The Ultimate Micro/Macro Guide

This is a discussion on The Ultimate Micro/Macro Guide within the Warcraft 3 Strategies and replays board part of the Warcraft 3 forum category; Welcome to the Ultimative Micro/Macro Guide for all Warcraft3 Freaks :> Abbreviations in this section RT = Random Team AT ...

Results 1 to 3 of 3
  1. #1
    whop1337's Avatar
    whop1337 is offline Hacker
    Array
    Join Date
    Dec 2007
    Location
    Mannheim,germany
    Posts
    164
    Mentioned
    0 Post(s)
    Tagged
    0 Thread(s)
    Rep Power
    12
    Reputation
    36

    The Ultimate Micro/Macro Guide

    Welcome to the Ultimative Micro/Macro Guide for all Warcraft3 Freaks :>

    Abbreviations in this section
    RT = Random Team
    AT = Arranged Team
    Dual = Two
    Rax = Barracks
    Zeppelin = Goblin Zeppelin
    NE = Night Elf
    FS = Farseer
    AI = Artificial Intelligence
    Tier = Tech. Greathall[Tier1][Tech1] Stronghold[Tier2][Tech2] Fortress[Tier3][Tech3]


    Micromanagement Tips
    "Proper Micro" - Part I.

    Micro is the basis of harassment. Micro is the basis of all tactics. Micro is the 'art' or the 'craft' of individuality controlling small [or large if you're good] groups of units into positions that give you maximum advantage.

    Flanking

    Flanking is the first form of micro to learn. flanking is the 'art' or 'craft' of surrounding your enemies to maximize the total rate of attack.

    HEROLESS SITUATIONS
    Melee vs Melee

    In closed ranged combat, where you have many more units than your opponent, what you must do is to run past behind enemy lines and 'collapse' the formation, having all units engage the enemy at the same time. use terrain to your full advantage, such as fighting on cliffs are not a good idea.

    Even if your opponent have outnumbered you, he/she would incur more loses than he would otherwise, in this method. but if you both have same size armies, use flanking to save units, always make sure where units that are in the 'red zone' should be 'flanked' or 'stay out' of the battle.

    Melee vs Ranged

    In melee vs ranged, most of the time melee will win. But rangecraft still persists in the world of WarCraft 3. this will work in smaller armies. You must break the ranged unit's formation. Do not let your enemies out flank you. But if they do, do not concentrate on THAT one ranged unit. If you persist on doing that, then youlre giving out free hits for the enemy. Instead, concentrate on another ranged unit instead.

    Ranged vs Ranged

    Ranged vs ranged, you must definitely out flank your opponent. It is better to concentrate fire[focus fire] than spreading damage.
    ------------------------------------------------
    Spreading the damage

    You should be aware that if an army is killed one unit at a time, the army dies faster than if you spread the damage across the entire army.

    Concentrate Fire
    Focus fire

    Lets say I have 10 grunts. vs another 10 grunts. now remember, no hero situation, the enemy doesnt focus their attacks, so your army is getting 50% of the 100% damage dealt. this way, you can flank easily.

    Whereas you do 100% to their units, one by one at a time. In this way, that battle is already won for you.

    In a hero situation, FS lets say. with 3 grunts. The FS is more prone to get attacked so you can use this to your advantage. As you run away/flank your Farseer, the grunts might follow to attack. this way, you have free hits.
    ------------------------------------------------
    "Proper Macro" - Part II

    Macro is a simpler tool than micro. This relies on the hot-keying of your buildings. Macro, in short for macro-management is the form/art of expanding/economic gathering/pumping units/and also, multi-tasking, where you do multiple things at the same time.

    When you're in battle, be sure to use the resources carefully and not recklessly as so that all NE have to do is build hunts and use macro to win the game. If your macro is poor and have over 2000/1000 resources, then knowing where/when to expand is very effective.
    ------------------------------------------------
    "Harassment" - Part III

    What is harassment? In general, harassment is the use of micro as well as macro, combining it into one tool. Although in these situations, this is purely micro. Even though performing the necessary micro uses up your time, the bet is that it will waste either more of your opponents time or be extremely cost-time effective. There is more than one way to harass an opponent; you can harass by simply luring your enemy, or by executing a early hero harass while distracting the worker line with units of your own.

