Warcraft 3 tft ending a relationship

Sylvanas Windrunner - Wowpedia - Your wiki guide to the World of Warcraft

The Frozen Throne is an impressive expansion pack for a New intro and ending cinematics that are on par with the high-quality Warcraft III. Why change Warcraft 3 (a game with a script and a coherent lore) to adapt story in that book about Arthas and Jaina relationship which imho its ok, it pretty much destroyed the ending of Warcraft III: TFT about two souls. For Illidan to die alone would have been a very poignant way to end their relationship, and even better: It would give Malfurion a reason to want.

Some maps make harassing more effective, other maps will make creeping more profitable. It is one of the first things you should look at when scouting, for your opponent's Tech often gives away their strategy. Someone who stays T1 for a long time is either working on an all-in tactic or is expanding. Someone who stays T2 and does not proceed to T3 for a while will likely mass T2 units and will be looking to push or expand. Someone who rushes to T3 will almost always do a timing push and will have high tier units fairly quickly.

Night Elves have Wisps, which they can put on any tree on the map. Humans have farms which can be built in a lot of places and can tremendously help with map control. Orcs have great scouting abilities thanks to their Heroes and Undead have Ghouls, which make for a fast and cheap scout also capable of shutting down unprotected expansions without much effort. The composition of your army also decides of the position you should choose to fight in.

Beefy units first, squishy units in the back. An Orc player typically benefits from fighting in an open space, as does an Undead player, for it is easier to focus Heroes in such situations and those two races are very good at that. Humans and Night Elves often need to keep their fragile units in the back and choose to face their opponent in a well thought-out position. Very often players will find themselves outplayed when they relentlessly chase after one low HP unit or Hero while the entirety of their army is being decimated.

Keep to your position and focus on the fight at hand, not on single units. Bigger creep camps often give very good items, which can either be used or sold.

Most maps also have shops, which you should take advantage of. A Potion of Lesser Invulnerability can sometimes change the outcome of a fight, as can a Scroll of Healing. This includes your racial shop. Always make sure you have one at any time of the game, and use it whenever necessary. Supply blocking is very unforgiving in WC3, as you typically have less units than in SC2 and the building time of supply buildings is significantly longer.

It is important to be on top of your macro and always watch your food count. Sometimes game changing fights will take place in a player's base, and the layout of said base can easily decide of the outcome. This is especially true if you are Undead. Night Elves should also be aware of that as having available Moon Wells nearby is capital. Harassing in WC3 is not only common, it is expected. Creep jacking the act of being caught by your opponent while you are in the middle of killing a creep camp can very often put you behind.

Short breakdowns of all four races: Militia is key to your defense, attack and creeping. Humans are notorious for easily clearing relatively hard creep camps with the help of Militia. It can also be useful later in the game as it provides what one might call cannon fodder in large fights, and it is always a resourceful way of fending off an attack. T2 units are also powerful, notably casters. Mass casters is a very common strategy but it does require a great deal of micro to be successful, as these units are all very low on HP and do not have great armor.

Humans tend to creep and reach for a fast level 3 before they do any kind of real aggression, although early harass is definitely an option if you have excellent control. Humans are very effective at cancelling buildings and killing workers, as they don't really need more than their Archmage and two Elementals to do damage, or even their Mountain King with a few units, provided they are level 3. Any player who chooses to harass a Human will almost always go for Peasants, as they are very vulnerable and killing them can provide you with a real advantage.

The Archmage is almost always the choice of any player, mostly because of the Water Elementals which are incredibly strong after level 2 and the Brillance Aura, which makes the Archmage a walking mana fountain. He is however fairly fragile, so good control is required. The Mountain King is also incredibly powerful, definitely amongst the strongest Heroes in the game. He has a very nasty stun and is very beefy, so he should never be underestimated.

Orcs As an Orc player, you are very vulnerable during your tech and during the T2 phase of the game. As Orc players tend to have less army, especially in the beginning, losing any unit early on is a huge deal for them.

