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View Full Version : Serpent Ward roxxors!


Ace_Balasador
06-11-2004, 03:23 AM
replay: http://www.wcreplays.com/pub_replays.php?get=2731

Just had a mirror match (i lvl 15 vs him lvl 25) using an army consisting of FS, SH, docs, and lots of HHs (around 60+ food) and i defeated an army of FS, TC, taurens, wyvs, and shamans (around 70-80+ food), but what tipped the tides of the battle was the serpent wards... and this is no theorycrafting, but even so il go to the "figures"...

serpent wards (notice the "s") are the highest damaging summonable in the game
http://www.battle.net/war3/orc/units/serpentward.shtml

they attack per 1.5 seconds, one ward lasts of 40 seconds, and SH can cast them per 6.5 seconds so "theoretically" u can have 7 wards simultaneously, but in "real life" due to lag, mana pool, and human reflexes u can only have around max of 5-6 simulatanesly so lets compute for a lvl 3 SH spamming lvl 2 wards in a span of 40 sec...

1st ward at 0 sec = 26.667 ~~ 26 shots x 24.5 (ave ) damage = 637 pts raw, "unmodified" damage
2nd ward at 7th sec = 22 shots x 24.5 damage = 539 pts of damage
3rd ward at 14th sec = 17.33 ~~ 17 shots x 24.5 damage = 416.5 pts of damage
4th ward at 21st sec = 12.667 ~~ 12 shots x 24.5 damage = 294 pts of damage
5th ward at 28th sec = 8 x 24.5 = 196 pts of damage
6th ward at 35th sec = 3.33~~ 3 x 24.5 = 73.5 pts of damage

so in a span of 40 seconds, u can have "around" 2156 (unmodified pts of damage), dnt know the exact figures for it varies but let's give it a deduction (it's a guess) of 15-20% and there u have the range, of course this exludes range of serpent wards, ward elimination, length of skirmish, armor type, and armor qty... for lvl 3 wards this gives u 3784 pts of damage in a span of 40 sec (assuming they are all lvl3 wards), but regardless of its lvl, wards are devastating late game and can give a boost even if u r facing a larger army...

im just sharing this, im not saying that u guys dnt know this already, but for those who are underestimating the wards they this maybe a kind of "enlightenment"

:happy:

IC.Shadow
06-11-2004, 03:52 AM
Out of around 15 AT games, I think we've lost perhaps one time when Teronix and I dual SH and Ward spam. I have no idea why it is so effective, but I like it. :)

Raven.Icon
06-11-2004, 06:13 AM
sometimes in dual orc in rt, u will see dual sh spam wards while rushing w/ grunts. it is hard to fight against if u dont take the wards down imediately. But a descent player who understands this, wont have much problems unless it is late game. In late game, teh wards r devestating.

The bad thing about wards is that, most battles r only about 1 min long. So they wont do the damage u listed, becuz by the time all are out, the battle is about over, or one of u will retreat or tp out.

When SH first became available in patch, i tried all kinds of stuff /w it, and that is what i learned. wards r only good if u can make other guy stand and fight for a descent period of time. Also early wards r easy exp for smart enemy. Wards cannot be controlled like other summon units or towers for that matter. So u cant use it as a ff.

SH is still a good hero, so is the ward, but the disadvantage for sh is also there.

RuFiO
06-11-2004, 06:29 AM
Me and my friend have constantly lost in AT due to dual SWs. Cuz we would go for wards and his grunts would get surrounded and owned by SWs then id have to run away, the whole game would go like that until we eventually gave up. Dual orc in AT scares me >.< lol

Sharil
06-11-2004, 07:07 AM
Well basically Wards get owned by raiders, because they have medium armor and medium armor takes less damage from piercing, not to mention that if the SH is esnared then he can't cast any spells! while he gets kodo beasts to enhance the grunts attack and kill your so called HH who probably will be esnared and getting choped by grunts. Basically getting HH againts orcs is some what bad, only if he has flying units but still.

You should get Kodo beasts, and raiders, watch reps of 4k.Grubby or Dayfly and other good orc players, then you'll see them getting raiders and kodo's, don't forget that Grubby's Sh got owned by Dayfly's army in the WWI.

Verity
06-12-2004, 11:18 AM
It's a very viable strat and VERY difficult to beat, at least in AT where the partners are presumably good. However, Raiders can take it down and gruntapult where the catas are left out of reach works, too. However, if they Grunt rush you while spamming wards... uggh...

