Search This Blog

Monday, 9 January 2012

Nomad : the sand nagger of newerth

Introducing : Nomad




Nomad is a Legion melee carry hero.
Some people tend to call him a semi carry aswell.
I do not know if this is debatable, but regardless of that he is definetely a force to be reckoned with late game.

Yet this hero has another role he can fulfill perfectly.
Nomad is (in my opinion) a pretty good ganker due to his chasing abilities.
Also because he is able to make allied heroes temporary invisible when using his first skill.
Enemy heroes will have no idea how many opponents are approaching,
and due to the increased movementspeed sandstorm gives it will most likely be a fought battle before they could even try to escape.

His attribute gain (as you can see) is pretty balanced.
With both a decent str and int gain you might say he will not stand out lategame because of his lack in agility gain.
This is partially true. Heroes like Chronos, The Dark Lady and madman will annihilate him in lategame.
Nevertheless he is able to beat any other hero solo.
And on top of that, it is pretty hard to kill him without any speed or stealth reveal.
Earlygame it is nearly impossible to kill it without chain stunning him during a gank.
Nomad is also blessed with a pretty high base damage and a good base movement speed.
Last hitting creeps will be a piece of cake with him, because his attack animation is also fantastic.

Nomads health will be a bigger problem than his mana.
His intelligence gain is high enough to stop worrying about mana useage after early game.
I might also add that Nomads skills are rediculously low mana cost too.




Nomads pro's and con's


Pro's :
- Many Escape Mechanism's ++
- Very good attack animation +
- Really high base damage ++
- High Movement speed +
- Fairly high mana pool +
- Great at ganking +
- Good magical armour +
- Able to save his allies by making them invisible ++
- Nullstone like ult with a big AOE stun and decent damage ++
- Low mana cost skills ++

Con's :
- Somewhat squishy -
- Pretty hard to play right --
- No AOE skills to farm with --
- Nomad WILL be getting picked on in teamfights -
- Low on physical armor -

I do not know any more pro's or con's.
If you know some, please post them and they will be added when I think you are right


Nomads Skils




This allround skill is what makes Nomad hard to kill, good to gank with and saves lives of your allies.
When you see an ally that is getting ganked or is getting stunned, you can run to him and use Sandstorm.
Your ally will be thankfull for the invisibility.
You can also do this when it might be hard for you to get out when they chase, because Nomad has two other skills to save his or someone else his/her hide.
When you are pummeling an enemy hero but manages to get out of range, just Sandstorm after him and slap the sh*t out of him.
Your movementspeed will be increased with 20% and his with -20% at skill level 4.



Yet another skill that can be used in many different ways.
This skill has two sub skills attached to it.
In game it will look like this. (not precisely like that lol..)



As you can see this skill exists out of True strike and Mirage strike.
You mainly use True Strike when you want to attack an enemy hero and chase him to death (or gank him with your allies ), or when you want to farm creep lanes a bit faster.

The second version, Mirage Strike is mainly used to harass enemy heroes without being in any form of danger yourself.
This merely creates an illusion that runs towards your selected target and hits him.
After that the illusion dissapeares and you become invisible for 3 seconds.
People that do not understand Nomad usually cast skills on the illusion.
Make use of this advantage !, immediately sandstorm in and shred him to pieces when he is alone.
(and when you are certain you beat him without his precious stun / disable ).
This skill is also used for escaping because you get three seconds of invisibility.
Do not use these three seconds to run into an obvious way (because the time you are invisible is just too short)
but try to hide somewhere in the meantime or take the opposite direction they would expect you to run at.
Important: When you kill someone, the cooldown of this skill will be RESET.



Wanderer is what gives Nomad a LOT of extra damage.
Every 1000 units of walking nomad gets a +100% bonus damage buff upon a direct hit at skill level 4.
Note that every hit you give an enemy hero that does not activate The Wanderer, its charges will go up with +25%.
So basically you hit someone with Wanderer each 2 consecutive hits.
This is why an item like geometers bane is GREAT for Nomad.
Your illusions will get the Wanderer damage bonus which is fantastic.

Important: The Wanderer will trigger upon an attack when its charges are higher than 20%.



