Strategier Humans Water
Elemental Rush
1.03 - May be valid in
higher versions
There are many rushing strategies that involve early units with all the
races. The orcs have headhunters, nightelves have much feared huntresses
and the undeads have crypt fiends. Notice how with all the units I’ve
mentioned have more hit points and pack more punch than the human
counterparts, rifleman. This has put many human players in disadvantage
in early game when other players were massing units such as huntresses
and crypt fiends. In turn, a lot of human players who played the game
for short period of time would be forced to go defensive, which is
always disadvantageous in Warcraft 3. While some suggest using Mountain
King for thunderclap for mass of units and stormbolt for their heroes or
using paladins for more defense, it has been proven that against such
units as huntresses, the early units for humans just can’t cut the
cheese. Naturally, humans needed more enforcement to make the early
offensive effective. Enter the Water Elemental. This skill allows humans
to be more offensive than they were ever before.
This strategy was first demonstrated in full
effect by DI-Ash and then was presented against me by Zileas. They are
both seasoned RTS players who are known for their exceptional skills.
Judging from the offensive momentum the humans can gain from water
elemental, I’d say that this strategy is almost undefeatable unless
countered by the same strategy or Force of Nature rush in the early
game. This obviously makes this strategy more effective in smaller maps
such as temple and at the same time, it allows humans to be much more
effective at rushing with partners. Following is the basic build order (may
not be optimized) for water elemental rush.
1) With two of the 4 starting peons, start building a farm and a
barracks. Use other two peons to start mining gold
2) Queue 4 peons right away. Put first three into the gold mine (since
the gold mine is saturated when there are 5 peons working in it) and the
rest (including the ones who are building your structures) to lumber.
You want as many as 5 peons working to harvest lumber for the later
game.
3) Build a second farm as soon as possible – this is because you want
to start pumping out units fast after your hero (arch mage is made)
4) When there are 5 peons mining and 3 peons harvesting lumber, start
summoning the archmage. When the barracks is completed, start producing
footmen.
5) Start leveling your hero the second your 2nd footmen pops out. It is
important to remember that footmen will consist major portion of your
army early in the game, so save as many as possible by micromanaging
them.
6) As soon as your archmage gains a level, start pumping up points into
water elemental skill first. Don’t get any other skills, you want
water elemental maxed as soon as possible.
7) After killing all the easy creeps, raid the goblin merchant and make
sure your hero doesn’t get damaged heavily. The Troll King or Gnoll
King can quickly target your heroes / units and kill them before you
know it.
8) Stock up on mana potions then scroll of healing / protection. If you
find yourself with small amount of cash, I’d suggest getting mana
potions first so you can continually pump out water elementals in a
battle.
9) At this point, start teching up at your base. You can either go for
combination of footmen / riflemen or tech straight to workshop and get
siege units, while producing only footmen.
10) After your archmage becomes level 4, start the push towards your
opponent’s base. Make sure to cast water elemental before you enter
the battle. You can have more than one elemental in given time. Do not
stop the production of footmen / ranged units for support. Even if this
means going into low upkeep.
11) When engaging in a combat, try to focus on your archmage’s saftey
while making a wall with elementals / footmen. Water elementals last a
long time with their 800 hp at skill level 3. Make sure that you’re
recasting water elemental as soon as the timer resets.
Additional Tips / Micromanagement :
1) Group your ranged units separately – this includes your water
elemental and riflemen. This allows you to selectively target more
damaging units or heroes. Also, you can quickly dispatch units with the
least hp to bring down the number of targets that your footmen have to
defend against.
2) Make sure that your archmage is suitably far away from the combat,
while constantly recasting water elementals to increase your damage
potential. Also, don’t forget to keep making units for support. Water
elementals can’t do everything for you. If you find yourself out of
footmen in the middle of a battle, you might find your archmage in
danger. Especially against hero killers such as Mountain King or Keeper
of the grove. (they can both immobilize your hero while their units move
in for the kill) Remember that archmage is quite fragile.
3) After you gain the 5th level, don’t put a point in mass teleport
yet. Start pumping up blizzard and brilliance aura for additional damage.
The timers for each spells aren’t universal. Therefore, while your
elemental is cooling down, you can cast blizzard on buildings / ranged
units of your opponent.
4) If you find yourself running out of mana and your footmen are
suffering heavily, retreat to fountain of life and quickly heal your
units / regenerate the mana of your archmage. You can do this relatively
quickly with this type of build, as water elementals can be recasted
pretty quickly.
5) Water elementals are on fixed timer – meaning they will die
regardless of how much HP is left after certain time. Make sure that you
make full use of them. Don’t have them chasing around peons or useless
units when they can pummel the units that are attacking your footmen.
Tilbage
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