    "Luring"

    Luring is the term for subjecting one of your units to the enemy, but not sacrificing it. But trying to 'lure' their entire armies in using the AI. in this, if you are battling your opponent in their base, you can lure them out whereas their defense would not reach.

    Another luring strategy by using illusions. This way, if you lose the illusion, it wouldn't cost you a thing.

    "Distractions"

    Distractions are multi-tasks that allow you to harass as well as creep. This also comes in handy with illusions as well, using goblin zeppelin to distract your opponent's base. This way, they will start to panic and be on guard around their base while you can out-creep them to get valuable items and such.

    In the common games of solo and RT[random team], distractions are always key if your opponent have extra expansions.

    'Split' which is a term that rt players, where one of you attack one base. The other attack another base. this way, it is like having a 1v1 in a RT game.

    Lets say your opponent is going out of their base to attack your base. And you do not want to tp because you are practically near their base. When they are out of their base to attack you, you immediate go into their base to attack their own. Usually you will force them to tp in or immediate retreat back to their base to save it. You tp out.

    "Goblin Zeppelin Harassment"

    This is usually the workings in solo, harassment is top notch. Every player should use goblin zeppelins when they have a chance. Players use the zeppelin to kill off worker lines and to force other players to tp back.
    ------------------------------------------------
    Common Mistakes - Part IV

    Non-army Production

    Many people know the standard build order and simple micro and macro. What they do not notice is that they do NOT often continue to have a steady flow of grunts, archers, etc. You should always pump units when resources are constant.

    Not scouting

    Scouting is part of the game. Without scouting, you will not know your opponent's strategy and you will get easily killed off. for example, you mass grunts throughout the game, while your opponent has two bestiaries and started pumping wind riders. You will easily lose the game due to no AA. Knowing your opponents strategy is the first step in beating it.

    Bad building placement

    This is one of the most common mistake of all. Ive seen many Undead players build their Ziggurats outside of their workers. the problem is, the Undead mine does not have protection or any kind. another example is Orc players build their burrows completely outside of their base as a wall, where no workers could be found near it. then it becomes useless.

    Assumption

    You might be in a game of solo, and the opponent is Orc. While you're NE[night elf], you assume they are going to use grunts. so you scout, dual rax and nothing else, tier1. So you're still going to continue to make huntresses. then out of nowhere, the Orc has a combination of grunts and headhunters. Just that you've scouted, doesn't mean what you see is actually there. Don't scout once, scout many times.

    Getting Angry

    Getting angry over a loss [or more rarely over a win] is not such a good thing. It prevents you from playing effectively in the following games, and may disenchant others with respect toward your manner. Those who always get mad over a loss will never become gosu because they will give up first. it is refreshing to lose, as do many others because you can learn from your mistakes. To fix this problem, just get some patience. Manner up guys.

    Bad use of Casters

    Casters are just like sidekicks, you cannot rely on them too much to win a game for you. You should never mass shamans when the opponent has spellbreakers. Casters should be a number of 2-5, you do not need a mass of them nor will that win a game. You should have a steady balance of all units.
    ------------------------------------------------
    Knowing the Enemy - Part V

    Many people will often have their own predictable strats, changes in strats, and counters. This is information that you can use against them. If you play with me in RT or AT[Arranged Team], you'd know I would use Demolishers whenever possible and getting oil. Many of these strats are predictable, as well as effective, you just have to maximize the strong points of the strat.

    Once you know the enemy have a steady flow of one unit, you can easily counter that. For example, Orc goes headhunter, you are Undead going ghouls. Ghouls will beat headhunters, so Orc changes to grunts, and you change to fiends to counter them.
    ------------------------------------------------
    Using math in the game - Part VI

    Math is used when you have 200 gold/200 lumber left. You have no bases but have two heroes with items. You sell a 200gold item and you will have 400gold, which is more than enough to create an expansion.

