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Favorite WC3 unit

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Level 21
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Well, whole Marimar (whatever it is called) city was burried to seafloor. Tomb was in the middle of that city. But Tomb was sealed itself perhaps. So demons could be there forever. But Sargeras as dark titan would use them for personnel protection. There is no other race whose would protect his tomb.

But demons have to be summoned and I think we can conclude that nobody did that during the burial of Sargeras and right after everything was sunk. Yet they there are, are we to believe that corpse alone radiates enough chaotic energies to tear fabric of space and brought demon pilgrims. And also how come tomb was not cleared up when Gul'dan was attacked by Horde strike force and later by the second expedition.

It is said ,The model used for the Summoned Daemon is that of a doomguard, which fits with speculation that the daemons of the first two Warcraft games are, in fact, ered'ruin."
,,Summoned Daemon is a piece in the Chess Event in Karazhan that takes the place of a Rook for the Horde side. It is a reference to the daemon (see below) of the warlock units in Warcraft: Orcs & Humans. The model used for this mob is that of a doomguard, which fits with speculation that the daemons of the first two Warcraft games are, in fact, ered'ruin."
So it uses doom guard model itself in any case. They are similar.

And there we go, demons are third oldest warcraft race. Shame they were scarped as playable race in Warcraft 3, they were even third announced originally and heck the three units we see in intro are footmen, grunt and infernal.
With outstanding HP, damage, regeneration and immolation. Only weakness is attack from air.

Yeah effective stats and all that. But it is still just flaming rock.

------------------------------------------------------------------

About Dryad well she is awesome, if only she and huntress had animation to attack while moving. Now that would be OP.
 
Level 34
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But demons have to be summoned
Either by spell or via some demonic gates.

and I think we can conclude that nobody did that during the burial of Sargeras and right after everything was sunk.
Yeah, definitely they are not summoned right after everything was sunk.
But maybe they are here since Sargeras' burial.

Yet they there are, are we to believe that corpse alone radiates enough chaotic energies to tear fabric of space and brought demon pilgrims.
Well, corpse indeed cause fel radiation, thats how Skeletal Orcs became. Corpses were raised by that fel energy. And many stuff mutated there.
But I do not know if that fel energy could bring demons in tomb. Sure it is capable, but someone must control it. Demons are there by purpose to defend tomb, not by accident. Remember that they are named ,,Tomb Guardians" and that Doomguard/Overlord quote ,,Turn back mortals, noone will defile tomb of Sargeras". So they are obvisly there with that purpose.

And also how come tomb was not cleared up when Gul'dan was attacked by Horde strike force and later by the second expedition.
Clearned from what? From demons? They could not. Simply, because there Horde attacked Guldan, weakening him lot, so he did not have enough soldiers to clear tomb. Additionally to that, perhaps many of demons were cleared, but they were lot of them, so they could not be cleared all.
Illidan could avoid them somehow because he had memories of Guldan which helped him lot, additionally, Naga were fighting with them too.

But funny stuff, how can they be mortals when Maiev locked Illidan for 10 000 years? Maybe they finally become mortals or so.

And there we go, demons are third oldest warcraft race. Shame they were scarped as playable race in Warcraft 3, they were even third announced originally and heck the three units we see in intro are footmen, grunt and infernal.
By introduction, yes... But they seems very very old generally, one of first creations ever. Eredars, Pit lords, Dreadlords....

Yeah effective stats and all that. But it is still just flaming rock.
Demonic rocks more precisely, it is made from that nether/Outland rocks infused with demonic energy and implanted with corrupted soul.
But yes, you have point.

Doomguard,since they basicly have everything i need and they look pretty badass
Exactly.... They only need true sight to reveal stealth.
Although they got true sight in that mission when you need to capture Grom Hellscream. Night Elves were able to escape from them, but finally they started using Shades haha.

