Hi.. First of all. Thanks for liking my map. Mr. President.
Second, I highly recommend you don't post this at the "map showcase" section as it's for SHOWCASING maps... not talking about them..
I guess this'd work better at the "UMS Theory and Ideas" or "Null" section..
IP or Moose.. feel free to move them there. nvm.
Now as for Strategies.. since you've brought this up, I feel that I need to give some strategies for noobs and the new heroes too
..
So noobs.. here're some strategies to help your team as much as possible.
1. Pick High HP/Strength/Non-spell dependent Heroes, such as Warrior, Marine, Firebat, and Archer OR pick Summoner.
- These heroes are very straightforward, and even tho other heroes may have specific counters to them, they are usually harder to kill if you're careful enough. Conversely, they also don't PvP as well as other heroes (with the exception of Summoner).. but since you're a noob, no one'll expect that of you.
2. Do not camp at Cannons and play Turtle. Go out and help your team as much as possible.
- Simply your PRESENCE at the battlefield will make other players wary. Even if you don't even know how to use the spells yet, others will be "O SHi- He may fire the burning arrows at me, I better leave".. Don't let your foes be too confident.
3. Help the team, rather than go by yourself.
- Start assim'ing (building assimilators) as that gives ur team money.. Start Assissting heroes.. especially ones that are of the support class (or if you got a support class hero) such as Dark Mage.. Light Mage.. Psion.. Volt.. maybe Lurker.. etc. etc. .. If you go by urself, and you get raped.. tough luck, and your team's morale drops like a ton of rocks.
Generally, I've set up the game to have tons of twists and turns. For example, the third level spawn is Marines. Other than the fact that its killscore is lower than zealots, I've set it up so that if your foes are just running over the spawns since they're melee, you have the choice to upgrade the spawns to marines, and give ur foes a much harder time. Unfortunately, if the enemy is able to survive/u don't support the spawns and use it to ur advantage to control the map.. then you feed them, and they'll ultimately win... One Move CAN decide the game. that's How I set this up.. =D
Anyway .. let's go for the Archer build first.. as it's my favorite unit/hero..
- The Archer.. As its Niche said.. is the most Versatile Hero.
>>It has a nice, offensive spell 1.
>>It has a defensive spell 2
>>It can summon units using spell 3 to farm/group damage
>>It has an uber-building-killing offensive spell 4... (possibly better than the lurker)
>>It is fast, making it ez to evade/escape
Of course.. its weakness is its not so impressive damage and below average HP. But seriously, when you factor in what you could do with the hero, it is a force to be reckoned with.
First. Upgrade your damage/armor. You would need a steady experience intake to be effective. Although its spell 1 is good at PvP, it is not the greatest, so what I use it for is for defense/evasion. I do not get mana/spell ups until I feel that my attack/armor/hp is adequate to face the oncoming spawns (which for me would be 6 armor, and about 5 attack, and 1 hp up.. hp doesn't need to be too high (unless you got foes that can paralyze), as hydra can move quickly)..
Next, it really depends from now on, as this hero is so versatile. If the foes are very aggressive at PvP, you may want to put weapon ups/mana into your spell 1. This is extremely helpful if your foes paralyzes, as you may use this spell to debunk them XD.
If, however, your foes have control over the map/you want control over the map/your foes aren't as aggressive, you should get your spell 2 and start farming. Especially in v1.5, where you get 2 drones per spell 2. It stops low HP heroes, and you can build nydus canals back to your own base (be careful not to spread ur creep everywhere, or else there'd be no space to build spawning temples). I don't know why i've never seen Nydus canals being built... they're very useful if you build them at your Outposts, so they'll be guarded by the cannons.
Now, at this point, you have many choices. Whether you upgrade ur spell 1's damage, or save up and upgrade zerg carapace/missile weapons for spell 3 really depends on the situation.
Definately, if your enemies are going for spawns/cannons/temple killing strategy, you should save up and get L3. It is strong and can farm, and can PvP. What most people miss out on it's L3 is that, no, you don't have to focus your upgrades solely on it to get any results.. Use L3 and L1 together, and it'll even bring down the Warrior easily.
Furthermore, once you have L3, it is only a matter of time till you can start sieging the temple. Gather enough hydras, and start attacking pylons and force ur opponents into defensive. since you have L3, you're probably lacking a little compared to a pure L1 archer, so do NOT focus on PvP.. instead, you can leave 2-3 hydras at certain places to support ur allies as they escape/chase down dying foes.
Don't forget L2, L2 with L3 also creates some stiff defense. Use it for Nydus Canals and general map control...
If you went for a Pure L1 archer, then that's straightforward. Get enough mana, lots of upgrades, and SOME HP!! If you go for pure L1, you need HP, as other spells can just rape you as fast. Sure, you can still fire L1 while paralyzed, but beware of Dark Mage, Medic, Phantom, and Psion! Their spells can nullify yours, and you'll become helpless.