    Another situation is calculating how many hits it will need for one grunt to die from footmen. Lets say you've scouted an Orc base who has 3 grunts and a hero. For every grunt, 2-3 footmen will take its place.
    ------------------------------------------------
    Upgrades, and when to get them - Part VII

    When dealing with units that have a lot of HP and very little damage or very slow attack rate = Upgrade damage.
    When dealing with units that have about the same HP and have a very fast attack rate = Upgrade armor.
    When dealing with the same units = Upgrade armor.
    ..................................................
    Final Note On Heroes Early Game in solo or 2v2:
    Early game, a level 1 hero revival costs less than replacing your TP later, but:
    - you immediately lose almost 200 gold. this might hurt you more than replacing the TP later on. when your build is just starting up and every unit you build counts. this will delay buildings, units, or even your second hero. the total penalty could cost you the game, a lot more than 350 gold later on would.
    - you may not need that tp later anyways.
    - you give the opponent a lot of experience, and then while you are dead he creeps even more. he will be at least level 2 next time you see him, or depending on map, level 3 (and you just revived a level 1 hero. you will probably lose if this happens)!
    ..................................................
    MOST IMPORTANT RULE OF RULES YOU CANNOT BREAK FOR ANY REASON WHICH YOU MUST ADHERE TO AND NEVER FORGET OR DENY:
    Do not engage in a battle you cannot win.



    ********************Overall rules:********************



    - ALT - Use the "Alt" key... it is your friend and will aid you in almost all the faculties of battle.
    - GOALS - You do not have to kill every unit or even kill a single unit (although this would be favorable) to win a battle. Sometimes your aim in a battle will be to cripple or to create a distraction.
    - SCOUT - Very important to scout... this will give you the information you need. you need to know when to attack, when you opponent is most vulnerable. you need to know what your opponent is building, if he is teching, or if he is massing.
    - MAKE A PLAN before you engage in battle... those who plan out the battle before it's engagement most often have an advantage. Racial match-ups brood plans... if you know your opponent is NE and you are Orc get started on the demolishers and Headhunters. If your opponent is HU and you are NE then plan to get a few faire dragons to counter their casters. Do not set yourself on one course of action so deeply though that you cannot be flexible to adapt to what your opponent is doing. However DO NOT make two ancients of wind when you have not even seen what your opponent is making.
    - GROUND ADVANTAGE - Seek to fight in areas where you are at an advantage. examples would be fighting next to your towers, away from Moonwells if your opponent is NE, on bridges if you have AOE, or on HIGHER GROUND for the 25% bonus. If you are fighting next to a merc shop buy the mercs if you can before your opponent otherwise even if you are winning the battle your opponent will boost his ranks with mercs. Same applies at goblin shops for items like scrolls of healing and protection.
    - UNITS - Seek to build an army that directly gives you an advantage in battle. examples would be making faire dragons to counter human spell caster, making demolishers to counter huntresses, etc. This goes double for heroes... pick heroes that will boost your army's capabilities and at the same time put your opponent at a disadvantage.
    - HOTKEYS - You have to make it a point to know what your units are capable of and this includes hotkeys. You have to know that a witch doctor can place a healing ward using "e" instead of using the mouse to click the picture. You should know all your races hotkeys to increase your speed in battle. you should not have to load four peons in a burrow manually unless there is a reason for it... just click on the burrow and click "b" and when the battle is over quickly click "d".
    - CONTROL GROUPS - Put your units in control groups "CTRL + #". Make groups that you will remember and that will make it easier for you to command them in battle. Some popular assignments are melee in one control group with ranged and casters in another control group, all spellcasters in one group with all other units in another control group, all normal damage units in one control group with all piercing in another group and all magic damage in another group. In any case make what you feel most comfortable with but do not be afraid to change the kinds of control groups you have later on... you do not have to keep the same groups through-out the game. In the battle though most of the time these control groups will be rarely used in exchange for commanding each unit individually.
    Control Group your buildings! - While you are in battle it is easy to click on your control grouped buildings and quickly hit the hotkey for some extra units. Don't go crazy and queue up a thousand units... Queue them up as needed and rally them to your hero.
    - TAB - you only really have control groups with numbers 1-5 readily available to you and i myself only use 1-4. I highly recommend keeping at least two groups for units but as for buildings i find it easiest to set all my buildings to control group 3 and setting my alter to control group 4. Tabbing allows you to control multiple buildings and units extremely easily and i highly recommend making yourself comfortable using it and familiarizing the order of your units in control group orders so as not to have to look down to the control group panel... rather your eyes should be fixed on the ensuing battle so as to control units more effectively. TAB'ing should be an automatic skill you're fingers have danced with many times.
    - RALLY POINTS - Rally point where you need them... most of the time you will want to rally point your units to your hero but this is not always the case. Rally points also work for combat as well.... target an opposing unit or creep and shift target the next unit you'd like to attack.


