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World Of Warcraft 2 Gold Hero Killers

Some spells are especially useful for killing Heroes.

Humans Paladin - Holy Light - Great on Undead Heroes, Dark Ranger, and Pit Lord
Mountain King - Storm Bolt - Storm Bolt throws a hammer across long distances allowing you to severely damage the enemy Hero without actually being next to him. The Mountain King also has a Stun ability which will allow other units to surround and beat on the Hero while the Hero is stunned.
Blood Mage - Banish - It not only slows them so you can catch up, but it will also make your other hero killer spells do more damage.
Sorceress - Slow - Slowed Heroes are much easier to catch. Make sure you deactivate autocasting of slow so that you may save mana to cast slow on heroes. Orcs Raider - Ensnare - With several Raiders you can keep the ability going for quite a while by recasting it.
Far Seer - Chain Lightning - Rips Heroes up!
Tauren Chieftain - Shockwave - This is also helpful when other units are lined up in the path of the Shockwave.
Shaman - Purge - Purge slows the target and strips beneficial buffs. Since Heroes are very fast, slowing them can allow you to catch up and kill them before they can get away. Be sure to deactivate Autocast spells so a Shaman has enough Mana to continually Purge the Hero until they are dead.
Shadow Hunter - Hex - prevents them from casting spells
Night Elves Dryad - Slow Poison - Since it only lasts 1 second on Heroes you will need multiple Dryads firing at the enemy Hero to keep them continually slowed.
Keeper of the Grove - Entangling Roots - Stops a Hero from attacking, moving, and does damage to them while they are stuck.
Demon Hunter - Mana Burn - Mana Burn drains Mana and Health from the enemy Hero.
Demon Hunter - Immolation - If you can trap an enemy Hero next to the Demon Hunter using Immolation, you can make quick work of them.
Priestess of the Moon - Searing Arrows - Higher levels of Searing Arrows combined with Items and her Aura can make quick work of Heroes.
Warden - Blink - Blink ahead of the Hero that is running away and kill it
Warden - Shadow Strike - Slows the enemy Hero and damages it
Warden - Fan of Knives - Good finishing spell to use on enemy Heroes as they are running away
Mountain Giant - Taunt - Causes the enemy Hero to return from running away and fight. Sometimes the enemy doesn't notice and you can use this to kill their Hero while they are not paying attention.
Druid of the Talon - Cyclone - It will let your army surround where the enemy Hero will drop. Undead Dread Lord - Sleep - Sleep is a very annoying spell for enemy players. Simply put their Hero to sleep. The enemy can wake their Hero up by attacking it but many people don't think about doing that, or it takes them a while. While the Hero is asleep, surround it with units so it can't get away then focus fire on the Hero. If you surrounded them properly there will be no escape.
Dread Lord - Carrion Swarm - This can be very effective against enemy Heroes if surrounding support units don't soak up the damage. Try to get the Hero off on its own, and then use this spell.
Death Knight - Death Coil - This can be used to suck life away from enemy Heroes. This can be cast on Heroes from some distance away.
Lich - Frost Nova - Cast this on an enemy Hero to damage and slow it.
Necromancer - Cripple - This spell severely disables Heroes. Use it!
Crypt Lord - Impale - Stops the Hero and throws it up into the air!
Neutral Heroes Naga Sea Witch - Frost Arrow - Slows the enemy so they can't get away as easily.
Dark Ranger - Life Drain

The Sentinels and the Long Vigil

With the departure of their wayward cousins, the night elves turned their attention back to the safekeeping of their enchanted homeland. The druids, sensing that their time of hibernation was drawing near, prepared to sleep and leave their loved ones and families behind. Tyrande, who had become the High Priestess of Elune, asked her love, Malfurion, not to leave her for Ysera's Emerald Dream. But Malfurion, honor bound to enter the changing Dreamways, bid the priestess farewell and swore that they would never be apart so long as they held true to their love.

Left alone to protect Kalimdor from the dangers of the new world, Tyrande assembled a powerful fighting force from amongst her night elf sisters. The fearless, highly trained warrior women who pledged themselves to Kalimdor's defense became known as the Sentinels. Though they preferred to patrol the shadowy forests of Ashenvale on their own, they had many allies upon which they could call in times of urgency.

