Showing posts with label Footmen frenzy. Show all posts
Showing posts with label Footmen frenzy. Show all posts

Monday, May 10, 2010

Footmen Frenzy III.scx changelog

- Archon’s 200 B spell deals less damage
- Archon’s 300 spell deals less damage
- Ghost’s 300 spell summons more ghosts; it is able to convert some of the ghosts to siege tanks
- Hydralisk’s 200 B spell does more damage
- Ultralisk’s 200 D spell holds ghost's 300 spell ghosts
- Zergling’s 200 B spell tolerates armor upgrades
- Players receive fixed +2 income; shop & upgrade costs are adjusted
- Base pyramid’s health was increased by 5,000 hp

Saturday, May 08, 2010

Footmen Frenzy map for Starcraft 2 !

As soon as Starcraft 2 beta had been released,  dokebi, had created a Footmen frenzy replica for sc2 !
Here are the original description:

Think of this game as simply Custom Hero Wars/Temple Siege/Dota + Family Guy Madness

How You Play:

- Start the game by picking a hero
- Look up its spells/special abilities at mission briefing, they can be cast by building units at your starport at middle left area of the map
- Take your hero and footmen to the center of the map, and start fighting enemy heroes and sacking the treasure box
- As you kill, the hero gains experience points (1 for footmen kill; 30 for hero kill) and money ($1 for footmen kill; $10 for hero kill)
- With enough experience pts, the hero levels up. This is indicated by a message telling you to upgrade and pings pointing to the middle left area of the map, where you have upgrade buildings. The hero receives ore in the 1000s, alternating between a x000 and x500 between each level up, and because of this you must alternate between attack upgrade and defense upgrade (and your hero’s upgrades remain even throughout the game – i.e., 1/1, 2/1, 2/2, 3/2, 3/3, 4/3, 4/4). THIS MONEY CANNOT BE USED TO UPGRADE FOOTMEN AND BUY ITEMS AT SHOP. It can only be used to upgrade your hero. (And does it make sense to upgrade footmen for $300 when you have $2000?) DO NOT TRY TO CHEAT BY UPGRADING FOR ANOTHER HERO. If you do not get your cash below $950 (do not save up more than $850), you will not be able to level up, buy items, or upgrade footmen
- If you have around $300 non-upgrade cash, you can upgrade your footmen by bringing your hero to the Upgrade Footmen beacon in your base. If you have more than $300, but you cannot upgrade your footmen, consider the following: 1) you may have maxed out the footmen level at level 6; 2) you may not have spent all of your upgrade money, in which case you must upgrade attack or armor for your hero (if your hero is a ghost, your armor is zerg carapace). 3) you do not have enough money
- The shop can be accessed at the middle left and right of the map. You can buy mana potion, health potion, and teleport home at shop, and have up to 2 of each in your inventory. You cast them by moving your infested Kerrigan to the beacon next to the shop.
- The mana fountain is at the center of the map. Once your hero’s spell level is 1 (aka 5 hero levels or 3 attack 2 armor upgrades) you start gaining mana and collecting bonus mana from the mana fountain.

You can give it a try : download

Footmen Frenzy v7.0

7.1b Changes

1) Spasmic Heave works as intended
2) HP ups balanced a bit more
3) Grunt base HP reduced a bit
4) Duration of invuln potion decreased
5) CD of healing alcy healing spray increased - mana tweaked a bit
6) Factory and cluster rockets buffed (Tinker)
7) Scepter does 975 damage
8) Hunts slightly buffed
9) Bounties of units adjusted slightly
10) Removed hotkeys from heroes in tavern (I hate accidentally choosing a hero when I type)
11) Attack/Defense ups are available at 5 minutes
12) Choppers take less damage from wisps (it was silly that two wisps could completely counter an ult...)
13) Keldyns ult is preloaded (should eliminate lag)
14) Blades dont hit invis units anymore
15) Fixed backstab trigger
16) Firelord has increased base strength and strength gain per level. Incinerate now does full damage in an aoe and half damage in twice that aoe.
17) HCL fixed

7.1 Changes


-Berserker Aura fixed
-Several hotkey issues fixed
-Creep upgrades now go to level 4, not just level 2
-'Allied to player 16' message is gone
-Hopefully the game not ending problem is fixed, but not sure on this one. Once we find out exactly what is causing it, I can fix it for sure.
-Stasis trap should work correctly.
-HP upgrades are a bit more effective
-Attack ups do 20% and lower tiers get a little more than before.
-Berserker ult attack is now working correctly - should attack 4/5/7 units at a time now
-GW ship does not give bonus cash
-lvl 2 mana flare doesnt affect your own units
-silence is working correctly
-XP needed to level is increased and fixed
-crypt fiends health increased a bit and collision decreased a bit
-Sharon's ult fixed
-Healing ward of the gods heals itself correctly