    ********************Battle Rules:********************

    In battle there are a couple of things you need to do.

    Offense

    ****UNITS****
    - ATTACK UNITS... do not attack area. You should seek to control all your units individually in order to maximize your army's potential.

    - UNIT TARGETING - Attack your opponents units with units of yours that will do the most damage. examples using demolishers to attack spellcasters in the back of the army... demolishers can get rid of those pesky spellcasters instead of attacking an opponents hero doing minimal damage and not giving you the most it can. Always look for an advantage in all unit match-ups.

    - SICK UNITS - Your opponent will almost always have units that have less hp than others as they have taken damage from creeps or are just not fully healed... i call these sick units. Seek to get rid of these first. Be careful not to chase them though as you will suffer more damage than you should.

    - NEVER ENGAGE IN 1V1 BATTLES... that is to say never allow your units to attack your opponents units one to one. The damage outcome of this battle is never productive to your victory... instead attack single opponent units in groups of two or three. Although some of your opponents units will go undamaged for a while, none the less your opponents army will die twice as fast as yours. Also it is important to remember that although in a 1v1 unit battle you damage all the units slowly, that is not what will gain your hero levels... dead units get you levels.

    - HERO TARGETING is both risky and necessary. There will be times when the quickest way to victory in a battle will be to target your opponents hero. This is risky due to the fact that heros can survive longer than regular units, they have spells to help them, and your opponent will be focusing on keeping them alive. When targeting a hero click on the hero to make sure their items will not allow them to out live your units. In targeting a hero your units will take a lot of damage on the norm... if the hero's items allow it to live for a long time while being attacked your units will dwindle to nothing and the battle will be lost for you. *Don't target a hero unless you can kill them.* If your opponents hero is occupied, many times you will be able to surround the hero to avoid it running away to expedite the kill. In these occasions use a move command instead of the attack command. Also when attacking heros do not use your offensive spells preemptively... instead wait until their are low on hp to use them. If you use chain lightning on a hero with 500 hp they will heal as soon as your use it... but if you wait till they are down to 200 hp and use it they'll be caught off guard and will die soon after.

    -TP(Town Portal) ADVICE

    If you are losing a battle and must TP, don't just TP to your base and wait cause in those five seconds (of TP channeling time) your opponent can pick off a lot of units. Move the injured units away a bit and maybe try to ff their weaker ones.

    If your base or allies is under attack and you must tp it, YOU CAN AIM THE TP! This is very useful for making sure you TP to the front lines if you have melee or rear if you have ranged. Also, it very easy to TP/surround an enemy hero if they are close enough to the town hall if you aim the TP right on top of them. Also can keep you from getting stuck in more compact bases.

    - FORMATIONS AND DECEPTIONS: if encountering an opponent with AOE (area of effect spells) or an opponent that is benefiting from holding you at bay with one wave of units while pounding you with their ranged units rush headlong into his units. examples of opponents would be huntresses holding you while archers focus fire your units to nothingness or grunts holding you back while zerkers pick you apart. By rushing headlong into their lines you are taking that advantage away from them... this also creates a sort of confusion that will work to your advantage as they are probably not use to controlling units when mixed with other units.
    Deception is VITALLY important. Sun Tzu said all warfare is based on deception. This means don't sell those wands of illusion. This means while you are engaged in a battle drop a couple of meat wagons or demolishers in your opponent's base and rip their gold mine to shreds. This means use those mechanical critters. This means build your Boneyards and Tauren Totems where your opponent can't see them if he scans your base. This means build your trees of life behind goldmines when you can. this means turn those mortars invisible and watch as your opponents jaw drops. This means flood your opponents side of the battle with fliers in order to avoid him easily commanding his units (this is quite humorous and frustrating). Think outside the box and surprise your opponent with strange and unique strategies and you'll give yourself a large advantage. It is EXTREMELY difficult to defend something you have never encountered before.