Edge Counter is something like an itensified Nullstone.
In my opinion this ult is even a bit too strong to be called balanced.
This ultimate has the ability to completely change the outcome of a teamfight (or any battle really) within a second.
It is pretty hard to use however. You have to time an attack on you within a second.
Once you get the hang of this you will be much further into playing Nomad well.
And if that isn't enough, the ultimate also applies Mastery on the target. I do not know for sure what Mastery does.
I looked it up at the HoN Wiki, but it might have been out dated a littlebit.


With level they meant Edge Counter.

Note that Edge Counter does damage in a straight line.
So the one that was so unfortunate to attack you while you activated Edge Counter, will get a massive shockwave in his face, stunning him,
and everyone that is behind him up to 625 range.
Try to time these Edge Counters perfectly.
For example when they try to chase you down.
They most likely run after eachother.
It is also perfect for nullifying a pyromancer ult or a witchslayer ult. Or perhaps a Wretched Hag ultimate.
In short, a very very strong ultimate, with an insanely low cooldown at level 3.

Important: Does damage in a straight line in the direction of your attacker. remember this


Nomads Skillbuild


This skillbuild is made under normal circumstances on a LONG lane.
(not that it would be very much different on a short lane though).
Behold my masterpiece.



Very Important : Only choose either of these red options at each level.
For example : At level 8, you either have to choose Mirage Level 4, or Wand level 1.
If your wanderer is already level one, you choose Mirage level 4 and vice versa.

I always start out with level one Sandstorm to gain some survivability for me and my teammembers.
If my lane partner gets ganked I could help him out with Sandstorm.
Then at level 2 I choose mirage to be able to last hit an enemy hero or to start harassing.
At Level 3 you can either choose to skill Wanderer, or another level of Mirage.
If you have only melee heroes in your lane or if you are next to the enemy melee hero often,
I would go for wanderer to harass him even harder for no mana cost.
If you can't get near the creep wave or simply don't have much melee contact with enemy heroes, go for a second level in Mirage, and skill wanderer later.
Now you should be able to last hit creeps with Mirage if you are desperate for gold, or take a considerable chunk out of an enemy hero his/her HP.


Level sandstorm and mirage again, and at level 6, your ultimate.
Now you are filled with burst damage, capable to gank, and when neccesary, able to change a teamfight with your devastating ult.
After this you max Mirage and go for level 1 Wanderer.
By the time you reach level 8 you should have 2 levels in Sandstorm, 4 levels in Mirage, one in your ult, and one in Wanderer.
No exceptions possible for this skillbuild to work.
The 4 levels in mirage will give you an opportunity to escape every 10 seconds, or will give you the chance to last hit someone with termendous damage for that time of the game.

Continue to max out Sandstorm.
You want this as high as possible now to be able to make use of it often.
When you are level 11, make your ult level 2 and continue maxing your wanderer.
After you did this (at level 15) you have maxed everything except your last level in your ultimate, so you level one attribute in stats.
After that you choose your ultimate and you have nine levels to spend in stats.

That concludes the skillbuild for nomad.
It is a pretty straight forward build useable on any lane on the battlefield.


Nomads Itembuild


Eventually, nomad should go for something like :
- Geometers Bane
- Runed Axe
- Wingbow
- Abyssal Skull or Symbol of Rage (super late)
- Ghost Marchers or Post haste (super super late)
- Savage Mace or Shrunken Head (depends)

There is no real ending item build for Nomad because nearly any item that gives damage / attack speed == agility would suffice.
Just be carefull you dont buy two items with an attack modifier because they won't fit together.
Ofcourse you could also add in a Shrunken Head.
That always does good and adds even more survivability.


BUILD1 Start Itembuild for solo Bot or Top (or mid)
- Runes of the Blight 1x = 90g
- Health Potion 1x = 100g
- Duckboots 2x = 300g
490g in total

This is the build i like the most.
It contains enough regeneration to stay in your lane for a while.
Also your attack damage will be 60 - 64 which is really high.
You leave 113 gold which you will use to continue your build.
When you are mid you might want to consider a different build.

BUILD2 Start Itembuild for mid
- Loggers Hatchet or Iron Buckler = 225g or 250g
- Health Potion 1x = 100g
- Duckboots 1x = 150g
475g or 500g in total


Yes you could also leave the duckboots out and buy an Iron Buckler.
But I prefer having a little bit more stats to compete with.
If you prefer an Iron Buckler above a loggers hatchet, you can do this.
If you think you get harassed by creeps often that is.
You could upgrade this to an Iron Shield instead of a Soulscream ring later.

