Camps reappear only after all webweavers have been killed. Tomb of the Spider Queen: Once the webweavers begin spawning.Camps reappear only after all Garden Terrors have been killed. Garden of Terror: Once the Garden Terrors have been activated.Dragon Shire: Once the Dragon Knight has been activated.Camps reappear only after all Zerg in both waves have been killed. Braxis Holdout: Once the Zerg Waves spawn.Battlefield of Eternity: Once an Immortal has been activated.Camps reappear only after all cavalry have been killed. Alterac Pass: Once the cavalry begin spawning.As the camp will not despawn if it is already engaged, teams can consider engaging camps just before the objective is activated. On some maps, after the objective has been activated, Mercenary camps would disappear, only reappearing after the objective has been neutralised. If the Mercenary camp gets Leashed 3 times in a short amount of time, the units in it will immediately restore all missing Health, receive a Movement Speed buff to return to their camp much faster and gain damage immunity for a short amount of time.ĭisappearance after objective activated The effect causes the Mercenaries to ignore the player and return back to its camp and then shortly afterwards start to regenerate Health, this healing effect grows exponentially till the camp gets re-engaged again. Leashed is a status effect that uncaptured Mercenaries receive if they go far enough outside of their camp area that they are supposed to stay in or lose vision of all hostile units nearby. Ĭaptured Mercenary camps do not grant experience to the opponent when killed. Used offensively on the other hand, Abilities, such as Medivh's "Ley Line Seal", are for this reason strong tools for securing a camp.Īll Mercenary Camps grant all Experience to the team that captured the camp, it does not matter who did damage or killed the camp. One should thus be careful with the use of defensive Abilities, like Auriel's "Crystal Aegis" or Blaze's "Bunker", as allies in them cannot contest a camp, which can in turn lead to it awkwardly falling into enemy hands. Heroes that are untargetable or removed from the map, usually due to Stasis or Time Stop status effects, cannot capture or contest a camp. If both teams' Heroes are at the same time present on the capture point it will become "contested", and its capture timer is paused until there are only one team's Heroes in the area. Big team fights are often centered around trying to capture Mercenary camps, especially Bosses, for your team. Sometimes a player may wait just out of sight of an enemy player who is attempting to capture a Mercenary camp, and swoop in at the last second to kill the enemy player (who may be weakened from fighting the Mercenaries) and then capture the camp for their own team, or a decision can also be made as a team to invade a camp the enemy is doing in order to fight for it. Note that either team may try to capture the capture point, even if the other team defeated the Mercenaries. Upon successfully capturing a Mercenary camp it will also drop a Regeneration Globe in the color of the team that captured it. By standing on the capture point uncontested for 1.5 seconds, the player will gain control of the Mercenaries for their team, causing the Mercenaries to spring into action for the team and march down the nearest lane or grant a reward. After defeating all Mercenaries in a camp, a capture point will appear. Each camp must be captured in order to recruit the Mercenaries found there. Mercenaries are not won over by simply defeating the camp. The length of each camp's respawn timer depends on the type of Mercenary units located in the camp. Once a camp has been captured, a respawn timer will begin, at the completion of which the Mercenaries will reappear, ready for capture once more. After their spawn any player can attack the Mercenaries found there and try to defeat and capture them. Mercenaries generally first spawn at their camps at 1 minute mark, except for Bosses that first spawn at the 5 minute mark. Determining the optimal time to capture a Mercenary camp is crucial, and can be of great value when you need to distract the enemy team from capturing an objective. When defeated, they grant Mercenaries that aid your team's Minion waves in attacking enemy Minions and Structures as well as granting other helpful bonuses. To gain their favor, you must first defeat the neutral Mercenaries at their camp site, and then stand on the beacon nearby to capture them for your team. 2 Disappearance after objective activated.
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