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CatInHat
01-07-2011, 06:14 PM
First things First: Props to Aviseras for his Tips on writing guides. This is my second attempt to get this one done. (Also my bad for stealing your format bro. It was too good to pass up.) Shout out to Wekfor and Seri for putting up with my obsessive Ophelia play in every match.

Mediocre-phelia
(AKA Aura-phelia)



http://forums.heroesofnewerth.com/attachment.php?attachmentid=6278&d=1294443932


She's ok...I guess.

by CatInHat (UPDATING!)



[THE MINI GUIDE]
Core Items:

http://forums.heroesofnewerth.com/attachment.php?attachmentid=6277&d=1294443580http://forums.heroesofnewerth.com/attachment.php?attachmentid=6276&d=1294442853 http://forums.heroesofnewerth.com/attachment.php?attachmentid=6279&d=1294444000 http://forums.heroesofnewerth.com/attachment.php?attachmentid=6280&d=1294444043
Core Build:
1. Command
2. Wrath / Judgement
3. Wrath / Judgement
4. Command
5. Command
6. Ophelia's Touch
7. Command
8. Wrath / Judgement
9. Wrath / Judgement
10. Wrath / Judgement
11. Ophelia's Touch
12. Wrath / Judgement
13. Wrath / Judgement
14. Wrath / Judgement
15. Stats
16. Ophelia's Touch
17+ Stats


[THE FULL GUIDE]

Who is Ophelia?
The chick that looks distinctly like Borat in his "swimsuit". S2 really needs to make an alt avatar for her. Can a girl get a pair of shoes? At least throw her some pants man...

What does she do?
Get randomed and then repicked... often.

Seriously though: you're looking at 3 x level 1 towers downed and 2 x token of life by the 30 minute mark. If you manage all of that then you did your job. Your team better be able to win with the ~1500 gold+ you've fed them. Throw in some kills/assists in lane and your carry is looking at an IOU of 2000-3000+ gold easily.

When should I pick Ophelia?
She is the strongest early game hero available, but crashes in usefulness around the 25-30 minute mark. She is also the most versatile hero available due to her creep domination ability. You can stick an Ophelia in any line up and be okay. That being said, there is always a better pick than Ophelia if you know exactly what you're going up against. Ophelia can mimic almost any hero's special abilities early game. Refer to the creeps section to see what to look for in order to mimic certain heroes.

Where should I lane her?
Take the easy lane (Bot Legion, Top Hellbourne) and either stay in the jungle full time or jungle and gank the lane when the enemy pushes close to your tower. If you have to fully lane, it should only be to turn a hard 2v1 lane into a completely dominated 2v2 lane where you are babysitting a carry. I tend to play an overly aggressive full lane ganker ophelia where I stack the pull camp, pull the lane, and then gank the lane. I spend the first 15-20 minutes camping the trees right next to the lane until the enemy 2 set leaves or forces mid to waste time and XP trying to gank me. It is possible to lane her in the long lane, but you have to be very sneaky about your jungle excursions. If you DO get stuck in the enemy jungle you should actually attempt to gank mid rather than your lane. It's the only real option available to you. It's also a terrible idea (unless it works, then you're a hero).

Why Mediocre-phelia? I only know of Pro-phelias and Feeder-phelias!
Mediocre-phelia is a build that can be run from low level pubs up to 1600-1700 bracket games. It's meant to be a build that can be run by people who can micro, can't micro, like to click items, and don't like to click items. The main point being that your only requirement to run this build effectively is to stand near your team and stay alive. As you get better with her, you can customize her to your liking. This is just a very solid start to this hero.


-- THE SKILLS --


http://forums.heroesofnewerth.com/attachment.php?attachmentid=6281&d=1294444233


Nature's Wrath:
7 / 14 / 21 / 28% Amplify Damage
8 / 16 / 24 / 32% Movement Slow
Lasts 7 seconds


Offensive:
Nothing says "ATTACK THIS GUY!" better than a giant swarm of bees. Light up an enemy with this and your team will follow suit. Your creeps are incredibly slow so you can use this to slow them down and even the field.