Delaying the T2 infrastructures of an Orc is very easy and does wonders, and destroying their burrows goes a long way to giving you an advantage as they are easy to kill, thus supply blocking the Orc easily. The T3 of Orcs is extremely powerful, but as they have a lot of very good T2 units as well, it is generally a matter of playstyle. The latest trends have Orc players go for T3 quite often, mostly for the Lightning Orb, as it has become a must for the Blademaster.

Orcish units are expensive and they have to know what to do. Raiders are typically the way to go, as Ensnare is a completely free disable that costs no mana at all and isn't magic, and therefore can be cast on anything and everything.

It allows for an easy shut down of any unit or Hero and makes focusing a breeze. Orcs typically do a lot of physical damage and lack casters and magic, as their most powerful units and heroes are on the physical side. Orc players tend to harass a lot, although they can also creep. It generally depends on the match-up and the map. They have excellent map control as they can scout easily with the BM, who is very fast, and with the Far Seer who can summon Wolves for an easy scout.

Warcraft III: The Frozen Throne

Due to the nature of the BM invisibilityone can expect to be creep jacked when playing against an Orc. Night Elves As a Night Elf player, your weaknesses shift depending on the time of the day.

Naturally, a NE player is stronger at night, not only because most of their units will be able to hide but also because their Moon Wells will regenerate, giving them extra HP and mana regeneration. As a consequence they are more vulnerable during the day, whereas losing their Moon Wells is horrible because it not only deprives them of food supply but also of heals.

Night Elf players are typically extremely versatile, they are the race that arguably benefits the most from the Tavern because a lot of Neutral Heroes fit very well within their strategies.

I would say that they are quite wood dependent, and killing their Wisps to shut down their resources is a very viable move that pays off if you don't lose too many units in the process. I believe that positioning is primordial when fighting a Night Elf, as the fights tend to require you to properly contain their army and do good damage across the board while protecting your units to the maximum.

Together, they capture Illidan and destroy the Eye, which Illidan reveals he was using to destroy the Lich King. When the Naga inform him that Tyrande still lives, he helps Malfurion rescue her, who pardons him for his past crimes. With Maiev in pursuit, Illidan flees to Outland. In Lordearon, the Blood Elves are in an uneasy alliance with Garithos, the racist human commander of the remaining Alliance forces.

Warcraft III: The Frozen Throne

When their prince Kael'thas is only able to complete a number of demeaning tasks with the help of Illidan's Naga, Garithos imprisons Kael'thas and his forces for treason.

The Naga leader Lady Vashj rescues them and leads them to Outland, where they join forces with Illidan, who promises to satisfy their addiction to magic. After conquering Outland, Illidan's master Kil'jaeden plans to punish him for failing to destroy the Lich King but decides not to when Illidan claims that he just gathered more forces for a new assault. Arthas returns to the Undead-controlled regions of Lordaeron where three dreadlords loyal to the Burning Legion, Varimathras, Detheroc and Balnazaar, have ruled.

He informs them of the Legion's defeat and retreat before crowning himself king.

WarCraft (Video Game) - TV Tropes

While purging the kingdom of the remnants of the Alliance aided by the Lich Kel'thuzad and Sylvanas Windrunnerhe notices that his powers have diminished. The Lich King telepathically explains it as a result of Illidan's use of the Eye of Sargeras to damage the Frozen Throne and recalls him to defend it.

Warcraft 3 FT Hard Credits

Arthas shatters the ice and dons the Lich King's helmet, thereby joining their souls and becoming the new Lich King. As another consequence of the Lich King losing power, Sylvanas and her forces are permanently freed from its control. She defeats Varimathras, who joins her as her lieutenant.

They approach a stronghold held by Detheroc, who has brainwashed what is left of Garithos' forces to fight for him. Sylvanas frees Garithos by killing Detheroc and promises him control of Lordaeron once the last dreadlord is defeated. Sylvanas, Varimathras, and Garithos besiege Balnazaar. After his defeat, Sylvanas orders Varimathras to kill both him and Garithos and declares Lordaeron the home of the free undead, rechristened the "Forsaken".