Some people don't want a Loggers hatchet or an Iron buckler and use BUILD1 when they are mid.
You do enough damage anyway.
This is what I prefer too.

If you prefer to get a Power Supply or an Iron Shield that is all fine.
You could get both of these at the cost of the two duckboots. (which would be upgraded to Soulscream Ring later on).

Now, what we want is a Runed Axe as soon as possible. Once you got this you will earn gold much faster.
So the longer you wait with getting it, the more gold you spoil by going for other items first with a slower farming rate.
During the early laning phase you should try to work for a sustainer as soon as possible. The LifeTube can be get at the outpost, and the at the secret shop.
Finish the Axe as soon as possible.
An early game Itembuild could be this :

Early Game Itembuild :
- Runed Axe
- Duckboots 2x
- Marchers

This should be achievable BEFORE the 20 minutes streak.
Just farm hard and don't do anything else.
The marchers are the only item that would be understandable to buy before your Runed Axe.
It certainly delays it a bit, but its better than getting outrunned by the enemy and losing 230 gold.

If you really need damage or speed right now, you could fix your marchers up to Ghost Marchers or change your Duckboots x2 into a Soulscream Ring x2.
But only do this if your farm is interrupted somehow (be it concurrention by allied carries or enemy harassment)
This is certainly not recommended.

Now after you have the early game itembuild complete you finish your boots to Ghost Marchers if you haven't done that already,
and make your two ready.
Now you should look at how the game develops.
Are you losing ?, why is that ?. Are you busy farming too much and literally leaving it 4vs5 ?. They lack damage and a good stun you can give ?
Then you might want to consider going Abysall Skull fast to increase their damage, and then participating in teamfights a little more.
During this you should get up a Shrunken Head very fast to avoid being focussed by the enemy team.
You are the hero that deals the damage here, you need to survive.

After this you can add whatever you want.
For example a Wingbow or a Geometers Bane.
I would suggest the geo's bane before the wingbow because this can be used a lot better (scroll up if you forgot why..)
You will eventually be able to get them both anyway.

Lets get back to the Early Game build.
I just told you what you should do if your team is having a hard time without you.
But if your team manages to fight equally without any (or hardly) help from you, then you can continue to farm.
This will result in strong items much faster.
Just keep farming and farming, coming out to participate in teamfights about the protection or destruction of towers only.

At the end it should look like the ending build I mentioned on top of this section.
Important : The ending build could be a lot different than the one i mentioned above.
For example : if they got many target spells like pyromancer and witchslayer's ultimate, you should consider a Null Stone.
Together with your ult you can easily block any incoming targeted spells.



Playing Nomad from start 2 end


Pre-Game Phase
Lets assume you are relaxing in the Legion or Hellbourne fountain with fresh teammates right now.
You just bought your itembuild (according to Build1),
and you are moving to a top or bot (or mid) lane.

Make sure you get a babysitter on the lane, like Demented Shaman, Nymphora or any other long range hero.
Nymphora would be the best choise here since she can refill your mana. With that you can either harass terribly hard or last hit with Mirage Strike constantly.

The early laning Phase

Just try to get as many lasthits as possible.
When your lane is rather agressive, just stay back and come in range to last hit a creep, then run back.
You might get one or two hits each time you do that.
But atleast you get your farm.
If they try to kill you every time you attempt to last hit a creep (which would be really REALLY agressive), you should do it with your skills at the cost of mana, and call for a gank asap.

If you get much farm without having to use your spells to get last hits, you can always cast spells on their weakest low HP hero to help your lane partner harass.
Eventually you might try to kill it resulting in a firstblood.
When your lane partner is low on health and they try to kill him, come to aid with a sandstorm immediately.
If that isn't enough, try to do as much damage possible in an attempt to drive them back.

The Late Laning phase
You should be level 6 now with some decent farm.
Perhaps you have your Manatube already and some boots.
If your team needs you a bit, and you see an enemy hero that is so low on health it is nearly calling you to kill him,
Go there and set up a gank.
Whenever you are healthy and have atleast one skill to escape with, keep farming creeps !.

Late Early Game
You should have like 20 minutes of good farming behind you.
Now you should be able to buy your Runed Axe with a good farm.
If not, then continue farming untill you have this.
Really try to get it before 25 minutes at all costs.

Now you should focus on your GhostMarchers and perhaps two Soulscream Rings (or PowerSupply or whatever earlygame item you prefer).