    ****HEROES****
    - SPELLS - they have SPELLS for a reason... use them.... all races have a way for heroes to regain mana quickly so don't be frugal... use your spells as much as you can and at the appropriate times. for example if you see a far seers wolves are about to die cast them again quickly to take away that potential XP from your opponent. as NE don't mana burn a hero with only 9 mana since it's pointless... you waste your mana and you would have done more damage had you attacked normally.
    - ITEMS - Equip your heroes with them... don't be bashful... load them up with goodies and you'll find you will have a significant advantage in battle.

    - LEVELS - Heroes need them to increase their effectiveness... how do you do this???.... kill units... don't let an engagement pass that you allow your opponent to run... even if you have to use a war stomp to kill one single unit do it. Every unit you kill gets you closer to the next level, the next skill, and the win. If you need to waste the coil on an archer do it... heal your unit later on. Hero rules apply double for UD as they are a race that centers on their heroes.

    Defense

    - IT'S NOT THE END - Do not fight battles as though each one were the last. Your battles should have goals... whether it is to cripple, to destroy, or to kill a hero, or to harass.

    - KNOW WHEN TO RUN AWAY... if at any time in the battle you feel you cannot win or the losses will outweigh the benefits then avoid pursing the battle any further. TP out if you can... if not then run. If you run do not walk if you can run... meaning bring a scroll of speed if you have it... if you are Undead keep your death knight in the back to allow all your units to benefit from unholy aura instead of out running them and watching your units die, as your running purge, entangle, ensnare pursuers to make a more efficient retreat. Never TP a level 1 hero... reviving him will almost always be more cost effective than to waste a TP. Lastly never leave anyone behind... don't give your opponent the XP from those wolves, skeletons, or Furbolgs you left behind.

    ****UNITS****
    - HAZARD CONTROL - As your units become damaged pull them back to avoid getting hit... then bring them back into battle as your opponents units have now targeted your other units with more hp.

    - UNIT SAVED IS A UNIT SAVED - Don't be afraid to let the unit go back to your base... better to be down one unit in battle than to be down one unit in game.

    - WILL TO LIVE - Use unit abilities. examples would be shadow-melding for NE, ghouls cannibalize, and spirit walkers ethereal form.

    - HEALING - use it... mass healing is a wonderful wonderful thing. Nothing makes an opponent more furious then seeing a unit or units he's dealt massive amounts of damage to get healed negating all his attacks. examples would be scrolls of healing, healing salve, holy light, coil, regeneration, etc.

    - KILLING YOUR OWN UNITS - there are occasions when it is preferable to kill your own units than to have your opponent kill them... this is most usually the case before making a retreat.

    - ZEPPELINS- Zeppelins are fantastic for defense in battle. they can life units up and take them out of battle to avoid getting hit and can drop them anywhere in the battle.
    ****HEROES****
    - LIIIIIIVE - Keep them alive... they are your ticket to victory, they give you advantages in battle with their spells, if they die they can't very well be any help to you. If your hero is targeted run them to the back of your lines, then bring them back... this will allow your units to do significant damage to your over anxious opponents units. If you feel as though a hero is far too weak purchase items that will help them... a melee hero should almost always have an invuln pot handy or a nice potion of healing.

    ********************Conclusions:****************** **

    - Micro at it's best is like an elegant dance of two people trying to do the same thing and achieve a similar end. Your opponent is using the same offensive ideas and defensive ideas as you are using and it usually comes down to who is more effective and focused in their mind and of course fingers.