Those level 10 dragons are OP, best choice.
hahaha. You are not stupid. You know what to chose.
They are awesome. Demons use nether dragons, plus Red Dragons via Fel orcs.
 
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Yeah, freezing a base indefinitely is ridiculously strong. I personally dislike the human faction, but they are so damn effective that they're also the best race for me.
What I do like are the undead, but I can never quite manage to play them well enough for it to be worth it. So much potential, but hard to properly use due to them being countered so harshly when they do get countered.
 
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Either by spell or via some demonic gates.

Both need a summoner. Yet no evidence of gate or a summoner to summon manually.
Yeah, definitely they are not summoned right after everything was sunk.
But maybe they are here since Sargeras' burial.

But why would Aegwyn allow demons to be there during burial and when town was being sunk. Hey actually shouldn't that place be sunken since the breaking of the world 10.000 years ago? Did she rise the city, buried Sargeras and then sunked it again? What exactly was even buried.
Well, corpse indeed cause fel radiation, thats how Skeletal Orcs became. Corpses were raised by that fel energy. And many stuff mutated there.
But I do not know if that fel energy could bring demons in tomb. Sure it is capable, but someone must control it. Demons are there by purpose to defend tomb, not by accident. Remember that they are named ,,Tomb Guardians" and that Doomguard/Overlord quote ,,Turn back mortals, noone will defile tomb of Sargeras". So they are obvisly there with that purpose.

Actually Warcraft 2 expansion says that orcs were risen as undead by demons, still no explanation for how demons came there in the first place. I haven't seen any stuff mutating there by fel magic. And yeah I get that they are guardians but still how did they get there.
Clearned from what? From demons? They could not. Simply, because there Horde attacked Guldan, weakening him lot, so he did not have enough soldiers to clear tomb. Additionally to that, perhaps many of demons were cleared, but they were lot of them, so they could not be cleared all.
Illidan could avoid them somehow because he had memories of Guldan which helped him lot, additionally, Naga were fighting with them too.

But funny stuff, how can they be mortals when Maiev locked Illidan for 10 000 years? Maybe they finally become mortals or so.

Well lets see first Gul'dan entered, then his persecutors followed to kill him, then Ner'zhul minions entered and took the Scepter of Sargeras and then Illidan came... So yeah how many demons were guarding the tomb.

Night Elves became immortal because of the World Tree so when the tree lived they were immortals. Now they aren't.
By introduction, yes... But they seems very very old generally, one of first creations ever. Eredars, Pit lords, Dreadlords....

Regarding Eredar well Kil'jaden looked lot more like Daemon in Wc2 manual with horns and wings. Then wc3 made Pit Lords, Dreaded Skirt Lords and Eredar.
 
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I'll go with frostwymrs. My legions of frostwymrs with gargoyle escorts wrecked havoc enemy AI, gruesomely.

Oh yeah, right. I've totally forgot about the frost wyrms.
They are the absolutely best looking unit in the Warcraft universe. However, I feel like they could look better in the wc3 game.
They look good, I don't deny that, but you should watch the Cinematic WoW Wraith of the Lichking trailer.
That one, that was showed there looked super amazing. Like that skeleton & blue glowing was just soooo amazing.

7cba9ea559607cd473ee069a9791b902.jpg


edit: Just noticed that I quoted a post from the first page. Well sorry SCN.
 
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Oh yeah, right. I've totally forgot about the frost wyrms.
They are the absolutely best looking unit in the Warcraft universe. However, I feel like they could look better in the wc3 game.
They look good, I don't deny that, but you should watch the Cinematic WoW Wraith of the Lichking trailer.
That one, that was showed there looked super amazing. Like that skeleton & blue glowing was just soooo amazing.

7cba9ea559607cd473ee069a9791b902.jpg


edit: Just noticed that I quoted a post from the first page. Well sorry SCN.
Sapphiron
 

Deleted member 238589

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Deleted member 238589

Yeah it is the frost wyrm queen, Sindragosa. Extremely cool character.