7.0b Changes

-You can now hotkey shops
-All previous bugs should be fixed


Heroes


DH - Evasion to 10/20/30/40/50/60. Slight nerf to splash damage.
Naga - nerf to tornado. slight decrease in immo, decrease in move speed reduction and leash range.
Warden - nerf to blink cd to actually give a reason to max it (higher at earlier and lower at later levels). Decrease in maximum damage of FoK at levels 5 and 6.
Panda - nerf to breath of fire, drunken haze.
Potm - lvl 6 owl scout gives 4 owls instead of 2 now =p
Holy Guardian - Holy Grace hero duration buffed
High level towers have bigger splash and very quick attack
Falcon - Fixed cripple level skip
- buffed lvl 3 Ultimate
Pally - buffed Devotion to 2/4/6/9/12/16
KotG - lvl 5 treant hp fixed
Tortured Soul - Buffed Wail of the Banshee
Frost Sphere in the first spell position
DR/Far Seer - Silence now blocks ranged at lvl 5 and melee+range at lvl 6
Digit/Pit Lord - Howl lvl 1 decreased to 25%
Roaaaarrrr - ult no longer hits ethereal
Blademaster - WW move speed increased
Countermage - Lightning Storm no longer hits Dead Units.
Firelord - Volcano no longer hits friendly units.


NEW HERO (Berserker) - Blades of Fury - The Berserker pulls out a number blades and throws them at his enemies. The blades home in on the enemy and deals damage upon collision. Number of blades and damage increases with level.
Spasmic Heave - The Berserker grabs a nearby unit or hero and flings him away. The starting distance between the hero and unit is equal to the distance the unit will be thrown. When the unit lands, it takes damage based on the distance it was thrown and also deals smash damage to units in a small area. This can be set to autocast.
Berserker Aura - Nearby units are empowered by the strength of the Berserker, allowing them a chance to critical strike nearby units. Higher levels increase the chance and multiplier.
Enraged Wyvern - The Berserker summons his fury to transform into an enraged wyvern. The Wyvern has increased hit points, faster attack, and can attack multiple targets. Raising the level raises the bonus and the duration.


Unit Changes
Removed auto tier. There is still a delay for tier1, but it isnt free. Can be bought at 5 minutes.
Went through every single unit, creep, and summon and balanced the levels and experience given. This is balanced on the strength of the unit, the spawn rate, and whether or not it is ranged. Ranged units give more XP than melee
All melee given significantly more armor and a bit more hp.
Mana removed from units
Knights spawn rate decreased to 8 seconds
Dryads spawn rate increased to 8.5 seconds


Creep Changes
Spirit Link duration decreased
All active creep abilities have 4 levels that are latently increased as the game goes on. Level is increased at 10/20/30/60 minutes


Item Changes

Item cooldown adjusted for several early game items.
Berserker mask raised to 300
Circlet to 175
Speed Scroll - 2 charges 125 gold
Healing ward of the Gods now heals itself
Roar Scroll to 450
Nikes to 550


Hotkeys/Tooltips


Gold tooltip (at the top of the map) changed
Thebiggame tooltip (at the top of the map) changed
Wrath of TekPike tooltip displays damage
Added information to ankh tooltip
Socks hotkey changed to 'C'


Gameplay Changes

Attack upgrade costs are decreased significantly. % decreased slightly.
Defense upgrades % increased at earlier levels
Some balancing to racial abilities.
Switched orc tier 1 to regular peons and tier 2 to grunts and balanced accordingly. Peons just seem weaker, so I think they should be tier1.
Heroes are now autorevived according to their level - Formula is 23+(lvl * 2) that comes out to 25 seconds at lvl 1 and 59 seconds at lvl 18.
Hero gold bounty is also dependent on level now. Formula is (lvl *25)+ 125. (For BillK and Ava it is + 425)
Adjusted experience given by heroes. Higher level heroes give significantly more XP.
XP gain range increased significantly.
You can no longer see enemy items.
Your base is repeatedly pinged if an ally attacks it and their units' attack and move speed is drastically decreased.
Tier upgrades now have a hotkey.
No longer a penalty for canceling upgrades.
ghoul summons gold bounty corrected
keldyn summon bounty decreased slightly
Adjusted the gold cost of all summons (this really just matters for sharon's ult)
Increased cost of golem to 4k and slightly decreased hp regen
HCL commands are working properly
W3MMD system is in place for stats and Frenzy ladder

Saturday, June 06, 2009

What will be new in Footmen Frenzy 6.5

The only real holdup is the new heroes. Triggering some of this stuff is difficult =p. Here are the changes so far...

Falcon - RoF changed to Falcon Punch!

New loading screen.

Item carrying creep added.

DR's summons reworked. Number of units changed from 1/2/3/4/5/1 to 1/2/2/3/3/1. Stats changed on units. Level 4/5/6 gain attack and defense ups.

Jaood now has hero damage.

Owls - level 4/5/6 are now ethereal

Socks cd from 900 to 450

New Heroes - 4 of em (curser, holy guardian, tortured soul, sharon)

pocket factory bounty from 20 to 20/40/60/80/100/100

chim bounty to 50/100/150

roar ult bounty 50/80/100

Demo now level 6 creep

CM aura buffed

K-Rose invis changed from 30 seconds to 15.

shock cd to 10/9/8/8/7/6

lightstorm to 200/350/500

Reworked damage to heroes. Melee units will all do full damage to heroes... ranged units will be slightly less depending on range distance, etc.

