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  warcraft III : night elf strategia 2
Categoria articoliGiochi generici

 warcraft III : night elf strategia 2


Night Elfs, despite what you might have heard, are still one of the the strongest races in the game. Although they lack early game defence, their powerful heroes coupled with unlimmited mana at their moonwells allows them to defend all but the strongest rushes. The Keeper of the Grove has quickly become a favorite among Night Elf players. Nearly everyone has made the Keeper their primary hero, heres why: 1) Treants cannot only easily turn the tide of a battle by summoning 1700 hp worth of tanks in one cast (at level 3), but they also turn the Keeper of the Grove until a creep killing machine. At level 1, a single force of nature cast brings two 425 hp treants into existance. Since the cooldown is short, and mana is abundant (thank you moonwells!), its no problem for a keeper to have 4-6 treants at his disposal starting at level 1. Although they don't do much damage, treants are very capable tanks. When combined with a few early archers, a keeper of the grove at level 1 can go up against nearly ANY group of creeps on any map (including the groups of 2 rock golems and a granite golem found on Dragon fire and Gnolll Wood) without losing a single unit other than summoned fodder. This not only allows a skilled Night Elf Creep hunter to level at ungodly rates, but also adds incredible amounts of gold to their economy. 2) Entangle, when coupled with the Night elf's superior ranged units, allows Night elf players to assassinate most heroes with ease. Entangle even prevents its victims from being transported by town portal. 3) His other two skills, thorns and tranquillity, are both very powerful skills if used in the right situations. As an added bonus, both are exponentially more powerful in team games. Only one other hero, the Paladin, has an ultimate spell which can assist his teammates as well as himself. Since the release of 1.32, I've come up with a build order which I think does a pretty good job of utilizing the night elf strengths. Here are the basics: 1) Start out by putting your 5 wisps into your gold mine and queueing two new wisps. Place the rally point on the gold mine, now unload one wisp and tell it to make an altar, and unload a second to make a moonwell. The two buildings will finish at about the same time. 2) As your gold flow increases, go ahead and queue a few more wisps. After the initial 2 are on gold, begin placing the rest on lumber. 3)By the time your second lumber wisp begins gathering wood, your buildings will finish and you'll have exactly 70 lumber. Begin Construction on an Ancient of War. 4) Begin Training your Keeper of the Grove. 5) Continue placing wisps on lumber until you've got 13 total wisps (18 food). This number will diminish as you begin to use lumber wisps to build ancients, but should give you plenty of lumber to get you started. 6) While your hero is training and your Ancient of War is Constructing, begin a second moonwell as soon as the lumber becomes available. 7) Your Ancient of War will finish before the Altar does, and you can begin training an archer. You will have your first archer by the time your hero is finished training. At this point you should have just enough gold to queue a second archer and begin construction on a second Ancient of war. 8) From now on, the speed of which your build order moves will depend largely on how fast and how effectively you creep. The gold from creeping will be the determining factor. However, you will want to make sure that you do the following things: a) As soon as you have enough gold, upgrade to tier 2 and begin construction on a Hunters Hall. You'll want your hunters hall to be complete BEFORE you reach second tier so you can immediately begin construction on an Ancient of Lore. At times, you might feel pressured to get early huntresses (you see footmen in defend, or a large grunt army while scouting). If this is the case, go ahead and get your Hunters Hall before starting the upgrade to tier 2. b) You will want to obtain upgrades as soon as you can afford them without slowing down your unit production. I like to at least 10 archers before I consider whether I need to switch to huntresses. c) As soon as you reach tier 2, build an ancient of Lore and research the spell immunity upgrade. Begin constant Dryad production. Dryads are one of the Best support units you can have. d) After reaching tier2, you'll want to get your second hero. I'm a big fan of the Priestess of the Moon, but the choice is yours. 9) Also, as you go out creeping, you want to be sure that you begin scouting (if not sooner) so that you know what you're up against. Soon you will need to begin to decide which "path" you will want to take against your opponent, and you need scoutting info to do this. Strategy There are two basic elements at work here in your strategy. The first is taking out your opponents hero. A group of archers, particularly with the range upgrade, can quickly take down an enemy heroes life. You will want to entangle your opponents hero (and slow him with dryad poison when available), but you will not want to do so until he starts running away. Starting out the fight by entangling is a mistake, save entangling for when he's low on health and decides to make a break for it. If for some reason you find yourself unable to catch the hero for (For instance, not enough mana to cast entangle), then pick a treant or two out of your attack force and have them chase the hero. They won't catch him, but in his weakened state, they will take the hero out of the fight (who will be too busy running from the treants). Even though weakened heroes generally stop fighting for fear of dying, this way you they won't resort to "hit and run" chain lighting or other such attacks as stopping for too long will cause their death. The second thing you should be focussing on, as with any good strategy, is scouting. It's important to keep up with what your opponent is doing and be ready to counter it. There are times when you will want to use your Ancients of War to build huntresses (such as against grunts or footmen), and others when you will want to use archers, such as against Taurens(whom you can entangle and then kill quickly with archers)or air units. Lastly, as for expansions, you will want to expand after your first battle. Assuming you win it, you will ensure your expansions relative safety from attack until you can safely establish some sort of defense. Night Elf expansions, if anything, are their weak point. They are very vunerable to attack. I suggest that you try a "security through obscurity" approach by hiding your expansions away from where your opponent might expect them. Generally the strongest creeps are those gaurding the non-expansion gold mines, so they will be areas that you will want to clear anyways. Remember, the best defense for your expansions is a good offense. Keep your opponent on his or her toes with constant attacks and presssure to keep them from expanding. Notes Please be aware of the following pitfalls so that you can avoid them: 1) Priests have a powerful form of dispell can that be devasting against treants. Keep this in mind and take them out first, do not spend all your mana on an army that will be quickly destroyed until you've eliminated the threat. Also remember that wisp detonate drains 50 mana from targets within the radius, a few wisps can nuetralize groups of spell casters (while dryads neutralize the spells themselves). 2) Air units are likely your biggest threat. If you find yourself in a position where your opponent goes from grunts (which caused you to build huntresses) to wyverns (which requires archers), you might find yourself in a bit of a bind. Obviously scouting is the best way to counter such attacks, but in failing that, a few ancient protectors at your base built as soon as you recognize the incoming air threat, can generally be enough to hold your opponent off while you build an appropriate counter. The best solution, however, is definately proper scouting. I generally spend my Piestess of the Moons First point into scout so that I can constantly keep an eye on my opponent after I reach second tier. 3) Strong melee units, like bloodlusted grunts, can quickly cut through your army without proper precautions. Remember that thorns, despite what you might have been told, is a very powerful skill. There is no reason to take entangle to level 2 until you take thorns to level 2. Level 1 entangle is very useful, but Level 2 entangle is only moderately more so. . . And in all cases, remember that your treants aren't fighters, they are tanks. Your treants are there to TAKE damage not to deal damage. Leave the damage dealing to the professionals. . .

 

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