Showing posts with label agility. Show all posts
Showing posts with label agility. Show all posts

Sunday, July 13, 2008

Ya'shil the Harpy Stormwitch

Ya'shil was once the queen of the harpies, but caught battling to the death in the invasion of the Burning Legion, the harpies had no choice but to surrender their homeland. Ya'shil is still the master of the winds, and can summon fierce turbulent winds that can lift enemies into the air. Her spells complement each other greatly, making her not only deadly but also difficult to kill.

Stats
Affiliation: High Elves
HP: 465
Mana: 238
Primary: Agility
Str: 15 + 1.2
Agi: 22 + 2.8
Int: 17 + 1.8
Range: 550
Speed: 300

Ya'shil starts with a normal amount of hitpoints and mana, high agility, but at 550, her range is slightly shorter than that of most ranged heroes. Her average movespeed can be increased with the Cyclone's speed aura, but with Turbulence, she can easily outmaneuver just about any hero.


Stratoblast [T]
The Harpy launches a blast of stratospheric wind at an enemy target, dealing damage, knocking the unit back a certain distance, and stunning for 1 second.


Level 1 - 50 dmg, 150 knockback
Level 2 - 100 dmg, 225 knockback
Level 3 - 150 dmg, 300 knockback
Level 4 - 200 dmg, 375 knockback
Level 5 - 250 dmg, 450 knockback

Cooldown: 9
Mana Cost: 100/115/130/145/160

Stratoblast is a highly flexible ability; at most times it can be used like a normal damage/stun spell, but the knockback really gives this ability variety. The most common use of the knockback is a combination with Turbulence; using Turbulence first, the hero becomes invisible and swooshes to behind the enemy hero. This causes the enemy to knocked towards the Harpy's team, usually at a tower or an allied hero. This combo also slows down an enemy retreat dramatically by forcing them to go backwards. Good players often find creative uses for this ability. Because of the increased damage and knockback, many players prefer to max this soon, i.e. immediately after Cyclone.


Cyclone [E]
Summons a controlled cyclone to assist the Harpy.



Level 1 - 400 hp, 23 to 25 dmg, gains Trueshot Aura
Level 2 - 600 hp, 33 to 35 dmg, gains Wind Turbulation
Level 3 - 800 hp, 43 to 45 dmg, gains Quivering Aura
Level 4 - 1000 hp, 53 to 55 dmg, gains Trueshot Aura (Level 2)
Level 5 - 1200 hp, 63 to 65 dmg, gains Wind Turbulation (Level 2)

Cooldown: 30
Mana Cost: 100/115/130/145/160

The Cyclone is a summoned unit useful for its three important auras. Trueshot Aura adds 10% attack damage to nearby ranged units, including the Harpy and the Cyclone itself. At Cyclone level 4, Trueshot Aura improves to level 2, providing 20% bonus damage.

Wind Turbulation gives a subtle movespeed boost, 5% at level 1 and 10% at level 2, which are gained at levels 2 and 5 of the Cyclone respectively. It may seem insignificant, but 10% movespeed can often make the difference between a succesful chase ending in a kill and a failed one where the enemy escapes with only a remnant of hp.

Quivering Aura is slightly different in that it affects enemies and has only one level, but it does have significant power, reducing nearby enemies' attack damage by 15%. Each aura alone may seem small, but with all three together it can sway any battle, especially larger ones where the auras affect more heroes.

The Cyclone can also be used to capture Observatories in the early game without having to give up experience by leaving the lane with the hero. Combined with its auras, it is no secret that good players will max this ability first.


Turbulence [R]
Uses the turbulence in the air to become invisible for 5 seconds, increasing movespeed to maximum. Cooldown decreases per level.

Cooldown: 18/16/14/12/10
Mana Cost: 75

Similar to Nerubian Weaver's Shukuchi in DotA, Turbulence is used to travel very quickly and escape difficult situations. It does not deal damage when hitting someone; however, this added stealth helps set up ideal knockback situations in combination with Stratoblast. Its most valuable asset is the speed, allowing the Harpy to quickly traverse SMotA's landscape.