Her voice was kinda annoying though.

On topic, aside from Abominations and Crypt Fiends, I also find Rifleman very useful. They can pack quite a punch if used correctly.
 
On topic, aside from Abominations and Crypt Fiends, I also find Rifleman very useful. They can pack quite a punch if used correctly.

I forgot about Rifleman, if I can in multiplayer, I skip Footman and build a blacksmith first instead of a barracks. My Archmage and Water Elemental can creep most greens by themselves and hold off the enemy till the first Riflemen come out.

This strategy doesn't work against Orc in 1v1 or at least I haven't made it work yet.
 

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When it comes to ranged units, I was never really fond of the Troll Headhunters. Maybe I just wasn't good at using 'em.
 
By the way Footman maybe you could try with militia to speed up the creeping? That's what human players usually do so they start creeping before anyone else.

Yeah, I put two peasants on the Altar to speed it up, get the Archmage up and steal my closest opponents creeps easily. Mana is tight until you reach level 2 and health is tricky so you need to keep the elemental tanking. If your enemy arrives you can hold them off until your riflemen to start slaughtering. Only once did an enemy Human player actually do the intelligent thing and get defend, lol and even then mass riflemen can still kill them.
 
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VeljkoM, :cgrin:
This is where you can find Doomguard, or his variations

War Craft III:
Night Elf - Chapter 2, Chapter 5, and Chapter 7
Orc - Cinematic (between chapter 2 and 3), Chapter 8
Frozen Throne:
Human - Chapter 2, Chapter 5, Chapter 6
Night Elf - Chapter 3 as Overlord
Undead - Chapter 2, Chapter 6
Orc - Founding of Durotan Bonus campaign in sunken ruins map, and in Outland Arena as Destroyer Zardikar extremly powerful doomguard.
WarChasers Blizzard map as heavy special version, Kathuulon
Overally in 14 places so far. Very used unit.
 
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For aesthetics i'll go with Skeleton Warriors, I don't know what it is that makes me like this unit? Probably because I am weird :)

For functionality i'll chose the Crypt Fiends because they can burrow at key spots, when the enemy pass by that spot, I can see them and move my main army to surround their army and kill them all.
 
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Spellbreakers, by far.

Not only are they immune to magic, which makes them perfect in combination with an archmage or bloodmage, but they also have a ranged attack, high health and armor, can steal spells AND burn mana.
And all that on a TIER 2 unit.

True, but still Infernals rock more :ogre_datass: and spell breakers have a low range when compared to other ranged units. Give them a tanky unit with no mana or active spells needing mana (such as knights, abominations etc...) and spell breakers can only die :p
 
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Before the patch changed their armor from heavy to normal I used to replace footmen with them. Still works in custom blood elf campaigns where people always forget to set map to use latest patch.

Right now in current patch I tend to use them less, but still go to choice against casters and heroes.
 
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haha guys, I just tested Doom Guard against Spell breaker. I killed him with melee combat only, since he is immune to spells so I cannot drop anything at him. But he burned him almost half of mana which means in group fights Doom guard would be less useful since his mana (which he depend of pretty much) is drained. Especially when two or more Spell breakers attack him.

For aesthetics i'll go with Skeleton Warriors, I don't know what it is that makes me like this unit? Probably because I am weird :)
Haha I like them too. Skeleton King is best of skeletons. He is weak compared to his level, but still is awesome. He is located in several missions. I know that there is one in third mission where Maeiev explored Tomb of Sargeras. One is also in Dungeons where you fight with Thrall against those underground creatures. Skeleton Kings usually drop some Orb when killed, and use them during fight against you.
 
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I'm going to go with spellbreakers because I think they have the coolest model lol. I don't really play melee WC3, so I don't have any other reasons.
 
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Best Skeleton King was in Orc mission when they searched for the Oracle. Sometimes I wish undead had kept skeletons as units they are some of the only units with "birth" animation.

