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| Forums \ WarCraft 3 Strategic forum \ Undead "Alchemist, Bird opening" | |
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Fr33_Birl)
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| (3903 reads, 42 replies, 1 year ago) | |
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Hello everyone, I have been toying with wc3 since the first beta release. I am a good player with every race and I am always looking toward new strategies. Lately, I have been trying some variations to find out if there was anything left I could possibly try out to improve my rankings as a solo undead player. After trying a lot of things, I found something that I tough was good enough to face high level competition and I tough I could share it with you guys. I could not play as many games as I would’ve liked to deeply test this out because I was quite busy lately. However, I could enjoy some convincing wins versus average to good players. Without wasting more time, let’s get to it. 1. Introducing the strategy In general, most undead players rely upon magical tri-hero “nuke”. The most common build being DK\Lich\Cl. This strategy however is different because it relies upon physical “nuke” instead. I also tried a different build order which allows for more early harassment without screwing up on wood and delaying Tier 2. 2. Tier 1 build order The build order used here is not common. I will try to explain why I made up such Bo for this strategy. It is not a ghoul or normal fiend build neither a Ted’s fiend. I guess it could be called the Bird opening (referring to my User name and the old uncommon chess opening of the same name) - Make 1 acolyte - Make 1st crypt - Make 2nd crypt - Make 1st ziggurat - Make last acolyte - Make 3 ghouls - Make Altar - Make 2nd ziggurat - Make 2-4 more ghouls - Upgrade to tier 2 - Make Shop - Make Graveyard - Make 3rd ziggurat The purpose of going with 2 early crypts is to harass early on with 2 ghouls and keep the ghoul production high enough to avoid delaying tier 2. The 2 crypt will later be used to pump out mass fiends or gargs. Since this tech involves going for a tavern hero, you don’t need to build an early shop. 3. Early harassment When your 2nd ghoul is out, send both ghouls out for a scout\harass. There is some advantages of using 2 ghouls to harass early on. First of all, with one ghoul, you can’t take out a building being built but with 2, you can. With this kind of early rush, you can harass worker or delay a building or 2. Then, if one of your ghoul is being chased by a hero when it pops out, your second ghoul can help you block the hero to help your weak ghoul escaping. Also, if you happen to loose 1 ghoul, you will still have one to buy your hero (because this strategy involves a tavern hero). Finally, by sending 2 ghouls this early, you will be able to take out your opponent’s scouting unit out before he can even scout you out which allows you for some more momentum. 4. Heroes to be used This strategy’s goal is to optimize your ability to physically nuke your opponents out of combat, and believe me, this is what it does. The heroes you will want to use: ---1st hero Alchemist (Rage/AB/Rage/AB/Rage/AB/Transmute/…) Alchemist is played exactly in the same way as a Blade master is played. You can sell early on his scroll of TP to stack circlets or buy boots. You are looking for gloves of haste, agility and strength items. Alchemist is quite unique being the only melee hero which can attack air units without a orb. He as an average DPS which can be compared with the one of a Blade master if you neglect to include items. The difference between the 2 heroes is that the Blade master as a sustained DPS and the alchemist as an Up and Down DPS (Very high DPS while Rage is active and quite crap when it is not). Stacking boots and agility or “attack speed” items will boost the effectiveness of Rage. Boots of speed are a must for an alchemist since it gives twice its effect while using Rage thus allowing him to be the best chasing hero. Alchemist can be used to harass the enemy without worrying about loosing him. Also, since Rage is a costless ability, you don’t have to fear being drained out of your mana and become “good for nothing” versus a DH. ---2nd and 3rd heroes Naga (FA/MS/FA/MS/FA/Tornado/...) I guess you all found out why Naga comes as the second hero. It slows down the units so that the alchemist can more easily do sustained damage. Lich (Nova/FA/Nova/FA/Nova/D&D/...) The Lich is already a good DPS dealer and can also slow down and do a good amount of damage with Nova. Frost armor is also very good to use on alchemist since he as poor armor. Moreover, to properly use orb of corruption, you need to have a ranged hero. Naga can’t use orb because it does not work in conjunction with frost arrow. So, your are left with the Dark ranger or the Fire lord if you don’t want to use Lich. I prefer the Lich. 5. Tier 2 units At tier 2, there are some variations involved depending on the race you are playing against. I consider that ghouls/gargs are usually best to go with this strategy because gargs provide with the best fire focus effectiveness. They are best used versus Undead and Night elves. They can also work pretty well versus human if you research stone form and you morph when you encounter mass gyros or tanks. I won some games versus mass gyros with gargs because of stone form and the fact that Alche\Naga\Lich is probably one of the best anti-air hero combo of the game. A wyrm can also take care of gyros pretty fast. Versus orcs, bats are always big trouble versus gargs but you can still go into stone form, destroy is anti-air then go back into gargoyle once it’s done. This however, does not always work so well especially at pro level. This is why going ghouls/fiends versus this match up becomes a good idea. --- Core units Statues Since undead lacks healing at tier 1, they need a statue as soon as possible when tier 2 is reached. This is not something inherent to this strategy but to every undead strategies. Necromancers The necromancer is a core unit for this build because of his ability to cast unholy frenzy. Unholy frenzy is usually cast on