This is why you must react to what your foe does. Archer is weak if you built it the wrong way against certain heroes. But even if you feel countered by everyone, your spells ensure that you can be a nuisance and take control of the map with L2 and gain quick exp with L3.. and be hard to kill with L1..
Finally, the L4 isn't necessary unless your foes are hardcore turtlers and you need to get past their defense/you're being runned over by large groups of high hp spawns/your team's being driven down by low/moderate HP foes, and that one of you can paralyze, and you feel that your teamwork is good enough. L4 scares away people and kills buildings/spawns. for PvP, it may only work the first time, when people are unaware that you have the L4. But when it is pulled off, it is satisfying indeed.
Overall, you don't need to mana-whore the Archer too much, which saves you room for other upgrades. However, it is definately one of the more Weapon Upgrades dependent hero, so make sure to assim!
Anyway, that's why i like archer, because this hero has plenty of counters depending on the situation.
SO.. for tha new heroes
PHANTOM
1. It is made to be a PvP hero. It's L2 is very strong against small units (LM, Mutant, etc). So, use it as a PvP hero.
2. Its Hallus are good for several things, but it is most prominent in soaking up NPC damage. The other things could be - walling heroes, deceiving heroes to use their spells, deceiving heroes as to where you really are during the night, and etc. However, you can easily spot which one's real, so beware. And DON'T WALL YOURSELF IN ><"
3. L3 is awesome at controlling heroes. One strategy is to move them into your cannons. It is also helpful in holding them down while you just shoot the hell outta them.
4. L4 is when you are desperate at killing a hard to kill player.
- Remember to decieve heroes with the hallu's, cause it works smtimes and it's fun, and get enough mana to constantly pump out hallus. This is good for keeping the real phantom safe against spells and spawns.
- get some HP. this increases hallu's hp too (every 4 hp upgrade increases hallu hp % by 5.. subject to change so that each hp upgrade helps..
)
PSION
- This char is OP at the moment. It's L2 will probably get a 10 sec cooldown, and its HP will decrease. The Void will probably decrease mana more slowly
1. This is definately a support hero. With teamwork, Psion's spells are very useful.
2. Create a Void as far into the enemies' area as possible, even if it means getting hit by cannons/spawns a few times, and then walking back to the safe area. It will deter spell-dependent heroes.
3. Use L2 with teamates for assaulting cannons early game.
4. L3 will devastate any spawns. Especially with the Void Shifter
5. Your Void shifter (l4) don't only cloak, but it also centers the void under it. So once you create a void and it is centered in your arbiter, move it around. It'd be good to move it close to an enemy to drain their mana, but far enough so that they can't damage the arbiter.
It can also be used to support allies close to you: Move the void under them and cast L2/L3.
- This hero is especially good against big units (Mech, Volt, Lurker) as its damage isn't halved anymore. You must be cautious with small, high damage units like Hydra, Zergling, Warrior, etc.
- Use Void to effectively deter spell-dependent classes like Dark Mage and Light mage. They'll hate you for sure
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EARTH DEMON
- The Observer will probably have 120 hp or just be invincible.
- Spells are still subject to change... As I found that I wasn't able to nail the type of hero I wanted lurker to be.
- Tremble Earth will probably become 2 seconds (instead of 3) of trembling..
1. Its first spell may seem weak, but there're ways to make it strong. If you use it right next to smone, it is an instant stun.. used a few times, it continually stuns.. (which probably needs to be changed lol)
2. you will probably be solitude most of the time with lurker, as it is a ez farmer, and it deals splash damage, so no allies would want to be next to you. In this case...
2. Spread traps EVERYWHERE.. Behind you, in front of you.. everywhere. During the day, You must unburrow to run, and mines are invisible at day. If you're caught in a pinch, at least you could run across the mines and stop them from killing you.
3. The lurker itself is considerably fast. So it all depends on when you unburrow to run. Time well.
4. It's L2 is a special spell. During night, it can be used to pursuit running heroes. It can also be used to run away (but at night, u can just burrow and hide). During the day you can also use it to run away.
5. Don't spend all ur money onto upgrades, as it's only +3 for a reason. Although it is very independent early-game, it needs teamwork late game, as its L3, L4. spells tends to be team orientated
6. Tremble earth helps your team catch dying foes. USE IT!!! It is annoying, and confuses your foes. Although people may hate you for spamming it, spamming it is fun. However, it won't help you. Use it rarely, and suprise your foes as they're fleeing. Use it only when you're in a pinch/your teamate's in a pinch/your foes are being chased.
7. Earth Demon's L4 is one of those Be all and End all spells... Get it only if you feel the situation is necessary.. This is during the time when your foes are just spamming buildings... That'll teach them!
- earth demon will probably face sm major changes so there really isn't much i can say about it...
- Use night to your advantage. Use it to cause havoc into heroes, as you can easily hide/escape with l2. Use the day to feed, as your splash damage will make sure melee units do very little damage to you.
That's all I have for now..
thanks..
.. i'm tired..
~Unholy
None.