Friday, March 30, 2012

Miscellaneous Questions Anyone?

[:1]Okay so technically this is a thread for us n00bs to ask questions that the g0su ones can help answer...

My first question: Do passive abilities (ie Bash, Critical Strike) work on magic immunes? Can you Bash a Dryad or Critical Strike a Spell Breaker?|||Ok my question: What do you do with melee? move offensively behind the enemy or focus fire? If focus fire; is it worth the attention?

Oh, and sorry I cant answer the first question. |||Quote:








Okay so technically this is a thread for us n00bs to ask questions that the g0su ones can help answer...

My first question: Do passive abilities (ie Bash, Critical Strike) work on magic immunes? Can you Bash a Dryad or Critical Strike a Spell Breaker?




yep.


Quote:








Ok my question: What do you do with melee? move offensively behind the enemy or focus fire? If focus fire; is it worth the attention?

Oh, and sorry I cant answer the first question.




if i'm acting as a meatshield, i just stand there and whack a bit, pulling out wounded units so they can do some more dmg later. if i'm not the (only) meatshield, i'll do something more like surround heroes. focus firing with melee is kinda.. pointless, only useful in the early game with few units. later on you'll just get blocked the whole time and it's better to let your units hit something instead of running around. leave the focus firing to your ally.|||true its only useful to ff with melee in early game. In late its useless. This has been my mistake sad to say. I've lost some games like this. FF with ranged it kicks ass. THats why you should get melee with aoe passives like pulverize so they in a way FF half the time.



My question: IS there any other micro for the units when they are in battle (units like melee ranged, whatever), other than dancing, FF, running, considering leaving all spells out. I mean it would be to make your units even more effective and stuff like that.

thx |||Quote:








My question: IS there any other micro for the units when they are in battle (units like melee ranged, whatever), other than dancing, FF, running, considering leaving all spells out. I mean it would be to make your units even more effective and stuff like that.

thx




Heh, you already have an impressive list of points there my friend* ^^

I'd say:

- Use abilities like ensnare and devour

- Try to surround heroes, or maybe retreating kodso that just ate your Tauren

- Try to block: I've seen replays of Walach where he used his wolves (with good ol' RoC move speed) to get in the way of a reatreating enemy hero, so they slowed him down while Walach's own hero and other units could get extra hits in. Very hard to do if you ask me, but worth it if you can pull it off.|||well, pb... too bad the pathing got 'improved' and the faster units/heroes will now be gentlemen and let the slow units/heroes walk in front of them.

now your fleeing hero with 10 hp will even be so 'good mannar' to let that sheep move before running for his own life.

blizzard has a strange definition for fixing things. remember the 4 peon gold mines? they 'fixed' it by making all gold mines f'cked up if you ask me, when a gold mine is not loaded with 5 peons they run so damn slow..|||Quote:








yep.



if i'm acting as a meatshield, i just stand there and whack a bit, pulling out wounded units so they can do some more dmg later. if i'm not the (only) meatshield, i'll do something more like surround heroes. focus firing with melee is kinda.. pointless, only useful in the early game with few units. later on you'll just get blocked the whole time and it's better to let your units hit something instead of running around. leave the focus firing to your ally.




Cool* Thanks dude.|||Spell damage=Magic damage?

Let's say your NCL uses level 3 impale on a bunch of footies. Will they only take the regular 110 damage, or due to heavy armour's 150% extra damage from magic, will they take 165 damage? All figures do not include reduction.|||not that I've seen, y03 ... I've watched how much damage Life Drain does on a Heavy armor type unit, it does exactly what the numbers say, spells only do less damage to heroes and high level creeps that as blizzard put it 'hero type resistance to spells'|||I know about the shift and control uses, so what I want to know is just how many commands can you string together?

example: peon comes out and you order up a burrow, then a second burrow, then go cut wood and you are done with that worker. A simple string yes.

So I am praticing on the pc and just for the sake of practice (because I got hard owned by the OB.Master a few days ago) I go with the BM as my hero. During the game (on TR) I am scouting and creeping and get some sentry wards. So I string the commands: 1) for my BM to go to the Und base 2) place a sentry ward 3) envoke Mir.Imag 4) return to the goblin merchant shop 5) hold position. It worked* But I was wondering just how many commands could you string?

Also if you command a group of say 11 units to go to say a creep location using attack, then have say the Shadow Hunter set down a serpent ward and a doc drop a healing ward there and then set then to hold position then return to base---Will that cause them to go to the creeps take them out and then return? Or will they go there, drop the wards while the other units do a little fighting and then return without killing the creeps? For this to maybe work it would have to be during the day so the creeps auto see and attack because the object is of course to not have to micro the entire battle so you can do something at your base with the time. Maybe a bad example because of creep jacking etc. but it is just an example using several units and go to commands.

