Warcraft 3 (Terminology and Phrases) (Build Help)Part 2 the Great Massive Guide
This is a discussion on Warcraft 3 (Terminology and Phrases) (Build Help)Part 2 the Great Massive Guide within the Warcraft 3 Strategies forum part of the Warcraft 3 forum category; Terminology and Phrases
bm = Bad Mannar (or Bad Manners, meaning rude)
gm = Contrary to BM, it is Good ...
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Warcraft 3 (Terminology and Phrases) (Build Help)Part 2 the Great Massive Guide
Terminology and Phrases
bm = Bad Mannar (or Bad Manners, meaning rude)
gm = Contrary to BM, it is Good Mannar (or Good Manners, meaning polite)
gosu = Elite, or very good.
pwnage = Derived from many FPS games back in the day, it means "ownage", which is derived from "own", which means "beaten badly".
ff = Focus Fire, meaning to focus all attacks on a single target.
gg = Good Game, which is usually a term used at the end of the game, signifying defeat, or "the white flag" and stating it was a good game. Can be also used by the winning person(s) to signify is was a good game, and to be polite about it.
nj = Nice job, signifying that either you or your opponent has won the game, a battle of some sort has been one, or simply that he's patting you on the back.
gg no re = A very advanced term, it means "Good game, no rematch," meaning that you aren't even worth the time for a rematch. Mostly used for comical purposes and not meant for MUCH harm.
gl = Good luck, which is usually used at the beginning of a game, signifying that you wish your opponent good luck through the game.
hf = Have fun, which is also usually used at the beginning of a game, signifying you them to have fun. Usually used in conjunction with "gl", becoming "glhf" or "gl and hf"
imba = imbalanced
tier #(1,2,3) = The levels of one's Town Hall.
bs = Bullsh*t
cheesy = Something that is much harder to counter than it is to
pull off, or as msot people refer to it as, overpowered, or unbalanced.
w00t or woot = Term used by "1337" [refer to next line] players,
meaning an expression of accomplishment or happiness, sort of like "whooo"
1337 = Elite.
AoE = Area of Effect, which means large area-effecting spells, such
as Blizzard, Flamestrike, or Rain of Fire.
BM's
PBM = Pandaren Brewmaster.
Bmage = Blood Mage.
BldM = Blademaster.
BstM or BstMstr = Beast Master.
Thanks to PantherDen:
|337 alphabet:
A: @, 4, /-\
B: l3, I3, 13
C: (
D: l), I), |)
E: 3
F: |=
G: ?
H: |-|
I: l, |, 1
J: ?
K: |<
L: |_
M: /\/\
N: |\|
O: 0
P: ?
Q: ?
R:12
S: 5
T: 7
U: |_|
V: \/
W: \/\/
X: >< ?
Y: ?
Z: ?
there are probably more, but these are some of the most common forms.
Thanks to Pitboss_2000
Smilies:
T_T, t.t, TT or tt : Crying. (The 'T's are the eyes with a tear dripping from them. t.t or tt is just a lazy form of T_T )
^_^ or ^^: happy face. Also ^______^ if you're very happy
>_< or ><: unhappy face (A guy in channel called it the 'constipated face'). As with the happy face, it can also be >______<. I use it when I would say 'Doh*'
O_O: Surprised
O_o: puzzled
-_- or -.- Annoyed, a bit like this: This one -_-;; is sweating, I believe.
Custom Game Terms:
TD - tower defense
ETS, FTS - Enfo's/Fuza's Team Survival
Obs - Observers
im saving - saving up money to get some uber item/tower
rm/rh - remake/rehost
DOTA: Defense Of The Ancients
ToB - Tides of Blood
DD - Dark Deeds
DDS - Dark Deeds Score; a new feature in version 5, where you get benefits if you play the game a lot.
