Prozerran
08-24-2005, 12:32 AM
I play human. I've loved the race ever since I first began playing. I wanted for so long to develop a strategy utilizing the brutal AoE damage from both the AM and the BM. I tried. I failed. I tried again. I failed again. I gave up.
I came back to the game not too long ago refreshed and ready to give it a go. I've come up with a pretty tight method of approach, I believe. So, let's see if you guys have any suggestions.
The Build
5 Peasants to Gold
1st Back, Alter, then Wood
6th Peasant, Lumber Mill
7th Peasant, Farm, then Wood
8th Peasant, Farm, then Militia, Scout
9th Peasant, Gold
10th Peasant, Two Guard Towers (don't upgrade until after you begin your upgrade to Keep)
Alter Done, Build a Bloodmage
11th Peasant, Arcane Vault
12th Peasant, Blacksmith
Peasants to wood from here on up to 19 Control
Upgrade ranged attack and building armor
Build farms up to 54 food
At Tier 2, train an AM w/ Blizzard
Build an Arcane Sanctum and a Workshop
Upgrade to Tier 3
I know I've thrown a lot out there for the B/O, but I like to be specific. I'll go through each Tier to clear up a few things.
Tier 1
You're defensive, so you have to think of it differently. With most strategy on Bnet, you get lots of harassment early. With a tech strategy like this one, it catches many by surprise. Your goal is not to harass. I am aware of how this appears to the more conservative player, but the mentality here is you want your opponent in your base, because that's where your army is, and that's where your experience is. Put your 9 Lumber Peasants in control group '0'. When your opponent gets to your base, militia your peasants and try to surround units, not the hero, since he can TP and leave you no Exp. You'll deal with the hero differently.
Use your BM to neutralize your opponent's hero with Siphon Mana. You can continually do it, and you'll never run out of mana to fend off the harassment. The powerful spells that heroes cast in the beginning of the game that ruin your day, you won't have to worry about them, because the hero won't have mana to cast them more than once. If your opponent instead decides not to harass due to the towers, take about 4 militia and creep a couple of green creep camps and try to get level 2 on your BM for Flamestrike. If you don't get the level, it's ok. Keep the BM busy through the tech and levelling as much as you can.
Tier 2
Begin with Mortar Team, Sorc, Mortar Team, Priest. Repeat depending on what your opponent is doing. Take your AM w/ blizzard, Mortars (4), Sorcs(2), Priests(2), and add a couple of Breakers. This brings you to exactly 50 Control, and while you're building this up, you should be power creeping orange creep camps. Clear out two expansion points, you're going to have the resources with all the creeping to explode at this point.
Worried about what you're opponent's doing now? They're building up forces and will overwhelm your army, so DO NOT engage. Get back to base (hopefully bringing your opponent in to the range of your towers and Siege and Casters and AoE). This strategy is not a traditional kind of warfare, so you'll have to be patient. Do not forget sorc adept training.
Tier 3
Train a Paladin. Choose Divine Shield, then Holy Light at Level 2. One good shot of Flamestrike and Blizzard with an invulnerable Paladin leading the front is enough to tip the scales in your favor. Two more Sorcs (4), Priests (4), and Breakers (4+) will give you what you need. Upgrade Frag Shards and Sorc Master Training. You still have room to add Siege Engines or Flying Machines if you need them to counter.
Troubleshooting the Strategy and Various Tips
In Tier 1, be sure to take advantage of those item shops for your BM. Boots of Speed, Invuln potions, etc... good at Tier 2 when you're waiting on the AM, Mortar Team, and Sorc to pop out and fend off that attack. Similarly, at Tier 3, Orb of Fire and Staff of Sanctuary are great, useful items, ones you can use on those Breakers in the red.
Use polymorph. Many players just try to take the army and attack click. It's not going to work, and you'll lose. If your opponent has those couple of air units as a last minute counter, it never hurts to be able to polymorph them at the beginning of battle.
I like to fill out the rest of my supply with Flying Machines for tactical reasons. Misdirection is a great weapon in higher levels of gameplay. Forcing an opponent to choose an expansion or their main base? Watch the pros. They do the same.
The Paladin is particularly difficult to use this late and keep alive. Load him with some Invuln potions to prolong the Divine Shield. Let him level up a few levels, and you won't even need to worry about his health. He'll be level 3 at that point and healing Breakers and Heroes.
Hero Points
Bloodmage
Siphon, Flamestrike, Flamestrike, Banish, Flamestrike, Phoenix, Banish, Banish, Siphon, Siphon
My thoughts on this are based on need. I like to have all three abilities at my disposal, especially considering the BM can take mana. A good tactic with the BM is to Banish, Siphon, Banish, Siphon until no mana is left. You've virtually cast Banish for free with Brilliance Aura backing you up. Then Banish and Dual AoE.
Archmage
Blizzard, Aura, Blizzard, Aura, Blizzard, MT, Aura, WE, WE, WE
This is pretty self explanatory.
Paladin
Shield, Light, Shield, Light, Shield, Resurrection, Light, Aura, Aura, Aura
The Pally is better as a tank when he first comes out rather than a healer. Shield works better with the AoE, and there are better methods of healing the BM and AM by the time the Pally comes out.