DB

ps..I would try this myself but I am not exactly fast enough so that many strung commands are already being executed by the time I am done giving them all= wasted effort for the purpose-until I get more use to the keys and sequences.|||Elune's Grace, how has it affected archer usage if at all?|||Quote:








I know about the shift and control uses, so what I want to know is just how many commands can you string together?

example: peon comes out and you order up a burrow, then a second burrow, then go cut wood and you are done with that worker. A simple string yes.

So I am praticing on the pc and just for the sake of practice (because I got hard owned by the OB.Master a few days ago) I go with the BM as my hero. During the game (on TR) I am scouting and creeping and get some sentry wards. So I string the commands: 1) for my BM to go to the Und base 2) place a sentry ward 3) envoke Mir.Imag 4) return to the goblin merchant shop 5) hold position. It worked* But I was wondering just how many commands could you string?

Also if you command a group of say 11 units to go to say a creep location using attack, then have say the Shadow Hunter set down a serpent ward and a doc drop a healing ward there and then set then to hold position then return to base---Will that cause them to go to the creeps take them out and then return? Or will they go there, drop the wards while the other units do a little fighting and then return without killing the creeps? For this to maybe work it would have to be during the day so the creeps auto see and attack because the object is of course to not have to micro the entire battle so you can do something at your base with the time. Maybe a bad example because of creep jacking etc. but it is just an example using several units and go to commands.

DB

ps..I would try this myself but I am not exactly fast enough so that many strung commands are already being executed by the time I am done giving them all= wasted effort for the purpose-until I get more use to the keys and sequences.




basically no maximum to commands you can stack, just try out yourself. when your altar is building, you can rally the flag on the ground, use shift to spam a lot on the ground (preferrably on different spots on the same screen) and you'll see how many flags there are on the ground. once your hero is coming out he'll follow all the flags.

about your 2nd answer, i dunno if i understood it correctly. did you mean using some kind of ward to stay near creeps so if the enemy passes, you can spot him and creepjack him? if so... i'd say using sentry ward instead of healing ward? healing ward costs 200 mana. if you don't have sentry, i'd use serpent, i already did this several times, but i was never lucky enough to spot my enemy with a serpent ward :)


Quote:








Elune's Grace, how has it affected archer usage if at all?




yeh, it did affect the usage of archers. i remember in the tft beta pure wyvs could beat pure archers. thanks to elune's grace archers own wyvs now.

maybe it's just me, but i noticed that almost all night elf units have 3-4 abilities.. kinda unfair.|||been a few days.

Anyway, what I was trying to say is that when using multiple commands in a string with multiple units involved so that you could get things set up before the action takes place would it work? Like the creeping example- some creep spots aren't a real danger, so in order to take care of them for whatever may be dropped and for the xp, and at the same time that the units are doing the creeping I can manage the base building or focus on say some BM harassement at the opponent base.

Do the creeping with the SH and a small group while the BM harasses, the SH can be given the command to go to the spot and put down the serpent ward but if you give the command to hold position and then move back to base will the SH and the group still take out the creeps or will the pc read the commands as go-put ward up-hold position (just long enough to count the command)-and then immediately return? I thought that maybe with movement commands it wouldn't work as I had in mind. I could just not give the return command and then the group would do the creeping and I could move them after. Getting a little ahead of my abilities and skill I'm afraid...LOL..

DB|||yeh, just 'w' + left-click on ground, then shift + right-click back in your base and he'll plant ward + go back to base.|||Quote:








been a few days.

Anyway, what I was trying to say is that when using multiple commands in a string with multiple units involved so that you could get things set up before the action takes place would it work? Like the creeping example- some creep spots aren't a real danger, so in order to take care of them for whatever may be dropped and for the xp, and at the same time that the units are doing the creeping I can manage the base building or focus on say some BM harassement at the opponent base.

Do the creeping with the SH and a small group while the BM harasses, the SH can be given the command to go to the spot and put down the serpent ward but if you give the command to hold position and then move back to base will the SH and the group still take out the creeps or will the pc read the commands as go-put ward up-hold position (just long enough to count the command)-and then immediately return? I thought that maybe with movement commands it wouldn't work as I had in mind. I could just not give the return command and then the group would do the creeping and I could move them after. Getting a little ahead of my abilities and skill I'm afraid...LOL..

DB




The commands arent timed, so if u Hold them as part of the command queue, they will just hold position and not move on to the next command. If u want to shift queue a creep order, try "a" directly on one of the creeps first. That way, even if they are sleeping, ur guys will wake them up and start the fight. Then queue in attack move so they will stick around to kill everything else, then queue them to go home. I wouldnt recommend making the queue too complicated though cuz it takes more time than just commanding on the fly. Things like wards I would prob place manually unless I am just sending WDs around the map to place sentries. And the other thing queueing is most useful for is peon scouting.|||Cool, thanks.

I don't think I exampled well for this discussion though. If I can figure out a better example I'll try again.