    - Knowledge and ability are separate but not exclusive (keep this in mind before flaming me for my record). Although you know everything about micro it is nothing without being applied in reality. Experience is the best teacher but not only experience but experience with a cognitive aspect. You must always seek to improve and to improve you have to ask yourself what you did right, what you did wrong... and MOST IMPORTANTLY *WHY* it was right or wrong.


    This part by Augury

    In my below descriptions, the army type I am focusing on unless otherwise specified is a mid-game ranged - melee mix ( ~5 rifles and ~5 foots)

    I recommend separating your army into an "attack-move" group (melee + casters) and a "focus-fire" group (heroes + ranged + siege). If you do this, then your micro will be limited to:

    1. attack-moving the attack-move group
    2. hold alt (for hitpoint bars)
    3. hero spells
    4. focus-fire with the focus-fire group
    5. dance or retreat damaged units
    6. possible unit surrounds

    Attack-moving:

    These units are most likely the ones that you will want to dance or retreat so they should be an important focus when you look at your main screen.

    Alt:
    Beware of the windows key.

    Focus-fire:

    The ideal targets are the ones that are nearby / close / in front and weakened by the attack-moved troops. Usually I assign two targets per focus-fire by using shift. If your opponent pulls back the focused unit, be sure to switch targets quickly.

    Dancing / retreating:

    dancing is retreating a unit a short distance but keeping it in the battle so that enemies on attack-move will break attack lock.

    When you dance units, don't use shift. If it's a melee unit, it'll use it's AI to re-engage as if it were on attack-move anyways. If it's a ranged unit, you should use your entire control group to re-focus on a target. This is because using shift and telling your danced unit to reacquire a certain target takes up "micro time" which could be used instead to dance away another unit or two.

    Retreating is pulling a unit out of the battle completely and sending it home. In general, you want to dance units if you think they will continue to survive but retreat units if you think they would die otherwise. If your opponent relies mainly on attack-move, you'll use dancing most of the time. If he likes to focus a unit to death (and keep running after it) then retreating is the best option. If he does a mix of these then you just need to do a mix as well. Retreating units denies enemies of exp and also makes your army considerably stronger if you manage to heal safely after the battle. In general you will want to regroup your healthy units so that when you select the group again you won't pull the damaged units back into the fight. Certain situations make this very difficult (ex: tc shockwave on foots) in which case you should rely on click-dragging the healthy units on-screen and regrouping in that manner (instead of using the selection box).

    Unit surrounds:

    The basic principle in surrounding a unit is to cut off it's means of escape. These are the four directions that are directly north, south, east, and west of the unit. This means that you need a minimum of 4 units to surround another unit.

    There are two methods to surrounding a unit. If you have a large number of units (such as mass ghouls) then you can use a move + move command to surround by moving past / around the unit then telling your army to move onto the unit (patrol) multiple times. This is what is usually used with a spell such as sleep. Variations are using attack-move instead of move-spam to surround

    The second method is for a low unit-count skirmish such as anti-harassment with MK and foots. For this one, you want to move past the unit partially before attack-moving (the first second) and then moving individual units to fill up the N, S, E, and W directions Usually you will only need to fill in two of the escape routes since the attack-moving troops will cover the other two.
    ----

    Of course, all of this is assuming that you have a strong familiarity with your basic hotkeys (1, 2, 3, a, Shift, Alt, CTRL, Backspace, and hero spell hotkeys (some of which are w, t, f, c, n, e, b, d, x, r). Clicking pictures for commands or spells is a habit that should be dropped prior to any of the above for improved micro

    This part accredited to pure-
    Blocking

    Blocking is probably the easiest of all these maneuvers. Basically what you are doing is blocking the path of an enemy unit by constantly blocking it's path at about a 45 degree angle. Move your unit in from the left or the right and constantly stay in front of their unit by changing direction. An example of a time to use this effectively would be in Night elf mirror after skirmishing early game with two Demon Hunters, use your wisp to block the path of their Demon Hunter (assuming he is running) and have your DH finish him off.