So, I think that's just about it, my project. I'm testing it and hoping I can provide replays to demonstrate building placement (very important) and some of these tactics. Give it a try, or at least a reply. Thanks.
I came back to the game not too long ago refreshed and ready to give it a go. I've come up with a pretty tight method of approach, I believe. So, let's see if you guys have any suggestions.
The Build
5 Peasants to Gold
1st Back, Alter, then Wood
6th Peasant, Lumber Mill
7th Peasant, Farm, then Wood
8th Peasant, Farm, then Militia, Scout
9th Peasant, Gold
10th Peasant, Two Guard Towers (don't upgrade until after you begin your upgrade to Keep)
Alter Done, Build a Bloodmage
11th Peasant, Arcane Vault
12th Peasant, Blacksmith
Peasants to wood from here on up to 19 Control
Upgrade ranged attack and building armor
Build farms up to 54 food
At Tier 2, train an AM w/ Blizzard
Build an Arcane Sanctum and a Workshop
Upgrade to Tier 3
I know I've thrown a lot out there for the B/O, but I like to be specific. I'll go through each Tier to clear up a few things.
Tier 1
You're defensive, so you have to think of it differently. With most strategy on Bnet, you get lots of harassment early. With a tech strategy like this one, it catches many by surprise. Your goal is not to harass. I am aware of how this appears to the more conservative player, but the mentality here is you want your opponent in your base, because that's where your army is, and that's where your experience is. Put your 9 Lumber Peasants in control group '0'. When your opponent gets to your base, militia your peasants and try to surround units, not the hero, since he can TP and leave you no Exp. You'll deal with the hero differently.
Use your BM to neutralize your opponent's hero with Siphon Mana. You can continually do it, and you'll never run out of mana to fend off the harassment. The powerful spells that heroes cast in the beginning of the game that ruin your day, you won't have to worry about them, because the hero won't have mana to cast them more than once. If your opponent instead decides not to harass due to the towers, take about 4 militia and creep a couple of green creep camps and try to get level 2 on your BM for Flamestrike. If you don't get the level, it's ok. Keep the BM busy through the tech and levelling as much as you can.
Tier 2
Begin with Mortar Team, Sorc, Mortar Team, Priest. Repeat depending on what your opponent is doing. Take your AM w/ blizzard, Mortars (4), Sorcs(2), Priests(2), and add a couple of Breakers. This brings you to exactly 50 Control, and while you're building this up, you should be power creeping orange creep camps. Clear out two expansion points, you're going to have the resources with all the creeping to explode at this point.
Worried about what you're opponent's doing now? They're building up forces and will overwhelm your army, so DO NOT engage. Get back to base (hopefully bringing your opponent in to the range of your towers and Siege and Casters and AoE). This strategy is not a traditional kind of warfare, so you'll have to be patient. Do not forget sorc adept training.
Tier 3
Train a Paladin. Choose Divine Shield, then Holy Light at Level 2. One good shot of Flamestrike and Blizzard with an invulnerable Paladin leading the front is enough to tip the scales in your favor. Two more Sorcs (4), Priests (4), and Breakers (4+) will give you what you need. Upgrade Frag Shards and Sorc Master Training. You still have room to add Siege Engines or Flying Machines if you need them to counter.
Troubleshooting the Strategy and Various Tips
In Tier 1, be sure to take advantage of those item shops for your BM. Boots of Speed, Invuln potions, etc... good at Tier 2 when you're waiting on the AM, Mortar Team, and Sorc to pop out and fend off that attack. Similarly, at Tier 3, Orb of Fire and Staff of Sanctuary are great, useful items, ones you can use on those Breakers in the red.
Use polymorph. Many players just try to take the army and attack click. It's not going to work, and you'll lose. If your opponent has those couple of air units as a last minute counter, it never hurts to be able to polymorph them at the beginning of battle.
I like to fill out the rest of my supply with Flying Machines for tactical reasons. Misdirection is a great weapon in higher levels of gameplay. Forcing an opponent to choose an expansion or their main base? Watch the pros. They do the same.
The Paladin is particularly difficult to use this late and keep alive. Load him with some Invuln potions to prolong the Divine Shield. Let him level up a few levels, and you won't even need to worry about his health. He'll be level 3 at that point and healing Breakers and Heroes.
Hero Points
Bloodmage
Siphon, Flamestrike, Flamestrike, Banish, Flamestrike, Phoenix, Banish, Banish, Siphon, Siphon
My thoughts on this are based on need. I like to have all three abilities at my disposal, especially considering the BM can take mana. A good tactic with the BM is to Banish, Siphon, Banish, Siphon until no mana is left. You've virtually cast Banish for free with Brilliance Aura backing you up. Then Banish and Dual AoE.
Archmage
Blizzard, Aura, Blizzard, Aura, Blizzard, MT, Aura, WE, WE, WE
This is pretty self explanatory.
Paladin
Shield, Light, Shield, Light, Shield, Resurrection, Light, Aura, Aura, Aura
The Pally is better as a tank when he first comes out rather than a healer. Shield works better with the AoE, and there are better methods of healing the BM and AM by the time the Pally comes out.
So, I think that's just about it, my project. I'm testing it and hoping I can provide replays to demonstrate building placement (very important) and some of these tactics. Give it a try, or at least a reply. Thanks.