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Post by wanker on Apr 19, 2009 11:36:59 GMT -5
Heroes 1. Mentalist 2. Empath 3. Tempest
Roles Mentalist -tank/dps
Empath -healing/provide insane amounts of armor
Tempest -Stack zeph/burst on top of mentalist. Use OP ultimate and push
Strategy this combo is extremely easy to play. All it involves is mentalist standing up front tanking, and the tempest casting zeph and burst on top of him. This will greatly reduce enemy hp allowing the mentalist to kill quickly with moonblade. Empath just heals and provides armor bonus. Thiscombo is extremely potent late game (can beat the game with this) with a combination of dazzle and tempest's push ability. The key is mentalist has to go stats. no mana tanking. This is to take advantage of empath's healing/armor and tempest zeph.
Difficulty: Cheesy easy
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Post by zigzag on Apr 19, 2009 12:36:19 GMT -5
This would be a pretty easy combo...
Magic Immune/Resistant waves with decent offense should just cut through this combo.
Basic guide; try adding some more info on this
Edit: ...
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Post by ingenting on Apr 19, 2009 22:36:04 GMT -5
Thank you for contributing your idea to this forum!!
Here are my personal comments on this combo: You will have problem early game to survive under offensive spells against decent players.
Shearing monsters + right timing of offensive spells will be the 2nd problem to this combo if you dont build your mentalist right or empath cannot reach mentalist for healing.
The strength of this combo will be greatly reduced if you rely too much on empath's healing and armor aura because empath can be killed by decent players.
I wouldn't say this combo is easy because this combo might have a problem to survive at early and late game.
Would you mind providing more details about this combo, for example, how each hero develop their skills, what items should you buy for which hero?
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Post by Cheezeman on Apr 20, 2009 10:12:52 GMT -5
Wow this could easily die if you used Shear on the creeps. This would be a pretty easy combo... Magic Immune waves with decent offense should just cut through this combo. Basic guide; try adding some more info on this How many magic immune waves are there? 1: wave 35 (murlocks) That isn't a problem
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marx
Junior Member
o(一︿一X)o
Posts: 73
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Post by marx on Apr 20, 2009 18:15:39 GMT -5
Wow this could easily die if you used Shear on the creeps. This would be a pretty easy combo... Magic Immune waves with decent offense should just cut through this combo. Basic guide; try adding some more info on this How many magic immune waves are there? 1: wave 35 (murlocks) That isn't a problem the only way to kill this wave would be to summon or tempest ulty. That is a big problem Another thing is. This combo has 2 flaws. 1 is reaching level 6. If the other team so wishes, you will never reach level 6. If you reach level 6, if they so wish you still wont reach lvl 10. Its quite simple to kill a team with nothing to tank early game. Specially in the next version when armor aura / eth shield is nerfed. The second has to do with having mentalist tank. People should not think mentalist makes a good tank or even be used for tanking. Or that he can simply "kill everything before it hits him". He can't kill that fast all the time. He isn't a good tank. He dies quite easily. He is labeled as a spellcaster for a reason.
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Post by Cheezeman on Apr 21, 2009 9:40:31 GMT -5
the only way to kill this wave would be to summon or tempest ulty. That is a big problem Nah, what I meant is that a game should end long before level 36, or you're doing something wrong. Oh and thanks for pointing out the other flaws, all tips help ;D
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