Changed cd of some lategame items.

Sunday, May 03, 2009

Footmenfrenzy 6.4 changelog

Heroes
GoblinWarfare
- Removed "etheral" tag from Mine Barrier mines
- Changed choppers attack to hero damage
Keldyn
- Replaced Keldyn's Meteor Strike with another ability
Shadow Hunter
- Serpent Wards have nerfed early/buffed late.
Mountain King
- Avatar duration increased
Counter Mage
- Magic Armor Aura now works on units.
Roaaaarrrr
- Increased armor for Roaaaarrrr's stalkers to 3/3/4/5/6/8 from 3/3/4/4/5/5. Higher level stalkers have additional abilities.
- New ultimate
Archmage
- Mass TP cast time decreased
KotG
- Forces of Nature hotkey changed
Bloodmage
- Flamestrike buffed
PotM
- starfall dmg increased at level1
Demon Hunter
- Meta cooldown lvl 3 increased
Warden
- FoK nerfed

- All Unholy aura's buffed to 1.5/2/2.5/3/4/6

Units
- Reduced cost of tier 5 to 16k gold from 35k gold.
- stats for meatwagons changed to 125 base dmg w/ 2.75 cd
- stats for chimaeras changed to 160 base w/ 3.5 cd
- stats for steam tanks changed to 110 base w/ 2.5 cd
- stats for wyverns changed to 280 base w/ 6 cd
- hp upgrade improved.
- racial cost lowered
- Changed unit models for Militia and Peons.
- Breaker base damage increased to 23 from 20.
- Changed splash damage for Flying Meatwagons and Chimaeras to hit only enemy units.
- Increased gold bounty of tier 5 units to 65 + 8d3.
- Changed Orc damage against heroes to 75% from 100%

Items
- Reduced cost of Scepter of Destruction from 1750 to 1500.
- Reduced cast time of Scepter of Destruction from 5 seconds to 3.
- Reduced cooldown of Scepter of Destruction from 45 seconds to 15 seconds.
- Reduced duration of Healing Salve from 60 seconds to 45; the Healing Salve still heals 1500 health.
- Reduced duration of Base Healing from 60 seconds to 25; the Base Healing still heals 1500 health.
- The Rod of Envy is now very persistent.
- Scroll of Town Portal! has a gold cost of 250 from 150.
- Reduced delay time for Ankh of Reincarnation to 1 second from 7 seconds.
- Increased damage reduction value of Berserker Mask to 7 from 5.
- Changed Bark's Clutch so that it cannot target mechanical units.
- Removed Mashiba's Eyebrows, Levias Nets, and Digit's Staff.
- Moved some items around.
- Added Healing Ward of the Gods to the Legendary Shop.
- Added Drake Nest to the Legendary Shop.
- Added the Searing Sniper Bow.


Creeps
- Increased cost of chunsang, durant, and k-rose to 350.
- Increased cost of goatzilla to 325
- increased gold cost for dudey to 300
- Increased range of Mana Flare from 600 to 900.
- Increased maximum damage of Mana Flare against heroes from 50 to 150.
- Increased maximum damage of Mana Flare against creeps from 150 to 450.
- Increased base damage of Faerie Dragon attack to 6.
- Granite Golems now has Absorb Mana, which drains 200 mana from one unit under your direct control and restores that much mana to the Granite Golem. Absorb Mana has a cooldown of 40 seconds.
- Penguins have Hero damage type so that they deal less damage to buildings.
- Reduce the duration of Penguins to 90 seconds from 120 seconds.



Random Things
- Fixed the issue which caused the Phoenix to enter and stay in the Tavern area.
- Fixed the issue which allowed Arch Magi to Mass Teleport into the Tavern area.
- Fixed the issue which allowed Wardens and Edges to Blink into the Tavern area.
- Changed 6v6 to be cross teams (top left team and bottom right team vs top right team and bottom left team).
- Added a function that supposedly stores the team number of the winning team at the end of the game.
- Added code to preload tier 1 buildings.
- Added a gold distribution trigger for players that have their base killed (also includes players who leave the game).
- Changed 6v6 to be cross teams
- several spells now have casting animations
- several tooltips fixed
- added pathing blockers around all walls.
- removed the silly 'reverse hero' mode

Tuesday, May 27, 2008

Footmen Frenzy 6.3 changes

So here are the major changes made in 6.3.

1) Crow Throw - The main problem is at earlier levels. My thought would be to just reduce damage done from levels 1-3. Other ideas have been to increase the cast time (so you can move units out of the way) or increase cooldown/mana cost.

2) Scroll of saeki. It seems like all you have to do to win is get a scroll and tp into a base with mages. We could also just drastically reduce the number (maybe to one unit group) so it can be used for surrounds and such.

3) Mages - Probably the biggest imbalance right now. Damage needs to be balanced and the racial needs to be fixed.

4) Racials - Undead is really the only one worth getting. It needs to be weakened and the others need to be increased.