Early Mid Game
By now you got all the items you want including your Runed Axe.
Now you should look at the current situation of your team.
Also consider looking at the heroes of the enemy team. (you should have done this at the start of the game).
If they got a lot of target spells, consider going a Nullstone.
This will also remove the need of mana even if you would spam your Mirage strike constantly.
If they got atleast three heroes with a stun it might be wise to go for a Shrunken Head.
If all of their heroes are terribly annoying and can finish you off in a blink, you might want to consider buying both of them.
After this you should definetely go for geometers bane.
An Abyssal skull is not a bad idea either, for it gives you lifesteal and gives your allies a beautifull damage bonus.
Ofcourse you can also go for geo's bane after runed axe instead of things like shrunken and nullstone.
This you can do when they don't have that much stuns and disable's, or when they simply do not focus you and your skills are enough to escape.

Mid Game
This is a phase in the game where you should be careful.
Many enemy heroes should reach their strong point.
Your Runed axe and your shrunken or nullstone should be finished or nearly finished here.
If you want to and when it is neccesary, you should participate in teamfights now.
Throwing your ult in results in many kill rewards (gold) and could be a substitute for your farming.
Also, getting level 16 fast is required.
Remember, at this phase you are not dominating, unless you had a terrific farm and many kills early game and mid.

In this phase you should sit back a little and farm another round for your Geometers Bane, or if you have that already, any defense items like shrunken or nullstone.

For example, you have a Runed Axe, a Shrunken head, and a geometers bane (with good farm).
The 4th thing you could make is pretty optional.
Do they have very tanky heroes with a good amount of armor ?, try to go Shieldbreaker.
Do you lack damage ? go Savage mace.
Also your illusions you get from your geometers bane will benefit from this (I think ? ).


End of Midgame
This is the last stand of midgame heroes untill carries begin to take over the game.
Right now you should have your 4th item ready.
You are ready to carry your team now.
Your geometers bane and your shieldbreaker or savage mace will shred any hero to pieces really.
If you are still not strong enough to carry, use this last phase to farm a bit more and try to get your 5th item.
For example you could try to finish a Wingbow.

Lategame
This is where you start to carry your team for real.
Just push somewhere terribly hard and force the enemy to defend over there.
Farm even harder and swap your abyssal skull or whispering helmet for a symbol of rage.
Turn your boots into post haste for even more speed and the ability to teleport for free.
The bigger your mobility as a carry, the better it is for you and your team.

Uber Late game (75 min +)
This is what you should avoid with Nomad.
Nomad is a strong carry, but not competable against hardcarries like chronos and the dark lady.
At this phase of the game chances are big they outcarry you.
Never wait to long to end it. You should end it as soon as possible.

Strategy Pointers


Attacking and killing with nomad
When you see a potential kill, try to delay it as long as possible.
When he is farming just annoy him one or two times with your Mirage strike.
If he attempts to run away, go after him with sandstorm, and keep your fingers on your Edge Counter.
When he autoattacks you or nukes you, press it fast.
That will give you a good chance to finish it off.

When he is harassed for 40 / 50% of his health and he is still in the lane, attack him for real this time.
Use your true strike and slap the crap outta him.
He will notice his life dropping terribly fast.
He will either run, which results in his dead for you can sandstorm after him, attacking it and eventually use another True strike,
Or he will attempt to spam all his skills on you.
This is where you have your edge counter, which will finish him off for sure.

Pretty darn important! : Do NOT Sandstorm in to attack someone, unless you gank with your team.
You should try to use this skill for Chasing and Escaping only.

Escaping With Nomad :
When you are being ganked, and you see a stunner coming your way, use your sandstorm and get out of range asap.
The stunner is gone, but now you might see another hero that does not have stuns (or does).
If he doesn't have a stun, attack him with your Mirage Strike and try to juke your chasers while invisible.
If he does have a stun, try to do this before he will stun you, or use your shrunken (lol).

It should be really hard to kill Nomad like that.
Ganking him will be difficult if you think about what you are doing.

Positioning with Nomad
Your place on the battlefield will be next to the support in the backrow untill you are farmed enough.
When you are farmed enough your position will be in front.

When you are farming, always try to scan the place you are farming at. "What if I would get ganked now, where would I go". Try to look for a hiding place for example, or a good juke spot. For example, position yourself behind some creeps, away from the forest when the enemy has a devourer in game, etcetera.

