Far Seer (Warcraft III)
- For lore, see far seer.
|Race||Orc and wolf|
|Hit points||475 (925*)|
|Hit point regeneration||Always|
|Hit point regeneration rate||1.00 (1.90*) HP/sec.|
|Mana Regeneration rate||0.96 (2.31*) Mana/sec.|
|Produced at||Altar of Storms|
|Build time||55 sec.|
|Normal attack||24 (51*)|
|Cooldown||1.92 (1.60*) sec.|
|Movement Speed||Fast (320)|
Far Seers are ancient Orcs who represent the pinnacle of Shamanistic power. These powerful Shamans are counted amongst Thrall's closest advisors and are constantly in tune with the workings and maneuverings of the Horde. Far Seers are not only tied to the elements of the earth and sky, but are also adept at foretelling the future.
|Level||Attack (Ground/Air)||Armor||Strength||Agility||Intelligence||Hit Points||Mana|
|1||21-27 [24 avg]||3||15||18||19||475||285|
|2||24-30 [27 avg]||4||17||19||22||525||330|
|3||27-33 [30 avg]||4||19||20||25||575||375|
|4||30-36 [33 avg]||4||21||21||28||625||420|
|5||33-39 [36 avg]||5||23||22||31||675||465|
|6||36-42 [39 avg]||5||25||23||34||725||510|
|7||39-45 [42 avg]||5||27||24||37||775||555|
|8||42-48 [45 avg]||6||29||25||40||825||600|
|9||45-51 [48 avg]||6||31||26||43||875||645|
|10||48-54 [51 avg]||6||33||27||46||925||690|
The Far Seer is a very popular hero, with players debating between him and the Blademaster as their starting Hero.
Though the Far Seer is quite frail, he has good early game capability like the Blademaster. Both can solo the first few creeps alone, and can also be sent to disrupt an enemy player with promising results in the hands of a skilled player. He also has good killing capability through Chain Lightning when focusing on enemy Heroes.
Far Sight is a late-game skill, and should be invested last. It is essentially a free Reveal for Orcs, as the level 3 version reveals an especially large amount of the map and only costs mana rather than gold. This can help in those long matches where the enemy may be hiding buildings to prevent defeat, and saves the gold that would be used on Reveal for more units or buildings.
Earthquake is a fairly mixed skill; if the enemy has not built a lot of defensive towers, then you may want to skip this skill until level 7, as it does less damage to most buildings compared to the Lich's Death and Decay spell. Earthquake has a small AoE, though it is most effective against Human players due to the small size of their defensive towers and their likely to be clumped. Earthquake does not lower the attack speed of units caught in the quake; only their movement speed.
Spells and abilities
- Hurls a bolt of damaging lightning at a target enemy that jumps to nearby enemies. Each jump deals less damage.
|Cooldown||Mana Cost||Range||Area of Effect Allowed Targets|
|9 sec.||120||70||50 !! Air, Ground, Enemy, Neutral|
|Level||Effect||Hero Level Req|
|1||85 damage, jumps 4 times||1|
|2||125 damage, jumps 6 times||3|
|3||180 damage, jumps 8 times||5|
Chain Lightning is a very powerful spell. Far Seers should research it and use it whenever possible. Use Chain Lightning especially against ranged units and spellcasters.
Chain Lightning will now jump to sleeping targets if the primary target is also asleep.
- Reveals the area of the map that is cast upon. Also reveals invisible units.
|8 sec.||Unlimited||Reveals Map|
|Level||Mana Cost||Area of Effect||Hero Level Req|
An animation is displayed over the revealed area. This can let the enemy know you have used Far Sight; keep that in mind. It is much cheaper than Reveal, especially at level 3 where it covers a large amount of the map. If you need better map coverage than the Sentry Ward is a better choice.
- Summons Spirit Wolves to fight enemies for a limited time.
|60 sec.||30 sec.||75|
|Level||Duration||Effect||Hero Level Req|
|1||60 sec.||Summons Two Spirit Wolves||1|
|2||60 sec.||Summons Two Dire Wolves||3|
|3||60 sec.||Summons Two Shadow Wolves||5|
Use Feral Spirits at the start of the game to help you attack the Creeps.
Send two Feral Spirits in separate directions and use them to scout enemy towns for their location and race. As the Spirit Wolf enters the town attack their buildings or workers. If the enemy isn't smart they may even teleport back to their town to defend it.
If cast again while the wolves are on the field, they are removed and the new ones take the place. Only use them when your current wolves are dead.
- Makes the ground tremble and break, causing 50 damage per second to buildings and slowing units by 75% within area of effect. Lasts 25 seconds.
|Duration||Cooldown||Mana Cost||Range||Area of Effect||Allowed Targets||Effect||Hero Level Req|
|25 sec.||90 sec.||150||100||25||Ground, Structure, Tree||50 damage/sec to buildings, slows units 75%||6|
Use Earthquakes on large groups of towers, typically created at the end of the game.
Earthquakes can be used to clear away large sections of trees.
Earthquake brings units to a minimum speed of 140. Earthquake does not slow air units. Earthquake's slow area is 25 (250 in-game).
- Earthquake Counters
This spell must be "maintained" to get the full effect. This functionality is applied to mainly mass damage area of effect spells. For example, if you cast an Earthquake spell on an enemy town, your Far Seer must stay casting the spell until the Earthquake is finished. If you give him a new order during the spell, the Far Seer will stop casting the Earthquake.
One of the best ways to counter Earthquake is to construct buildings with lots of space between them. Then the enemy will only be able to hit a few buildings at once. Don't build farms in big blocks if you can help it.
|Patch 1.25 (03/10/2011)|
|Patch 1.17 (09/20/2004)|
|Patch 1.15 (05/11/2004)|
- Patch 1.10 (2003-07-03):
- Feral Spirit mana cost reduced to 75 from 100 and cooldown increased to 25 from 15.
- Chain Lightning base damage reduced to 85/125/180 from 100/140/180.