5) Berserker mask - Way too strong early game. Makes units do basically no damage to a hero. I would say either increase cost (maybe to 750) or decrease damage reduction (to 5?). I would prefer the latter.

6) Defense upgrades - Honestly I don't really care about this - there is no point in getting them now, but Im okay with that. Unless there are good ideas on what to do here, there will probably be nothing changed.

Those are the main things I can think of right now. I'm sure there are some others. I'm also sure that there will be the usual flood of "imba jaood" and "no dispel" but good players don't really seem to have any problem with these things. Feel free to add anything else you think needs to be changed....

Wednesday, August 29, 2007

The first official FOOTMEN FRENZY 6.1 TOURNAMENT

This week's (and hopefully subsequent weeks) tourney is going to by hosted by keldyn and roaaaarrrr at 5PM Bnet time, Saturday September 1st.

If you don't know your time in reference with Bnet, log in and type /time. It will give you your time and Bnet time.

Now I know everyone's been waiting a long time for tournaments to start up again. so this time around we're gonna keep it real simple and not overcomplicate things with a ridiculous amount of rules so hopefully everyone will enjoy themselves.

Your rules!

1) No base suiciding. Period.
2) No leaving the game if your or an ally's base is under attack.
3) Gamehosts will be determined by ping, or selected by the tournament organizers. This may mean trying until everyone can agree on a host. However if a tournament organizer selects the game host, that will be the game host regardless.
4) If you have a concern or need to report a rule infraction, message keldyn or roaaaarrrr at any time. This means actual infractions, not complaints about imbalance.
5) Failure to comply with the suiciding or leaving rule will result in a ban from the following weeks tournament.

The winning team of each game needs to save the replay and send it to nhtourney@gmail.com


If you are unable to get a spot in one of the brackets sign up your team as alternates and show up at tourney time. There's usually at least one or two teams that can't make it and need replacements. This goes for people without teams as well!

And one last time, the tourney will be on Saturday, September 1st, 5PM Bnet time.

Good luck everyone!!

Thursday, August 23, 2007

Download Footmen Frenzy 6.0

Footmen Frenzy 6.0 was released !!

Download Footmen Frenzy 6.0

Here are the changes:

General
New game modes added (selected via menu)
- Normal
- Random Heroes (Each player starts with a random hero)
- Random Draft (Basically removes random heroes from the taverns, leaving a pool of 11 heroes remaining)

New alliance mode added (selected via menu after game mode)
- NONE (3v3v3v3 like usual)
- Top vs Bottom (Team 1 and 2 vs. Team 3 and 4)

New terrain added
New loading screen (to be changed in next patch)
Invisible units now give off Auras
Heroes now start with 0 mana, and resurrect with 0 mana
Map file size is a lot bigger

Tech/Tiers
Tier buildings have different models
Tier 1 is now free and automatic; there is no timer for Tier 2+
Beacons have been added to allow selection of your tier 1 race, and to switch races
Race switching cost reduced for all tiers
Beacons autocast Healing Scroll (can be interrupted) cooldown 10secs
Racial abilities have been reworked
Tech units have 25% more HP
Armor upgrades replaced with life upgrades
Weapon and Life upgrade costs increase with each level, and give more returns
Tier 5 cost reduced to 30000
Undead Skeletons have been reworked (no unholy frenzy, bigger size, slower spawn time, more hp/damage, and more bounty)
Undead Abominations no longer have Disease Cloud
Night Elf tech has Shadowmeld instead of Phase Shift
Orc tech at tier 3+ has Ensnare

Attack and Armor types have been revamped
- Human < src="http://nohunters.com/e107_images/emoticons/smile.png" alt="" style="border: 0pt none ; vertical-align: middle;">

Heroes
New proper names for most heroes
3 All-new heroes

Human
Mass Teleport casting time increased to 20/15/10 seconds; Invisible units targeted by Mass TP are no longer revealed.
Avatar - Yields extra bounty of killed (like meta); lower duration and lower cooldown
Storm Bolt - Lower stun duration at higher levels
Phoenix no longer affected by healing spells
Devotion Aura weakened at all levels

Night Elf
Metamorphosis - Cooldown time on meta gets lower as level is higher
Fan of Knives - damage increased by 10 at all levels
Trueshot Aura - weakened to 10/20/30/40/50/65 % bonus dmg
Starfall - cooldown decreased (now 150 sec at all levels)

Orc
Serpent Ward - duration increased at all levels, mana cost increased by 15 at all levels
Earthquake - cooldown decreased by 20 seconds at all levels

Undead
Unholy Aura movement speed bonus decreased at all levels; Area now 900 at all levels
Infernal reworked (shorter duration, higher base dmg, larger stun aoe)

Neutral
Stampede - Cooldown no longer decreases at lvl 2 and 3 (now 180 sec at all levels)
Alchemist - Increase duration of acid bomb by 5 sec at all levels
Fire Spawns - Level 5 range increased by 100, lvl 6 range increased by 150
Charm - Has a small AOE effect. Cooldown 45/20/5 sec

