Tuesday, December 8, 2009

Workers and YOU.

The Workers
OF WARCRAFT

"Ready to work!" Allow me to introduce to you our workers, from left to right: The Undead Acolyte, The Night Elf Wisp, The Orc Peon, The Human Militia and Peasant.

Without these units, you are nothing. Without you, these units are nothing. If an enemy player manages to kill all of your workers, you will lose the game. They are extremely important. You might think that all workers do is harvest gold/lumber and build buildings. This is only partially true. Those are workers' main jobs, but they also serve as tools for other things.


For example:



- The human peasant can turn into a Militia via Call to Arms! The Militia is a melee unit that hits equally as hard as a Footman. This is great, as Peasants cost 75 gold compared to a Footman that costs 135 gold. The problem is that Militia are on a timer, and so you can not bring them very far with your army before they turn back into Peasants. Nevertheless, Militia make for great early game fast creeping! You can pump out tons of little faux-Footmen to raid an orange-difficulty camp near your base. This is a quick and easy level 2 for your hero!

A common Human mistake is to use Call to Arms! via the Town Hall when an enemy attacks your base. This is generally a very bad idea. It clumps up all of your Peasants in a nice AOE-able spot, takes all of your Peasants off of mining gold and harvesting lumber, and it gives enemy heroes tons of xp as they pick your Peasants off one by one. To properly defend, select a handful of your lumber Peasants and use their own Call to Arms! ability. Always tell your Militia to return to work after their job is done!



- The Night Elf Wisp is a famous scout and is a powerful dispeller. They harvest lumber by spinning around a tree and absorbing its energy instead of cutting it down. This way, you can spread your Wisps all over the map, giving you a huge scouting radius while harvesting lumber at the same time. The Wisp abil
ity Detonate causes the Wisp to explode, dispelling all buffs / debuffs around it and doing 225 damage to all summoned units around it! This is a fantastic tool for emergency dispel situations, or for saving a doomed scout Wisp from giving the enemy hero any experience.

Also, the Entangled Gold Mine is the structure that Night Elves use to harvest gold. It completely protects 5 Wisps from harm. If an enemy Blademaster, Footman, or other unit enters your base to attack your lumber Wisps, switch the ones that are about to die with a full health one hidden in the Entangled Gold Mine. This saves the low hp Wisp and gives you more time to return to base. You can do this 5 times before you run out of spots in the mine, so make sure you don't unload your low hp Wisps!




- The Orc Peon has the ability to hide in the Orc Burrows. From here, the Peons throw spears at nearby enemies. The spears do considerable damage against low armor units! This is a great tool for protecting your peons when they are under attack by an enemy worker harass. Similar to the Terran Bunkers in Starcraft, the Orc Burrow holds four Peons. Try not to take all of your workers off of harvesting, though! Much like the Militia swarm, you can quickly run out of resources if your Peons remain idle for too long. Always remember to bring your workers back out when the attack ends!




Undead players, pay attention. You need to know this.


- The Undead Acolyte is in the unfortunate situation of being the most vulnerable worker in Warcraft 3, along with having no real offensive ability of their own. At the Haunted Gold Mine, Acolytes stand in a ring around the outside of it, where they can be targeted and killed at any time. Acolytes cannot harvest lumber (that is the Ghoul's job). To protect your Acolytes, you must and I repeat must have good Ziggurat placement! Ziggurats are used as food, towers, and pathing blockers for the Undead army. Newer players are usually oblivious to the last of the three.

Yes, Acolytes must make a wall around the Haunted Gold Mine with Ziggurats and other buildings to keep units from killing them all. A paladin can use Divine Shield, run to the back of your base, and kill all of your Acolytes, and then use a Staff or a Scroll of Town Portal to escape. If he does this while your Necropolis is upgrading to tier 2 or tier 3, you will be unable to make more Acolytes to replace their fallen comrades, and your gold supply will drain to empty.

All is not doom and gloom for these robed cultists, however! Acolytes have ways around these thorny situations. You might have noticed that an Acolyte will instantly teleport to the empty spot in a Haunted Gold Mine when he is near it when you tell him to mine. You can use this to your advantage. If something begins to attack the Acolyte, you can run the Acolyte around the Gold Mine. The unit will follow. Next, you tell the Acolyte to mine again. He will teleport to the other side of the mine and begin mining again. This causes the attacking unit to run all the way around again, usually under fire from your Halls of the Dead, Black Temple, or Spirit Towers.

As a side note, you can use the Acolyte spell Unsummom Building to destroy a building you are no longer using and get some of the money back. If your expansion is going to be destroyed because you scouted that huge army coming toward it with a Shade, you can Unsummon all the buildings before the army gets there, saving you lots of money! If your hero gets stuck behind your Ziggurat wall, you can Unsummon one of them to get him out!

Happy reading!
-Kibble

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