The demigod Cenarius remained nearby in the Moonglades of Mount Hyjal. His sons, known as the Keepers of the Grove, kept close watch on the night elves and regularly helped the Sentinels maintain peace in the land. Even Cenarius' shy daughters, the dryads, appeared in the open with increasing frequency.

The task of policing Ashenvale kept Tyrande busy, but without Malfurion at her side, she knew little joy. As the long centuries passed while the druids slept, her fears of a second demonic invasion grew. She could not shake the unnerving feeling that the Burning Legion might still be out there, beyond the Great Dark of the sky, plotting its revenge upon the night elves and the world of Azeroth.

 
 
 

The Founding of Quel'Thalas (6,800 years before World Of Warcraft I)

The high elves, led by Dath'Remar, left Kalimdor behind them and challenged the storms of the Maelstrom. Their fleets wandered the wreckage of the world for many long years, and they discovered mysteries and lost kingdoms along their sojourn. Dath'Remar, who had taken the name Sunstrider (or "he who walks the day"), sought out places of considerable ley power upon which to build a new homeland for his people.

His fleet finally landed on the beaches of the kingdom men would later call Lordaeron. Forging inland, the high elves founded a settlement within the tranquil Tirisfal Glades. After a few years, many of them began to go mad. It was theorized that something evil slept beneath that particular part of the world, but the rumors were never proven to be true. The high elves packed up their encampment and moved northward towards another land rich with ley energies.

As the high elves crossed the rugged, mountainous lands of Lordaeron, their journey became more perilous. Since they were effectively cut off from the life-giving energies of the Well of Eternity, many of them fell ill from the frigid climate or died from starvation. The most disconcerting change, however, was the fact that they were no longer immortal or immune to the elements. They also shrank somewhat in height, and their skin lost its characteristic violet hue. Despite their hardships, they encountered many wondrous creatures that had never been seen in Kalimdor. They also found tribes of primitive humans who hunted throughout the ancient forestlands. However, the direst threat they encountered were the voracious and cunning forest trolls of Zul'Aman.

These moss-skinned trolls could regenerate lost limbs and heal grievous physical injuries, but they proved to be a barbaric, evil race. The Amani empire stretched across most of northern Lordaeron, and the trolls fought hard to keep unwanted strangers from their borders. The elves developed a deep loathing for the vicious trolls and killed them on sight whenever they were encountered.

After many long years, the high elves finally found a land which was reminiscent of Kalimdor. Deep within the northern forests of the continent, they founded the kingdom of Quel'Thalas and vowed to create a mighty empire which would dwarf that of their Kaldorei cousins. Unfortunately they soon learned that Quel'Thalas was founded upon an ancient troll city that the trolls still held to be sacred. Almost immediately, the trolls began to attack the elven settlements en masse.

The stubborn elves, unwilling to give up their new land, utilized the magics which they had gleaned from the Well of Eternity and kept the savage trolls at bay. Under Dath'Remar's leadership, they were able to defeat the Amani warbands that outnumbered them ten to one. Some elves, wary of the Kaldorei's ancient warnings, felt that their use of magic might possibly draw the attention of the banished Burning Legion. Therefore, they decided to mask their lands within a protective barrier which would still allow them to work their enchantments. They constructed a series of monolithic Runestones at various points around Quel'Thalas which marked the boundaries of the magic barrier. The Runestones not only masked the elves' magic from extra-dimensional threats, but helped to frighten away the superstitious troll warbands as well.

As time wore on, Quel'Thalas became a shining monument to the high elves' efforts and magical prowess. Its beauteous palaces were crafted in the same architectural style as the ancient halls of Kalimdor, yet they were interwoven with the natural topography of the land. Quel'Thalas had become the shining jewel that the elves had longed to create. The Convocation of Silvermoon was founded as the ruling power over Quel'Thalas, though the Sunstrider Dynasty maintained a modicum of political power. Comprised of seven of the greatest high elf lords, the Convocation worked to secure the safety of the elven lands and people. Surrounded by their protective barrier, the high elves remained unmoved by the old warnings of the Kaldorei and continued to use magic flagrantly in almost all aspects of their lives.

For nearly four thousand years the high elves lived peacefully within the secluded safety of their kingdom. Nevertheless, the vindictive trolls were not so easily defeated. They plotted and schemed in the depths of the forests and waited for the numbers of their warbands to grow. Finally, a mighty troll army charged out from the shadowy forests and once again laid siege to the shining spires of Quel'Thalas.

 

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