Control Groups
Unless you are doing a very specific tactic, you should be consistent in how you set up your control groups
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0 = Town hall. EG: My primary Necropolis. The other town halls can be cycled through with BACKSPACE.
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9 = Altar.
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8 = Your 1st kind of barrack(s). EG: My Crypt(s).
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7 = Your 2nd kind of barrack(s). EG: My Temple(s).
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6 = Your 3rd kind of barrack(s). EG: My Slaughterhouse(s).
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5 = Your 4th kind of barrack(s). EG: My Boneyard(s).
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4 = Your primary upgrades building(s). EG: My Graveyard(s). If you are fully upgraded, then this may be converted into your 4th group of units.
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3 = Your 3rd group of units, this is usually a special group such as flyers or siege units. At the start of the game I have ctrl #3 for the workers and a healer hero so I can move or heal workers quickly in case of a hero rush.
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2 = Your 2nd group of units, this is usually a group of a mix of ranged/casters/flyers units. I usually put my ranged and healer heroes in this group.
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1 = Your 1st group of units, initially (and often) this group has all your units but eventually you may want to split into 2 or 3 groups as denoted for #2 and #3 above. I usually put my melee and healer heroes in this group.
Here is the reasoning behind my control grouping:
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I go 1-4 for unit control groups to minimize hand movements. EG: The left hand can hit "1a" (group 1, Attack) while the right hand targets with the mouse.
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I count down for my building control groups so that they are roughly in the order built.
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I do not set the altar to rally so I can buy items from the shop, which I, btw, build next to my altar.
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I do not set unit producing buildings to rally to heroes for several reason.
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You may forget to reset the rally if the target of rally was a hero who was just killed.
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Sometimes you forget that new units have been made and they are doing nothing but following your hero.
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If you get rallied reinforcements in the middle of a battle, it may be difficult to activate them in the mess.
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You can give orders to a sub-group of a control group by pressing CTRL while the sub-group is selected and the order is issued. This is a good way to have a hero retreat while the other units keep fighting.
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You may want to add units that would be applicable to multiple control groups to the other groups. EG: include a healer hero (paLadin or Death knight) in each of the control groups #1-3 so that the healing hero can heal units in those groups.
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If a hero or unit has spells that work well with particular units, then consider having them in the same control group.
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If a hero or unit has spells that works well on heroes, then it is NOT necessary to include heroes in that control group because you can cast it onto the face icons in the upper left.
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I will temporarily remove a hero or unit from a control group if that hero needs to do something special such as cast a channeled spell or Cannibalize.
Here are a few other points concerning control groups.
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F1-F3 Function keys are assigned to your heroes in the order of production.
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If an allied player drops, F4-F6 Function keys will be assigned to your ally's heroes.
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Your heroes can be selected or cast upon using the face icons in the upper left.
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Idle worker can be selected using the face icon in the lower left, hitting "~", or hitting the F8 Function key.
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Units in subgroups of a control group are sorted by level.
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You can queue up to 35 way points. Way points show on the screen.
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You can queue upgrades AND unit production at buildings.
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Holding the ALT keys show unit and building health bars. "[" does it for you and allied units. "]" does it for hostile and neutral units.
Miscellany
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For long games, get all three heroes.
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Spend your money, it is of no use to anyone after the game is over.
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If your opponents are hero sniping, buy some healing potions.
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The Attack Type and Armor Type chart as of 2004-06:
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|
Light |
Medium |
Heavy |
Fort |
Hero |
Unarmored |
|
Normal |
100% |
150% |
100% |
70% |
100% |
100% |
|
Pierce |
200% |
75% |
100% |
35% |
50% |
150% |
|
Siege |
100% |
50% |
100% |
150% |
50% |
150% |
|
Magic |
125% |
75% |
200% |
35% |
50% |
100% |
|
Chaos |
100% |
100% |
100% |
100% |
100% |
100% |
|
Spells |
100% |
100% |
100% |
100% |
70% |
100% |
|
Hero |
100% |
100% |
100% |
50% |
100% |
100% |
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Some DOTA (Defense of the Ancients) notes. This is a custom game I play on WC now and then.
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__dota__shop
Demon Edge: 2600 g, +36 dmg
Hyperstone: 2600 g, +50% attk rate
Eaglehorn: 3600 g, +25 agil
Messerschmidt's Reaver: 3200 g, +25 str
Mystic Staff: 2900 g, +25 int
Ring of Health: 875 g, +4 hp/sec
Void Stone: 900 g, +100% mana regen
Sacred Relic: 4100 g, +60 dmg
Point Booster: 1100 g, +150 mana, +200 hp
Energy Booster: 1000 g, +250 mana
Vitality Booster: 1200 g, +250 hp
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__dota__recipe1
Soul Booster: +400 hp, +450 mana, +30% mana regen, +hp regen
Cranium Basher: +30 dmg, Bash
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__dota__recipe2
Euls Scepter of Divinity: +10 int, +100 mana regen, 7 charges of cyclone
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__dota__recipes3
Refresher Orb: +450 hp, +400 mana, +10 all stats, refresh all cooldowns for 150 mana
Monkey Bar: +65 dmg, +15% attk speed, 30% chance to do +110
Divine Rapier: +250 dmg but drops if dies
Guinsoo's Scyth of Vys: +20 dmg, +300 mana, +150 mana regen, sheep maker
*Eye of Skadi: +25 stats, +200 dmg, +150 hp, frost attk
Burize: +71 dmg, 15% critical.
*Butterfly: +25 agil, +10 dmg, +25% attk rate, 23% evasion
2007-10-22 21:40:48Z