus if your team is pushed all the way to bottom bottleneck/portal
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Post by BlackMagister on Nov 27, 2009 19:05:55 GMT -5
Checking the option of "Always Show Health Bars" in the Options -> Gameplay menu is quite useful in all Wc3 games especially melee and of course has uses in Enfos.
If your hero is trapped you can attack the weakest creep to get out which you can tell by looking at all the creeps health bars.
It's also much easier to babysit your allies when you know their health, when they either are going to die or run away so you can be prepared to save them or fill in for them. Doing so by either using your Spell Bringer or hero.
The most obvious character specific benefit is to the Empath who can tell which hero is dying and requires healing or when the Empath can afford to stop healing a fighter to heal a supporting hero that needs mana.
Other things include just attacking creeps that are hurt first by regular attacks, Tempest's Burst ability or the Holy Warrior's Fallen One.
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