Masak0
04-26-2010, 04:12 PM
Behemoth - How to use that big trunk
ELEPHANT SIZE BODYGUARD
Table of Contents.
Introduction
II. Skills
III. Skill Build
IV. Item Build
V. Gameplay
VI. Using Tablet of Command
Conclusion
Introduction
Hello all !
I've played quite a lot of HoN, and I have yet to find players who play Behemoth in another way than the classical DotA build. That is, Ring of Sorcery, Boots, and a Portal Key. I've browsed the forums and I haven't found a guide telling me to do otherwise. So I decided to try another way to build Behemoth. If you're a conservative of the build stated above, I suggest you try it out first before judging.
I hope you take pleasure in reading this guide. I'll be trying to add a table of content as well as a mini-guide reference. When looking at images, the text colour is associated with the drawings on the screenshot. Eg: if you have a purple rectangle, the purple text is the explanation to go with it.
Disclaimer: This skill/item build requires some skill to master correctly. I do not advise starting players to try it out.
Disclaimer 2: This skill/item build probably only works in Pub builds. I've never tried it in high-tier play, but I doubt it'll work.
I. Presenting The Elephant
Stats
Attack type : Melee
Attack Range : 125
Base Damage : 45-56
Base Movespeed : 300
Armor : 2.68
Strength : 22 (+2.5)
Agility : 12 + 1.4
Intelligence : 1.6 + 1.8
The conclusion I draw from level 1 stats are: an appropriate strength gain - close to Predator (2.4) and Rampage (2.5). On the other hand, a low base and growth of agility, resulting in a low attack speed and low armor. Intelligence isn't bad for a strength stunner (+1.8 Intelligence = +23.4 max mana) which is logical, since Behemoth has 3 spells to cast, all ranging between 50 to 265 mana. We will have to take advantage of these spells, so mana and intelligence is definitely important.
II. Skills
Description
http://honwiki.net/w/images/thumb/a/a4/Behemothskill1.gif/120px-Behemothskill1.gif
Fissure
Range: 1200
Mana Cost : 125 / 140 / 155 / 170
Stun Duration : 1 / 1.25 / 1.5 / 1.75
Damage : 125 / 175 / 225 / 275
Duration : 8 Seconds (The physical fissure)
Cooldown: 15 Seconds
"With a mighty slam of his tree trunk, the Behemoth rips the earth apart, damaging and stunning enemies in front of him leaving an impassable mound of terrain."
This takes about one second to cast. It will then, in a line, create a little cliff. You can't pass through it, it stays 8 seconds. Everyone in the Area Of effect of the spell will be stunned and damaged, as well as pushed out of the way. It can be a simple click-and-stun-multi-target-stun or a really cunning way to block your opponent. Using cliffs, trees, jukes, narrow passages, edges of the map... you create a V shaped space to trap your opponent in. Take a look at the screenshots in the how to use Fissure section.
http://honwiki.net/w/images/thumb/f/f4/Behemothskill2.gif/96px-Behemothskill2.gif
Enrage
Area of Effect: 280 (Stun area of Heavyweight)
Mana Cost : 50
Damage Increase : 50% / 100% / 150% / 200%
Duration : 14 Seconds / 1 Attack
Cooldown: 7 Seconds
"The Behemoth unleashes his anger, causing his next attack to have increased damage."
Nobody pays attention to this ability - it's only there to make Heavyweight proc right? Well I say wrong. In my build we're going to take advantage of it's low mana cost and the savage increase on damage. This will help you farm much more than fissure would. You can use it twice on creep packs. and the increase damage guarantees last hit. Image below on exact range of stun. Note a slight cast time (~0.75 secs) is needed, so you'll have to anticipate.
http://www.calvert.ch/Nicolas/enrage.jpg
http://honwiki.net/w/images/thumb/a/a8/Behemothskill3.gif/96px-Behemothskill3.gif
Heavyweight
Area of effect : 280
Mana Cost : N/A
Damage : 25 / 45 / 75 / 115
Stun Duration : 0.3 / 0.7 / 1.2 / 1.5
Cooldown: N/A
"Causes the Behemoth to shake the earth with each spell he casts, dealing damage and stunning nearby opponents."
Well this is the core of my Bodyguard build : at level 7, you can effectively stun for 4.5 seconds and deal an additional 345 damage. That's 70 more damage than a fissure, and twice the stun duration. Furthermore, it individually makes your ulti level 7 have a 1.5 sec stun - which is 5 times more than the 0.3 seconds you get with the traditional cookie cutter build.
http://honwiki.net/w/images/thumb/8/8e/Behemothskill4.gif/96px-Behemothskill4.gif
Shockwave
Area of effect : 500
Mana Cost : 145 / 205 / 265
Damage : 200 / 275 / 350
Additional damage per enemy unit : 35 / 45 / 65
Addtional damage per enemy corpse : 17.5 / 22.5 / 32.5
Stun Duration : 0.3 / 0.7 / 1.2 / 1.5 (Heavyweight)
Cooldown: 150 / 130 / 110
"The Behemoth slams the ground with all his might, causing a devastating shockwave around him. The shockwave ricochets off nearby units, effectively increasing the damage dealt based on the number of nearby enemy units."
This is a very powerful ulti - yet very situational. It won't do you much good in a 1v1 - 2v2 situation. Don't hesitate to use it if the save will guarantee the kill. Else keep it for team fights, because it will however severely hurt enemy heroes if they happen to be with other units (other heroes, creeps, neutral creeps, summons...) The easiest way to benefit from this ulti is to rush a portal key, and wait for the team to group and push, to then blink in and ulti. I personally find that too obvious. and easy to counter. They simply stay out of their creeps. Area of effect is bit less double than that of heavyweight, so if you're standing too far from a hero he'll only take damage of ulti - no stun nor extra damage.
III. Skill Build
Justifications
Fissure
Heavyweight
Heavyweight
Enrage
Heavyweight
Shockwave
Heavyweight
Enrage
Enrage
Enrage
Shockwave
Stats/Fissure
StatsFissure
StatsFissure
StatsFissure
Shockwave
Fissure is not maxed till you've finished at least your first main item (see below). There's a 40% mana increase between rank 1 & 4.The stun duration only increases of 0.75 seconds. The damage is not worth the extra mana early game. We use this solely to block opponents. Once you get you're manatube you'll be able to spam it constantly.
Heavyweight is maxed. Their is no increase in mana cost. Upgrading it benefits your three spells. It makes your ulti stun longer, and hit harder. It also makes Enrage a 50 mana cost stun. That's up every 7 seconds. A very good defense mechanism for you and your mates.
