Post by Mort on Mar 14, 2008 10:24:01 GMT -5
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[/IMG]Doko the Blood Dancer[/center]
Blood Dancer has the highest attack speed to start with and a decent damage dealer. He is very hard to kill with offensive spells since his spellblock will block most spells and his only true weakness is piercing damage and thorns.
Armor Type:
Unarmored
Damage Reduction:
Chaos 100%
Hero 100%
Magic 100%
Normal 100%
Pierce 150%
Siege 150%
Spells 100%
Skills:
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Innate: Blood Dance
Anti-magic potion and purification can remove the effect of this skill
A self buffing ability that increases both your movement and attack speed. It's good to get at least one level of train stats early on since it helps you keep up Blood Dance which in turn helps you kill more early on. While eventually you will reach your maximum attack speed naturally this still can be used for helping you run faster.
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Level 1: Magic Resistance (Passive)
A progressing spell block starts out as a 60 second spell block eventually going down to 0 making it a permanent spell block. You might just want to stick with a level one spell block for a while and instead spend your points in train stats since there isn't much difference between a 60 second spell block and a 20 second spell block to a experienced player. Of course you should eventually max it out, preferably at the first bonus wave so you don't have to worry about being stunned at the next stunner wave. A maxed out Magic Resistance means never having to say your stunned.
Level 1: Evasion Mastery (Passive)
An ability focusing entirely on granting the hero evasion that eventually maxes out to 70%. It would be useful early on and it is one of the most useful defensive ability against creeps throughout the game.
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Level 6: Earth-Shaking Strike
An ability that damages all the creeps around the Blood Dancer and slows down their movement and attack speed. If you can spare the mana for this ability do so since it helps the Blood Dancer survive longer as well as deals damage to the enemy creeps.
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Level 10: Wolverine Dance
The Blood Dancer will whirl around for a short period of time dealing damage to creeps that touch the Blood Dancer's whirl during this state. A very deadly ability, but to who? Well thats up to you and how you use it. You should remember that when using it you can move to or away from the creeps, you can still use potions, all buffs or debuffs will be removed because you are magic immune, his movement will be slowed, and Evasion Mastery will be disabled. However the evasion given by the items in your inventory stays.
Wolverine Dance also makes you magic immune which can be useful to remove harmful spells. This also means you don't have to worry about dying if you use Wolverine Dance on magic attack waves, though it also means they will ignore you.
Warning! You lose your evasion mastery while you are spinning which means monsters can hit you 100% (but the evasion provided by items remains, such as tower shield or paw boots.)
You can't see it due to the zoom, but the Paladin is actually standing pretty close with a level 10 Courage aura, but it does not affect the Blood Dancer due to Chadatru's Blessing. Wolverine Dance is affected by auras it's just the Chadatru's Blessing which is canceling the aura.
Note: Move speed items and auras do affect the speed you can move in Wolverine Dance. This means having the Elite Elven Boots is actually worth it if you plan to use Wolverine Dance.
Status Gain per Level
Str+2
Agi+3
Int+1
Suggested playstyle:
The Blood Dancer is immune to most offense and has great evasion but has low health for a Combat Hero. This makes him one of the best high level tanking heroes so if you can boost his level or stats it helps him significantly.
Magic Resistance should only have one point put into it at start, and after first bonus wave you should retrain your skills to max this one. Or if you think the other team is using lots of offense early on. If you keep getting offensive spells on you before first bonus, try to put more points into it.
Evasion Mastery is always useful, and it should be max asap. if u max this skill early, you might want to get ruby ring or blood stone ring to buff up you health points.
Earth-Shaking Strike should be maxed out after your evasion is maxed, and used whenever you have lots of creeps around you, it helps you survive longer and can be used for slowing creeps down so you can use your Wolverine Dance or buy items.
Wolverine Dance is a dangerous spell to use, as it removes your evasion, so you will lose health faster than ever using this spell however using Earth-Shaking Strike first will help you stay alive longer.
Tips:
When confronted with Hav'roth as a Blood Dancer there are a number of ways to counter it, by using the Vampiric Potion, by canceling your attack with "S" mashing, by constantly clicking move on an empty spot, by running away and lastly by using Wolverine Dance.
If there are lots of creeps around you, and you think you'll need to use your ulti, use Earth-Shaking Strike, to slow their movement/attack, then teleport to an area where the creeps are not slowed and use ulti, moving in the direction of the slowed creeps.
Summoning an Uthmor is also a good way to help Blood Dancer survive longer while using Wolverine Dance.
Using Vampiric Potions on creeps who are ranged and have thorns is a good way to help keeping your health up.
Use Tower Shield against ranged creeps, as Blood Dancer recieves increased damage from piercing, unlike other tanks.
Don't use your ulti if your health is dropping rapidly, because you lose your evasion when you're spinning, meaning everything will hit you which is very painful. You will however gain magic immunity which may be useful if your magic resistance is low.
Also try to have the cooldown of health potions ready, so when you're spinning, you can heal if you take to much damage.
If you use a Vampiric potion, against ranged/thorns, run away before the effect has faded away, if you keep attacking them once it has run out, they'll most likely kill you.