Walrus
Worker
Karma: +16/-4
Posts: 26
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« on: August 22, 2008, 09:04:54 AM » |
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Mr_Walrus's Guide to Escape Abilities
So... I have decided to make a guide on escape abilities simply because there isn't one yet. This guide will show how to use the builder starting abilities offensively and defensively against the titan, and how to build to dodge the titan. As this is my first guide (and my first post) it will not be perfect. Thanks goes to Darox and Neon for suggestions. Here ya go!
Teleport (Makrura, gnoll, murloc) : Teleports this unit to a targeted allied structure. When you need to escape the titan use this ability to teleport to an ally's base that is far away from danger. Unit-Targeted -- 180 second cooldown.
Defensive: One of the most foolproof methods of running away from the titan. Unfortunately as it is targeted, it takes a little bit to click on the building in the minimap or in the game. Offensive: You can use teleport to do a faster wall-in of the titan. Counters/Flaws: This ability takes about .5 seconds to cast, in which time the titan can kill you, send a tracking rock nuke at you, breathe, take a drink of water, eye you, wind wand you, or view the natural surroundings in which he/she is playing the computer in.
Panic (Goblin, murloc, nature): Makes the builder run faster for 10 seconds. Activated -- 80 second cooldown.
Defensive: Panic makes you faster than the titan, even with slow poison/Glacious's nuke on you. A very useful move to have after a wind wand. As nature, it may be tempting to use this along with a wind walk, but I don't suggest using this against pro titans because some titans carry multiple wind wands. It's much better to have two lesser escape skills than one greater escape skill IMO. Offensive This can be used for a faster wall-in or to just annoy the titan and make him leave the game. Counters/Flaws: The only way to counter this is with another wind wand (most titans don't carry two) or a stunning nuke.
Seaweed Aura (Makrura): Slows the movement speed of any nearby enemy units in an area of 500. Passive.
Defensive: This move is like panic, but it is less foolproof. Offensive: Like panic, this move is annoying. Use it to your advantage when there are other golders besides you. Also, this can slow the titan down when he's leaving (or running cowardly away from) your base. Counters/Flaws: The titan can punish it off for about a second, but then it comes back. He can use this second to get slow poison on you, and as slow poison is stronger than aura, GG for you. Cry Also this move can reveal your position to an observant titan.
Isotopic Shield (Radioactive): Surrounds the builder with isotopes that form a shield around him. When Isotopic Shield is activated the builder will be invulnerable for 5 seconds. Activated -- 120 second cooldown.
Defensive: Ever want to rebuild those pesky random walls when there are 8 minions outside of your base? Tada. Also, the timing on this move is perfect for mining gold in risky times. Offensive: Ever want to poke that annoying 8-hp-left minion or help in 10-radioactive rushes? Tada. Counters/Flaws: The titan can still block you in 1-entrence hiding spots and slowly nuke you to death. The timing on this is crucial. Use this too soon, and the titan will follow you and chase you until it runs out. Use this too late, and you will get slow poison on you. (Not good.)
Mechanical Trap (Goblin): Summons an invisible and immovable ward that stuns enemy units around it. The trap activates when an enemy unit comes near it. The trap lasts 120 seconds. The stun lasts 3 seconds. Point-Targeted -- 120 second cooldown.
Defensive: When running from a titan that doesn't know how to punish, use one of these. Offensive: Stunning the titan when he's running away from your base works well enough, and you get to hear him say "WOW I PRESSED WW WTH" Counters/Flaws: Just punish or wind wand and be happy. (Being sad while playing titan may cause your internet to feel offended.)
Wind Walk (Magnataur, nature, troll): Allows the builder to become invisible for 10 seconds and increase his movement speed by 5%. Activated -- 80 second cooldown.
Defensive: Here's your multi-purpose ww. Use it when running away from a base when you don't see pretty lights hovering over it and you usually can get out fine. Use it when you see some minions lurking over your base and there's a builder (unit) blocking your way back in. Careful as nature however as you can't go through enemy units! Offensive: On a magnataur, wind walk crits for 200 damage (on troll and nature it is less). Use this and slow poison to your advantage when a titan is running away from your base. Counters/Flaws: A smart (or lucky) titan can follow you (without mh) out of one-exit bases. Pearl, eye, wind wand to counter the speed boost (wind wand dispells eye too), and you've just caught yourself a builder.
Frostbite(Magnataur): Slows a targeted enemy unit's attack rate by 20% and movement speed by 50%. Lasts 5 seconds. Unit-Targeted -- 120 second cooldown. Right click to activate auto-casting.
Defensive: Use this on a titan when running away. As this move has a slight back swing that can slow you down, click move IMMEDIATELY after using this. Offensive: Use this on a titan/minion when hes running away ftw. Counters/Flaws: Punish and wind wand in the chance of a quick slow poisoned poke after.
Slowing Poison(Magnataur): Covers enemy units that the magnataur attacks in frost, slowing them for a short time. Passive
Defensive: After a punished frostbite, a quick poke with slowing poison can perfect your cowardly dash. Magnataur's slowing poison > titan's slowing poison. Offensive: Poke the titan many times. The extra 1000 or so damage + slowing poison hurts - especially when running away with a tracker on his track (hehe bad puns). Counters/Flaws: A 0-range move. I think you can figure out for yourself why this is bad for nub sauce builders. Punish yourself for being a grumpy old titan who wants the builders to get off your land.