Enrage is taken to proc heavyweight, but is then maxed for the last hitting and harassing abilities. Allows you to add a bit of damage the defensive item build we're going to make.
Shockwave is always taken when possible. Damage output cannot be talked about. Plus it's your only really instant spell. Enrage and Fissure have a slight cast time.
I'm also giving you the cookie-cutter build, I have nothing against it. However it is not what I'm trying to achieve here. I want to develop a much more defensive and protective Behemoth. Not some suicide bomber with only one way in (portal) and no way out if he doesn't win.
Fissure
Heavyweight
Fissure
Enrage
Fissure
Shockwave
Fissure
Let's compare the total magical damage output each build can do.
At level 7 the cookie cutter build totals 350 Magic damage through a fissure + 3x heavyweight on Shockwave, Fissure and Enrage.
At same level, my bodyguard build totals 470 Magic damage through a fissure + 3x heavyweight on Shock, Fissure and Enrage. And the Enrage deals more damage than the other build.
All the maths are at the bottom of the guide, and you may consult them at leisure. They were crowding this section.
As a conclusion for our skills, we know that we can be deadly at very short range. Long range we can keep a part of this deadliness with well set-up traps. We have a spammable melee stun. We must try to always be as close as possible when casting all our spells so as to benefit from the damage from heavyweight.
We also know that nobody likes a Behemoth, and particularly if you happen to be trapping them repeatedly. Everybody wants to take you down before your deadly combo. This means that you will have to be able to take blows. Absorb and retaliate. This makes you the tank in so far as you're a strength hero with a "aggro drawing" ability.
I assume you know a bit about mindgames; and I hope you do because Behemoth is very good at that. He is very imposing, and very present during team fights. He has a very big collision radius, which you can use to your advantage to simply physically block them.
IV. Item Build
We need to analyse Behemoth's stats and try to see what he needs. As I'm proposing a tank/damage absorber skillbuild, as well as taking advantage early game of your spells. I've made a picture with the item build that works out the best for me, in most cases.
Starting Items
http://honwiki.net/w/images/e/ec/Monkey_Courieritem.gifhttp://honwiki.net/w/images/4/4c/Health_Potionitem.gifhttp://honwiki.net/w/images/e/e5/Mana_Potionitem.gifhttp://honwiki.net/w/images/e/e5/Mana_Potionitem.gifhttp://honwiki.net/w/images/0/09/Runes_of_the_Blightitem.gifhttp://honwiki.net/w/images/b/bb/Minor_Totemitem.gifhttp://honwiki.net/w/images/b/bb/Minor_Totemitem.gif
Monkey: 200
Health Potion: 100
Mana Potions: 2*50 = 100
Runes of the Blight = 90
Minor Totems = 106
Total: 596
I've always bought the courier in my last 30 games. It's just the easiest solution if you're not playing with loads of mates. The two mana pots are to keep you going, and will do so very well since your mana consumption early early (lvl 1-4) game is small, thanks to lvl 1 fissure. Crushing claws and totem are for last hitting and to help boost your small healthpool. I take health potion over runes for the effect of surprise. I like to quickly pass at outpost to buy:
http://honwiki.net/w/images/6/67/Mana_Batteryitem.gif
And then quickly turn my two minor totems and that into a
http://honwiki.net/w/images/f/fd/Power_Supplyitem.gif
Gives you an extra stat point, the ability to instantly regain 15 mana/hp for each charge (max 15)(great for any hero). Also it allows you to see if there is maybe a hero hidden in Fog (the Aura to "pickup a charge" has a radius of 1600, 50% more than your Fissure as an example)
http://www.calvert.ch/Nicolas/stuff.jpg
The core of my early game is the tablet:
+6 Strength
+6 Agility
+16 Intellligence
On use effect:
Target: All heroes
Range : 800
Mana cost: 25
Cooldown: 16
Pushes target 500 units in the direction it's facing. While pushed, target ignores terrain and destroys trees. The push will break channeling spells
You can get it pretty fast, and the two items you need to buy them really help you early game.
The different ways to use tablet are:
To push you, to engage or escape.
To push an ally, to engage or escape.
To push an enemy, so as to put him in a tricky situation.
The advantage of Tablet on Behemoth is that he can really benefit from all it's different uses. If you push yourself in the enemies, it'll be the classical blink in, ulti and try to kill everyone. And if you managed to get in the thick of battle without using it (Pebbles Chuck, anyone?), it'll also be a great way to put some distance between your enemies and you. Remember it isn't disabled by damage, like a dagger. If you're playing my defensive build, which is to try and protect your team mates by being the ominpresent tank, the Tablet will also greatly help you in that role. You see a disabled team mate getting pummeled? Stun them, bump the mate. You're out of stuns and some Succubus/Devourer is channeling his/her ulti? For 25 mana you've interrupted him. A team mate hasn't notice pyro is about to land a stun on him? Bump him.
And finally, it's most powerful, but difficult, use, is on the enemy. You can use it to make that Devourer standing on a ledge to fall in the thick of your mates. Or push that annoying hero so he sticks out of his friends and you can gank him. The best is still to push a hero and then wall up the way he came from. Example in the "How to use Tablet" Section.
I think Tablet of Command is not an identical replacement for Portal Key. It's definitively a different item, and as such you can't play it the way you'd play Portal Key. The first thing that comes to mind is that Tablet only bumps 500 units. Portal Key is 1200. This means that if you use it on yourself, you're not totally out of the battle zone. Which is exactly what a tank wants. I sort of use it the way you'd use Kraken's Tsunami Charge: take a severe amount of beating while dishing out your spells (and hopefully while your team kicks their ass), and suddenly bump forwards to escape melee, and land a fissure from a bit of a distance.
When you use a portal key, you generally are trying to be invisible, or at least discreet. Blinking always out of LoS (line of sight). That doesn't fit in the role of a tank. Remember with portal you tried and avoided damage so as to be able to blink. This forces you to play a bit more defensively, perhaps refusing to hit a hero. With Tablet you don't care, since it isn't disabled by damage.
I then usually buy steamboots, strength, because they're a sort of balance between enhanced and plated. It offers a bit of life as well as some atckspeed and damage. Always nice. If you find you're facing heavy damage, go for
http://honwiki.net/w/images/b/bd/Plated_Greavesitem.gif
Plated Greaves.
+3 All Attributes
+3 Agility
+3 Intelligence
+5 Armor
+70 Movespeed
Active: Applies Plated to allies for 30 seconds.
Cooldown: 25
Radius: 450
Mana Cost: 25
Plated:
+2 Armor
+100% Chance to block 10 damage.