your heroes and your biggest units (aboms\wyrms). Casting unholy frenzy on alchemist while he his using rage transforms him into an incredible killing machine. Cripple can also be research and used later on. I use cripple mainly versus the orcs Blade master and for killing fleeing units\heroes in late games. Cripple can also help you to maintain your casters or heroes alive. Cripple the problem and back off a bit. Banshees Banshees are underused undead casters which should be used most of the time versus orc, human or undead. Versus orc, curse is a very good spell which will give you a lot more time to live. Anti-magic shell can also be casted on your heroes to prevent ex, stomp or shockwave. Versus undead or human, anti-magic shell will prevent magic “nuking”. Wyrms, destroyers and gryphons won’t be able to attack you either. Versus Ne, Banshees are not very useful. They could be used to possess bears but the money is best spent on making more gargoyles instead. Shades Shades are a core unit versus orc using a Blade master but can also become handy to prevent any expand from rising up unnoticed. --- Other units Adding 1-2 wyrms late game is always a good options versus every race. However, without a Dk, keeping those big units alive becomes more challenging. This is why I don‘t recommend aboms or destroyers with this technique. Destroyers should be used only if needed for dispel. 6. Pros and cons --- Pros - This strategy can definitely launch one (if not) the biggest physical nuke of the game… - Up to –10 armor reduction with orb of corruption and acid bomb level 3 (46% extra damage with –10 armor) - Rage + Frenzy stacked on Alchemist for a 200% attack speed bonus (Alchemist lvl 5:approx. 110-120 DPS (–10 armor), 75-85 DPS (0 armor) - With Naga, lich and 1 wyrm frenzied + 8 gargoyles (+1 creature upg.)… (approx. 300-350 DPS on a hero with 0 armor) Count to 3… - Alchemist is renown for his ability to chase down units - Alchemist is an escape artist and can also be used to harass - Great hero combination for anti-air and slow effect - This strategy allows a lot of flexibility (harassment, early creeping, rush) --- Cons - Heroes are more vulnerable than they would be with a common DK build - Late shop (wand) delays the opportunity to farm on some hard creep camps - Raising up a late graveyard and shop can be troublesome if harassed This concludes the post for now. I might come back with some new stuff but this shows the global idea. If I resume: - Start with a dual ghoul harass\scout - Make Tri-hero physical nuke - Use slow effects to allow sustained damage from alchemist (cripple, nova, frost arrow, wyrm) - Boost up the power of your heroes and units (Unholy frenzy, Gloves of haste, Orb of corruption, Acid bomb) - Render your heroes and units less vulnerable to fire focus and nukes (Frost armor, Anti-magic shell, scrolls and potions) - ALWAYS buy your alchemist boots of speed Of course I could of made an in depth analysis of this strategy and check out map by map but I let you guys have the pleasure to do so. For example, maps with wells allows for more harassment since you have healing for alchemist. This strategy is cunning and can work well at high level of play. I would definitely want some gosu replays using this. Copyright Fr33_Birl) 2011 |
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1 year ago
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inhuman
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1 year ago
#2
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Fr33_Birl)
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1 year ago
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inhuman
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1 year ago
#4
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Eli_King
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| בני זונות | |
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1 year ago
#5
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ArsenalFotballClub
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1 year ago
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guigaw
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1 year ago
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Eli_King
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| בני זונות | |
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1 year ago
#8
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inhuman
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1 year ago
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guigaw
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1 year ago
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inhuman
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1 year ago
#11
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guigaw
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1 year ago
#12
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Fr33_Birl)
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1 year ago
#13
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ArsenalFotballClub
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1 year ago
#14
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Fr33_Birl)
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1 year ago
#15
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inhuman
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1 year ago
#16
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Eli_King
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| בני זונות | |
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1 year ago
#17
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Fr33_Birl)
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1 year ago
#18
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inhuman
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1 year ago
#19
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ArsenalFotballClub
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1 year ago
#20
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Eli_King
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| בני זונות | |
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