DB|||Question.

I have in my ctrl group an AM with some footies. The subgroup highlighted is the AM. Let's say I use the ctrl+move so that only my AM moves around. Instead of just move, I missed the ctrl key, when I right clicked the ground in front of the enemy base.

After that brief click, I hit 'B' and clicked on the peon line. I saw my footies running towards the enemy base after my AM got hit by burrows.

If I hit 'S' [for stop] or 'H' [for hold position], do I cancel blizzard channeling as well?

Oh and one more thing. If a hero is hit with multiple different slowers [e.g quake + hex + cripple + nova + clap + slow + banish] will it still move or will it be stunned? It kinda happened to me once, but my hero was not really moing except that he turns around in every direction before moving. Lucky I had scroll of speed to escape [see a penguin running at mach3, lmfao].|||I think you cancel Blizzard as well, but I'm not sure. I also think that units have a minimum movement speed, but I am once again not sure.|||If u press "stop" while your group is selected (including AM), then everyone will stop. So blizzard (or any other chanelling spell) would stop as well.

As for the other thing, "slow" and "stun" are two different effects. Hex or cripple or quake, etc. will still allow u to move very slowly. Clap or stomp are stunning spells that make u completely not able to move or do anything else for a few seconds.|||With no long example.

If you Lightning Strike or use Heal Wave on a single unit does it just work that one strike or will it "bounce-strike" that single unit as many times as per level of the ability?

DB|||only one.. would be major imbalanced if it would 'bounce' on the same target :y-sneaky:|||Quote:








only one.. would be major imbalanced if it would 'bounce' on the same target :y-sneaky:












DB|||Quote:








If u press "stop" while your group is selected (including AM), then everyone will stop. So blizzard (or any other chanelling spell) would stop as well.

As for the other thing, "slow" and "stun" are two different effects. Hex or cripple or quake, etc. will still allow u to move very slowly. Clap or stomp are stunning spells that make u completely not able to move or do anything else for a few seconds.




I should mention that I think "stop" is the only command that includes AM when you press it and he's blizzarding (and im not even sure about this). "Hold", "Move", "Attack", etc will NOT work if your AM is blizzarding, you need to press either ctrl to get only him or f1 then the command (so stop madly right clicking to get your AM to run).|||Would like to ask everyone, what is the specific hero nuke for the different races? the one that is most effective?|||Quote:








Would like to ask everyone, what is the specific hero nuke for the different races? the one that is most effective?




Human: Storm Bolt. Banish first for more abuse.

Night Elf: Shadow Strike. Entangling roots isn't a nuke, but it and SS pretty much guarantee hero kill...

Orc: Orcs don't really have a good hero nuke. Hex+ff works well though. Chain Lightning and Shockwave are mainly good for AoE. Blademaster doesn't work.

Undead: Death Coil, Frost Nova, and for toppings, add Impale or Carrion. UD is the best hero nuking race, but they are not far ahead of humans.|||Quote:








Human: Storm Bolt. Banish first for more abuse.

Night Elf: Shadow Strike. Entangling roots isn't a nuke, but it and SS pretty much guarantee hero kill...

Orc: Orcs don't really have a good hero nuke. Hex+ff works well though. Chain Lightning and Shockwave are mainly good for AoE. Blademaster doesn't work.

Undead: Death Coil, Frost Nova, and for toppings, add Impale or Carrion. UD is the best hero nuking race, but they are not far ahead of humans.




Against UD, HU can use the much-feared Bolt/Holy Light combo. Again, with the possibility of Banish to make it even worse.

I used to focus on hero kills in RoC when I played NE, and Entangle/Mana Burn works pretty well, but it's not nearly as good as UD nuke.|||My questions.

How do top players (like CadX2-Craft) get experience for their heroes when creeping when their hero is nowhere near the creeps getting killed?

How long is it (game time e.g. when it first turns night-time.) before I can hire a hero from a Tavern?|||Quote:








My questions.

How do top players (like CadX2-Craft) get experience for their heroes when creeping when their hero is nowhere near the creeps getting killed?

How long is it (game time e.g. when it first turns night-time.) before I can hire a hero from a Tavern?




TFT made it so your hero can get exp from kills anywhere in the map. Thus, creeping with no hero around is possible.

I'm not sure when you can get a hero from the tavern...|||somewhere after the 6th dot of the 1st day, no way not before night.|||you can get a tavren hero the same time a hero would normally come out of an alter in start of game... dont know how much that helps...

question: ok this ALWAYS pisses me off. i ctrl + 1 a group of troops, and only afterwards notice i have a peon in the group. is there anyway to ungroup a unit?

other question: this ias an age-old debate.... do AOE spells like 2 blizzards from 2 different heros stack? some people say they dont, but in a game 2 humans gave my team fire, and it seemed to be stacking.. any ideas?

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