I've been playing them more and more and I find they're really good for him. To be updated.
The core of my build is Null Stone. And yes, it's contested. Null Stone shouldn't be core, etc... That is true, but in the past. Null Stone recieved such a buff, it's simply too good for a heavy caster like you to pass. Specially since you're a VIP Target.
Old Null Stone:
+15 Strength
+15 Agility
+15 Intelligence
+150% Mana Regeneration
+6 HP/second regeneration
Blocks most targeted spells once every 20 seconds
Cost: 5175
New Null Stone:
+15 Strength
+15 Agility
+15 Intelligence
+10 Damage
+200% Mana Regeneration
+6 HP/second regeneration
Blocks most targeted spells once every 20 seconds. If the Null Stone is on cooldown, and hero gets targeted by direct spell, the cooldown will be decreased by 5 seconds.
Cost: 4675
As you can see, the cost dropped, the stats increased, and the magical absorb is great. You might want to say that the spell block is pointless, or situational at best. Let me remind you that out of the 62 Heroes, 37 have at least one spell that can be blocked.
Check this spell block list, compiled by Tyrando. (http://forums.heroesofnewerth.com/showthread.php?t=38043)
You might also say that Shrunken Head is much better, since it also protects you from area of effect damage. Yes, but it doesn't protect you from fog based attacks, i.e Andro's swap, Succubus' hold, etc... Furthermore, Shrunken Head won't prevent disables of Superior Magic, like Devourer's ulti, or Tempest's ulti. Null Stone will at least block Devo's, and has a much smaller cooldown. And above all, Null Stone actually eats the spell: losing cooldown and mana cost for the caster.
It'll provide you mana regen, It's clearly superior to Shrunken Head on Behemoth in my opinion. But is it really superior to everything else? Can it be considered a core item?
That's a matter of opinion. I personally think that yes, it can totally be core. It's cheap for what it is, gives you very good buffs. And it helps you fill out your tank/bodyguard role very well. If the enemy team does indeed want to take you down so badly, you'll be glad to absorb a spell, wasting their mana and cooldown.
Keep in mind that it's SITUATIONAL. You might, unluckily, end up with a line-up with no spells to counter. But even then, it can block a Hellflower Silence, or a Totem of Kuldra. I'm advising it in most cases, but you might want to change it. If you don't go for a Null Stone, go directly for:
http://honwiki.net/w/images/4/47/Behemoth%27s_Heartitem.gif
Behemoth's Heart
+35 Strength
+300 Hitpoint
Passively regenerates 0.75% of your max HP/second, when out of fight.
Fitting Name
Well you won't be able to spam as many spells, nor be able to happily enjoy an Arach's/Pyro's/Witch Slayer's ulti bouncing against you, but it's definitevely a great tank item. You'll be able to soak up a very big amount of damage for your team. I usually get it after my Null Stone if the game drags on.
Lastly you might want to pick up a
http://honwiki.net/w/images/1/15/Daemonic_Breast_Plateitem.gif
Daemonic Breast Plate
+10 Armor
+40 Attack Speed
Ally Aura: +15 Attack Speed, +5 Armor
Enemy Aura: -5 Armor
It works well if you don't manage to take down buildings fast enough, or have a team of low armored heroes. Also helps reducing enemies armor since you're the tank, and as such in the thick of battle.
V. Gameplay
Early Game
Using Fissure In Lane
Allow me to quickly show you the theory of Fissure in lane.
http://www.calvert.ch/Nicolas/behefissureearlygame.jpg
1) I choose a juke spot to hide in. It must be close to the lane, and I must be able to fire a Fissure to totally wall up the lane. Ideally I should also be able to get out and be useful.
2) Aiming slightly behind the hero, I cast Fissure.
3) Eating tree I go to hit him (forget he's a blinking hero :p)
3b) If I can't eat tree,I try to run to where he's going to escape my trap - that way I'm ready to hit him.
4) In any case, teammate should have plenty of time to castigate opponent - easy Bloodlust.
http://www.calvert.ch/Nicolas/fissurelane.jpg
1)When I can more or less predict my opponent's movement, as well as my movement, I quickly mentally draw the line I need to block him.
2) Taking care to cast in front of him, I create a trap.
3) I try to land Enrage + Auto Attack on him
See? It isn't difficult. Pick your starting items and head down a lane with a good range. Arachna, Slither, Andromeda, Puppet Master... you choose. Let him harass a bit, grab a few last hits, and, most importantly, try to always be in your opponents diagonal. This way you can snatch the first occasion you have to block the hero: easy first blood. Check it out:
http://www.calvert.ch/Nicolas/bloodlust.jpg
1) Scout and Rampage are staying for the last two last-hits: their creeps are coming, and I know they're about to be on the move. I move close to the Scout.
2) I mentally draw the line and then, aware of the 1 second delay, I cast Fissure way in front of him.
3) The road to his tower is blocked. He panicks, eats a tango, seems all lost. Arachna unleashes everything she has.
4) I scoop the last hit with one clean hit with my bat. Bloodlust, 2:05 minutes in.
Once you've killed your opponent, go and grab some last hits. Your animation is nice and fast, and can be cancelled for optimal last hitting. If you got the bloodlust you've already got your Major Totem.
Continue last hitting in your lane, always keeping a optimal position to trap them.
http://www.calvert.ch/Nicolas/secondkill.jpg
4:52 I'm deliberately out of the creeps, waiting for Rampage to move. I know exactly where I want my Fissure.
5:00 Fed Up, I cast a Fissure that doesn't even touch him - I don't care, Fissure isn't my main source of DPS or Stun. It simply prevents him from going back.
5:08 After a bit of a chase, I've managed to get as close possible to him to land a stun. This is why laning with a slower is good. Check out the range again !
5:09 Stun connects, he dies on the next Fissure I cast.
I've just picked up my Tablet of Command. Since we know we have the firepower, we decide to go and kill him underneath his second tower. This is where your ulti is great: you chase him, simply running along. As soon as he meets his creeps: boom. Example:
http://www.calvert.ch/Nicolas/rampulti.jpg
7:56 Arachna is jumping down his throat.
8:00 I react too fast, and my Fissure doesn't block him the way I wanted. Nevertheless he's stunned, and Arachna just threw her ulti on him. He wasn't going to die, and my team mate had to back.
8:03 After animation cancelling the Fissure I rapidly move. I face the right direction and hit the tablet. This is really important, you don't want to bump yourself in their woods or what not.
8:05 He attacks me, and luckily for him his bash procs. I wait patiently for the creeps, hit the sauce. Arachna's ulti takes the last sliver of HP.
Early Game Conclusion
Focus on last hitting, and when you can, block an opponent and rape him. Else play it rather safe, at least until you get level 6. Always make sure you're in a right spot on the lane to block. Don't hesitate to overcompensate the Fissure: you're better off not hitting him but having him on "your side" than blocking your team mate and letting him go.
Mid Game
Fissure is still an agressive spell, but it's also a very powerful defensive one. In this example, we've downed middle's first tower. Our thunderbringer gets Hemorrhaged by Blood Hunter. He starts running, if he stays he dies. As soon as he's on the right side of the cliff, I yell in a Gandalf way:
"You cannot pass! I am a servant of the Secret Fire, wielder of the Flame of Anor. The dark fire will not avail you, Flame of Udun! Go back to the shadow. You shall not pass! "
And BAM !
http://www.calvert.ch/Nicolas/gandalf.jpg
You can pretty much block all around the map. Check the end of this guide for screenshots on the best places to trap.
During mid-game you should continue your role of bodyguard. Stick close to the juicy heroes on your team, stunning and clubbing anything that comes near. Wisely use your Tablet to either initiate, or to pull out your initiator. Ideally wait for them to come, and when they think they have the upper hand, unleash everything and hold your ground. The mere psychological effect is often enough. You can also block very efficiently a jungling enemy hero. Simply let your friends in an close the trees :).
Late Game
If you've already got your Null Stone, build a Behemoth's heart, and continue to protect your friends. Make sure you're one of the first to get in the fight. Always try to use Fissure to cut the enemy team in two, or to block their retreat road. Stick with your team and keep stunning till nothing is left moving. I won't go in the details of team fighting and team pushing in late game, I assume you know that. You should be able to down the enemy's throne rapidly, and you should, because vs hard carries you're no match.
VI. Using Tablet of Command
Defensively
http://www.calvert.ch/Nicolas/tb.jpg
As stated before, it can save you as much as your friends. In this example, Thunderbringer is getting chased by Valk, Rampage and Scout. He's just about to get ultied by Ramp. I'm running in as fast as my elephant body can ! He quickly jukes them, and just as Valkyrie launches her Call of the Valkyries, I bump Thunderbringer. Rampage's ulti follows, but I manage to stun and get TB out of there !
http://www.calvert.ch/Nicolas/saut.jpg
Here I've just had a rough fight and Valkyrie is already pounding me with her spell. I get as close and aligned to the cliff as possible, and activate the Tablet of Command. In the second screenshot, it's Valk's point of view. I am about to disappear in the fog of war.
Aggressively
http://www.calvert.ch/Nicolas/tabletaggro.jpg
Here Arachna is launching her ulti. I see that Rampage is last-hitting creeps: he's facing us. I quickly think about pushing him with my Tablet of Command. While he's flying I focus on were I should Fissure, as well as were I should click.
My 17 Favourite Fissure Spots
Red arrows means you've prevented people to go that way. I've added arrows so you can see that on quite a few blocks, I manage to actually stop 2 different routes.
Top Jungle/Lane (http://www.calvert.ch/Nicolas/fissure1.jpg)
Top Lane "Hidden" First Blood (http://www.calvert.ch/Nicolas/fissure2.jpg)
Top Lane, First Blood, Closer to Tower (http://www.calvert.ch/Nicolas/fissure3.jpg)
Roshan - Hellbourne Secret Shop - Ancients (http://www.calvert.ch/Nicolas/fissure4.jpg)
Bot Hellbourne Tower (http://www.calvert.ch/Nicolas/fissure5.jpg)
Bot Legion Tower Block, Jungle entrance (http://www.calvert.ch/Nicolas/fissure6.jpg)
Bot Legion Tower trap (http://www.calvert.ch/Nicolas/fissure7.jpg)
Legion Jungle Bottom Rune Ramp (http://www.calvert.ch/Nicolas/fissure8.jpg)
Legion Jungle, between weak camp and rune ramp (http://www.calvert.ch/Nicolas/fissure9.jpg)
Hellbourne Jungle Top Rune Ramp (http://www.calvert.ch/Nicolas/fissure10.jpg)
Legion Jungle Second Tower Ancients Road (http://www.calvert.ch/Nicolas/fissure11.jpg)
Blocking a jungling hellbourne camp (http://www.calvert.ch/Nicolas/fissure12.jpg)
Two possibilities to control hellbourne plateau above first and second tower mid (http://www.calvert.ch/Nicolas/fissure13.jpg)
Hellbourne Jungle Entrance top rune (http://www.calvert.ch/Nicolas/fissure14.jpg)
Top lane general block (http://www.calvert.ch/Nicolas/fissure15.jpg)
Top rune ramp secret shop Legion (http://www.calvert.ch/Nicolas/fissure16.jpg)
Legion Ancients Ramp from river (http://www.calvert.ch/Nicolas/fissure17.jpg)
VII. Conclusion
I'll simply conclude by saying that my build is different, yes, and please don't simply flame me for NOT going for a RoS. I've carefully laid out my arguments and I'll be organising them better in the next few days. If you have any comments, feedback, ideas, typos... please let me know. I'm open to any ideas as long as the person is polite ;) Please do also keep in mind that this is only my first guide, and I wanted it as detailed as possible. It might be a bit of a thick read, but I'm sure you can learn many things, whatever way you decide to play your Behemoth. In any case, have fun trapping heroes and please let me know what you think.
Cheers for reading up until now !
Looking forward to hearing from the community,
Sincerely,
:behe:Masak0.
This is the maths concerning my skill build. I've left only the conclusions in my guide, but if you were curious to know how I got these numbers, this is proof I didn't pull them out of a hat :)
Cookie Cutter
Total proc damage of Heavyweight level 1 = 3*25 = 75 magic damage
Total proc stuns of Heavyweight level 1 = 3*0.3 seconds = 0.9 seconds
Total damage on Fissure is 275 magic damage
Total stun on Fissure is 1.75 seconds
Total damage minus ulti (which we can't evaluate since it's dependent on situation) : 75 (HW) + 275 (Fissure) = 350
Total stun time : 0.9 + 1.75 = 2.65 seconds
The Bodyguard Build
Total proc damage of Heavyweight level 4 = 3*115 = 345 magic damage
Total proc stuns of Heavyweight level 1 = 3*1.5 seconds = 4.5 seconds
Total damage on Fissure is 125 magic damage
Total stun on Fissure is 1 second
Total damage minus ulti (which we can't evaluate since it's dependent on situation) : 345 (HW) + 125 (Fissure) = 470
Total stun time : 4.5 + 1 = 5.5 seconds
ELEPHANT SIZE BODYGUARD
Table of Contents.
Introduction
II. Skills
III. Skill Build
IV. Item Build
V. Gameplay
VI. Using Tablet of Command
Conclusion
Introduction
Hello all !
I've played quite a lot of HoN, and I have yet to find players who play Behemoth in another way than the classical DotA build. That is, Ring of Sorcery, Boots, and a Portal Key. I've browsed the forums and I haven't found a guide telling me to do otherwise. So I decided to try another way to build Behemoth. If you're a conservative of the build stated above, I suggest you try it out first before judging.
I hope you take pleasure in reading this guide. I'll be trying to add a table of content as well as a mini-guide reference. When looking at images, the text colour is associated with the drawings on the screenshot. Eg: if you have a purple rectangle, the purple text is the explanation to go with it.
Disclaimer: This skill/item build requires some skill to master correctly. I do not advise starting players to try it out.
Disclaimer 2: This skill/item build probably only works in Pub builds. I've never tried it in high-tier play, but I doubt it'll work.
I. Presenting The Elephant
Stats
Attack type : Melee
Attack Range : 125
Base Damage : 45-56
Base Movespeed : 300
Armor : 2.68
Strength : 22 (+2.5)
Agility : 12 + 1.4
Intelligence : 1.6 + 1.8
The conclusion I draw from level 1 stats are: an appropriate strength gain - close to Predator (2.4) and Rampage (2.5). On the other hand, a low base and growth of agility, resulting in a low attack speed and low armor. Intelligence isn't bad for a strength stunner (+1.8 Intelligence = +23.4 max mana) which is logical, since Behemoth has 3 spells to cast, all ranging between 50 to 265 mana. We will have to take advantage of these spells, so mana and intelligence is definitely important.
II. Skills
Description
http://honwiki.net/w/images/thumb/a/a4/Behemothskill1.gif/120px-Behemothskill1.gif
Fissure
Range: 1200
Mana Cost : 125 / 140 / 155 / 170
Stun Duration : 1 / 1.25 / 1.5 / 1.75
Damage : 125 / 175 / 225 / 275
Duration : 8 Seconds (The physical fissure)
Cooldown: 15 Seconds
"With a mighty slam of his tree trunk, the Behemoth rips the earth apart, damaging and stunning enemies in front of him leaving an impassable mound of terrain."
This takes about one second to cast. It will then, in a line, create a little cliff. You can't pass through it, it stays 8 seconds. Everyone in the Area Of effect of the spell will be stunned and damaged, as well as pushed out of the way. It can be a simple click-and-stun-multi-target-stun or a really cunning way to block your opponent. Using cliffs, trees, jukes, narrow passages, edges of the map... you create a V shaped space to trap your opponent in. Take a look at the screenshots in the how to use Fissure section.
http://honwiki.net/w/images/thumb/f/f4/Behemothskill2.gif/96px-Behemothskill2.gif
Enrage
Area of Effect: 280 (Stun area of Heavyweight)
Mana Cost : 50
Damage Increase : 50% / 100% / 150% / 200%
Duration : 14 Seconds / 1 Attack
Cooldown: 7 Seconds
"The Behemoth unleashes his anger, causing his next attack to have increased damage."
Nobody pays attention to this ability - it's only there to make Heavyweight proc right? Well I say wrong. In my build we're going to take advantage of it's low mana cost and the savage increase on damage. This will help you farm much more than fissure would. You can use it twice on creep packs. and the increase damage guarantees last hit. Image below on exact range of stun. Note a slight cast time (~0.75 secs) is needed, so you'll have to anticipate.
http://www.calvert.ch/Nicolas/enrage.jpg
http://honwiki.net/w/images/thumb/a/a8/Behemothskill3.gif/96px-Behemothskill3.gif
Heavyweight
Area of effect : 280
Mana Cost : N/A
Damage : 25 / 45 / 75 / 115
Stun Duration : 0.3 / 0.7 / 1.2 / 1.5
Cooldown: N/A
"Causes the Behemoth to shake the earth with each spell he casts, dealing damage and stunning nearby opponents."
Well this is the core of my Bodyguard build : at level 7, you can effectively stun for 4.5 seconds and deal an additional 345 damage. That's 70 more damage than a fissure, and twice the stun duration. Furthermore, it individually makes your ulti level 7 have a 1.5 sec stun - which is 5 times more than the 0.3 seconds you get with the traditional cookie cutter build.
http://honwiki.net/w/images/thumb/8/8e/Behemothskill4.gif/96px-Behemothskill4.gif
Shockwave
Area of effect : 500
Mana Cost : 145 / 205 / 265
Damage : 200 / 275 / 350
Additional damage per enemy unit : 35 / 45 / 65
Addtional damage per enemy corpse : 17.5 / 22.5 / 32.5
Stun Duration : 0.3 / 0.7 / 1.2 / 1.5 (Heavyweight)
Cooldown: 150 / 130 / 110
"The Behemoth slams the ground with all his might, causing a devastating shockwave around him. The shockwave ricochets off nearby units, effectively increasing the damage dealt based on the number of nearby enemy units."
This is a very powerful ulti - yet very situational. It won't do you much good in a 1v1 - 2v2 situation. Don't hesitate to use it if the save will guarantee the kill. Else keep it for team fights, because it will however severely hurt enemy heroes if they happen to be with other units (other heroes, creeps, neutral creeps, summons...) The easiest way to benefit from this ulti is to rush a portal key, and wait for the team to group and push, to then blink in and ulti. I personally find that too obvious. and easy to counter. They simply stay out of their creeps. Area of effect is bit less double than that of heavyweight, so if you're standing too far from a hero he'll only take damage of ulti - no stun nor extra damage.
III. Skill Build
Justifications
Fissure
Heavyweight
Heavyweight
Enrage
Heavyweight
Shockwave
Heavyweight
Enrage
Enrage
Enrage
Shockwave
Stats/Fissure
StatsFissure
StatsFissure
StatsFissure
Shockwave
Fissure is not maxed till you've finished at least your first main item (see below). There's a 40% mana increase between rank 1 & 4.The stun duration only increases of 0.75 seconds. The damage is not worth the extra mana early game. We use this solely to block opponents. Once you get you're manatube you'll be able to spam it constantly.
Heavyweight is maxed. Their is no increase in mana cost. Upgrading it benefits your three spells. It makes your ulti stun longer, and hit harder. It also makes Enrage a 50 mana cost stun. That's up every 7 seconds. A very good defense mechanism for you and your mates.
