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warcraft III : night elf strategia 4
Night elves have been my favorite race since the races were revealed. Their heroes can have varying degree of uses. First is the Demon Hunter – shadowy warrior whose skills are used mostly for direct combat. The second is Keeper of the Grove – a druid like creature who specializes in support spells that come in handy. The third is Priestess of the Moon, whose spells are geared towards more offensive end than that of KotG. In this guide, I will attempt to provide in-depth analysis of the each heroes’ skills.
1) Demon Hunter
The name of the hero suggests that he’s an expert at combat with mystical enchantment. (He doesn’t receive any bonuses against undead units, however.) He is usually used for more straight out offensive support as well as facing other heroes. The following is the description of his skills
Mana burn : 50 mana / Cool down speed : Extremely fast
Level 1 : drains 100 mana
Level 2 : drains 150 mana
Level 3 : drains 200 mana
This skill is underrated by most players and is not used frequently. However, this skill is probably the best skill to use when going against heroes like Farseer or Archmage. The skill does exactly what its name says. It burns mana of the targeted unit with an electrical zap. The range of this skill is simply unbelievable and takes off 100 mana right away. With each level, it takes off 50 more. Against players who make heavy use of their heroes’s abilities, this skill is the way to go. (especially against Chieftains and Farseers who are the most deadly against night elves)
Immolation : 50 mana to activate / Cool down speed : N/A
Level 1 : deals 10 damage / second
Level 2 : deals 15 damage / second
Level 3 : deals 20 damage / second
This skill is useful for taking care of melee units that might try to surround the demon hunter. Against defending footmen, this is the way to go. However, in the late games, the damage done isn’t really enough to beat tough tanking units like Tauren or Abomination. I’d recommend not to put any more than one point into this skill
Evasion : Passive
Level 1 : 10% chance to dodge attacks
Level 2 : 20% chance to dodge attacks
Level 3 : 30% chance to dodge attacks
This skill grants a chance to dodge any ranged or melee physical attack inflicted on the demon hunter. The chances of this activating is very random – despite what the skill description says. Be reminded that the numerical value is deceiving all the time. This skill itself doesn’t give your demon hunter to survive much longer. However, when going against other heroes in smaller battles, this skill can be useful.
Metamorphosis (ultimate) : 300 to activate / cool down time : extremely long
This skill gives the demon hunter significant upgrade in the damage and the hit points. On top of that, while the demon hunter’s in metamorphosis state, he gains ability to burn any enemy units that are close to him, much like immolation. The duration of this spell is quite short for most people’s taste. But does enough job to bring that final punch you might need to raid your opponent’s base. The fireball that the demon hunter shoots while this spell is activated has high damage (50 to 60-ish depending on the level)/ range (longer than upgraded archer’s). On top of that, it doesn’t receive any penalties when attacking the buildings. I’d recommend using this skills in middle of the battle after burning out other heroes’ mana supply to achieve the maximum effect – if mountain king stuns you, the timer won’t stop.
2) Keeper of the Grove
Entangle : 75 mana / cool down time : fast
Level 1 : Short duration / light damage
Level 2 : Longer duration / moderate damage
Level 3 : Longest duration / good damage
When KotG uses entangle, a large vine will pop out of the ground and grab onto the target for certain amount of time, dealing damage to the target in that duration as well. This skill is best used against heroes who are running away from losing battle or the spell casters that need to be disposed of fast. The damage dealt by this skill is insignificant, and the duration gained from each level is negligible enough to put only one point into this skill. When used in conjunction of Demon Hunter’s mana burn spell, it is enough to make your opponent’s hero as useless as a critter.
Forces of the Nature : 125 mana / cool down time : average
Level 1 : Summons 1 treant
Level 2 : Summons 2 treants
Level 3 : Summons 3 treants
This skill is hated by many players, because of the fact that it’s extremely hard to defend against when used properly. With the cost of 125 mana, KotG can summon up to 3 treants that deal melee damage and provide suitable meatshields for your ranged attackers. Each trees are quite durable and have very long timer (they will disappear once the timer reaches 0). There is hardly any downside to this spell, as it provides much needed melee support to the Sentinel. Use this skill often for your assaults and to defend against the rushes.
Tranquility 300 mana / cool down time : Extremely Long
This skill basically heals all your units in certain radius around the activated spot (almost the whole screen). The healing comes quite fast – as fast as when your units would be around the fountain of life. The only bad part about this spell is that KotG has to remain stationary if you want to get the full effect. This is useful when raiding your opponent’s base and your units are taking heavy damage.
Priestess of the Moon
Sentinel : 75 mana / no cool down time
This skill, as it stands now, is useless – since there are no true cloaking units in the game besides blade master. The radius of the land revealed by this skill is very small to begin with and limited to the visible forest – which isn’t the best scouting method.
Searing Arrows : Passive ( 4 mana per shot)
Level 1 : adds 5 damage
Level 2 : adds 10 damage
Level 3 : adds 15 damage
This skill imbues PotM’s bow with fire enchantment. The damage gained from this can be potentially huge when utilized in small battle. Since the additional damage is magical, it doesn’t work against certain magic immune creeps. However, it will work on most of the units including the buildings – magical damage doesn’t receive any penalties against the buildings, like most non-siege, ranged attacks do. Although 15 damage per shot is a nice damage boost at cost of 4 mana, the point is better spent on the True Shot aura.
True Shot : Passive Aura
Level 1 : adds 2 base damage to ranged weapons
Level 2 : adds 4 base damage to ranged weapons
Level 3 : adds 6 base damage to ranged weapons
This support aura is the skill that all PotM should max. The damage addition from this aura is huge with huntresses / archer. There is a bug currently that displays the added damage only 50% of the listed damage, but it should be fixed on the next patch. There’s no special way to utilize this skill, its just a no brainer, passive aura.
Starfall (ultimate) : 300 mana / Cool down : Extremely long
The ultimate skill of PotM is rather disappointing. To understand this skill, think about blizzard with heavier damage that is done over a little larger area. The damage done is purely magical, meaning it receives no penalty against buildings or armors. This is the only useful siege spell that Night Elves will get, but the effectiveness of this skill way below the Arch Mage’s Blizzard. While the spell cools down, arch mage can cast two level 3 blizzard which does 60 more damage in total with less mana. The spell deals 20 damage per second over 20 seconds, and has to be maintained like Tranquility. Make sure to pull your units out when bombarding your opponent’s base. Your units and friendly units will take damage from the spell as well. |
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