ORC:
Heroes:
BlM = Blade Master
FS = Farseer
SH = Shadow Hunter
TC = Tauren Chieftain
Units:
Grunt = Grunt
HH = Head Hunter
Zerk/Zerkers = Berserkers
Cats/Demols = Catapults/Demolishers (interchangeable)
Shams = Shamans
Docs = Witch Doctors
Walkers = Spirit Walkers
Wyvs = Wyverns/Wind Riders
Kodo = Kodo
Raider = Raider
Bats = Bat Riders
Tauren = Tauren
Buildings:
Hall = Great Hall/Strong Hold/Fortress
Rax = Barracks
Mill = War mill
Burrrow = Burrows
Lodge = Spirit Lodge
Beast = Beastiary
Totem = Tauren Totem
Tower = Watch Tower
Spells:
WW = Wind Walk
MI = Mirror Image
CS = Critical strike
BS = Blade Storm
Wolves = Feral Spirit
Sight = Far Sight
CL = Chain lightning
EQ = Earth Quake
Hex = Hew
Ward = Serpent Ward
Wave = Heal Wave
Voodoo/BBV = Big Bad Voodoo
Stomp = War stomp
Wave = Shock Wave
EA = Endurance Aura
Res = Resurrection
Sentry = Sentry Ward
Stasis/Trap = Stasis Trap
Heal ward/h ward = Healing ward
Purge = Purge
LS = Lightning Shield
BL = Blood Lust
SL = Spirit link
Disenchant = --
Ancestral = Ancestral Spirit
Snare = Ensnare
Dev = Devoure
Det/detonate = Unstable concoction
Upgrades of note
Pulv = Pulverize
Oil = Demolisher thingy
Zerk = Troll Berserker upgrade
Pois = Envenomed weapons
New folks will generally ask a question to the effect of "You dont have any towers in your base, why not?"
My answer to that question is simple. Towers cost money, generally more than they are worth. If i need more than one or two towers in my base at key points, i'm doing something seriously wrong.
Another point of interest as my screenshot is slightly misleading. I generally dont keep my Voodoo Lounge out in the open like that, however the game in which i took the screenshot didnt last until i got to tier 2, i usually put a beastiary in front of it so that my Barracks and Beastiary sort of form a shape loosely resembling an arrow pointing away from my Mine.
Quick Summary of Buildings: (T1= Tier 1, T2= Tier 2, T3= Tier 3)
Burrows(T1): These are low armor, low hitpoint buildings and must be protected, keep them behind larger, sturdier buildings like your Barracks.
Towers(T1): These are also low armor, low hitpoint buildings. IF i make these, they are placed so that they protect my wood harvesting peons, and so that they can shoot out over my other buildings.
Barracks(T1): Main unit producing buildings. Grunts, Headhunters and Destroyers are made here, as well as upgrades for each.
Beastiary(T2): The staple of Tier 2 and 3 Orcs. This one building provides BOTH flying units of the Orcs, as well as the Kodo and Raiders. Upgrades for these units are done here as well.
Voodoo Lounge(T1): Our personalized store. Healing Salves, Healing Potions and mana potions are found here. And if you make it to tier 3, the Lightning Orb which allows our Melee hero's to attack air units.
Spirit Lodge(T2): Here we find our casters. Witch Doctors, Shaman and Spirit Walkers. Upgrades for the casters are done here
Tauren Totem(T3): Here we make our tier 3 melee. Tauren are heavy melee that hit hard and can take abuse. They can gain the pulverize ability from this building as well.
War Mill(T1): Here you find the armor and weapon upgrades for our army. Armor upgrades apply universally to all units that can get them. We also get spiked barricades here as well as fortified armor for burrows and towers at tier 3.
Altar of Storms(T1): Here we can pick one of our four hero's and resurrect them should they die. Heroes are: Shadow Hunter, Far Seer, Tauren Chieftan, Blademaster.
Town Hall(general term)(T1): This is our starting building and is required to mine gold. Here you find the Backpack and Pillage Upgrades.
Stronghold(T2): This is what you get when you upgrade your starting town hall. It allows for teir 2 buildings and upgrades.