If it doesn't feel safe, do not hesitate to go back.
Its better to leave your farm be then dieing.

Monday, 5 December 2011

RAAAAAAAAAAAAAAAAAAAA

I see some people are losing with this hero, which is pretty bad tbh. So, here is my guide to how to play Amun-Ra.



The first thing you should notice is that he looks angry. This is no mistake; this was carefully developed by [S2] to subconsciously tell you that you should play Amun-Ra like he's angry. Like that jackass who cut you off the road and you just want to ram into them from behind and drive them into the ditch, but you can't because car accidents suck balls. Well, this is a video game, so you're going to ram people from behind and run them into the ditch as Ra.

So, first thing you normally talk about with any hero is stats. He's a strength hero, and that's about all I'm going to say on the subject. If you want to see his stats, go here:

http://www.heroesofnewerth.com/heroview.php?hid=192

Next up, his skills.

Create a path of flames in front of you culminating in a meteor. While on the path, you may walk through anything. Enemies struck by the meteor are damaged and stunned while you gain movement speed.

I have no idea what this skill is called, but it doesn't matter. We're going to call it Flaming God Fist for the purposes of this guide. I'm going to highlight the important part:

walk through anything

I had a game where I walked through Empath wall and roflstomped her face about 5 times at her tower, but the recent crashes ate the game. Sad story, bro.



This is Ra's second skill, Ignite. It does a ton of AOE damage around you, and slows units affected. This will be your super duper creep destruction Chinese rice ability for most of the game, and the first nuke which you max out. More details on this skill will come later when we discuss how to kill people and farm with Ra.



This is Ra's third skill, which we will be maxing out by level 7. What does it do?



At level 7, it's 8 hp/sec, up to 50 attack speed and up to 50 AOE damage per second in a 350 radius around you. It works based on how much damage you've taken recently, which brings me to the fact that I forgot to mention how much mana Ra's spells cost. They don't. They use a percentage of his health instead, which is fine, because you don't care about your health after you ding level 3. Lifetube is 5 hp/sec, mock is 40 dmg/sec, so this skill is better than lifetube and mock, and gives attack speed.

Yeah, mock gives +60 damage or so, but this is free. Mock's value is also dependent on what stage of the game you get it. Obviously, getting a mock when most heroes have 1500-2000 hit points isn't going to make a huge difference. Having a mock at level 7, when most heroes have 1000 hp or less, is like punching your six year old sister in the face. She never had a chance.



This is Ra's ultimate. It's a Kongor token that brings you back once every 6/5/4 minutes with 50% life, and makes you cast Ignite when you respawn. You also do 10/20/30% increased damage. The best part of this ultimate is you don't have to level it at 11 and 16. If it's on cooldown for another 3 minutes when you ding 11, for example, you should wait to skill it until 12 or 13.

So, now we know what our skills do. Now we need to know how to level them. I prefer:

1/3/3/2/3/4/3/2/2/2/3/1/1/1

Or, for those of you who don't read that format as well:

1. Flaming God Fist
2. Mocktube
3. Mocktube
4. Ignite
5. Mocktube
6. Ulti
7. Mocktube
8. Ignite
9. Ignite
10. Ignite
11. Ulti (if not on cooldown)
12. Flaming God Fist
13. Flaming God Fist
14. Flaming God Fist

So, on to starting buys and who to lane with.

x2

That should be your level 1 inventory. For laning partners, ranged heroes with a reliable stun, slow or hold are preferable.



Melee heroes with stuns/slows will also do, but are not ideal.

Now, let me backtrack for a bit before we talk about the laning phase. Remember how we discussed the fact that Ra is angry? Well, as it so happens, Forest of Caldavar has a lot of trees. Ra really HATES trees. He hates them so much, he took up residence on the Hellbourne so he can destroy the World Tree. He hates them so much, this is what your lane should look like at level 1:



Uploaded with ImageShack.us

You see, both Flaming God Fist and Ignite destroy trees. Flaming God Fist destroys trees in a line in front of Ra, and Ignite destroys trees in an AOE around Ra. So, if your lane isn't deforested to the point where Keeper of the Forest rage quits, you are failing. Ra is quite capable of killing heroes at their tower in combination with a hero like Myrmidon, so he doesn't need trees up for ganking. Keeping the trees dead prevents you from getting ganked, and allows your ranged hero to harass enemy heroes who ordinarily would have been safe around the tree line.