Custom
Dino Din - Ultimate model changed
Avalanche - Critical Strike replaced with Omnismack
Random_digit - Taunt now compels attacks. No longer heals the hero.
Levia - Base movement speed increased
Sea Elemental - Mana cost decreased
Great Fishing Harvest - Cooldown decreased
Ravage - Entangle now has AOE effect
Assassin - Has a new skillset (Frost Bolt, Mirror Image, Searing Arrow, Animate Dead)
Cattlebruiser - Now has Windwalk instead of Dark Pact
Turtles - Now have autocast devour
Falcon - Hex now the same as SHs
Falcon - Now has Rain of Fire instead of Bears
Bill K has higher base intelligence
Stampede - Cooldown no longer decreases at lvl 2 and 3 (now 180 sec at all levels)
Unholy Aura movement speed bonus decreased at all levels; Area now 900 at all levels
Charm - Has a small AOE effect. Cooldown 45/20/5 sec
Tichmeh Armorz - Has been weakened at all levels

Creeps
No more food limit
Brand new creeps
Increased Healing Ward mana cost by 50

Items
Removed Scroll of Beatings, Necromancer's Bidding, Healing Ward of the Gods, Giant Leg, Fast Wood, Flask of Soda, Cheese, Talisman of Evasion, Soldier's Mask, Sturdy War Axe, Warsong Battledrums, Healing Wards, Firehand Gauntlets, Scroll of Protection. Look for new items in the next patch.

Mana potion/Mana stone at middle has a 5 minute cooldown before being available
Dust of Appearance = 1 charge instead of 3, lower range
Speed scroll cost increased to 100

Bark's store:
Bark's Store renamed to Wut're ya buyin'?
Fox Frenzy (3 charges) - Slams the ground, slowing nearby enemy movement and attack speed by 50% for 5 seconds (does not affect heroes), cooldown 15 seconds; mana cost 40; 150 gold
Eyebrows of Mashiba (2 charges) - Casts Cripple on target unit (hero duration = 7secs); mana cost 150. 200 gold
Bark's Clutch (2 charges) - Instantly kills a non-hero unit; cooldown 60 seconds; 400 gold
Jean's Rage (3 charges) - Throws a child at a target unit, dealing 200 damage; 400 gold (death coil range)
Wrath of TekPike (consumable, 1 charge) - Grants immolation (same dmg as infernal cloak) for 20 seconds. Undispellable. 300 gold
Barks Nikes cost decreased to 500

Weapon Shop
Berserker's Blade - 5% (or 10%?) Cleave; 200 gold
Berserker's Armor - Returns 10% of melee damage; 200 gold
Berserker's Helm - Reduces damage taken by 5; 200 gold

Armor Shop
Sobi Mask cost increased to 350 gold

Archvault
Dust of Appearance charges reduced to 1, duration reduced to 10 seconds, and area reduced to 500
Roaaaarrrr Scroll now located in Archvault
Scroll of Miyata - gives invisibility + speed (with roar scroll duration/aoe) 700 gold.. attacking breaks invis, dispellable
Scroll of Itagaki - grants 75% evasion (roar scroll duration/aoe) 800 gold; not dispellable
Scroll of Saeki - 1 charge of Mass Teleport 1000 gold
Scroll of Darkness - covers middle in fog of war for 60 seconds 300 gold

Altar of Legends
Scroll of Takamura - gives undispellable invulnerability (huge aoe.. like enough to cover all of middle) for 2 minutes 12000 gold; available same time as altar (at the same shop as altar)
Altar - cost 12000
Tier 4 - cost 30000
Claws of Devastation - cost 3500
Cursed Axe - cost 2000
Fixed name of the Granite Golem (it was still called wendigo in shop)


Some random notes about the new version..
- Life upgrades when fully upgraded give a 100% bonus to HP. This means that you are not going to get much life from upgrading it at the lower levels.. This is likely to be reworked in the next patch.

- Racial upgrades similarly are more effective at later tiers, and not so much early on; this is something that caused a big delay in 6.0 and we decided to keep it the way it is now to speed up the release.

- Depending on how serious the bugs we find are, we will likely release a new patch in 1-2 months, which will probably include items to fill out the shops.

- This change list itself may be incomplete; our original change list got deleted when the forum was pruned, so yeah It should list most things though.

Download Footmen Frenzy 6.0

Tuesday, June 19, 2007

Footmen frenzy heroes: HatoUP

HatoUP aka TheBigGame (after 5.0) is an excellent hero killer, and gains experience by the virtue that she's too fast to die frequently. Hatoup is best played wtih everything maxed but frost arrows, which don't help out at all in the late game. While not really needing any items other than the ever important town portal, life and mana items are very useful, and she could benefit from some Agility items. In previous versions, HatoUP was one of the heros that could easily dodge the Bloodmage's Flamestrike/Banish combo due to her unholy aura.

Spells


Shadow Strike

This is an exact replica of the Warden's Shadow Strike. Use it on a hero and then slow it down with Ice Shards until the cooldown is over. Shadow Strike has an 8 second cooldown and costs 65 mana.