PITagoRAS
06-12-2004, 11:29 AM
èxatcly......serpent wards can hold air easily >_<
What i think one of the most gaysest things is that they are magic immunal, so many times ive started devour on them spamming, then i remember:oopsss, immunal from magic

LOVE AND PEACE
06-12-2004, 06:17 PM
hmm, you can control and ff w/ wards. and you can cast spells when your ensnared. i think

Raven.Icon
06-12-2004, 09:49 PM
Well basically Wards get owned by raiders, because they have medium armor and medium armor takes less damage from piercing, not to mention that if the SH is esnared then he can't cast any spells! while he gets kodo beasts to enhance the grunts attack and kill your so called HH who probably will be esnared and getting choped by grunts. Basically getting HH againts orcs is some what bad, only if he has flying units but still.

You should get Kodo beasts, and raiders, watch reps of 4k.Grubby or Dayfly and other good orc players, then you'll see them getting raiders and kodo's, don't forget that Grubby's Sh got owned by Dayfly's army in the WWI.


omg, sharil strikes again. Sharil, wards do not get owned by raiders. Reason why: Dude SW is not the only shit he is gonna have, he is also gonna have a freaken army behind his heros too, u moron. Also while ensnared u can cast spells u idiot.

Raven.Icon
06-12-2004, 09:52 PM
hmm, you can control and ff w/ wards. and you can cast spells when your ensnared. i think

u cant control ur wards to ff. this is fact, and not a guess.

fivedollar
06-12-2004, 10:10 PM
but i've ff wards many times
double click ward to select all, right click enemy unit
they all ff on that enemy unit
i suppose you can safely que (i always forget how to spell that word) atks as well

Nafaltar
06-12-2004, 10:56 PM
u cant control ur wards to ff. this is fact, and not a guess.

nope...

but i've ff wards many times
double click ward to select all, right click enemy unit
they all ff on that enemy unit
i suppose you can safely que (...) atks as well

Now thats a fact!

Nafaltar

sCK
06-12-2004, 11:16 PM
u cant control ur wards to ff. this is fact, and not a guess.

actually you are guessing :O~

try again

KoGs
06-13-2004, 12:33 AM
u CAN control serpent wards, just like u can control towers.

Raven.Icon
06-13-2004, 12:51 AM
mabye im wrong, but when i use serpent wards, it never let me click it to ff. so i stop tyring. Im gonna try that next time to see what happens.

KoGs
06-13-2004, 01:42 AM
you are probably cliicking a unit out of it's range.

Ace_Balasador
06-13-2004, 02:23 AM
u can click it dude, it's in the webpage that i have included above

IC.Shadow
06-13-2004, 04:36 AM
omg, sharil strikes again. Sharil, wards do not get owned by raiders. Reason why: Dude SW is not the only shit he is gonna have, he is also gonna have a freaken army behind his heros too, u moron. Also while ensnared u can cast spells u idiot.
Just ignore his posts. You'll get smarter if you don't read what he posts. :)

JesusOnWheels
06-14-2004, 03:44 AM
yeh level 3 ward = big damage. i mean 40 damage per hit just from a 30 mana summon = rox ur sox

HelpMeI'mNew
06-14-2004, 07:52 AM
replay: http://www.wcreplays.com/pub_replays.php?get=2731

Just had a mirror match (i lvl 15 vs him lvl 25) using an army consisting of FS, SH, docs, and lots of HHs (around 60+ food) and i defeated an army of FS, TC, taurens, wyvs, and shamans (around 70-80+ food), but what tipped the tides of the battle was the serpent wards... and this is no theorycrafting, but even so il go to the "figures"...

serpent wards (notice the "s") are the highest damaging summonable in the game
http://www.battle.net/war3/orc/units/serpentward.shtml

they attack per 1.5 seconds, one ward lasts of 40 seconds, and SH can cast them per 6.5 seconds so "theoretically" u can have 7 wards simultaneously, but in "real life" due to lag, mana pool, and human reflexes u can only have around max of 5-6 simulatanesly so lets compute for a lvl 3 SH spamming lvl 2 wards in a span of 40 sec...