Strategy in the laning phase is very simple. At level 1 or 2, possibly 3 against a very strong enemy lane, you will kill the enemy hero. Your ally, who should have a reliable stunning or slowing mechanism, should initiate on the enemy hero of choice (preferably the squishiest of the two targets). Your job is to immediately Flaming God Fist that hero and charge in. Your Flaming God Fist will do an AOE stun in front of you, a small amount of damage, and it will give you +20 bonus movement speed at level 1 allowing you some chasing ability.

Enemy creeps should aggro onto you, and enemy heroes may use their stuns or disables on you as well. This will trigger your passive Mocktube ability, doing 20/30 DPS in an AOE around you (depending on whether you were level 2 or 3 when you initiated). You will chase within melee range of the enemy hero with your AOE. If you are stunned and unable to stay near them with aura, then hopefully your ally's stun/slow will have come off cooldown to secure the kill. Otherwise, you may need to Flaming God Fist a second time to secure it.

Once you've netted first blood or a few kills, you'll want to grab a Lifetube from the side shop, followed by a boots. Lifetube will allow you to be far more aggressive, as you'll have 9 hp/sec at level 3, which is more than enough to cover for any harass you've taken, or narrow escapes you make after killing an enemy hero and running from the second.

At level 4, Ignite will significantly boost your ganking potential. It does an AOE damage nuke that also slows your opponents, and triggers your Mocktube faster since it does damage to you. If there are higher-health opponents in the lane you would like to kill to prevent them from farming important items (Behemoth going for a portal key, for example), level 4 is the time to coordinate this with your ally.

At level 5, you and your ally should have the damage output to begin tower diving. Keep in mind the enemy team may portal in to save their ally, so if you are facing a coordinated team, it is recommend that you wait until 6 first. Good times to tower dive are when one of the opponents you are laning against has left the lane to check for the rune, attempt to creep pull, or gone to gank one of your own lanes. You should know when they are missing as Ra hates trees, so you should have clear vision of your lane without any pesky fog of war.

At 6, you can go in for some risky dives as you will respawn when you die. It is completely worth it to kill two heroes in exchange for putting your ultimate on cooldown. You should also be drawing the tower aggro when you do so, allowing your ally to safely attack the enemy heroes from within their tower range.

For midgame items, you should aim for the following:


Ra relies on high health regeneration, health pool, and damage mitigation to both be able to kill enemy heroes and farm the lane. At level 7, with moderate health regeneration you can creep skip towers if there are no enemy heroes in the lane. Your mocktube ability combined with ignite is more than enough to kill the creep wave without taking any significant damage. At level 9-10, when Ignite is higher level or maxed, you can clear creep waves within a few seconds.

Now, to go back to Ra's skills - Flaming God Fist and Ignite do not cost any mana. They use your health pool instead. So, this means Ra can be very aggressive early game once he has health regen, as he essentially has infinite mana to combo onto an enemy hero. This is also a godsend for farming. It's like being able to use Pyromancer's stun/wave for farming, except 10x better.

1) Pyromancer doesn't have the mana regen to do that infinitely without good items. Ra has the health regen to do so with minimal farm.
2) Pyromancer leaves himself vulnerable to ganks using stun/wave. Ra can farm the lane with Ignite and his passive, leaving Flaming God Fist as an escape mechanism if necessary (as it can go over cliffs, through trees, and gives him +60 move speed).
3) Ra is so angry when he dies, he comes back to life pissed off, on fire, and seeking vengeance. Pyro respawns at the fountain.

Even with a bad laning phase, where you do 200 gold/minute, you should be able to come back at the end of the game with 350-400 gold a minute without any issues. Even against mega creeps in a lane, Flaming God Fist/Ignite at max level should clear them, or leave them low enough that your passive does.

With a good laning phase, you can have 400-450 gold/minute by the 15 minute mark, which is when most teams choose to concede against Ra if you've ganked their carry 5-7 times (entirely possible with a lane mate like Myrmidon).

Should the game go to late game, your items need to be much more team-oriented. You have the gold per minute of a carry hero, but you are not actually a carry hero; you are an initiator/tank. If their team is full of physical DPS, you should consider a Daemonic Breastplate for your team. If your team needs a Frostfield Plate or a sheepstick, buy the Frostfield Plate or sheepstick. It doesn't matter if they're not the best pickup for you, you can farm them 5x faster than that Witch Slayer can. Work with your team when deciding what items to buy.