Level DMG Hero DMG Units
1 75 dmg / 30 dmg over 9 secs hero 50 dmg over 15 sec units
2 150 dmg / 60 dmg over 9 secs hero 100 dmg over 17.5 sec units
3 225 dmg / 90 dmg over 9 secs hero 200 dmg over 20 sec units
4 300 dmg / 120 dmg over 9 secs hero 280 dmg over 22.5 sec units
5 375 dmg / 150 dmg over 9 secs hero 400 dmg over 25 sec units
6 450 dmg / 160 dmg over 9 secs hero 600 dmg over 30 sec units

Ice Shards

Ice Shards is a frost-arrow based skill that greatly slows down units. In battle, manually attack units in turn so the frost effect is distributed. It's also very effective at stopping heroes from running away. Remember that arrow skills do not interact with orbs. The slow effect lasts for 1.5 seconds on heroes and 5 seconds on units.

Level DMG & Speed reduced Extra DMG Mana
1 -30% atk & move speed +5 dmg 10
2 -40% atk & move speed +15 dmg 10
3 -50% atk & move speed +25 dmg 10
4 -60% atk & move speed +30 dmg 7
5 -70% atk & move speed +35 dmg 7
6 -80% atk & move speed +60 dmg 7

Unholy Aura

Unholy Aura increases the movement speed and life regeneration rate of nearby units. It is especially useful for maneuvering your units into a hero surround formation. Unholy aura gives you the advantage of hit-and-run and is many times useful when teams try to to flank you.

Level HP Regeneration/sec Speed Effect % Area
1 +3 HP +10% 900 AoE
2 +4 HP +20% 950 AoE
3 +5 HP +30% 1000 AoE
4 +6 HP +40% 1050 AoE
5 +7 HP +50% 1100 AoE
6 +10 HP +60% 1250 AoE

Stampede

Stampede will let you level up and win the game when effectively used. Many people don't realize that you can direct the stampede. When you cast the spell, TheBigGame will start channeling towards the spot you click and the thundering lizards will charge across the screen in parallel lines to the line formed between TheBigGame and the targetted spot. The lizards always come from behind the hero. The lizards will explode against the first unit they hit, so you want to angle your stampede to hit the weakest units.

A VERY effective way to stampede is to clog someone's base with your armies and then have TheBigGame cast stampede while pointing towards the Archvault in the middle. The lizards will appear inside the enemy base and make it much harder to avoid damage. If all their units are up front, your lizards will also be more likely to hit their bases first, which could mean game over very quickly at Level 3. Stampede placement takes some practice, but any idiot can learn it once they know how it works. Stampedes always last for 30 seconds.

Level Units, DMG, Area Cooldown Mana Area Range
1 2 size 55 Lizards per sec, 60 dmg each in 275 aoe 180 seconds 150 1000 AoE 300
2 4 size 57 Lizards per sec, 90 dmg each in 285 aoe 170 seconds 200 1100 AoE 300
3 6 size 59 Lizards per sec, 120 dmg each in 295 aoe 160 seconds 250 1200 AoE 300

Monday, June 11, 2007

Footmen frenzy heroes: Blademaster

The Blademaster is primarily a hero-killer with the combination of backstab damage from Windwalk and the huge amounts of damage that can result from successful Critical Strikes. Mirror Images can keep attacks off the real Blademaster and can provide a meatshield for ranged units or heroes. At high levels, Images provides some damage output as well. Bladestorm is an excellent AOE spell when used correctly.

Spells


Wind Walk

Wind Walk temporarily turns the Blademaster invisible, provides a speed bonus, and gives a single-target attack bonus on the Blademaster's first attack (which will break the Wind Walk). It is perfect for both escaping from the enemy and sneaking up on heroes. It can also be used during lulls to regain mana near the Archvault while remaining undetected.

Wind Walk can be partially countered by the free Archvault item 'Dust of Appearance', the Witch Doctor's sentry wards, and all creatures with Truesight. These will make the Wind Walker visible, but will not negate the speed bonus or the bonus 'backstab' damage on the first attack coming out of Wind Walk. Wind Walk always costs 75 mana and the cooldown is fixed at 7 seconds.

Level Backstab Dmg Duration Speed Effect %
1 60 dmg 20 seconds +10% move speed
2 125 dmg 40 seconds +15% move speed
3 200 dmg 60 seconds +15% move speed
4 275 dmg 60 seconds +20% move speed
5 350 dmg 60 seconds +25% move speed
6 600 dmg 120 seconds +35% move speed

Mirror Images

Mirror Images dispels any effects on the Blademaster and creates illusions of the Blademaster for 50 seconds. These images are more susceptible to damage than the Blademaster. At Level 4, 5 and 6, the images do a small percentage of the Blademaster's attack damage. You can counter images by holding down the Alt key and noting which ones are doing the most damage or taking the least damage. An Orb of Static on a ranged hero is also a cheap way to determine illusions by attacking each one a couple times and to see which ones take the most damage.

