laitimes

Warcraft 3: A list of flaws in the Terran mage stream in the current version

As mentioned before, the performance of the Terrans on the recent field can be described as quite poor, in addition to the departure of many former peak players, it is also inseparable from the ability defects of the Terrans themselves. This time, let's take a look at what problems have occurred in the tactical system of the Terran mage stream, which once dominated the arena. Why is there a large number of Terran players today, and there are also players who are still using mage troops, but both the combined appearance rate and the win rate are not as good as before?

Warcraft 3: A list of flaws in the Terran mage stream in the current version

The aura of glory weakened, and the blue replenishment of the mage troops was in trouble

Warcraft 3: A list of flaws in the Terran mage stream in the current version

Only from the perspective of troop capabilities, the combat effectiveness of Terran mages is actually not prominent, and the reason why they were popular in the past is inseparable from the powerful group back to blue skills of the Terrans with the brilliant aura of the Great Mage. Now, with the continuous weakening of the Brilliant Aura (there have been pullbacks, but the effect is still not ideal), the blue supply of the Terran mage troops has begun to have problems, and the continuous output ability that was known in the past is difficult to effectively exert.

As far as the current version is concerned, after the Terran Grand Mage has a level 3 aura, the master priest and witch blue amount of endurance are basically enough, but this requires the situation that the game comes to the middle and late stages and consumes a lot of resources. However, if the Master Level 5 of the Grand Mage, the Priest and the Banshee were poor, the Terran Mage Troops would still have obstacles in the blue supply.

The duration of the militia has been shortened, and the early mining capacity has been reduced

Warcraft 3: A list of flaws in the Terran mage stream in the current version

Based on the experience of previous matches, it is not difficult for us to find that the combat effectiveness of the Terran mage troops basically needs to wait until the end of the game to fully play out. In order to make the Terran mage troops have sufficient combat effectiveness at this stage, the economic and resource requirements are very high. This means that in actual combat, only the terrans of double mines and above can make the combat effectiveness of the mage stream better exerted. The shortening of the duration of the Terran militia has greatly increased the difficulty of mining in the early stage of the Terran race, and the economic strength of the middle and late period will also be reduced.

In the past, many Terran players directly pulled up the militia after the hero walked out of the altar to practice mining points and open mines; now with the shortening of the duration of the militia, it is difficult to take the mining points within the duration of many times, directly allowing players to give up the idea of rapid mining. After all, after the militia is insufficient in combat effectiveness, if they want to mine quickly, the Terrans can only choose between pulling more militia and losing some peasants, and these two choices will obviously greatly reduce the value of rapid mining in the early stage (the resources and time required to produce more troops will slow down the mining speed).

The Terrans, who did not have a double-mine foundation, were too difficult to exert the peak combat power of the mage troops. After all, the Double Mystery Temple, the scientific and technological research of master priests and witches, the lawbreakers with a population of more than 20, the priests and witches with a population of more than 10 each, a small number of small cannons, unit attack and defense research, and team aids and life-saving props on the hero, each requires a lot of investment, and the cost is multiplied, and it is almost impossible to complete it under a single mine.

Spellbreaker armor weakens, and mage stream front row abilities are reduced

Warcraft 3: A list of flaws in the Terran mage stream in the current version

The reason why the Terran Mage Stream troops are powerful in the middle and late stages is that in addition to their strong ability to continue to fight, they are also inextricably linked to the lawbreakers. Today, the Spell Breaker's magic exemption and ability to restrict summons still exist, but due to the weakening of the armor value, the front row ability has been reduced a lot. This directly led to the fact that in the actual match, after the Terrans chose the mage stream troops, it was difficult for the lawbreakers to act as a stable front row again.

Friends who have carefully paid attention to the Human Mage Stream Troop Competition, it is not difficult to find that although the survivability of the lawbreakers in the past games is not particularly strong, the mortality rate is not high in the case of the hero with auxiliary props such as group supplements. In today's game, even if the hero has auxiliary props and some auxiliary skills, the situation of the opposing hero with several knives and a law-breaker is still difficult to change.

The heat of the piercing unit is increased, and the space for terran mages to play is reduced

Warcraft 3: A list of flaws in the Terran mage stream in the current version

As we all know, today's version has become a version with the piercing output unit as the main body, and the long-range output advantage of the Terran mage troops in such a version has been somewhat difficult to play. After all, the actual combat effect of the witch deceleration technique can only be played out when the opponent's range is not as good as their own, everyone is a long-range unit, and the attack distance of the enemy troops is not much different from their own, or even farther, and it is reasonable that the difficulty of the Terran mage troops will increase.

Read on