Post by Mort on Mar 14, 2008 13:01:05 GMT -5
General Tips
Last edited for 1.86
Changes for 1.89
Changes for 1.89
- Health Potion is a must have item. They're cheap and can be a lifesaver for every character. Just remember to upgrade to a bigger potion in proportion to your health.
- Mana Potions are the best way to for you to get mana for yourself. However it is extremely important to get small potions if your mana is over your health. Of course there are other ways of dealing with high mana besides small potions. Anti magic potions whenever you use a potion that boosts mana over health. Quickly spend it and hope they weren't waiting for you to use the potion or use Ironbark for spell block but this also can be countered.
- Don't forget to put out the Wards to see the invisible waves and if you must use Reveal, but 50 mana from your spell bringer is something that shouldn't be wasted. Even if you couldn't die if a thousand invisible foes attacked you it doesn't matter if you leak enough to lose.
- Don't get trapped if you know you can't take the abuse from the creeps and if you can't, use Whole Displacement to escape or more commonly Blink out or hope an ally saves you.
- Just because you have enough mana to kill a hero doesn't mean you should. You should avoid abusing your Spell Bringer its there to save you or your team and to kill the other team. Wasteful things like killing heroes early on but wasting all your mana or summoning to hog creep kills. Though if its to get two kills go ahead but don't forget to shear them.
- Make your hero can survive while you offense.
Be very careful when you're not focusing on your hero when typing or using offense. It's not really that great if you kill an enemy hero but die yourself. - Always keep your Health over your mana, nothing is easier to kill then an enemy that can't manage health to mana ratio with Spell Disruption
- Protect your team mates at all times! Don't go shopping when your the tank just because you can. Make sure they can handle the wave or do it in between waves to minimize the amount of danger they're in.
- Try to appoint someone in the team that you all pool to, that player would be responsible for bringing pots and etc to the tank.
If it's larger sums, use Ctrl + click(or mousewheel) to transfer 100k for each click. - Try to have an Anti-Magic Potion in your inventory before a stunner wave arrives.
- Use Anti-Magic Potion to avoid Stun, or remove Cripple, Beer(screen-shaking), , and Silence/spell curse(antimagic potion cannot remove spell curse in 1.89) and most other offensives that isn't aura based. with gold pooling, you can still get antimagic for tank (antimagic potion in 1.89 is 1.5k). everyone should keep an antimagic potion in his pocket after first bonus.
General Tricks
- Use the Terrain to your advantage. If your team mates die the best way to survive as long as possible is to hide in a corner or put your back to wall so only a few creeps can hit you at a time. When its a ranged wave use the high ground to fight them if you can. All ranged enemies have a chance to miss when attacking a target on a higher ground. Just remember the most important thing to do when alone is survive long enough for your team to help not to kill as many creeps before you die.
- Shop for your tank to avoid having the creeps attack you while he is shopping, ask for his money then buy what he needs.
- Hotkeys: learn to use them! Always group your Spell Bringer and your hero to a familiar key. Learn the hot keys for your the Spell Bringer's spells so you can use Purification quickly to save yourself from various offense and access chain heal quickly. Pay attention to your hero's hotkeys too and use the "S" button to stop channeling spells if you need to like Empath's Transference.
- Avoid stuns when possible. Before each stun comes a "lightning" sound will be played as well as some red static appearing over your character's head. There are several ways to avoid these stuns the most common is to go invisible most commonly with the Theif and Trader though Fen Champ could do it in theory. The other way is to simply blink anytime after the sound/animation is played and it will miss. The time of the stun depends on how far you are from the Spell Bringer that cast stun on you. You can also use any type of magic immunity to prevent it from hitting you.
- Save mana and health when using area damage spells by bunching them up. The best way to do this is to enemies enough to get the creeps to go after you then run around so they don't hit you much. Keep doing this until you have a group of creeps (usually about half a wave worth) then use your ultimate or other ability to get them all instead of 5-10 by taking each creep one by one.
Note: This should not be used if you have allies around since they will probably draw the creeps attention to them and mess up your grouping. Also this technique leaves you extremely vulnerable to offense. Be prepared for a stun or Uthmor. - Manage your aggro! The creeps will always go after the closest attacking target unless they can't attack that target. So if the tanking hero is surrounded unless you want to help him tank don't get the creeps attention by attacking. So here is an example:
The main tank is a Paladin and you're an Evoker now it's a tough wave and the enemy has even used an Uthmor to make them rush at the Paladin. If you stay out of their attack and attention range as well as don't attack they will only go for the Paladin even though not all of them can hit her (unless the Paladin isn't getting the enemies attention though she should with Rally). This will give you time to wait until your abilities cooldown has recovered so you can save the Paladin with all of your abilities when the time comes. If you had attacked all the creeps who couldn't attack the Paladin would have rushed for you the Evoker.
- When you need to go near creeps with magic attack, and don't want to get hurt/killed, use Anti-Magic Potion.
- To prevent the auto attack of your support / caster hero stealing monster's attention from your melee, type -range 0 and move ur hero away.
However if any monster hits ur hero after you issue this command, he will still fight back until u move him away again.