For detailed information about the invisibility mechanic, check out the Invisibility article.


Cyclonic Storm [C]
The Harpy Stormwitch summons boisterous cyclones into the air for a duration of time, making nearby enemy units invulnerable but unable to attack, move, or cast spells.

Level 1 - 5 seconds, 1000 aoe
Level 2 - 6 seconds, 1500 aoe
Level 3 - 7 seconds, 2000 aoe
Level 4 - 8 seconds, 2500 aoe

Cooldown: 120/100/80/60
Mana Cost: 150/200/250/300

Another flexible spell at the Harpy's disposal, Cyclonic Storm disables and launches all nearby enemies into the sky, although at the same time making them unable to attacked. This is useful in escaping, chasing, and base destroying. If you or an ally is about to die, casting this will normally give more than enough time to escape, and at the same time allowing other allies to zoom in and counter attack. While chasing, this can be used to give you and your allies time to run into the enemy's escape path, also allowing a deliberate positioning of a Stratoblast knockback. The third main use is to delay enemy opposition when capturing or destroying their base, as this ability does not lift buildings into the air! After all the units are hopelessly blown into the air, the Harpy and her allies gain precious time for bringing down the target structure before the swirling enemies come back down.

Saturday, July 12, 2008

Attributes

Strength, agility, and intelligence are some of the most common terms to exist in the Warcraft III vocabulary. What effects does each one have in SMotA?



















(Clicking on this picture will automatically zoom in on it.)

Strength

Each point of strength adds 21 hp, 0.06 hitpoint per second regeneration, and also 1 damage if strength is your primary attribute. In SMotA, strength is useful more for the hitpoints and not the regeneration. That said, 100 strength will provide a sturdy 6 hp/sec regeneration, but isn't the 2100 hp a bit more prominent?

If you need some hp, buy some strength items; a Maul of Strength provides 10 strength, while the Horn gives 25. Also, Essence of Aszune/Heart of Searinox/Soul Core provide not only strength but bonus hp, hp regen, and give a healing ability. However, these are much more costly and should be reserved for strength heroes.

Agility

Each point of agility adds 1% attack speed, 0.1 armor, 0.2 movespeed, and of course 1 damage if agility is your primary attribute. The attack speed and armor are typical of most AoS maps, but the 0.2 movespeed is powerful as well. This will cause every 5 agility to add 1 movespeed, which doesn't seem a lot at first, but this adds up quickly; 100 agility will add 20 movespeed, not to mention the 100% attack speed and 10 armor. Having high agility also allows many heroes to go from near max speed to the max speed of 522, at least temporarily with the help of speed boosting abilities.

Item-wise, Bloodfeather's Heart and Key of Agility, which provide 10 and 25 agility respectively, are good for building agility. Also, the Curve Bow/Windbow series, although costly, can add much agility and other effects.

Intelligence

Each point of intelligence adds 14 mana and 0.04 mana per second regeneration, also 1 damage if intelligence is your primary attribute. A must in the early game, this attribute actually becomes less significant as the game draws on because most heroes will have sufficient mana pools to cast their spells over and over again.

However, the intelligence heroes often have highly mana intensive ultimates, and if they also use certain items like the Thunderlizard Diamond, they must be prepared to invest more into intelligence. For example, even with a maxed out Attribute Bonus, a level 29 Warlock has 1414 mana total, yet his ultimate alone costs 850. Enemies can use the Sphere of Ignorance orb to counteract this, and the Warlock must get additional mana. The Ring of the Archmagi/Mindstaff/Gloves of Magic are perfect items for this; the Gloves of Magic adds 1260 mana total, as well as many other powerful bonuses. For a cheaper remedy, the Ring of the Mind and the Scepter of Intelligence add 10 and 25 intelligence respectively.