If carrying a certain item for your team isn't mission critical ( ), then consider items that will increase your tankiness, survivability, or just make you a pain in the ass.

I have not tested on him yet, but it may be viable in certain team lineups where he is needed as a semi-carry. He has the move speed and attack speed needed already built-in, so Insanitarius would be useful for the damage boost and to help your passive ramp up it's damage output.

Your role in team fights is to hit as many enemy heroes with Flaming God Fist as possible (for the stun), then proceed to kill the squishiest/most dangerous heroes with Ignite. Ignite will slow them and trigger your aura, allowing you to put maximum damage onto heroes such as Flint Beastwood, Voodoo Jester, Puppet Master, and so forth that need to be killed early.

If you are low on health, man up. Use your Ignite before you die to slow the enemy team, so that they will be in range of the Ignite which triggers when you respawn. You will then want to use your Ignite again immediately after respawning for maximum burst. It is better to die twice allowing your allies to genocide the enemy team, than to survive and lose a rax because you didn't man up.

Friday, 27 May 2011

Fayde, (nerubian assasin)

 
Skill Build:
1 - Stance
2 - Burning Shadows
3 - Burning Shadows
4 - Cull
5 - Burning Shadows
6 - Reflection
7 - Burning Shadows
8 - Cull
9 - Cull
10 - Cull
11 - Reflection
12 - Stats
13 - Stats
14 - Stats
15 - Stats
16 - Reflection
17 - Stats+
23 - Stance+


Justification / Modifications:
In my opinion Shadow Stance is superior to Scythe Stance since you want the ranged stun and melee nuke. Therefore you get 1 point into Scythe Stance right away and switch to that.
Maxing Burning Shadows over Cull is a matter of taste, but I prefer the ranged hero-only stun over the melee stun that hits creeps too. If you are going to max Cull, consider not taking the first point in Stances initially.
Extra level of Stances are not worth taking over stats, ever.
Starting Items:
2x
Core:
(Hatchet >>) Bottle >> Marchers >> Power Supply >> Striders

Striders are core. Ghost Marchers can be picked up initially to be disassembled later, but Striders are still the best boots on her.
After core:
Codex >> Codex level 2 >> Codex level 3 >> Codex level 4 >> Codex level 5 >> Spellshards >> Puzzlebox

Yep. Codex level 5. She's a nil-to-kill ganker with built-in invisibility and max movement speed. Equip her as such. The ability to instagib a carry or an important hero at any point in the game with maxed nukes and Codex is worth any amount of money you spend on Codex.
Information:
Roles: Ganker
Preferred Lane: Any
Difficulty: 5/5 (requires a different kind of playstyle than any other)
Farming capabilities: 3/5
Item dependent? - Yes, need Codex, Striders and Bottle to kill solo.
Power:
- Early Game / Lane Control: 4/5 (Burning Shadows is a very strong stun in lane)
- Mid Game / Ganks: 5/5 (Ever been instagibbed while farming neutrals before?)
- Late Game / Team Fights: 3/5 (tapers off quite heavily by the time the important targets have enough HP to survive her burst, still a mega threat to somewhat squishy key initiators/disablers like Tempest and Witch Slayer and the general run of the mill supports.
Tips and Tricks:
- Autoattack out of Reflection to get the bonus damage, and then stun STRAIGHT AWAY. I see so many people screw these two basic things up, and that's half of your damage potential gone in an instant and the gank opportunity gone.
- HP counting is extremely important for you as a Fayde player to succeed. You have invisibility, and the leisure of knowing what your target's effective HP will be BEFORE you go all-in on him. If the preferred target is going to survive without any real trouble, it is usually better to find another target or get some assistance. Someone with a Portal Key is very good for this.
- Blow all your nukes on the target straight away. There's no point in waiting. If you're going to kill them, it needs to be in the space of your stun duration.
- Sneak up invis, unleash hell. Don't just use invis to escape, that is wasted potential from level 11 onwards. You should be ganking and not farming much.
- In teamfights, if you can't annihilate someone off to the side before they can contribute - be sure to hit Burning Shadows stun on as many people as you can. It has a long range and quite a long stun duration as well. This can make or break fights.
Counters:
- A Revelation Ward dropped just in front of you, or in the midst of your team as you're pushing a tower (obviously away from tower detection range!) will allow you the time to react to her sneaking up to you to gank someone.
- She is no carry, so you don't need to be too worried about her getting freefarm. Actually let her farm, that's better than having her roaming around.
- As with any ganking hero, Wards are a good counter. But do note she has invis and can sneak past Wards of Sight.