Level Images Image Dmg Damage taken Cooldown Mana
1 1 0% atk dmg +200% dmg taken 7 seconds 125
2 2 0% atk dmg +190% dmg taken 7 seconds 125
3 3 0% atk dmg +180% dmg taken 7 seconds 125
4 4 15% atk dmg +170% dmg taken 7 seconds 150
5 5 25% atk dmg +160% dmg taken 7 seconds 200
6 9 35% atk dmg +150% dmg taken 15 seconds 260

Critical Strike

Critical Strike is a passive skill that gives the Blademaster a chance to do bonus damage. Critical Strike includes any damage bonus items the Blademaster has, and a high-level Blademaster with some Claws can easily kill some heroes in one hit. Early game, it's helpful to focus on army units instead of heroes to gain gold quickly. Also note that the faster the Blademaster attacks, the more frequent Critical Strikes will connect over a set span of time; therefore, agility items are also very beneficial.

Level Chance / Dmg multiplier
1 16% chance to do 3x more dmg
2 18% chance to do 4x more dmg
3 20% chance to do 5x more dmg
4 22% chance to do 6x more dmg
5 24% chance to do 7x more dmg
6 30% chance to do 9x more dmg

Bladestorm

Bladestorm causes the Blademaster to spin rapidly, damaging any units in his path. The Blademaster's movement can be controlled while using Bladestorm. He is also magic-immune while the spell is in effect, but is still susceptible to all physical damage. He will most likely not survive for long past the casting of this spell without a Potion of Healing or Invulnerability; both of which can be used during the Bladestorm without interrupting its effects. Generally, Windwalk is used to attain the best possible initial position for Bladestorm.

Note that it is possible to activate a Potion of Invulnerablity AFTER activating Bladestorm. If the potion is used beforehand, the effect will be canceled by the Storm.

Level Damage per sec Duration Area Cooldown Mana
1 110 dps 7 seconds 200 AoE 180 seconds 200
2 250 dps 9 seconds 250 AoE 160 seconds 225
3 420 dps 12 seconds 325 AoE 140 seconds 225

Friday, June 08, 2007

Footmen frenzy heroes: Assassin

The Assassin is a good for sniping heroes early and mid-game with bonus damage from Searing Arrows and Windwalk. Feral Spirit is also useful for positioning the Assassin's invisible wolves to block heroes' retreat and to provide additional damage. A few agility items to make better use of Searing Arrows and Claws for additional damage are good items for her to have; however, be careful not to spend too much money on this hero because her spells don't make much of a difference late game; she'll need a properly teched-up army.

Spells

Wind Walk

Wind Walk is perfect for escaping while injured now that it allows you to walk through other units. You also get a single damage bonus on your first attack after Wind Walking. Use it to sneak attack low-health heroes or during lulls to regain mana near the Archvault while remaining undetected. Wind Walk always costs 75 mana and the cooldown is fixed at 7 seconds.

Level Backstab DMG Duration Speed Effect %
1 60 dmg 20 seconds +10% move speed
2 125 dmg 40 seconds +15% move speed
3 200 dmg 60 seconds +15% move speed
4 275 dmg 60 seconds +20% move speed
5 350 dmg 60 seconds +25% move speed
6 600 dmg 120 seconds +35% move speed

Searing Arrows

Searing is a great damage spell, but it works best when you couple it with Agility items. If you want to use Mask of Death or Orb of Frost, be sure to deactivate this Spell because Orb effects don't stack. Also, never buy Scourge Bone Chimes for your Assassin, because it just not worth the money. Assassin is a ranged hero, and ranged attacks don't benefit from vampiric aura.

Level DMG Mana
1 +15 dmg 7
2 +35 dmg 7
3 +55 dmg 7
4 +85 dmg 7
5 +105 dmg 7
6 +175 dmg 7

Feral Spirit

For 75 mana, you get powerful wolves with fortified armor. High level wolves also have Spell Immunity, Feedback, Critical Strike and Permanent Invisibility. Wolves are countered pretty effectively with Dispel, but late game wolves can sometimes kill a hero before he knows they're there. Wolves last 60 seconds and have a 30 second cooldown.

Level Units
1 2 Dire Wolves
2 3 Shadow Wolves
3 4 Shadow Wolves
4 5 Big Shadow Wolves
5 7 Big Shadow Wolves
6 5 Big Bad Wolves

Reincarnation

Reincarnation is one of those spells that you put one point in and forget about. It's really just an insurance point to keep you alive and deny the enemy an easy bounty.

Level Reincarnation Cooldown
1 Hero revives after 7 sec 240 seconds
2 Hero revives after 4 sec 200 seconds
3 Hero revives after 1 sec 140 seconds

Thursday, June 07, 2007

Footmen frenzy heroes: Archmage

The Archmage is a very newcomer-friendly hero. He rakes in the gold and does mass destruction with Blizzard. However, the Archmage is only good for very new players or very good players -- there is no middle ground. A particularly annoying Archmage will find himself the butt of every attack in the game and it takes a good player to successfully level him all the way up in an expert level game. You must stick with hit and run attacks, and force players into playing defensively. I would max Blizzard, Brilliance, and Mass Teleport, with 3 points in Water Elemental, because the high level Mass Teleport is excellent for army harassment. If you don't have any allied heroes that desperately need Brilliance, try maxing Water Elementals and leave Brilliance at level 3. The Archmage can always use life or armor items but mana items are redundant.