Nether Warp(Demonologist): The demonologist travels through another dimension turning ethereal and appearing at 1 in 11 designated power nodes. Risky ability, only use in tight situations. Self-Targeted -- 180 second cooldown.
Defensive: Like teleportation, this move takes a little bit to cast because you need to click on something after casting. To make it a little faster, you can click Nether Warp and then have your cursor hover over your builder. Also, if you walk right after casting, it doesn't work. QQ some more, noob. This ability isn't actually that risky as you become ethereal (unable to be attacked but still vulnerable to nukes) for about 3 seconds after casting. As one of the "designated power nodes" is at the gold mine, it is best to pay attention after casting this. Offensive: If you get Etheral Training, you can use this to make summons and block the titan/minion when he tries to run away from some of your other summons or a base. Counters/Flaws: Eye or memorize/pearl the 11 power nodes.
Radiation(Radioactive): Emmits radiation onto nearby organic units in an area of 250 around the builder. 75 points of damage per second. Passive
Defensive: This move works on wwed titans. If he's not smart, he won't put on Hold Position, and you can rebuild walls safer. Offensive: 75 damage per second isn't a lot, but it's still good - especially early game when you're repairing a wall. Counters/Flaws: If you get this, it means a builder is close. Minion nuke, wand of wind, energy rod, whatever to do in the circumstances.
Arctic Armour(Magnataur): Creates a shield of frost around a targeted allied unit. The shield adds 5 extra armour and slows enemy units that attack it for 5 seconds. Lasts 1 minute. Unit-Targeted -- 120 second cooldown.
Defensive: If you want to mine gold, feel free to use this. It's like an extra frostbite, and it beats the titan's slow poison. Also, bug or not, it gives the titan a buff of "sacrifice" and a really cool buff effect. Sadly, it only lasts for a minute on your magnataur and has a longer cooldown. *Note that this ability can be used on other units. This makes many more strategies possible that I'm too lazy to write.* Offensive: *Note that this ability does not work on magnataurs with polar wrath. You can cheat this slightly by using it on you BEFORE you use Polar Wrath, however you do not get the bonus armour if you do this.* Harrass the titan with your slowing magnataur (of power). Most titans will not realize you have this buff on you and then be very annoyed when they get slowed. Like seaweed aura and panic, this ability can make the titan leave. Counters/Flaws: Punish IMMEDIATELY after striking the magnataur so that the cooldown resets (or is close to reseting) by the next whack.
Polar Wrath (Magnataur): Activate Polar Wrath to give the magnataur 5 bonus armour, 1800 bonus hit points, 50 bonus damage and spell imunity. Lasts three minutes.
Defensive: When running away from the titan or surrounded by minions in a hiding spot with <other escape ability goes here> on cooldown, pop this. The spell imunity pwns at annoying the titan. Three minutes can be a long time to wait. Also, the 1800 bonus hit points and 5 bonus armour can further delay the titan while running away. You can mine gold whenever you want. Just have your finger hovering over "t" and press down when you see a big, ugly titan pop up next to you. Offensive: Use this when you want to own a minion or two (or three). Although it is possible to kill a minion without Polar Wrath, it is much easier to kill a minion with out it because you can tank the minion with your 15 or so fortified armour and 2250 hit points. Counters/Flaws: Spell imunity does not work against slow poison. Although you can't be wanded, eyed, the list goes on, you're not invincible. Also, watch the clock. If you attack a minion (that knows how to micro) with 10 seconds left of Polar Wrath, you're dead.
The Constructive Dodger
Corner wall build (Any except Makrura or Nature): When you turn a corner with that big bad titan chasing you, build a wall or shelter one space away. You can walk through, but that big bad titan has to burn a second to walk around.
Fill in the choke points (Any except Makrura or Nature): When you walk past a choke point (a pass through trees that is as wide as the entrance to a base) build one or two walls. This will make a wind-walked titan break wind walk, or make a slow titan walk the other way.
Build and destroy (Makrura or Nature): When running from the titan, build a quick hunter creation place. Destroy it immediately. You will now be about one second ahead of the titan. Repeat. *You can also shift build these*
Wall trick (Any): If the titan has killed one side of walls, trick him. Keep on faking that you are going to run away, and make him move so much that he doesn't have time to kill your walls. While you do this, your cooldowns will magically vanish, and the titan might even leave if you are lucky and he is rushed on time.
Direction switch (Any except Makrura or Nature): Wall yourself in so that you can get out on any side, but the titan can not get to you. Act like you are escaping out of one side. The titan will then move to that side. Actually run out the other side. This will probably lose some time, but it is a good way to turn out of a dangerous dead end.
Please forgive the longness, boringness, horribleness, Lochness, wall-of-colorful-textness, and general badness of my guide. And so it ends... Comment Away! Remember when commenting to not post any of the following:
Also please remember that Toe Picks are a protected species. Please do not kill/murder/necromance them.
Someone delete Murs's copy of this, please.
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