Fortress(T3): This is our tier 3 town hall upgrade and allows for the making of tier 3 buildings and upgrades.
Again, this is a thread for the new players, if you wish to contribute POSITIVE comments and information, feel free to do so. If you're just here to troll or flame, please go somewhere else.
Orcs have Three main methods of Static Defense. Burrows, Watch Towers and Spiked Barricades.
Burrows: These are also the primary food source for the orcs, so you'll have these aplenty. As you progress in building your base, you'll have burrows in several points that can and will be key Static Defense points. Place these burrows in a control group that you normally wouldnt use just in case you do need to use them. This way you'll have control over where your burrows are attacking. (Note: You have to target by right clicking instead of A+Left Click, the same with the Shadow Hunters Serpent Wards).
Towers: 2-3 of these will be all you'll need if you keep them protected by buildings. They have a good range, a fast speed and alright damage. Placing these in the control group with your carefully selected burrows will also greatly improve the effectiveness of your Static Defense.
Spiked Barricades: This is an upgrade from the War Mill that causes all of your buildings to "grow" spikes. These spikes deal damage to melee attackers making them very useful against opponents using melee strategies (like UD and Orcs). The first upgrade deals 3 damage for every hit, the second upgrade deals 6 damage and the third deals 6 damage for every hit. This may not seem like much, but i've watched MANY melee units beat themselves to death on fully upgraded spiked buildings. The returns are good, but it's hard to see just from the stats.
Control Groups
/MassiveGuide.doc Generally my control groups look something like this: ctrl group 1: hero+grunts, ctrl group 2: Head Hunters+Kodo, ctrl group 3: batriders, ctrl group 4: demolishers, ctrl group 5 generally goes unused. ctrl group 0: Barracks+Beastiary, ctrl group 9: town hall+altar, ctrl group 8: warmill, ctrl group 7: burrows in key locations, maybe a couple of towers if i'm feeling pressed, control group 6 tends to go unused.
Base-Building Guide (NELF)
I've played a lot of games and i always come up against NE's that dont have effective bases. I mean i've played amazing NE players who look like they just put buildings where ever they feel like at the time, with no real reason behind it. anyways i use a base build that i believe is second to none, at least i havent ran into a NE base that is as easy to defend as mine is.
with almost all of these builds i can hold off a harass from 1 person without ltaking serious damage to a unit 99.9% of the time, and typically i can hold off a harass from 2 or more people without losing a unit. with proper experiance with these designs i'm sure you can do the same.
first build: The basic build (the 1 entrance build)
when its good: this base is ideal when your town area has only 1 entrance or when you know where your opponent is. this is because you pretty much focus all your defense facing one direction. most lasrge team games have bases with only one entrance, so this is ideal for that. this is the base build i use pretty much every game, just to let you know. this build loses effectiveness later on, but is the best of the early building bases.
when its not good: when you have multiple entrances to a base, or a base with 2 completely open sides. in either of these situations you leave one side of your base open, and often people can just run in and get a free shot at your ToL if they want, but typically nothing else.
how to build it: first things first you want to build your alter and your moonwell. build your alter on the side of the gold mine in which your opponent is facing, or in which your only entrance is. place your first well 1 square away from your tree of life, in the direction of your opponent.
http://img24.imageshack.us/i/wc3scrnshot101104120817.jpg/
your ancients of war will go in the same direction of as the moonwells, 1 square away from them. put the ancient of war touching the trees if you can, this isnt always possible but when it is it should be done. continue building wells in a line
Imageshack - wc3scrnshot101104121933
continue building AoWs in a line, as well as the wells. build the huntress hall on the other side of the gold mine, 1 square away from your ToL
reason for placement of AoW and wells: the idea here is to make sure every building is within range of a AoW. that means nothing you have can be hit by a melee unit without also taking damage from the AoWs. During a harass your hero should be placed behind the AoWs and in front of the wells. If an opponent wants to get your hero he will have to take damage from both the AoWs while getting to you. If your hero is taking too much damage, run him around the wells, to where the ToL is. you are still within range of the wells and getting healing, and your opponent is now taking fire from 3 different trees. the reason you want your first AoW touching the trees is so that theres not 2 entrances to your base there. if you didnt have it touching a tree and you were hiding behind the AoWs and in front of the wells, it would take 3 units to trap you inside your own base design.
