Post by Mort on Apr 5, 2008 14:35:21 GMT -5
Kalma the Empath
Empath is all about keeping our team alive for as long as possible,
with several healing spells and armor aura keeping her team at full health.
With her ultimate she creates useful items for the entire team.
Armor Type:
Unarmored
Damage Reduction:
Chaos 100%
Hero 100%
Magic 100%
Normal 100%
Pierce 150%
Siege 150%
Spells 100%
Skills:
Innate: Vitality Healing
This skill fully heals the Empath and is valuable throughout the game. Is also what you use to heal yourself at level 1 since you haven't got Regenerate yet (at least you shouldn't have) and will also keep you healing longer as well as alive during tough offense.
Innate 2: Nissa's Binding
Anti-magic potion before you get slept and cast purification on the sleeping hero after his invulnerable status fades away can remove the effect of this skill
Causes enemy heroes to fall asleep where they will be invulnerable for a short period of time. Then when that period is over they will be vulnerable but still asleep for a certain length of time. They can be waken up by being attacked by either hostile or friendly forces (the anti-tk system allows you to hit sleeping allies) or the effect can be dispelled.
Only bad thing about this spell is that if there isn't an hero nearby for them to attack, they'll attack the slept hero, thus waking him up when he gets vulnerable again.
Level 1: Transference
An odd ability that heals other units with the Empath's own health and later mana. It will continuously feed an allied unit/hero your own health so be careful as it can kill you. Combine this with Regenerate and you can heal your buddies for extended periods and help them through tough attacks.
Note:Be careful as the healing wont stop, even if the target got full health/mana.
Note 2: Transference only gives mana if an Anti-Magic Potion is active on the Empath
Level 1: Regenerate
Anti-magic potion and purification can remove the effect of this skill
Heals the Empath as well gives the Empath mana back. Use it when your Regenerate is about to go away so you can heal your allies as long as possible. Remember that this can be dispelled so be careful when healing in offensive games.
Level 6: Divine Protection
Simply an Aura that gives allied heroes extra armor. While you might think its best to level this ability as soon as possible.
Level this as much as you can and stay around to provide the beneficial aura while your healing.
Note: Empath isn't affected by her own aura.
Level 10: Alchemy
Creates a random item that can range from 12+ stat rings to Nimshas or Empath Tomes. Give the items you make to your buddies, since it won't be that useful for you and if they can't use it because of space or wouldn't benefit from it just sell it, if you don't benefit from it.
Suggested Playstyle:
Transference vs Regenerate
It’s commonly said to keep Regenerate at one level higher than Transference (which is fine for new players) but if you want to make the most of the Empath you need to have it the other way around and keep Transference one level higher than Regenerate. This is because at low levels Transference is weak and while you might now be giving more health than you regenerate it’s better than having the tank take more damage than he is being healed. Additionally while playing the Empath you can always use Vitality Healing or Potions. Not only does having Transference one level higher than Regenerate help healing but it also allows you to give mana faster.
Healing the Tank vs Healing the Caster
If your tank is doing decent and doesn't need healing, heal the other heroes, if only to give them mana faster. However remember the Transference cooldown is much longer now so you can’t switch quickly between targets. This also means you should generally just keep transferring to the hero you targeted until you can actually transfer to a new hero.
Nissa’s Binding
Use Nissa's Binding to either mess with the other team, sleeping the tank will make the creeps just go to the heroes behind, making life hard for Spellcasters and other heroes behind the front, or for more tactical use, sleep the tank if they are at spawn, or at mid, to get them down to spawn, and summon Uthmor if enough creeps pass they might have to back down do the bottleneck or the creeps run into the spawn.
Note: If you want to use Nissa’s Binding at level 3 or 4 make sure you just casted Regenerate as Nissa’s Binding does cost a lot of mana early on.
Transference Range vs Armor Aura Range
When you learned the Divine Protection, stay close to the tank as he needs the armor. The range you can give armor increases as Divine Protection is leveled up, but Transference Range increases as well. Simply selecting Transference on a hero will make the Empath heal at the maximum range possible (if not in range) which is higher than Divine Protection’s range. So in other words just make sure you can give the armor aura to the tank before healing.
Alchemy
No big tip here. Just use whenever possible and sell the items that your team doesn’t need.
Tips:
- Get Winged Elven Boots, it's something an Empath needs, to avoid stuns, get out if she is trapped or out of range for Transference.
- Get an Armor, Studded Leather armor is better than no armor at all.
- Even if you got several healing spells, get Healing Potions, as they can save you life if you get dispelled.
- Later Combine all 3 boots, as evasion and teleportation is something you will need later.
- Even if you have items you might not need at the moment, Tower shield or just something tank needs later for a combo, keep the item in Empath's inventory, if you would get pushed back, you will have the items with you.
- Always stay close to your tank, as he will need the healing and armor he get's from you.
- Even if a Tank get's armor from you, it's always better to have more armor than less.
- Sleep the enemy hero when they are away from monsters so they cant help their teammates.
- Sleep is a good spell, but try combining it with other spells, for example: Sleep tank, beer Support/Caster & drop Uthmor.
Additional Spell Info
Empaths Divine Protection
Armor Bonus = Lv * 6
Level 1: Armor Bonus 6
Level 2: Armor Bonus 12
Level 3: Armor Bonus 18
Level 4: Armor Bonus 24
Level 5: Armor Bonus 30
Level 6: Armor Bonus 36
Level 7: Armor Bonus 42
Level 8: Armor Bonus 48
Level 9: Armor Bonus 54
Level 10: Armor Bonus 60
Empaths Alchemy
CD = 192 - (Lv*12)
Mana Cost = 40 (All Levels)
Items
Lv 1 = Elder Staff, Moonstone Ring, Zircon Ring, Bloodstone Ring, Crystal Ring 20% Each
Lv 2 = Moonstone Ring, Zircon Ring, Bloodstone Ring, Crystal Ring 25% Each
Lv 3 = 20,000 Gold, Moonstone Ring, Zircon Ring, Bloodstone Ring, Telo 20% Each
Lv 4 = 20,000 Gold, Moonstone Ring, Zircon Ring, Bloodstone Ring 18% Each Bloodthirst 9%
Lv 5 = Moonstone Ring, Zircon RIng, Bloodstone Ring, Spineripper 12.5% Each Bloodthirst, Polished Elven Telo 25% Each
Lv 6 = Moonstone Ring, Zircon Ring, Bloodstone Ring, Diamond Ring, Spineripper 14.2% Each Bloodthirst 28.2%
Lv 7 = Bloodthirst, Spineripper, Diamond Ring, Empath Lesser Tome of (stat) 16.6% Each
Lv 8 = Diamond Ring, 80 Lumber, Agani Tayeu'a, Nishma, Empaths Lesser Tome of (stat) 14.2% Each
Lv 9 = Agani Tayeu'a, 80 Lumber, Diamond Ring, 100,000 Gold, Nishma 20% Each
Lv 10 = Diamond Ring, 80 Lumber, Agani Tayeu'a, Nishma, Empath Tome of (stat) 14.2 Each
Side Note: Lesser Tomes give +10 Tomes give +50