    Surround

    Another easy maneuver, this involves surrounding a unit with multiple units (or in some cases 1 unit can work). Personally I use custom keys to do this because I am horrible at typing and have trouble using the "M" key. I would recommend changing the Move function to "Q" in CustomKeys.txt. To perform this maneuver, select a group of units and move them around an enemy unit so you have at least 1 unit on all sides. Quickly press the Move hotkey ("Q" for me) and left click on the enemy unit. I would do this a few times in rapid succession to be sure you have no gaps in your surround. Using sleep or bolt can guarantee an easy surround at most stages of the game. You can use the terrain to your advantage and pin a unit against a rock with 1 or 2 units as well.

    Forward attack progression
    This involves moving the split second your attack animation is finished for a selected unit and attacking again as soon as the cooldown is finished. Not really hard to pull off, right click a unit or "A" click a unit, as soon as the attack animation finishes or is at the point where it will finish even if you engage in another action, move your unit. After the cooldown for your unit's attack is over attack again. This works best with dryads or other ranged units. A simple example would be using FOK with warden without stopping at all, it can be pretty fluid.

    Teasing
    This is nothing more then taking advantage of how horribly bad level 1-45 players can be on ladder. Assuming the player isn't bad enough to chase your unit after you pull it back from focus fire, re-engage it into battle until it's in low hp. If they focus fire it again pull it back and then re-engage in battle when they stop focus firing it. Yea this is common sense but I guarantee you most level 40 players are so horribly bad they don't do this.

    For any micro u need the right Hotkeygroups:

    Hotkey Groupings For HU

    #1 Melee units and melee heroes
    #2 Ranged units and ranged heroes (DR usually)
    #3 Siege units and siege heroes (like Tinker)
    #4 Spellcaster units and Spellcaster heroes
    #5 Aerial units
    #6 Workshop
    #7 Arcane Sanctum
    #8 Blacksmith
    #9 Barracks

    Hotkeys Groupings for Orc

    #1 Melee units and melee heroes
    #2 Ranged units
    #3 Siege units
    #4 Spellcaster units and heroes
    #5 Raiders. Don't do air here, rather a fast AA and building smash force. Separate from siege so I can get demos hitting units and raiders ripping up towns
    #6 Beastiary
    #7 Spirit Lodge
    #8 War Mill
    #9 Barracks

    Hotkeys Groupings for UD


    #1 Melee units and melee heroes
    #2 Ranged units (DR here)
    #3 Siege units
    #4 Spellcaster units and heroes
    #5 Aerial units
    #6 Slaughterhouse
    #7 Temple of the Damned
    #8 Graveyard
    #9 Crypt

    Hotkeys Grouping for NE

    #1 Melee units and melee heroes
    #2 Ranged units and heroes
    #3 Siege units
    #4 Spellcaster units and heroes
    #5 Aerial units
    #6 AoW
    #7 AoL
    #8 HH
    #9 AoW

    You dont have to do that like me but its a good example.
    by Sixen
    And dont forget:
    The sky is blue because God used the wrong hex code.

  2. #2
    MaRcDk is offline Business Owner

    Array
    Join Date
    May 2007
    Location
    Seattle
    Posts
    2,054
    Mentioned
    0 Post(s)
    Tagged
    0 Thread(s)
    Rep Power
    25
    Reputation
    2239
    copied from battle.net's forums, right? Still thanks for sharing :p

  3. #3
    whop1337's Avatar
    whop1337 is offline Hacker
    Array
    Join Date
    Dec 2007
    Location
    Mannheim,germany
    Posts
    164
    Mentioned
    0 Post(s)
    Tagged
    0 Thread(s)
    Rep Power
    12
    Reputation
    36
    yep ive writen it by sixen

Similar Threads

  1. Best Leveling Guides!
    By hendricius in forum WoW Guides
    Replies: 24
    Last Post: 03-16-2010, 01:28 PM
  2. WoW-Leveling Guides
    By hendricius in forum Entertainment
    Replies: 17
    Last Post: 12-05-2008, 01:43 AM
  3. Replies: 14
    Last Post: 12-28-2007, 05:39 AM
  4. What is a leveling guide
    By jphix in forum WoW Guides
    Replies: 0
    Last Post: 07-20-2007, 12:34 AM

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •