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On March 13 2016 06:37 Just_a_Moth wrote: I don't think you actually need tranquils most of the time if you are going to be getting aether lens in addition to soul ring, unless you are gonna be spamming a lot. Obviously the extra speed on the spirit is nice, but with the extra range from aether lens you might not need it, and skipping tranquils allows you to get your lens sooner. As well, the extra range would often be more valuable since you usually start your stomp immediately after casting your spirit, rather than moving it into position.
Also, I'm pretty sure you need level 3 stomp to actually guarantee an ult. If you do the ult right on top of one hero you are probably guaranteed to hit them with a level 2 stomp. However, if they have blink, are fast or you are tying to hit more than one hero, 0.14 seconds plus the delay in you casting your ult after stomp can be enough to avoid it.
Sometimes I think putting more points in spirit can be good if you want to forgo ult early on. I would only do this if the other team, or just your lane, lacks disables and/or manfighting ability. The idea is that you spirit the wave and then run them down with your bonus damage and speed. You still want at least one or two points in stomp for general usefulness and to allow to run up to people.
I am only 3100-3300, but I like Elder Titan and play him quite a bit. So, I could be wrong on some or all of this. soul ring tranq lets you farm up the aether at a decent clip with the extra mana so it probably isn't that much slower (assuming offlaner here)
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Yeah, that's true. I guess I usually think in terms of being a support haha
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On March 13 2016 09:04 Just_a_Moth wrote: Yeah, that's true. I guess I usually think in terms of being a support haha Imho tranqs are too good for the cost to pass on. It's 525g for never having to go b2b, hyperspeed (on the spirit as well) and +4 armor. You rarely ever need tranqs on a hero (cent mb), but they are pretty much always good for sups if your game isn't terrible (and you don't want arcanes/ggs). Even more so with sr and an ability that profits from the bonus ms.
Ofc if you are lone position 6 sup with jungle lc and offlane clinkz and somehow need to get enough money together to buy the game deciding forcestaff or glimmer that finally keeps your core alive, things look different.
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I kind of like going brown boots many of the times I play support (usually because I am so underfarmed I cannot afford it, or because I want to play a little greedier toward something more high impact).
ET is a little strange, tranquils means more farm with a soul ring, but he can have a lot of mana issues in the early and midgame without another mana regen item (euls or mana boots). Part of me wants to try building ring of regen instead of tranquils and transition into a faster Aether lens (as Just_a_Moth suggested).
The flow chart (concerning boots for support ET) as I have it is after Brown Boots + Soul Ring asking can I afford to rush a midas? If not, does my team need mek? (if they do, I prefer to get mana boots to support the mana costs from Mek) If not, can I afford Tranquils? (Do I need a cloak or bracer to survive magic damage) Then buying Tranquils.
Edit: This line of thought, as I see it, is asking if I can (or have to) play greedier as a support, and if not defaulting towards a more standard build.
On March 13 2016 03:58 Blackfeather wrote: Both his nukes scale terribly damage wise, so getting more than 1 point in spirit seems like a waste (stomp at least provides utility). At least as a sup who isn't spamming it and cant use the amplified damage from the creepwave to hit people/get lhs.
I think Iceiceice went for more points in spirit to maximize his early midas pickup (attack speed will make the extra level scale better into the midgame, and the extra exp from midas helps adjust for the lower level aura at 11).
I would argue that both Aura and Spirit are viable to level to level 2, because the jump is equal (they scale for 50% of the first level's numbers). To decide I would argue that a second level in Spirit would allow you to farm a little faster, and pressure out of the lanes a little stronger, while losing out from the maximized aura at 10 (making your teamfight a little weaker in the midgame). The real risk is being trapped at level 11 for 10 minutes, and not being able to maximize the skill.
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On March 14 2016 11:03 Blackfeather wrote:Show nested quote +On March 13 2016 09:04 Just_a_Moth wrote: Yeah, that's true. I guess I usually think in terms of being a support haha Imho tranqs are too good for the cost to pass on. It's 525g for never having to go b2b, hyperspeed (on the spirit as well) and +4 armor. You rarely ever need tranqs on a hero (cent mb), but they are pretty much always good for sups if your game isn't terrible (and you don't want arcanes/ggs). Even more so with sr and an ability that profits from the bonus ms. Ofc if you are lone position 6 sup with jungle lc and offlane clinkz and somehow need to get enough money together to buy the game deciding forcestaff or glimmer that finally keeps your core alive, things look different. I don't the speed on the spirit is really that relevant. Sure it helps for scouting, but every time you stomp will usually be right when you cast the spirit. Even with tranquils the spirit isn't fast enough to walk up to someone and stomp, they will just run away. Maybe if you have tranquils, euls and a yasha, but I've never been there so I don't know.
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You can also cast stomp when it's flying back to you, a lot of enemy players don't expect that. Run through them with the spirit, go further away from them and then when it's returning stomp. Highly effective in stalemates where no team wants to go.
This is when a normal stun setup doesn't work because you would get out of position.
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that was a bug that they patched out, no?
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Might be a bug, but you can still do it.
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i thought the bug was u could cast the stomp and send it flying back like its actually channeling while still moving so when it reachs enemy heros they get stunned before they can react. The stomp atm stops the spirit where ever it is and then proceeds to channel.
