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World Of Warcraft 3X Gold HeroRushing
Hero Rushing is a standard part of Warcraft III. To Hero Rush means to attack the enemy town, especially workers, as early as possible. Players head to the enemy town as soon as the Hero has been trained. Players are typically either Hero Rushing the enemy or defending against a Hero Rush. Sometimes players may not Hero rush or may decide to Creep instead but Hero Rushing is found in most ladder games.
Reasons for Hero Rushing include Distraction : People who advance quickly up the tech-tree don't have a strong army. They need to distract and "harass" you until they are able to build their high end units. This involves doing regular hit-and-run attacks on your town. Usually if people are Hero Rushing you and they don't bring units with them, they are teching. You know it's time to go hit their base before they get whatever they are trying to build.
Fun : Hero rushing is fun! It's fun to attack players who don't know how to handle a Hero Rush. If the enemy is really bad at the game you can totally hose them and win the whole game. In Warcraft II and StarCraft there was a "build up" time where there wasn't a lot going on. Many players found this phase of the game boring. The answer was Heroes very early so that players have something fun to do at the beginning of the game.
Good Hero Rushers
Demon Hunter (Mana Burn/Immolation), Blademaster (Wind Walk), Warden (Shadow Strike/Fan of Knives), Keeper of the Grove (Entangling Roots), Far Seer (dogs), Shadow Hunter (Serpent Wards), Archmage (Blizzard the workers/Water Elementals), Mountain King (Storm Bolt - good in 2 vs. 2 games), Naga Sea Witch (Forked Lightning/Frost Arrow), Crypt Lord (Beetles/Impale with Ghouls)
OK Hero Rushers
Some of these might be more effective in Team Games with help.
Blood Mage (Flame Strike), Death Knight (Death Coil to Heal + Ghouls), Tauren Chieftain (Stomp/Shockwave), Beastmaster, Pandaren Brewmaster (Drunken Haze), Dread Lord (Sleep/Carrion Swarm with Ghouls), Lich (Frost Nova), Dark Ranger (possible if you go Life Drain first).
Semi-Bad Hero Rushers
Priestess of the Moon (at least go Searing Arrow first and come with an ally) and Pit Lord (gets stuck). They are ok if they are supporting another Hero and are not being hit.
Anti Hero Rushers
The same Heroes that are good for Hero Rushing are also good at defending against Hero rushes typically. Some of the best anti Hero Rushers are: Demon Hunter (Mana Burn), Mountain King (Storm Bolt), Warden (Shadow Strike), Far Seer (dogs/Chain Lightning).
Defense against Hero Rushes All: Lead the enemy away until you can build up enough forces to take them on. Hit, then run away from your town. Use your Town's defenses!
Humans: Get an Arcane Tower! Use Militia if they get close but go back to work if they run away.
Orcs: Hop in those Burrows. Build 1-2 Watch Towers
Undead: Run the Acolytes away. Build 1 Nerubian Tower. Use a Death Knight to heal the Acolytes
Night Elves: Use Detonate. Fight by the Moon Wells. Build your town in such a way that the Ancients of War can defend you.
Ironforge - the Awakening of the Dwarves (2,500 years before Warcraft I)
In the ancient times, after the Titans departed Azeroth, their children, known as the earthen, continued to shape and guard the deep recesses of the world. The earthen were largely unconcerned with the affairs of the surface-dwelling races and longed only to plumb the dark depths of the earth.
When the world was sundered by the Well of Eternity's implosion, the earthen were deeply affected. Reeling with the pain of the earth itself, the earthen lost much of their identity and sealed themselves within the stone chambers where they were first created. Uldaman, Uldum, Ulduar... these were the names of the ancient Titan cities where the earthen first took shape and form. Buried deep beneath the world, the earthen rested in peace for nearly eight thousand years.
Though it is unclear what awakened them, the earthen sealed within Uldaman eventually arose from their self-imposed slumber. These earthen found that they had changed significantly during their hibernation. Their rocky hides had softened and become smooth skin, and their powers over stone and earth had waned. They had become mortal creatures.
Calling themselves dwarves, the last of the earthen left the halls of Uldaman and ventured out into the waking world. Still lulled by the safety and wonders of the deep places, they founded a vast kingdom under the highest mountain in the land. They named their land Khaz Modan, or "Mountain of Khaz", in honor of the Titan shaper, Khaz'goroth. Constructing an altar for their Titan father, the dwarves crafted a mighty forge within the heart of the mountain. Thus, the city that grew around the forge would be called Ironforge ever after.
The dwarves, by nature fascinated with shaping gems and stone, set out to mine the surrounding mountains for riches and precious minerals. Content with their labors under the world, the dwarves remained isolated from the affairs of their surface-dwelling neighbors.
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