Heroes of Newerth Blog


GDN present Grimm's Crossing Strategy Guide part 3

Posted: 22 Dec 2010 05:22 PM PST

Part III: Details, Details, Details

Every map has its tricks, and Grimm's Crossing is no exception. This final part of the Grimm's guide will put you in the know regarding optimal ward spots and clue you in on some neat tricks. Ward Spots: In a map as small as Grimm's Crossing, wards become even more important, as each ward covers up a greater proportion of the map. Grimm's is all about ganking and action, so the key information that map control and wards can convey will usually decide who ends the game as a victor, and who ends the game with a sad face. Below we examine some of the best ward spots on Grimm's Crossing, and in what situation each of the ward spots is optimal.



A and B: These spots will remain important throughout the game as they give vision of the rune location, as well as paths leading into the rune location. Try placing a ward on the location that's furthest from your own base (if you were on the right side of the above picture, you'd opt to place at A) so you can see enemies before they enter the central rune area.


Spots A and B will allow you to see into the rune spot as well as to either side 


C and D: Located near the teleporters these spots provide a great view into a side of the middle section. It's a good idea to try and keep one up on the enemy side of the map whenever possible to allow for aggressive play and prevent enemies from farming neutrals. Place on your own side if you're afraid of getting ganked after your outer towers fall.


Spots C and D give a huge range of vision on a side of the middle section 


E-H: These spots give vision on a tower and its surrounding area which can come in handy when pushing or aggressively ganking because they eliminate the cover of trees next to an enemy tower. If you're petrified of getting ganked yourself, put up a ward by your own tower to provide some additional coverage.  


 Spots E-H give vision on a tower and its surroundings- including key juke-spots
 
 $: This is an awesome spot for a Ward of Revelation to counter enemy vision. It will spot any wards on spots A or B, and maybe even a C or D spot ward if your opponents placed it too far toward the center.

Spot $ provides an optimal location for a Ward of Revelation

Juking:

The pinnacle of in-game highs, jukes will infuriate your opponents and leave you grinning with satisfaction. Below we examine the map's many juke paths and give you some tips on leaving your foes confounded.

 Giant map of juke paths. Red lines indicate hidden paths one can take

Teleporter Juke:

Teleporters transport you from one to another, and can be life-saving when under pursuit from the enemy. After going through a teleporter, if you have a couple seconds lead on your pursuer, duck behind the line of sight-obscuring weeds to vanish.

 Sneaky like ninja

Promise of Candy:

Lure them suckers in with the promise of candy... only to snatch it away and take their wallets. Hide in the nook created by the middle section's rune spot, and as an enemy approaches to take the rune, grab the rune from right under his nose and unleash your fury upon him.

 I haz candy! Come getz.

You Shall Not Pass!:

Grimm's has a lot of tree paths and juke spots, but most of them are only large enough for one hero to get through. If you can block off an enemy's preferred exit through a juke path, you can force them to go ways that will result in their demise.

 Jeraziah does not accept fake Ids
 
 These are just some of the awesome things you can pull off on Grimm's Crossing. It's a map all about action and player interaction, so everything you do will be crucial in deciding who is victorious! Take note of the small details, learn about the map and discover what your favorite parts are – and then exploit them to your tactical advantage.
 We here at S2 are very happy and excited about our new map, Grimm's Crossing. Hopefully this guide in its three parts has given you some insight and helpful tips so that you can quickly get in the mix and have a leg up on your competition. As always, we eagerly await your feedback, and can not wait to play alongside all of you on Grimm's Crossing. Game HoN!

Patch 2.0.4 Changelog - Vampire Holiday Patch

Posted: 22 Dec 2010 05:37 PM PST


Version 2.0.4
-------------
- Added a new Hero, Dampeer


- Added a new Alt Avatar for Dampeer in the store: Vacation Dampeer!
- Added a new Alt Avatar for Flint Beastwood in the store: Captain Flint!

- Added new account icons to the Store
- Added more flags upon request to the store
- Added new Icons for the minimap

- Added a new "Terror" overhead icon for When you are feared
- Improved feedback in Matchmaking for leavers
* This now tells you how many games you need to play to be a non-leaver
- Romanian string table update
- Fixed crash if you used the mousewheel over a playerlist in a chat channel without clicking, and then hit Up
- Fixed a drawSelectedPath crash
- Fixed any attempts to auto-follow into matchmaking games
- Fix to prevent alt avatars from being selected during hero loading
- Fixed Neutrals aggro and added a ZZz effect over their heads when they are asleep

- Added Spellshards as recommended items to some heroes
- Fixed Geometer's Bane to correctly remove the "Attack this hero!" indicator when used

- Fixed Maliken's weird textures with sword mode on
- Fixed Legionnaire's Charge so it doesn't cancel when you use it on someone on the edge of fog
- Fixed Legionnaire's Charge affector interacting poorly with Moraxus' Shield; it now procs it only if Moraxus is the main target of charge.
- Fixed Rampage's Charge so it doesn't cancel when you use it on someone on the edge of fog
- Fixed Night Hound's Pounce so it always does the bonus damage
- Fixed up the weird interactions with Pharaoh mummy and other heroes. You could get pushed and pulled from weird angles and this fixes that
* Also makes the circle around him of mummies slightly more circular
- Fixed Bubbles' and Gladiator's abilities with timers so they reset to 0 correctly if you use the ability early
- Fixed Soul Reaper's Judgment, it was hitting siege units before
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