Enrage is taken to proc heavyweight, but is then maxed for the last hitting and harassing abilities. Allows you to add a bit of damage the defensive item build we're going to make.
Shockwave is always taken when possible. Damage output cannot be talked about. Plus it's your only really instant spell. Enrage and Fissure have a slight cast time.
I'm also giving you the cookie-cutter build, I have nothing against it. However it is not what I'm trying to achieve here. I want to develop a much more defensive and protective Behemoth. Not some suicide bomber with only one way in (portal) and no way out if he doesn't win.
Fissure
Heavyweight
Fissure
Enrage
Fissure
Shockwave
Fissure
Let's compare the total magical damage output each build can do.
At level 7 the cookie cutter build totals 350 Magic damage through a fissure + 3x heavyweight on Shockwave, Fissure and Enrage.
At same level, my bodyguard build totals 470 Magic damage through a fissure + 3x heavyweight on Shock, Fissure and Enrage. And the Enrage deals more damage than the other build.
All the maths are at the bottom of the guide, and you may consult them at leisure. They were crowding this section.
As a conclusion for our skills, we know that we can be deadly at very short range. Long range we can keep a part of this deadliness with well set-up traps. We have a spammable melee stun. We must try to always be as close as possible when casting all our spells so as to benefit from the damage from heavyweight.
We also know that nobody likes a Behemoth, and particularly if you happen to be trapping them repeatedly. Everybody wants to take you down before your deadly combo. This means that you will have to be able to take blows. Absorb and retaliate. This makes you the tank in so far as you're a strength hero with a "aggro drawing" ability.
I assume you know a bit about mindgames; and I hope you do because Behemoth is very good at that. He is very imposing, and very present during team fights. He has a very big collision radius, which you can use to your advantage to simply physically block them.
IV. Item Build
We need to analyse Behemoth's stats and try to see what he needs. As I'm proposing a tank/damage absorber skillbuild, as well as taking advantage early game of your spells. I've made a picture with the item build that works out the best for me, in most cases.
Starting Items
http://honwiki.net/w/images/e/ec/Monkey_Courieritem.gifhttp://honwiki.net/w/images/4/4c/Health_Potionitem.gifhttp://honwiki.net/w/images/e/e5/Mana_Potionitem.gifhttp://honwiki.net/w/images/e/e5/Mana_Potionitem.gifhttp://honwiki.net/w/images/0/09/Runes_of_the_Blightitem.gifhttp://honwiki.net/w/images/b/bb/Minor_Totemitem.gifhttp://honwiki.net/w/images/b/bb/Minor_Totemitem.gif
Monkey: 200
Health Potion: 100
Mana Potions: 2*50 = 100
Runes of the Blight = 90
Minor Totems = 106
Total: 596
I've always bought the courier in my last 30 games. It's just the easiest solution if you're not playing with loads of mates. The two mana pots are to keep you going, and will do so very well since your mana consumption early early (lvl 1-4) game is small, thanks to lvl 1 fissure. Crushing claws and totem are for last hitting and to help boost your small healthpool. I take health potion over runes for the effect of surprise. I like to quickly pass at outpost to buy:
http://honwiki.net/w/images/6/67/Mana_Batteryitem.gif
And then quickly turn my two minor totems and that into a
http://honwiki.net/w/images/f/fd/Power_Supplyitem.gif
Gives you an extra stat point, the ability to instantly regain 15 mana/hp for each charge (max 15)(great for any hero). Also it allows you to see if there is maybe a hero hidden in Fog (the Aura to "pickup a charge" has a radius of 1600, 50% more than your Fissure as an example)
http://www.calvert.ch/Nicolas/stuff.jpg
The core of my early game is the tablet:
+6 Strength
+6 Agility
+16 Intellligence
On use effect:
Target: All heroes
Range : 800
Mana cost: 25
Cooldown: 16
Pushes target 500 units in the direction it's facing. While pushed, target ignores terrain and destroys trees. The push will break channeling spells
You can get it pretty fast, and the two items you need to buy them really help you early game.
The different ways to use tablet are:
To push you, to engage or escape.
To push an ally, to engage or escape.
To push an enemy, so as to put him in a tricky situation.
The advantage of Tablet on Behemoth is that he can really benefit from all it's different uses. If you push yourself in the enemies, it'll be the classical blink in, ulti and try to kill everyone. And if you managed to get in the thick of battle without using it (Pebbles Chuck, anyone?), it'll also be a great way to put some distance between your enemies and you. Remember it isn't disabled by damage, like a dagger. If you're playing my defensive build, which is to try and protect your team mates by being the ominpresent tank, the Tablet will also greatly help you in that role. You see a disabled team mate getting pummeled? Stun them, bump the mate. You're out of stuns and some Succubus/Devourer is channeling his/her ulti? For 25 mana you've interrupted him. A team mate hasn't notice pyro is about to land a stun on him? Bump him.
And finally, it's most powerful, but difficult, use, is on the enemy. You can use it to make that Devourer standing on a ledge to fall in the thick of your mates. Or push that annoying hero so he sticks out of his friends and you can gank him. The best is still to push a hero and then wall up the way he came from. Example in the "How to use Tablet" Section.
I think Tablet of Command is not an identical replacement for Portal Key. It's definitively a different item, and as such you can't play it the way you'd play Portal Key. The first thing that comes to mind is that Tablet only bumps 500 units. Portal Key is 1200. This means that if you use it on yourself, you're not totally out of the battle zone. Which is exactly what a tank wants. I sort of use it the way you'd use Kraken's Tsunami Charge: take a severe amount of beating while dishing out your spells (and hopefully while your team kicks their ass), and suddenly bump forwards to escape melee, and land a fissure from a bit of a distance.
When you use a portal key, you generally are trying to be invisible, or at least discreet. Blinking always out of LoS (line of sight). That doesn't fit in the role of a tank. Remember with portal you tried and avoided damage so as to be able to blink. This forces you to play a bit more defensively, perhaps refusing to hit a hero. With Tablet you don't care, since it isn't disabled by damage.
I then usually buy steamboots, strength, because they're a sort of balance between enhanced and plated. It offers a bit of life as well as some atckspeed and damage. Always nice. If you find you're facing heavy damage, go for
http://honwiki.net/w/images/b/bd/Plated_Greavesitem.gif
Plated Greaves.
+3 All Attributes
+3 Agility
+3 Intelligence
+5 Armor
+70 Movespeed
Active: Applies Plated to allies for 30 seconds.
Cooldown: 25
Radius: 450
Mana Cost: 25
Plated:
+2 Armor
+100% Chance to block 10 damage.
