Strategy site is screwed

BETCHAIWONTLOSE

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I need to announce something to the clan. The stategy site is screwed, for some reason my computer wont let me load page builder. So we will need to use the forum to share strategies until I ge the problem fixed. Good news though, I do have some strategies. I have added additional posts below which contain them. The first one is a very powerful rush developed by my friend, deadman_pothead, some may know who he is. I have tested this strategy and if you figure out how to do it, it is very devastating. However, this is a human strategy and you as all good human players know with human you need to be good with all aspects of thier gameplay, so if the rush fails and your not good with human your screwed, but none the less it is an excellent rush.
 

BETCHAIWONTLOSE

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Human Strat

Here is the human rush i talked about.
Take your starting peasants and send 3 to build altar and 2 to build blacksmith. Once done send 4 to gold and 1 to wood. When altar is done summon pally and get devotion aura. Build 2 peasants and send them to wood. You will now have 12/12 population. Make 2 farms to bring pop up to 24. Upgrade level one footman armor and make 6 footmen. When footmen are done go and creep. Upgrade divine shield and devotion aura with ur pally, at level 3 he should have level 2 aura and level 1 shield. The point of this rush is to have a huge armor advantage over the enemy. While creeping get Keep and level 2 armor. Make 2 more farms and make 4 more footies. This may be a little late for a rush but this rush is not meant to be quick, it is a little late but very powerful. Once you have atleast 8 footmen levle 3 pally with level 2 aura and level 2 armor, you may attack. If you are smaty get defend ASAP. Since you already have keep build 1 arcane sanctum and upgrade to castle. When castle is done you have many options availble to you. Mass priests, mass sorc, sorc and priest, mass griffs, mass knights, griffs/priests, knights/priests, the list goes on and on. This is a particullay good rush, it lets you get a huge armor advantage quickly and gives you a keep before you even attack. If you want to rush early you can by all means go with 6 footies, level one armor and level 2 aura, but i often wait for level 2 armor atleast. What I do is I upgrade keep before i creep, and then while I am heading to the enemy's base i get level 2 armor. This way it wont slow down your rush and still give you an advantage in armor fairly quickly.
Written By: BETCHAIWONTLOSE
Strategy Developed By: deadman_pothead
 

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A nice Strat

This is a strategy that works only if you move fast...

NE strategy
Note this doesn’t work to well against other NE
Usually works against Orcs
Need to micros manage well

Send 4 wisps to gold mine, 1 wisp to alter
Train 4 more wisps, first one goes to building a moon well, second goes to trees, third goes to mine and fourth to trees
Once alter is done train a keeper of grove, after that upgrade your tree of life
Then get a hunters hall and then a ancient of war, once your keeper is trained get entangling roots and go find the enemies base, if enemy has some units such as foot men entangle, keep on doing hit and runs.
Pump out sum huntresses and keep on sending them, get a demon hunter after you have started to train 2 huntresses (note don’t wait until huntresses are done being trained to train a demon hunter do it after u have told the ancient of war to train them)
Keep on harassing them, while harassing then you should get an ancient of lore or 2 and get dryads and get their dispel ability, once you have about 5 dryads and a good amount of huntresses and maybe one or two druids of the claw you should attack. If they have towers you should get a ballista, this strategy sometimes works against Orcs but not always.

Make sure your dryads each attack different units so their slow poison effects all of the enemies army.

Order of Skills I use on heroes
(both heroes usually don’t pass lvl 4 when using this strategy)

Keeper of grove
Level Skill
1 Entangling Roots
2 Thorns Aura
3 Entangling Roots
4 Thorns Aura
5 Entangling Roots
6 Tranquilty
7 Thorns Aura
8 Force of Narure
9 Force of Nature
10 Force of Nature


Demon Hunter
Level Skill
1 Mana Burn
2 Immolation
3 Mana Burn
4 Immolation
5 Mana burn
6 Metamorphis
7 Immolation
8 Evasion
9 Evasion
10 Evasion
 

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If it is Geocities then you need to have a certain program, i forget what it is, but u need it!
 

BETCHAIWONTLOSE

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unused hero skills

I have noticed some very good hero skills are often over looked, such as force of nature and evasion for elf. Death pact and dark ritual for undead, war stomp and wind walk for orc, and finally thunder clap, and holy light for humans. This strategy is to discuss the uses of such skills.
Night Elf:
Keeper of the Grove

The keeper is an exceptional hero, but is only good if you are a micro player, if you not read about the demon hunter not the keeper. Everyone knows entangle is good for harassing and about how thorns aura can easily turn the tides of battle against skeletons especially, but for that matter against almost any unit, i have taken out 12 hunts with 3 dryads and level 10 keeper before, and no i did not use treants. But this section of my hero tips is about treants especially, most people think that treants are weak and useless, to some extent those people are right, but treants are very good for damage soaking, and for defending your hero, basically at level 5 my keeper will have 3 into force of nature and 2 into entagle, now this combo makes your keeper quite formidable, he can harass quite well with these skills, cast treants to soak damage and draw attention away from your hero then entangle as many units as you can and run away, lather rinse repeat, continue this for some time if you want to annoy the hell out of your opponents and acutally take out a fair ammount of units. Treants have other uses as well but that is the use i will discuss.

Demon Hunter:
USE EVASION i cant stress that enough, i use evasion all the time, it is always my first skill no matter what. Immolation is often lightly used as well, dont under estimate it, it can be very useful against skeletons, ghouls and other weak units, taking out archers is very easy with high level immolation. The latest patch has made mana burn weak so i would not suggest using it.

Human:
Mountain King:
Thunder clap is probably the best area effect skill a melee unit has, its deals a formidable ammount of damage and has a very long stun at high level, this is good for stop ultimates such as death and decay, earthquake, starfall, and tranquilty. Use it where needed on ultimates you can stop all the time. If you are ghouls rushed you can stop it in its tracks with level one thunder clap, stun the ghouls and then call to arms, i have taken out 6 ghouls and a hero with my MK and militia. Remember your heros can take alot of punishment if you micro correctly.

Paladin:
If you go mass footmen you need a paladin, and if you have a paladin you NEED holy light, it kills undead and heals you what better explanation do you need. You need to know how to micro, a very interesting thing i learned the other day, you dont need to click on the unit when casting holy light, just select your footmen and paladin and click on the portrait of the injured footmen, this can make your rush alot strong and make it last alot longer.

Well since i typed this all at once my hands are getting tired so i will post orc and undead another day. Hope this helps make use of your heros more.
 

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