Bosses are the more powerful version that comes with more risks for taking them as well. This will give you constant catapult pressure and you just have to wait for your enemy to make a mistake while avoiding doing so yourselves.Ĭamps are distractions, ways to push or negate the enemy's push, and they give you additional experience for taking them. If you do not think you can end the game with your Curse, try to get all Keeps you can take. But you should only do it if the lane it goes on is opened for you to finish the game, otherwise it is still a waste. If you get a Curse and have a Boss close to you, you could potentially end. A Curse this late in the game is either extremely destructive or game ending. Tributes by themselves are irrelevant, only fight for them if a Curse is at hand. You will most likely accompany your boss to push with it towards a keep and possibly the core. A Boss will now push very hard and needs to be defended. Knight Camps are still the same, but it is your team who is scarier with the spell armor. Siege Camps get scary at this point and they should be dealt with as soon as possible, the same goes for catapults. If you get enough kills during this phase, you might want to start the Boss before collecting the Tribute, but usually not after. Usually, you want to fight for the Tribute before all. You might want to do the Boss at the start of a Curse, but the only time you should do this is when you can do it quickly. Talking of it, do not use the Curse to get camps early, you need to push those lanes to apply pressure everywhere on the map, get as much structure damage as possible to maximize the experience you get, and empower your advantage as experience is still the priority! After getting a lot of structure damage, you can retreat during the end of the Curse to finally get camps safely, since the enemy still needs to defend the minion waves. For instance, if it's safe, you can get a Boss right before the objective spawns to secure a Curse. To get value out of a Boss, you either need to push with it or get something else done while the enemy team is clearing it. With a Boss for each team on the Map, it is either a response to the enemy's Boss, a major distraction, or a game finisher. This is when you get the most value with your team. Siege Camps still hold the same role except if you steal the enemy camp, this can be a much bigger distraction as it is directly going to the Keep's towers! Knight Camps start getting value, since your team can now focus on pushing with it. If you do get the Curse, push in every lane to get as much experience as possible structures and kills are nice, but experience is your priority! If the enemy has Heroic Abilities and you do not, do not fight for the Tribute, take your Boss to negate the Curse if you can. Simply pushing on the opposing lane or getting camps to defend the enemy's Curse will overall make you even. An early Curse gives an advantage for sure but it is not as impactful as later in the game, you can afford to take trades. You should fight for the Tributes, but not at all costs. A Boss is unusual in the early-game phase, since your team is still weak and your foes have low death-timers, meaning it's easier to get your boss stolen. Knight Camps can also be used as a distraction, the spell armor provided by this camp makes it a strong tool for pushing with your team. If you see the enemy team clearing the camp, you can engage on the objective. These will get a lot of value if you can stall long enough during the Tribute collecting phase. Siege Camps are mostly used as a distraction during objective phases or to counter the pressure from the other team. Let's see what you can do on three maps available in ranked play modes. This guide will help you get maximum value out of your advantages, camps, and Map Objectives. The biggest advantages the game provides are Map Objectives. It doesn't matter how you do it, but the idea is to get some sort of advantage to help you push towards it. In Heroes of the Storm, the goal is to destroy the opposing team's Core.
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