Mort
Administrator
Posts: 253
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Post by Mort on Aug 14, 2008 19:10:20 GMT -5
Heroes in Combo:Short Description on what their role will be during the game:At start both should help killing to raise their levels to 10 as soon as possible, later Paladin should tank and Evoker wait and not attack creeps until spells are ready to be casted, run up to the creeps, cast them and fall back, whenever you think you need to use the Evokers Ultimate, do it. However, when you use Evokers ultimate and it's quite crowded, and you fear he can die, use Paladin Level 6 to make Evoker immortal and then he can cast the spell almost wherever he wants. Paladin should use his Ultimate as often as possible and have at least 1 point in her level 6. Pro's and Con's:Quite easy to survive with paladin until late game, as fortified armor reduces damage from almost any attack. Evoker wont be in any big risk. If Paladin dies your Evoker is very open for offensives. Tips:- Get Winged Elven Boots for Paladin.
- Have an Anti-Magic potion to prevent offensives
- As Evoker, use Anti-magic potion at waves with magic damage to be more or less immortal during the effect of the AMP.
- Always try to cast Ethereal Shield on Paladin to increase the armor later on.
How difficult the combo is:Medium
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Post by zigzag on Aug 20, 2008 23:46:06 GMT -5
Evoker will have to be sure not to hit because pally has the worst aggro probelm in the game, even with the rally. Although this can be helped with shift. Hold shift then click you're spell (gar zeng, for example) click on the monster (make sure it's roughly equal to the amount of total creeps it can kill), and click on teh spot where you were standing safely. You can also do this with shopping although try and drop them all at once so its safer for your evoker.
P.S. Your Evoker link (under the pic) is wrong. Thread does not exist.
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