1st ward at 0 sec = 26.667 ~~ 26 shots x 24.5 (ave ) damage = 637 pts raw, "unmodified" damage
2nd ward at 7th sec = 22 shots x 24.5 damage = 539 pts of damage
3rd ward at 14th sec = 17.33 ~~ 17 shots x 24.5 damage = 416.5 pts of damage
4th ward at 21st sec = 12.667 ~~ 12 shots x 24.5 damage = 294 pts of damage
5th ward at 28th sec = 8 x 24.5 = 196 pts of damage
6th ward at 35th sec = 3.33~~ 3 x 24.5 = 73.5 pts of damage

so in a span of 40 seconds, u can have "around" 2156 (unmodified pts of damage), dnt know the exact figures for it varies but let's give it a deduction (it's a guess) of 15-20% and there u have the range, of course this exludes range of serpent wards, ward elimination, length of skirmish, armor type, and armor qty... for lvl 3 wards this gives u 3784 pts of damage in a span of 40 sec (assuming they are all lvl3 wards), but regardless of its lvl, wards are devastating late game and can give a boost even if u r facing a larger army...

im just sharing this, im not saying that u guys dnt know this already, but for those who are underestimating the wards they this maybe a kind of "enlightenment"

:happy:

You won because of the witch docs not cuz of the wards lol. WD >>> shamans. Alot of good meelee is on medium armor when tauren are stuned the whole time.

Wards are good against UD though because you cant devour them.

Krucifix85
06-14-2004, 09:03 AM
at first post:

thats crazy damage man, wow... wish i played orc now :p lol

nw on the findings... amazing that a hero can change a battle so hard...

Ace_Balasador
06-14-2004, 12:48 PM
You won because of the witch docs not cuz of the wards lol. WD >>> shamans. Alot of good meelee is on medium armor when tauren are stuned the whole time.

Wards are good against UD though because you cant devour them.

yup, the stasis wards really helped, but at the last skirmish the serpent wards were the ones which sealed the game...

domsmith
06-28-2004, 12:31 PM
Wards do double damage to light armor air units.
Wards take no damage from magic attacks

A great counter to those t3 air that have light armor and can only attack using magic.

Good against undead air and human heavy air.

Feanor420
07-02-2004, 12:41 PM
replay: http://www.wcreplays.com/pub_replays.php?get=2731

Just had a mirror match (i lvl 15 vs him lvl 25) using an army consisting of FS, SH, docs, and lots of HHs (around 60+ food) and i defeated an army of FS, TC, taurens, wyvs, and shamans (around 70-80+ food), but what tipped the tides of the battle was the serpent wards... and this is no theorycrafting, but even so il go to the "figures"...

serpent wards (notice the "s") are the highest damaging summonable in the game
http://www.battle.net/war3/orc/units/serpentward.shtml

they attack per 1.5 seconds, one ward lasts of 40 seconds, and SH can cast them per 6.5 seconds so "theoretically" u can have 7 wards simultaneously, but in "real life" due to lag, mana pool, and human reflexes u can only have around max of 5-6 simulatanesly so lets compute for a lvl 3 SH spamming lvl 2 wards in a span of 40 sec...

1st ward at 0 sec = 26.667 ~~ 26 shots x 24.5 (ave ) damage = 637 pts raw, "unmodified" damage
2nd ward at 7th sec = 22 shots x 24.5 damage = 539 pts of damage
3rd ward at 14th sec = 17.33 ~~ 17 shots x 24.5 damage = 416.5 pts of damage
4th ward at 21st sec = 12.667 ~~ 12 shots x 24.5 damage = 294 pts of damage
5th ward at 28th sec = 8 x 24.5 = 196 pts of damage
6th ward at 35th sec = 3.33~~ 3 x 24.5 = 73.5 pts of damage

so in a span of 40 seconds, u can have "around" 2156 (unmodified pts of damage), dnt know the exact figures for it varies but let's give it a deduction (it's a guess) of 15-20% and there u have the range, of course this exludes range of serpent wards, ward elimination, length of skirmish, armor type, and armor qty... for lvl 3 wards this gives u 3784 pts of damage in a span of 40 sec (assuming they are all lvl3 wards), but regardless of its lvl, wards are devastating late game and can give a boost even if u r facing a larger army...

im just sharing this, im not saying that u guys dnt know this already, but for those who are underestimating the wards they this maybe a kind of "enlightenment"

:happy:
they not the highest summonable.. inferno and phoenix and WE are :P

siyan
07-03-2004, 01:15 AM
Too bad it still can't stop destroyers (nuke)

But I suppose (theorycraft warning) that lvl 5 SH + raiders (stop them from running) > destroyers if you can keep the SH alive.