Wednesday, 18 May 2011

Blood Hunter

Skill Build:
1 - Feast
2 - Blood Crazy
3 - Feast
4 - Blood Sense
5 - Feast
6 - Hemorrhage
7 - Blood Sense
8 - Blood Sense
9 - Blood Sense
10 - Blood Crazy
11 - Hemorrhage
12 - Blood Crazy
13 - Blood Crazy
14 - Feast
15 - Stats
16 - Hemorrhage
17 - Stats+


Justification / Modifications:
This build is for solo mid.
If you start on a side lane swap the first two skills to get/prevent an early kill. The build is adaptable; usually Feast 3 is enough, get Feast 2 or 4 before you max out Blood Sense and Blood Crazy if it feels right.
Starting Items:
/
Core:
(Iron Shield >>) Chalice >> Helm of the Black Legion >> Steamboots

If the game feels hard you maybe wanna get Iron Shield and/or Steamboots before Chalice or even 1-2 Fortified Bracelets.
An early Helm makes Blood Hunter become an incredibly powerful (almost) unstoppable force. Tower diving with impunity with Blood Sense and Feast makes him a real threat no matter where on the map he is, as soon as someone is low enough to chase down.
After core:
(Mock of Brilliance >>) Frostburn >> Shrunken Head >> Savage Mace >> Frostwolf Skull/Geometer's Bane split

Blood Hunter is a good hero to rush Mock. It synergizes well with Feast and to a lesser extent with Blood Sense (chase down invis heroes). If you are unable to really rush the Sword of the High before even Helm, then it's probably better to leave it and move onto other items.

Frostburn is pretty much the best choice for him next, giving decent midgame stats for an affordable price. Shrunken Head is next as it stops you from being chain stunned to death, and unable to get the Feast debuff on someone to keep your survivability up.
Alternative Items:
Codex: A popular choice in pubs. It works fairly well in midgame as a ganking tool but severely hurts your lategame carry potential.
Information:
Roles: Mid-game carry, Ganker
Preferred Lane: Solo mid
Difficulty: 2/5 (last hitting and denying to get Feast makes or breaks you in lane)
Farming capabilities: 2/5 (Feast helps somewhat)
Item dependent? - Yes, but can function well on his core and either Frostburn or Mock.
Power:
- Early Game / Lane Control: 4/5 (Weak harassing, but excellent staying power and superior last hitting except against a few heroes)
- Mid Game / Ganks: 3/5 (Good ganker, better if opponent is braindead or you cause a situation where the target is damned if he does run and damned if he doesn't)
- Late Game / Team Fights: 3/5 (Not a true hard carry, but capable of extreme longetivity in teamfights when Feast procs off a hero.)
Tips and Tricks:
- You have to gank with Blood Hunter. If you play mid, its the only reason you are there. Gank whenever your ult is up.
- You can take out the ancient creeps very early with Blood Crazy and you can generally go jungling pretty well from level 5 on.
- When ganking always decide wheter to use Blood Crazy as a damage amplifier or as a silence; depending on the heroes you are ganking.
- When taking out a tower or a barracks, it is always a great idea to use Blood Crazy on yourself. The increase in damage is essential in maximizing potential tower kills.
- Oh and please go gank with Blood Hunter!
Counters:
- Facing BH solo mid is one of the toughest things in HoN. Chances are you will not be able to out-cs him and fall behind quickly. Harassing won't solve the problem. There are 2 solutions:
1. Put two players mid. This will shut him down for good.
2. Call for ganks.
- Heroes that can compete with BH in mid (mostly melee heroes): Pebbles, Blacksmith, Zephyr, Legio, Predator, Chronos, Deadwood and Soulstealer (Burst Nukes).
- If he is not overfed his power will decline after the midgame.
- Don't always stand still when he ults you. Sometimes you have to run to survive! Level 1 ult is fairly weak in particular.
- Carrying a TP for when he ults you can save you. He has no way to disrupt a TP channel himself without outside help.