And yeah Mana Burn, don't forget not only it destroys mana it also hurts for every mana point destroyed.
 

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It deals extra damage to summoned units I think.
 
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It deals damage to all units and heroes with mana.
http://classic.battle.net/war3/human/units/spellbreaker.shtml
Spell Breaker attacks destroy 20 (4 to Heroes) Mana per hit. The Mana combusts, dealing damage to the attacked unit. Each point so removed causes 1 point of damage to the target. Feedback does not affect spell-immune units.

So for each attack on a spellcaster, he deals ~14 + 20 = 34 dmg. 40 fully upgraded.
 
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Wait guys, Doom Guards and several other units have resistant skin. Does it have any effect on feedback or not, so Spellbreaker deals same additional damage to them as for regular units with mana?
Just tested, yep it destroys just 4 mana instead of the 20 against units.

Also the summoned Doom Guard has 1600 health while the creep version has 1350.
 
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VeljkoM, it is not redutant, as Resistant Skin makes unit immune to certain spells, which heroes by default are not.
I just, in object Editor I saw stats in Abilities for Spell Breaker's Feedback
Damage Hero Ratio is 1.0
Damage Unit Ratio is 1.0
Max mana Drained Heroes 4.0
Max mana Drained Units 20.0
Which indeed proves that damage is not reduced, but Destroyed mana is reduced.
I just tested one Doom Guard 1350HP against several Spell breakers
Against one, fully upgraded spell breaker, Doom guard is left at 961HP and 471 mana.
Against two fully upgraded spell breakers, Doom guards is left 174HP and 356 mana
Against three not-upgraded Spell breakers, he is left at 20HP and 250 mana, which means that still, spell breaker deals more damage to Resistant Skin or powerful units than destroying their mana.So, whoever wants to replace spell breakers with Footman, upgrade them at highest you can before attacking powerful units.
Yeah, just to mention that Spell Breakers have heavy armor. In World Editor it says Medium, he somehow got heavy armor in game.
 
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I have said it so many times to so many people. By default editor map is set at 1.07, unless you place on map Tinker, Alchemist and Fire Lord in which case it jumps to 1.17. Everyone forgets to set their maps to use latest patch because in most case it not needed but it is big issue for maps that add new races as old races aren't up to date.

Spellbreakers lost Heavy armor because it was paradox to counter magic immune unit with magic attack. So no you can't anymore replace footmen with spellbreakers as front line units, its bad enough that footmen lack second upgrade to keep them valuable for late game to be replaced by tier 2 unit. Well depending how unbalanced you consider defend but still unfair that other tier 1 units get stat boost.
 
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I am not fan much of magic attacks because you cannot attack spell immune units.

VeljkoM, I think I got it why Doom Guard has that resistant skin, at least one of reasons.
Spell breaker has control magic, and there is item for that, so this should prevent of powerful units to be controlled. Yes, control magic cannot be used at summoned units stronger than level 5, but there is some bug which allows Charm to be used at Frost Wyrm even if it is Level 6. So perhaps similar bug exists with units such as Doom Guard or Infernal, as their level is not seen ingame, perhaps because they are put under Race Demon instead of neutral. (seems that all races except neutral removes level when unit is selected, and maybe that messes with some settings and creates such bugs)
 
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If Magic Attack didn't have weakness it would be unbalanced. As it stands now magic attack is a true counter to the melee units and magic attack is still effective against light armored units. There are many reason why strongest units are Heavy-Air Units, such as the often mentioned Frost Wyrm, and one of the reasons is definitely the devastating magic attack. There aren't that many magic immune units that players can train and most can be countered by Abominations and Crypt Fiends as the magic immune units are overspecialized to counter magic and casters. You can't even kill Frost Wyrm with Spellbreaker (no air attack) and I am sure it would take some time for Faerie Dragon to do it.

And MH that makes sense regarding Resistant Skin.
 
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