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How's the guide
Very useful 65%  65%  [ 21 ]
Somewhat useful 15%  15%  [ 5 ]
I alreadly knew everything here 12%  12%  [ 4 ]
The concept is wrong(post explaining why) 6%  6%  [ 2 ]
Total votes : 32
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PostPosted: Fri May 09, 2008 9:30 am 
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crackbubba wrote:
ok I am ure it used to have no coins because that was what the tourney was played on, unless that was something you had to just agree upon.


????
do u whach some torney replay?

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PostPosted: Fri May 09, 2008 2:31 pm 
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Long time ago I did, I'm jus going off of the games I was in.

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PostPosted: Sat May 10, 2008 6:32 am 
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RP: 2008.0509.1950 CF.11 Play on GG Game

I find that monk may be mixed isuues between "How to make Cage units survived" and "How to make farming useful." Sometimes they are totally different. To make Cage units survived doesn't mean that farming works.


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PostPosted: Sat May 10, 2008 7:57 am 
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btw i think that if u build the amount of corals so the cage units survive specials
(i think 7 are the max needed only vs 3+ starfalls)
the cage can do gr8

but it is new concept and need testing and practise to see wich is best

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 Post subject:
PostPosted: Sat May 10, 2008 11:33 am 
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Well, what i know is farming only works for countering killing specials, or maybe city of magic also.

But not too effective against AoE specials (volcanos, tidal wave, starfall). Although with 2 or 3 coral, also works. This tactic is not good when opponent doesnt mass killing specials, and u will have a lot of murlocs having a lot of free time walking around


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PostPosted: Sat May 10, 2008 4:24 pm 
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you only need the full 7 corals if they build like 5+ starfall, so actually it costs less than the starfall.


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PostPosted: Sat May 10, 2008 4:55 pm 
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hmm i think "full set" is 3 starfalls (for 4 in way)
and if u think that 7 corals are much u need to add all kill specials that they build


btw: i dont think that farming couner Ancient Pyramide because of long effect + low cd 40/7
+ Tidal Guardian is unharm from farming too so naga get realy strong

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 Post subject: Re: Farming guide
PostPosted: Sun May 11, 2008 5:44 pm 
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monk wrote:
Correct Way
_____
|____|<-murloc hut
|____|_____
||||||||____| <-ally building
||||||||____|
^farm area

In this way, you rally the murloc hut to spawn units all the way to the bottom left of the map. If your ally building is a unit producing building instead of a special, rally it to the top right, so units that spawn from that building will not get trapped.

Wrong Way
_____
|____|<-ally building
|____|_____
||||||||____| <-murloc hut
||||||||____|
^farm area

You cannot switch the ally building with the murloc hut, as shown in the wrong way diagram. As murlocs spawn, they will bunch up to the right, because they want to travel to the right towards the eastern castle. If the area directly to the left of the murloc hut is completely occupied, new spawning murlocs will not be able to be spawned inside the box.


Lol,its not necessary at all farming that way.
I found a kind of bug thats very usefull for this situations,the units after spawned try to go to the lane,and if you dont state the spawning point also,but if you state it they appear in the part wich is nearer to the spawning point.Of course after it they go to the lane,but this is usefull to cage units in lategame when all is filled and you need to farm.

Think about it,its very important in some situations


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 Post subject:
PostPosted: Sat May 31, 2008 5:53 am 
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Masoj, I have no idea what you're talking about and i doubt anyone does.

On a side note, i was just almost finished with a huge update, but then my browser died -_-.


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 Post subject:
PostPosted: Sat May 31, 2008 7:44 am 
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:) it happen to me some times too
so if i type somthing long I never use a browser but any text program in my case WordPad or Notepad

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PostPosted: Wed Jun 04, 2008 3:33 pm 
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I think he's trying to say that if you manually set the spawn point it will appear at the point nearest the spawnpoint.

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 Post subject:
PostPosted: Thu Jun 05, 2008 2:13 pm 
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Yes.
Sry for not answering,but I didnt saw this thread and the next day didnt apeared as new :?


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 Post subject:
PostPosted: Thu Jun 05, 2008 4:47 pm 
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Ok, i understand what you're saying now. I know how to rally units. It's just when the farm starts growing all the units will start to congregate to the right of the farm. If you built it the wrong way, then units will start spawning outside the farm. So yes, it is necessary to farm this way.

Reread this part again:

You cannot switch the ally building with the murloc hut, as shown in the wrong way diagram. As murlocs spawn, they will bunch up to the right, because they want to travel to the right towards the eastern castle. If the area directly to the left of the murloc hut is completely occupied, new spawning murlocs will not be able to be spawned inside the box.


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 Post subject: Re: Farming guide
PostPosted: Tue Apr 28, 2009 2:57 pm 
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quite old topic but, is this still possible to farm in v.13? I couldnt make it coz creeps allways get away after few seconds.


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 Post subject: Re: Farming guide
PostPosted: Tue Apr 28, 2009 3:56 pm 
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Its possible. I think there is a replay. In this replay you can see a big farm built by curi. I built some vulcanos and serpent wards. Creeps were running around because of vulcano and serpent ward effects so the trigger couldnt be activated and creeps were trapped in the farm. There were some coral statues ofc.

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