Thursday, July 10, 2008

Drixxel the Elven Hunter

Drixxel is one of the more sneaky heroes in SMotA, if not the most. Her normal skills give it increased power for farming, chasing, etc., but what really defines the Elven Hunter is her ultimate, which allows her to become passively invisible, similar to Stealth Assassin's ultimate in DotA. However, since Drixxel is an archer with 600 range, she can exploit many situations much more efficiently than a melee attacker. Her poisoned arrows and speed draining abilties can be used along with the invisibility to brutally ambush an opponent, or just help slow enemies down.

Note: This guide is partially outdated. See this Drixxel guide for more recent info.

Stats
Affiliation: High Elves
HP: 444
Mana: 210
Primary: Agility
Str: 14 + 1.5
Agi: 24 + 2.5
Int: 15 + 1.7
Range: 600
Speed: 300

Drixxel begins with a sub-par amount of hp and mana, but neither of these values are highly important to her in the early game. With high agility and a 600 range attack, she can attack opponents at ease without having to worry about her own health. Later in the game, her invisibility makes it not as crucial to improve health, although it can never hurt to have an extra bit just in case. With just 2 active abilities, mana is not a problem later in the game either.


Poison Arrows [R]
Drixxel coats the tips of her arrows with poison, dealing damage over time and slowing move and attack speeds. Lasts 2.5 seconds.


Level 1 - 3 dmg/sec, 5% slow
Level 2 - 6 dmg/sec, 10% slow
Level 3 - 9 dmg/sec, 15% slow
Level 4 - 12 dmg/sec, 20% slow
Level 5 - 15 dmg/sec, 25% slow

Cooldown: 0
Mana Cost: 12

A very useful skill in all stages of the game; early on, this can be used to harrass any nearby enemy heroes with poison damage, and later, this will be used primarily for the slowing effect. Many players suggest maxing this skill immediately after Hunter's Blessing, if not first.


Speed Drain [D]
Drains the enemy of movespeed, adding to the Elven Hunter's own. Lasts 12 seconds.



Level 1 - 6% drain
Level 2 - 12% drain
Level 3 - 18% drain
Level 4 - 24% drain
Level 5 - 30% drain

Cooldown: 15
Mana Cost: 120

This is strong primarily in the later stages of the game, when everyone is getting higher level boots and it is hard for Poison Arrows alone to slow down a target enough for the kill. This is when Speed Drain comes in handy, reducing the target's speed even further and at the same time improving your own! This can also be used to counter heroes who would otherwise obtain high movespeeds naturally, e.g. Raider, Knight, etc.


Hunter's Blessing [H]
Increases the agility and base movespeed of the Elven Hunter.



Level 1 - 5 agi, 2% ms
Level 2 - 10 agi, 4% ms
Level 3 - 15 agi, 6% ms
Level 4 - 20 agi, 8% ms
Level 5 - 25 agi, 10% ms

Hunter's Blessing normally proves to be an important upgrade for Drixxel. Many strong players max out this ability first, for much faster damage output in the early game with 25 bonus damage plus 25% attack speed (not to mention the 2.5 armor), but also for the slightly enhanced movespeed. Having a 300 base movespeed, Drixxel can have a base movespeed of 335+ with this maxed, as 5 agi adds 1 movespeed as well. Add in a level one Boots, and we have a fast and deadly killing machine in the early game.


Natural Concealment [C]
Gives the Elven Hunter permanent invisibility. Breaks invisibility after attacking or casting a spell.



Level 1 - 6 second blend time
Level 2 - 5 second blend time
Level 3 - 4 second blend time
Level 4 - 3 second blend time

This is Drixxel's signature ability. As mentioned in the hero introduction, this ability will cause the Elven Hunter to automatically become invisible after a short time after she stops attacking or casting. Some DotA players complain that the blend time is too long, as the Stealth Assassin can blend in 1.5 seconds in some recent versions (6.52). However, they forget that Drixxel is a ranged class, and it takes some time for a melee hero to respond to her attacks and close the distance. Nonetheless, this is a powerful skill.

See the post on Invisibility for a more comprehensive discussion of this gameplay mechanic.
Latest version available for download at The Hive Workshop.