reason for hunt hall and alter placement: people love to run into a NE base and suicide to take out a ToL or a mine. using these 2 other wise defenseless buildings to block off part of both of those structures is often very helpful.
wisp placement: if you notice in my screenshots i clump all my wisps together in one spot right by the wells and AoWs. A lot of people dont do this and prefer to scatter wisps around the base. however with wisps in this spot, its almost impossible to lose any. in order to be hit by melee, people have to run past 2 or 3 ancients to get them, making them take way more damage they they will be giving. they are close to the wells, meaning if one gets entangled (usually gg wisp) just hit it with a well and you again dont lose a wisp. in the event of a AoE harasser, simply grab all the wisps (easy because they are clumped together) and move them away towards the ToL. when the AoE hero attempts to follow he will take massive damage from your ancients. the best, and most fun reason, for the wisps being there is that they are really close to where the action will be if our harassed. i know what your thinking though, dont you want wisps away from the action? well not always. this base build is very tight, and easy to trap large amounts of units with only 2-3 units of your own. in the event a lot of units chase you into this base, simply move the wisps to the only exits and trap them in to die a slow death to the damaging AoWs. The wisps wont die as long as you have wells on autocast.
late game: you have a option in what you want to do late game. if your base has only one entrance and your using this you can continue to put your ancients in a line until the touch the trees on the other end, or you can adapt and use the corner build. i typically do the line build because its easier to pull off and typically just as effective.
the 2 corner build (2 entrance build)
when to build it: this build is best when your base has 2 entrances, or when you dont know where your opponent is located.
when not to build it: when you only have one entrance. this build leaves you slightly more open to harass than the basic build, so if your not good at stopping a harass or your expecting a rough one, dont use this build.
how to build it: instead of building a line of AoWs and wells like the basic build, you build a L shape. this build is a little more difficult then the last one and usually takes a couple trys. the first 2 wells should be placed one square in front of and to the side of your tree of life. the two wells should touch diagonally. you should have enough room in the mood to build a third well that will then touch the other two, forming a L shape. AoWs should be built so that their outside line is the same as where the third wells outside line should be. they should have the same 1 spot gap from the wells as with the basic build. this is hard to explain, so i have a screenshot of what your base should look like after 5 wells and 3 AoWs. with the 4th and 5th wells, just follow building the L shape.
http://img.photobucket.com/albums/v4..._120817_05.jpg
hunt hall and alter should be placed the same as in the basic build.
reason for placement: you leave all the same gaps as you did with the basic build, for the same reasons. you have a lot more entrances this time and you wont be able to touch trees on either side to take any of them away until much later (typically late tier 2). the L shape provides you with defense on both sides, since you dont know which way a opponent will be coming. you defend a harass just like discribed in the basic part, only the wisp surround and such is much harder (often not really possible)
late game: continue building in lines. a late game L base should look something like this, its obvious to see how effective this is late game, although early game it is lacking compared to the basic build.
http://img.photobucket.com/albums/v4..._121933_06.jpg
the bottleneck build
when its good: this is a very situational base and can only be used on a couple maps. its good when you expect to be in a base to defend it.
when its bad: this build is really bad if you let people get inside the base before you can defend it. if this happens your pretty much SOL. This base is a gamble, dont let it fool you, but its a fun one to take.
how to build it: this is probably the easiest of all the builds described here. when your base has only 1 entrance and its a bottle neck (smaller than the area in front and behind it) this build can be used. What you do is place 2 AoWs at the bottle neck, leaving a 1 space gap between them for units to come through. you then build a line of moonwells behind them, 1 space.
