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War of the gods wow
War of the gods wow













war of the gods wow

Then, starting upgrading the archers and building two ancients of war and wind behind the human base, to continuously send reinforcements, and using additional wisps to auto repair the structures. Then started building a lot of ancients of war inside the base and covering them with moon wells. I started by taking the two additional gold mines, and making a lot of wisps into Jaina base. My unit composition was only mounted archers for the two first bases and only archers for my base. It's possible to kill Archimonde, but it ain't easy:.if production buildings are destroyed), then they won't attack anymore. It seems that once it's not possible for the enemy to create the necessary units (i.e. The enemy waves of units seem to start the moment the necessary units of each wave are in the staging area.Archimonde apparently summons a bunch of doom guards and infernals the moment he sees two enemy units (including goblin mines, or an owl).Starfall and invulnerability potion don't seem to work at the same time.When using a scroll of town portal, your units become invulnerable the moment it's activated.Enemy units ignore heroes using an invulnerability potion (which means you can walk into an enemy base undisturbed).Archimonde defends the enemy base, is nearly invincible, has true sight, so will see goblin mines in his base and attack them.Very early on, there don't seem to be too many acolytes in the enemy base.The necropolis in the enemy base has 4600 health or so.You may queue the placement of all three mines by using alt-click. They do the damage either when destroyed or when walked over by an enemy unit. They do the damage to units and buildings in the green marked area under the cursor as you place them. Goblin mines do about 460 damage, and are invisible.There are two shops, both have potions of invulnerability, one has goblin mines (that shop also has a goblin mines in the crates next to it).Infernals are the most difficult unit here because it's spell immunity and large hit points pool. You should always purchase the mines, and probably better save them for the ultimate waves - the hell hounds, doom guards and infernals. The easiest way to accomplish this, is at Thrall's base thanks to the goblin mines. Hence if you can defeat one or two ultimate waves, the victory is yours.

war of the gods wow

The ultimate wave of undead is launched roughly 15 minutes after you move to a new base. If you have extra APM, the hippogryph riders can be easily pulled out of combat to the fountain of life. And the undead army has much much more fire power to the ground army than that to the air. The added hippogryph riders can boost the damage output quite a bit, especially with the true shot aura and focused fire. As of the damage output, the slow poison can greatly slow the entire process of combat, during which Furion's Tranquility spell can increase their survivability significantly. Huntresses are generally too fragile.ĭryads are perfect for the listed 2 waves because of its spell immunity. Hardest: undead hero with infernals, hell hounds, doom guards etc.īears (druids of claw) are vulnerable to both mana burn from hell hounds and cripple spell from necromancers.That's the only way you are able to survive the hardest waves of undead army, which are The key to win I think is to have massive dryads with a few hippogryph riders. Here I have a non-cheesy honorable way (without blowing up the undead's base) of winning Twilight of the Gods mission. Just finished the game in 2016 again in hard mode.















War of the gods wow