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WarCraft III -New Player Questions-

Discussion in 'Warcraft & Starcraft' started by Aces, Sep 14, 2008.

  1. The Magister Gems: 26/31
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    A HA!
    This is where you enjoy the marvels of the map editor. I'm sure you can find some water-combat maps if you search hard enough (or, hell, try making them. If you want single player I wish you luck creating the AI :borg: It goes out of its way to be obscure and difficult)
     
  2. omnigodly Gems: 17/31
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    The naval combat added is with buyable mercs though. It's not the awesome battleship/juggernaught battles that we know and love.
     
  3. Fly2tHeSkY

    Fly2tHeSkY Southern Comfort Veteran

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    I'm guessing since the addition of heroes, they didn't want people to waste time with naval battles.
     
  4. Aces Gems: 19/31
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    Your memory is slipping. :bad:
    I started the Orc campain and he's back at level one without the items.

    The game strated to get boring mid-way through the undead campain so I took a break and played some Arena.
    :sleep:


    But...
    The undead campain ended with a bang and the Orc canpain s moving along smoothly.
     
  5. Fly2tHeSkY

    Fly2tHeSkY Southern Comfort Veteran

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    Not like it matters.. You find WAY better items in the first level of the Orc campaign anyway.
     
  6. Aces Gems: 19/31
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    Don't the Orcs have any healers!? :bang:
     
  7. Fly2tHeSkY

    Fly2tHeSkY Southern Comfort Veteran

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    Unfortunately in WCIII the orcs have little in the way of healing - as in NOTHING. In the expansion this changes though, as to add a little balance. Even in the expansion however, the Orcs are clearly the weakest race.
     
  8. Loreseeker

    Loreseeker A believer in knowledge Veteran

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    :lol: I remember that feeling...

    Grunts were always the basis of my economy there. :p
     
  9. Fly2tHeSkY

    Fly2tHeSkY Southern Comfort Veteran

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    Well a lot of things are improved in the expansion. All races get a nice lil' bump up in power. Unfortunately, Undead and Night Elf get a HUGE bump up in power, making them even MORE overpowered.
     
  10. Aces Gems: 19/31
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    They finaly gave me some Troll witch doctors who upon fully upgrading can cast a healing ward.

    More than halfway through the Orc campain though... :p
     
  11. Fly2tHeSkY

    Fly2tHeSkY Southern Comfort Veteran

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    Considering the fact that to actually CAST a healing ward, you need a fully upgraded Witch Doctor AND the fact that they don't stack AND the fact that they die in ONE hit , I find it a pathetic skill. I guess since it's the Orc's only form of healing (in Reign of Chaos at least) it'll have to do, although I still don't consider it a decent form of healing, in a fight at least.

    It's always a pain playing the Orcs, especially in MP. If you're lucky in a team fight, and I mean REALLY lucky, the enemy will be too focused on other things to worry about a lone healing ward. I will admit that if a healing ward is left alone in a fight, they do work suprisingly well, especially if you have a decent micro skill. It's too bad, however, that a healing ward is unlike a severely damaged hero, in the sense that a hero can run, lure the enemy and even provide support in the red. A healing ward perishes with one hit, making it superbly useless in less than a second.
     
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    If you have units on no hp with no real way of healing them, use them as scouts or sentries. Otherwise they just take up pop cap
     
  13. Aces Gems: 19/31
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    My tactics in one player campain. during the frst run through when I have no idea what the map holds, is to send out recon teams with a hero or two. Then after they get banged up I run them back to the base to be healed. No orc healers messed that up until the witch doctors showed up.

    Too bad individual units don't get a small upgrade after getting some experience. Maybe just three levels woul be nice.
     
  14. Fly2tHeSkY

    Fly2tHeSkY Southern Comfort Veteran

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    Well that tactic won't work at all during the expansion, as the orcs have access to healing a lot earlier.
     
  15. Aces Gems: 19/31
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    Well the Orc Campain had an exciting ending with the fire-rock creatures falling from the sky every other minute.

    Looking forward to the conclusion in the Night Elf chapter!
    :tobattle:
     
  16. Fly2tHeSkY

    Fly2tHeSkY Southern Comfort Veteran

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    For the most overpowered race in WCIII, the Night Elf campaign is sadly the shortest :( A lot of fun though.
     
  17. The Magister Gems: 26/31
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    One of the best combos with the Night Elves is 11 huntresses with a Priestess of the Moon, along with 12 Druid of the Talon in Storm Crow Form. This way they can counter any air threats and cast Fairy Fire (as long as you have to upgrade) while the huntresses deal with ground targets (glave gives them more then 1 attack) while the Priestess adds damage with her aura.

    ...:happy:
     
  18. Fly2tHeSkY

    Fly2tHeSkY Southern Comfort Veteran

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    I'd imagine you didn't play much multiplayer then? As that combo isn't as great as it sounds lol.
     
  19. omnigodly Gems: 17/31
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    Orcs weren't weak. I went 50-2 with them until the expansion hit. Healing wards/stasis traps rock hard, unless you have humans dispelling, in which case you'll be going wyverns instead of melee and burning down human casters fast. That + the fact that orc casters could take on armies by themselves because they have the second and third highest caster damage in the game (when it used to count for something), next to Banshee's made them amazing caster support.

    The expansion ruined casters and a lot of fun strategies like "Pretty Lights" a 4v4 strat that rushes max casters. It really was pretty :).
     
  20. Aces Gems: 19/31
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    So one can't use Chaos Orcs in multi-player?
    :D

    Half-way through the Night Elves chapter... ;)
     
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