Spells


Blizzard

Blizzard is THE defining spell for an Archmage. It is your source of income and destroys troops by the dozen. When I use blizzard, I have no problem with destroying some of my team's units, as long as the enemy units killed give me more gold than I would have lost on my troops. Blizzard is only 10% effective against buildings, but is a great hero killing spell if you know how to anticipate a hero's path. Blizzard always costs 150 mana to cast and has no maximum damage cap.

Level DMG/Wave Cooldown Mana Area Range
1 40 dmg x 5 waves 6 seconds 150 200 AoE 800
2 55 dmg x 5 waves 7 seconds 150 225 AoE 800
3 70 dmg x 6 waves 8 seconds 150 250 AoE 800
4 85 dmg x 6 waves 9 seconds 150 275 AoE 800
5 100 dmg x 8 waves 10 seconds 150 300 AoE 800
6 150 dmg x 10 waves 11 seconds 150 350 AoE 800

Water Elemental

Water Elementals are useful for keeping fire off of the Archmage. This is a decent spell when you don't want to max Brilliance, but Elementals are not as scary as other summons -- it could be their big blue complexion. All water elementals cost 150 mana and last for 35 seconds and Level 3 and 4 Elementals have Fortified armor and Chaos damage.

Level Unit(s) Cooldown Damage Hitpoints Duration
1 1 Water Elemental Lv1 25 seconds 34-44 dmg 675 Hp 35 secs
2 2 Water Elementals Lv1 25 seconds 34-44 dmg 675 Hp 35 secs
3 2 Water Elementals Lv2 25 seconds 47-55 dmg 900 Hp 35 secs
4 3 Water Elementals Lv3 25 seconds 57-65 dmg 1200 Hp 35 secs
5 3 Water Elementals Lv3 25 seconds 57-65 dmg 1200 Hp 35 secs
6 3 Water Elementals Lv4 15 seconds 77-85 dmg 1200 Hp 35 secs

Brilliance Aura

The Archmage himself doesn't really need this skill to be maxed out, but your allied heroes will love you for it. If you are on a team that constantly controls the center, this spell becomes less important. This aura only affects allied heroes.

Level Regeneration Area
1 +0.7 mana/sec 900 AoE
2 +2.7 mana/sec 1000 AoE
3 +3.7 mana/sec 1100 AoE
4 +5 mana/sec 1200 AoE
5 +7 mana/sec 1300 AoE
6 +9 mana/sec 1400 AoE

Mass Teleport

Mass Teleport allows you to transport the Archmage and the nearest units to any allied unit's location. This spell is excellent for breaching an enemy base, especially late game where walking through the middle will get half your army killed. Remember that it will only teleport your own units, but you can target any friendly unit with the spell.

Level Units Cooldown Mana Area
1 50 units 20 seconds 75 700 AoE
2 100 units 15 seconds 20 800 AoE
3 999 Units 12 seconds 1 900 AoE

Tuesday, May 29, 2007

Compendium:General Tips

Back after some problems with blog...with a general Footmen Frenzy compendium.



Over two years old and still going strong, Footmen Frenzy is one of the longest-running crazes on USEast and USWest, even gaining a feature spot in Blizzard's Spotlight Map program in 2005. Though at first glance it appears to be shallow, BGH-ish, and impossible to lose, there's tons of complexity just below the surface.

The rules of the game are simple. You start on a team of 1 to 3 players, on a map divided into four corners with a neutral ground connecting them all. Each player begins with a barracks and 2000 gold. Footmen automatically spawn every few seconds at your barracks and there are shops scattered behind your base and in the center of the map. When everyone running Warcraft on their Palm Pilot has finally loaded the map, the game camera centers over the Hero Taverns, and you are left to your own devices.

The ultimate goal is to destroy all other teams by razing their barracks. As soon as a player's barracks is destroyed, he loses all his units and spawning privileges and gets observer privileges across the entire map. The winner is declared when only one team is left. It's that simple!


Or is it? The possibilities of Frenzy are endless. Should you put all your money into hero items and hope for the best? Upgrade your tier immediately and gain money for a late hero? Go pure Creeps? In your first game, you might want to stick with the basics -- get a known hero and play conservatively. Upgrade your army through the tiers and spend money equally on Weapons, Armor, and a race-specific upgrade like Improved Range. If you're an experienced player with a new ally, let him experiment and feed him any spare change you might have. It's always more effective for the experienced one to support the new player, than vice versa.

The team that coordinates has a much greater chance of success than the team where everyone tries to be the winner. Because you can trade resources like a real game, it's often useful to pool your money with other teammates so one teammate can get to Tier Four. Some players divide into offense and defense, with one in charge of base defense, and the other two providing money for upgrades. Another common team strategy is having fewer heroes on a team, while the other teammates upgrade their army (the heroes level slightly faster). A very balanced way of playing is to have one player to get a support hero or tanker, one player get an Area of Effect hero like the Archmage, and one player get a hero killer like CattleBruiser.