What Rocket-Bear is saying tho is that even without the bug stomping on the return (while its flying back) is way better/surprising than trying to just walk it up and stomp because the flying spirit gets to the position faster, leaving less time for them to react.
As for items builds on this hero, i find every game highly situational, sometimes i go traq/soul, arcanes even treads, drums, euls, mek (tho i feel like he has mana problems) prefer vlads, tried the ice3 dagon in the lategame dont like it personally.
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On March 15 2016 02:58 Just_a_Moth wrote:Show nested quote +On March 14 2016 11:03 Blackfeather wrote:On March 13 2016 09:04 Just_a_Moth wrote: Yeah, that's true. I guess I usually think in terms of being a support haha Imho tranqs are too good for the cost to pass on. It's 525g for never having to go b2b, hyperspeed (on the spirit as well) and +4 armor. You rarely ever need tranqs on a hero (cent mb), but they are pretty much always good for sups if your game isn't terrible (and you don't want arcanes/ggs). Even more so with sr and an ability that profits from the bonus ms. Ofc if you are lone position 6 sup with jungle lc and offlane clinkz and somehow need to get enough money together to buy the game deciding forcestaff or glimmer that finally keeps your core alive, things look different. I don't the speed on the spirit is really that relevant. Sure it helps for scouting, but every time you stomp will usually be right when you cast the spirit. Even with tranquils the spirit isn't fast enough to walk up to someone and stomp, they will just run away. Maybe if you have tranquils, euls and a yasha, but I've never been there so I don't know.
Actually the spirit ms is quite important--aui2k used to go tranqs euls sny on SUPPORT et. But that was when the spirit was bugged. Its still very nice for chasing fleeing targets/scouting/trolling enemy pushes though.
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I played a game as ET yesterday to see how the patch changed him. The seemingly small damage boost to his spell damage actually make him quite a flash farmer when he gets his Q and W (and E) skilled high enough. This guy can clear creep waves and many jungle camps with just a single QW combo. I was rolling in money.
I wrote about this, because this seems quite a significant buff to the hero. I rarely used him before, but I remember that ET did no such thing as flash farming, and I was always poor as dirt.
Anyone else notice this difference?
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On May 07 2016 13:34 village_idiot wrote: I played a game as ET yesterday to see how the patch changed him. The seemingly small damage boost to his spell damage actually make him quite a flash farmer when he gets his Q and W (and E) skilled high enough. This guy can clear creep waves and many jungle camps with just a single QW combo. I was rolling in money.
I wrote about this, because this seems quite a significant buff to the hero. I rarely used him before, but I remember that ET did no such thing as flash farming, and I was always poor as dirt.
Anyone else notice this difference? You could pretty much do the same thing before, you just had to right click each of the creeps once or twice depending on your skill levels and what type of creeps you are hitting.
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Show nested quote +On May 07 2016 13:34 village_idiot wrote: I played a game as ET yesterday to see how the patch changed him. The seemingly small damage boost to his spell damage actually make him quite a flash farmer when he gets his Q and W (and E) skilled high enough. This guy can clear creep waves and many jungle camps with just a single QW combo. I was rolling in money.
I wrote about this, because this seems quite a significant buff to the hero. I rarely used him before, but I remember that ET did no such thing as flash farming, and I was always poor as dirt.
Anyone else notice this difference? You could pretty much do the same thing before, you just had to right click each of the creeps once or twice depending on your skill levels and what type of creeps you are hitting.
Yes, must have been something like that. To be honest, the last time I played him must have been pre-rubberband. Now farming a wave is even easier, since you don't even have to spend time lowering the creep health with right clicks. Just spirit + stomp and move on.
Another thing I have to mention about is Blademail. I tried it, and it's beautiful. The aura synergizes perfectly with the damage return. I've had enemy carries blow themselves up, before they could bring me to half health.
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This hero is a good in offlane these days? What you guys think? and the item build,i think hes a very good farmer and want to know a good use for this gold.
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ET has always been good in offlane
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Alone no, as a dual or trilane support yes. He does okay with farm but it's usually better of going to someone else.
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ET is best as a support, because you don't need a lot of items. Soul Ring, Tranq./arcane, windlace, wand, tp, raindrop/wards. This is all he rly needs and its like 2,5 k gold.
From there on your build is flexable.
Euls--> nice set-up + ms for the spirit Mek-->if no one else builds it Vlads-->more aura Ags--> can be good in certain games
Overall, you mostly buy utility itemes like Force, Glimmer , Ghost, etc.
Lategame/ultra-lategame you can aim for Shivas or Hex
Also note that ET needs exp way more than he needs gold. So a midas is i good pick up if you have a decent early game + consume as much tomen of knowledge as possible, because the trade off gold for exp nearly always worth it on ET.
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If your team lacks damage and not too countered by BKB, midas (optional veil) dagon is good too.
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I've recently been building Meteor Hammer on ET and I've been really enjoying it.
It's super greedy I think as opposed to Aether/Euls as the first big pickup, but it assists everything ET does best I think. Let's you push super heavily by yourself, gives you huge solo kill potential, and can decimate teamfights if you get a big sleep off.
Anyone else try this?
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