I've been playing them more and more and I find they're really good for him. To be updated.
The core of my build is Null Stone. And yes, it's contested. Null Stone shouldn't be core, etc... That is true, but in the past. Null Stone recieved such a buff, it's simply too good for a heavy caster like you to pass. Specially since you're a VIP Target.
Old Null Stone:
+15 Strength
+15 Agility
+15 Intelligence
+150% Mana Regeneration
+6 HP/second regeneration
Blocks most targeted spells once every 20 seconds
Cost: 5175
New Null Stone:
+15 Strength
+15 Agility
+15 Intelligence
+10 Damage
+200% Mana Regeneration
+6 HP/second regeneration
Blocks most targeted spells once every 20 seconds. If the Null Stone is on cooldown, and hero gets targeted by direct spell, the cooldown will be decreased by 5 seconds.
Cost: 4675
As you can see, the cost dropped, the stats increased, and the magical absorb is great. You might want to say that the spell block is pointless, or situational at best. Let me remind you that out of the 62 Heroes, 37 have at least one spell that can be blocked.
Check this spell block list, compiled by Tyrando. (http://forums.heroesofnewerth.com/showthread.php?t=38043)
You might also say that Shrunken Head is much better, since it also protects you from area of effect damage. Yes, but it doesn't protect you from fog based attacks, i.e Andro's swap, Succubus' hold, etc... Furthermore, Shrunken Head won't prevent disables of Superior Magic, like Devourer's ulti, or Tempest's ulti. Null Stone will at least block Devo's, and has a much smaller cooldown. And above all, Null Stone actually eats the spell: losing cooldown and mana cost for the caster.
It'll provide you mana regen, It's clearly superior to Shrunken Head on Behemoth in my opinion. But is it really superior to everything else? Can it be considered a core item?
That's a matter of opinion. I personally think that yes, it can totally be core. It's cheap for what it is, gives you very good buffs. And it helps you fill out your tank/bodyguard role very well. If the enemy team does indeed want to take you down so badly, you'll be glad to absorb a spell, wasting their mana and cooldown.
Keep in mind that it's SITUATIONAL. You might, unluckily, end up with a line-up with no spells to counter. But even then, it can block a Hellflower Silence, or a Totem of Kuldra. I'm advising it in most cases, but you might want to change it. If you don't go for a Null Stone, go directly for:
http://honwiki.net/w/images/4/47/Behemoth%27s_Heartitem.gif
Behemoth's Heart
+35 Strength
+300 Hitpoint
Passively regenerates 0.75% of your max HP/second, when out of fight.
Fitting Name
Well you won't be able to spam as many spells, nor be able to happily enjoy an Arach's/Pyro's/Witch Slayer's ulti bouncing against you, but it's definitevely a great tank item. You'll be able to soak up a very big amount of damage for your team. I usually get it after my Null Stone if the game drags on.
Lastly you might want to pick up a
http://honwiki.net/w/images/1/15/Daemonic_Breast_Plateitem.gif
Daemonic Breast Plate
+10 Armor
+40 Attack Speed
Ally Aura: +15 Attack Speed, +5 Armor
Enemy Aura: -5 Armor
It works well if you don't manage to take down buildings fast enough, or have a team of low armored heroes. Also helps reducing enemies armor since you're the tank, and as such in the thick of battle.
V. Gameplay
Early Game
Using Fissure In Lane
Allow me to quickly show you the theory of Fissure in lane.
http://www.calvert.ch/Nicolas/behefissureearlygame.jpg
1) I choose a juke spot to hide in. It must be close to the lane, and I must be able to fire a Fissure to totally wall up the lane. Ideally I should also be able to get out and be useful.
2) Aiming slightly behind the hero, I cast Fissure.
3) Eating tree I go to hit him (forget he's a blinking hero :p)
3b) If I can't eat tree,I try to run to where he's going to escape my trap - that way I'm ready to hit him.
4) In any case, teammate should have plenty of time to castigate opponent - easy Bloodlust.
http://www.calvert.ch/Nicolas/fissurelane.jpg
1)When I can more or less predict my opponent's movement, as well as my movement, I quickly mentally draw the line I need to block him.
2) Taking care to cast in front of him, I create a trap.
3) I try to land Enrage + Auto Attack on him
See? It isn't difficult. Pick your starting items and head down a lane with a good range. Arachna, Slither, Andromeda, Puppet Master... you choose. Let him harass a bit, grab a few last hits, and, most importantly, try to always be in your opponents diagonal. This way you can snatch the first occasion you have to block the hero: easy first blood. Check it out:
http://www.calvert.ch/Nicolas/bloodlust.jpg
1) Scout and Rampage are staying for the last two last-hits: their creeps are coming, and I know they're about to be on the move. I move close to the Scout.
2) I mentally draw the line and then, aware of the 1 second delay, I cast Fissure way in front of him.
3) The road to his tower is blocked. He panicks, eats a tango, seems all lost. Arachna unleashes everything she has.
4) I scoop the last hit with one clean hit with my bat. Bloodlust, 2:05 minutes in.
Once you've killed your opponent, go and grab some last hits. Your animation is nice and fast, and can be cancelled for optimal last hitting. If you got the bloodlust you've already got your Major Totem.
Continue last hitting in your lane, always keeping a optimal position to trap them.
http://www.calvert.ch/Nicolas/secondkill.jpg
4:52 I'm deliberately out of the creeps, waiting for Rampage to move. I know exactly where I want my Fissure.
5:00 Fed Up, I cast a Fissure that doesn't even touch him - I don't care, Fissure isn't my main source of DPS or Stun. It simply prevents him from going back.
5:08 After a bit of a chase, I've managed to get as close possible to him to land a stun. This is why laning with a slower is good. Check out the range again !
5:09 Stun connects, he dies on the next Fissure I cast.
I've just picked up my Tablet of Command. Since we know we have the firepower, we decide to go and kill him underneath his second tower. This is where your ulti is great: you chase him, simply running along. As soon as he meets his creeps: boom. Example:
http://www.calvert.ch/Nicolas/rampulti.jpg
7:56 Arachna is jumping down his throat.
8:00 I react too fast, and my Fissure doesn't block him the way I wanted. Nevertheless he's stunned, and Arachna just threw her ulti on him. He wasn't going to die, and my team mate had to back.
8:03 After animation cancelling the Fissure I rapidly move. I face the right direction and hit the tablet. This is really important, you don't want to bump yourself in their woods or what not.
8:05 He attacks me, and luckily for him his bash procs. I wait patiently for the creeps, hit the sauce. Arachna's ulti takes the last sliver of HP.