http://img.photobucket.com/albums/v4..._123710_07.jpg
hunt hall and alter can either be built like in the last 2 builds, or can be used to block one of the sides of the ancients. personally like to build them where i usually do.
reason for placement: essentially this build allows only 1 unit to enter (or exit a base) at a time. if your guarding your base when attacked you can pretty much own whatever is coming through, or AoE the massive amount of trapped units on the other side of the AoW's for maximum damage. when your attacked you should stand behind the wells on this build, and be at both entrances (top and bottom of the wells in the screenshot) to catch incoming units.
late game: late game just simply build your ancients inside your base, you cant really place anymore at the bottle neck so building them in your base gives them more protection, gives your ToL more protection, and keeps your more important buildings alive. moonwells should continue to built in the general area of the bottle neck, you shouldnt continue building in a line however because it causes your units to have to spread out farther and allows them to get more units into your base.
other base related information
on moonwells: dont build more moonwells than you need. in other words, dont have 5 moonwells when you have 30 food of units. i know people think wells provide "free healing", but thats not really the case. the only time you need mass moonwells for healing is when you've spent all your money on moonwells instead of a decent army.
on shops: the NE shop is the less necessary of all the racial shops. there is a time and place you should get one, but its not every game. first off, if your going MGs or FDs of course you need a shop. If you are in a map where the map doesnt have a shop and your teammates dont have one you will need one in case you need a TP. if you get to tier 3 and you have chims and you like to cheese, get a shop just for the rod. NEVER build a shop in tier 1. i dont care what you think the reason for it is, dont do it. its a waste of money, a wisp, and it takes time off your tech.
on detonation: ah detonation, the skill everyone thinks is so amazing... but me. the thing you have to remember is detonating the wisp is the same thing as getting it killed, except the opponents dont get experiance. every wisp you detonate early costs you gold and potentially time on your tech. with these base builds there should be almost no reason to have to detonate a wisp. there are times you should detonate though. like when you know the wisp is dead and you cant heal it. examples of this are a wisp entanged away from possible healing, or when a scout wisp gets discovered by a army. also when your being harassed by mass summons (i'm talking like either 3-4 FS or AM) then detonation is a option. also when your losing a fight in your base and dont have much else to lose, feel free to detonate the **** out of your opponent. some people say taking wisps with you to counter necros is good, but personally i dont think its viable. any decent opponent will see them coming and they will be coiled/novaed/swarmed before you even get a chance to try to detonate.
on chim roosts: chims are possibly the best unit in the game... when your opponent doesnt know you have them. so with that said, its best to build chim roosts where your opponent wont see them. this means either way in the back of your base, or if your feeling frisky, not in your base at all. often if i'm getting attacked in a game and i need to build chim roosts, i'll send a couple wisps out a back entrance and build the roosts there, away from the base. if you can get a few out before your opponent knows you have them, you've pretty much won the game.
[ame="http://war3.incgamers.com/forums/showthread.php?t=37134"]THE massive guide to end all guides! - The Unofficial Warcraft III Forums[/ame]
Last edited by soygamer; 11-14-2009 at 06:32 PM.
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The Following 2 Users Say Thank You to soygamer For This Useful Post:
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Nice, I hope you've written it yourself. +Rep.

Signature by mr_ice, thanks alot mate.
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Originally Posted by
Zo8
Nice, I hope you've written it yourself. +Rep.
Well, everything is copied from here (the coloured tutorial as well)
[ame="http://war3.incgamers.com/forums/showthread.php?t=37134"]THE massive guide to end all guides! - The Unofficial Warcraft III Forums[/ame]
but still it's nice to have it on this forums. Anyway it would be good to mention source where you get this from.
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Atleast give credits when you take something. Don't copy-paste it, and claim it as your own.

Signature by mr_ice, thanks alot mate.
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Oh tnx that u explain FF-focus fire i meant that is mean fu$& f*ck.
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