Early Game Conclusion
Focus on last hitting, and when you can, block an opponent and rape him. Else play it rather safe, at least until you get level 6. Always make sure you're in a right spot on the lane to block. Don't hesitate to overcompensate the Fissure: you're better off not hitting him but having him on "your side" than blocking your team mate and letting him go.
Mid Game
Fissure is still an agressive spell, but it's also a very powerful defensive one. In this example, we've downed middle's first tower. Our thunderbringer gets Hemorrhaged by Blood Hunter. He starts running, if he stays he dies. As soon as he's on the right side of the cliff, I yell in a Gandalf way:
"You cannot pass! I am a servant of the Secret Fire, wielder of the Flame of Anor. The dark fire will not avail you, Flame of Udun! Go back to the shadow. You shall not pass! "
And BAM !
http://www.calvert.ch/Nicolas/gandalf.jpg
You can pretty much block all around the map. Check the end of this guide for screenshots on the best places to trap.
During mid-game you should continue your role of bodyguard. Stick close to the juicy heroes on your team, stunning and clubbing anything that comes near. Wisely use your Tablet to either initiate, or to pull out your initiator. Ideally wait for them to come, and when they think they have the upper hand, unleash everything and hold your ground. The mere psychological effect is often enough. You can also block very efficiently a jungling enemy hero. Simply let your friends in an close the trees :).
Late Game
If you've already got your Null Stone, build a Behemoth's heart, and continue to protect your friends. Make sure you're one of the first to get in the fight. Always try to use Fissure to cut the enemy team in two, or to block their retreat road. Stick with your team and keep stunning till nothing is left moving. I won't go in the details of team fighting and team pushing in late game, I assume you know that. You should be able to down the enemy's throne rapidly, and you should, because vs hard carries you're no match.
VI. Using Tablet of Command
Defensively
http://www.calvert.ch/Nicolas/tb.jpg
As stated before, it can save you as much as your friends. In this example, Thunderbringer is getting chased by Valk, Rampage and Scout. He's just about to get ultied by Ramp. I'm running in as fast as my elephant body can ! He quickly jukes them, and just as Valkyrie launches her Call of the Valkyries, I bump Thunderbringer. Rampage's ulti follows, but I manage to stun and get TB out of there !
http://www.calvert.ch/Nicolas/saut.jpg
Here I've just had a rough fight and Valkyrie is already pounding me with her spell. I get as close and aligned to the cliff as possible, and activate the Tablet of Command. In the second screenshot, it's Valk's point of view. I am about to disappear in the fog of war.
Aggressively
http://www.calvert.ch/Nicolas/tabletaggro.jpg
Here Arachna is launching her ulti. I see that Rampage is last-hitting creeps: he's facing us. I quickly think about pushing him with my Tablet of Command. While he's flying I focus on were I should Fissure, as well as were I should click.
My 17 Favourite Fissure Spots
Red arrows means you've prevented people to go that way. I've added arrows so you can see that on quite a few blocks, I manage to actually stop 2 different routes.
Top Jungle/Lane (http://www.calvert.ch/Nicolas/fissure1.jpg)
Top Lane "Hidden" First Blood (http://www.calvert.ch/Nicolas/fissure2.jpg)
Top Lane, First Blood, Closer to Tower (http://www.calvert.ch/Nicolas/fissure3.jpg)
Roshan - Hellbourne Secret Shop - Ancients (http://www.calvert.ch/Nicolas/fissure4.jpg)
Bot Hellbourne Tower (http://www.calvert.ch/Nicolas/fissure5.jpg)
Bot Legion Tower Block, Jungle entrance (http://www.calvert.ch/Nicolas/fissure6.jpg)
Bot Legion Tower trap (http://www.calvert.ch/Nicolas/fissure7.jpg)
Legion Jungle Bottom Rune Ramp (http://www.calvert.ch/Nicolas/fissure8.jpg)
Legion Jungle, between weak camp and rune ramp (http://www.calvert.ch/Nicolas/fissure9.jpg)
Hellbourne Jungle Top Rune Ramp (http://www.calvert.ch/Nicolas/fissure10.jpg)
Legion Jungle Second Tower Ancients Road (http://www.calvert.ch/Nicolas/fissure11.jpg)
Blocking a jungling hellbourne camp (http://www.calvert.ch/Nicolas/fissure12.jpg)
Two possibilities to control hellbourne plateau above first and second tower mid (http://www.calvert.ch/Nicolas/fissure13.jpg)
Hellbourne Jungle Entrance top rune (http://www.calvert.ch/Nicolas/fissure14.jpg)
Top lane general block (http://www.calvert.ch/Nicolas/fissure15.jpg)
Top rune ramp secret shop Legion (http://www.calvert.ch/Nicolas/fissure16.jpg)
Legion Ancients Ramp from river (http://www.calvert.ch/Nicolas/fissure17.jpg)
VII. Conclusion
I'll simply conclude by saying that my build is different, yes, and please don't simply flame me for NOT going for a RoS. I've carefully laid out my arguments and I'll be organising them better in the next few days. If you have any comments, feedback, ideas, typos... please let me know. I'm open to any ideas as long as the person is polite ;) Please do also keep in mind that this is only my first guide, and I wanted it as detailed as possible. It might be a bit of a thick read, but I'm sure you can learn many things, whatever way you decide to play your Behemoth. In any case, have fun trapping heroes and please let me know what you think.
Cheers for reading up until now !
Looking forward to hearing from the community,
Sincerely,
:behe:Masak0.
This is the maths concerning my skill build. I've left only the conclusions in my guide, but if you were curious to know how I got these numbers, this is proof I didn't pull them out of a hat :)
Cookie Cutter
Total proc damage of Heavyweight level 1 = 3*25 = 75 magic damage
Total proc stuns of Heavyweight level 1 = 3*0.3 seconds = 0.9 seconds
Total damage on Fissure is 275 magic damage
Total stun on Fissure is 1.75 seconds
Total damage minus ulti (which we can't evaluate since it's dependent on situation) : 75 (HW) + 275 (Fissure) = 350
Total stun time : 0.9 + 1.75 = 2.65 seconds
The Bodyguard Build
Total proc damage of Heavyweight level 4 = 3*115 = 345 magic damage
Total proc stuns of Heavyweight level 1 = 3*1.5 seconds = 4.5 seconds
Total damage on Fissure is 125 magic damage
Total stun on Fissure is 1 second
Total damage minus ulti (which we can't evaluate since it's dependent on situation) : 345 (HW) + 125 (Fissure) = 470
Total stun time : 4.5 + 1 = 5.5 seconds