The original cast is magic so it won't cast on magic immune or nullstone. The damage added is the same type as the damage applied.

Defensive:
Oh no you're getting chased in the jungle! Wait... you have 600 range and a massive slow. Throw this on your assailant (usually a solo from mid or 2 from the lane) and skip away. At worst you can even it into a 1v1 situation. At best you either get 7 seconds to run or your would-be assassin finds himself with a face full of catman/minotaur/vulture lord club.



http://forums.heroesofnewerth.com/attachment.php?attachmentid=6282&d=1294444998
Ophelia's Judgement:
True Damage Nuke / Ally Teleport
50-100 / 100-200 / 150-300 / 200-400 True Damage
OR
5.7 / 4.7 / 3.7 / 2.7 seconds
(Thanks to Vulpes for pulling the numbers out of the code!)
The nuke is nice, the teleport is better.

Schwing!:
It's the sound you'll hear slightly before the gold coins clinking into your treasury. The damage goes through armor AND is boosted by Nature's Wrath. (Keep in mind the Wrath damage is physical) It's also true damage so the true damage will not be boosted or weakened by any armor or affects. Just remember that the damage is a range so you'll need a little luck on your side to catch that max damage on the cast. Average damages are 75/150/225/300. It's the same as succubus' heartache on the damage end. The reason this lower damage skill is remotely as good as heartache is due to its second use. If you're using this skill only as a nuke then you should go play :pyro:.

Where'd I go?:
Cast this on your ally, use a cyclone stick on him, laugh at the enemy as their "kill" gets whisked away to your fountain like Dorothy in the Wizard of OZ. (Cyclone is 2.5 s and max judgement is 2.7 s channel. They have very little time to stop you.) Try to give them a heads up so they know they aren't dead and can tp back to the battle. That being said, I never have the time to tell my team I just saved their butt mid-battle. Usually they figure it out when the battle is over and they didn't die. It's a utility skill so learn when to save an ally and when to take out an enemy.



http://forums.heroesofnewerth.com/attachment.php?attachmentid=6283&d=1294445016
Command:
Dominate 1 / 1 / 2 / 3 Creep(s)
Duration: Permanent


I'll take one of these and one of these and...:
This is Ophelia's signature skill. The 30 second cooldown can be a bit rough, the pathing unbearable at times, and the tedium of sacrificing a no longer useful creep to kongor so you can charm another a constant occurrence. Still, it's easily the strongest and most versatile skill in the game at level 1. Its usefulness continues well into midgame, and then becomes her biggest liability as well as her greatest strength. See the Creep Guide below for an in-depth view of this skill.


http://forums.heroesofnewerth.com/attachment.php?attachmentid=6284&d=1294445029
Ophelia's Touch:
Global Heal
200 / 300 / 400 Heal to All Allied Heros
Fully Heals all Dominated Creeps


ULT TB!!!!!:
Her heal is not particularly impressive. By level 16 the heal is mediocre at best. Just think of it like a TB ult. There's no point in spamming it. You just lie in wait. When you see a hero start dropping into the red zone on your portait screen in the upper left press r. It functions exactly like TB's ult conceptually... just the reverse. You want to use it when your allies are at a sliver of health and there's no way they can escape. Don't waste it if they have no chance to survive when you use it. This heals illusions as well for those agi carries that love their geometer's bane.

THIS IS SPARTA:
Your little creep army is small but fierce. This skill is your sole ace in the hole when it comes to keeping them alive after midgame. It fully heals all creeps under your control including any you dominate with helm of the dominator. You can send creeps to attack a tower bot while you lane top and heal them to full health. You also can take on kong at level 7 by microing your weaker creeps back until they are all low. Then you just ult them back to full health and finish off kong.


-- THE SKILL BUILD --

1. Command
2. Wrath or Judgement
3. Wrath or Judgement
4. Command
5. Command
6. Ophelia's Touch
7. Command
8. Wrath or Judgement
9. Wrath or Judgement
10. Wrath or Judgement
11. Ophelia's Touch
12. Wrath or Judgement
13. Wrath or Judgement
14. Wrath or Judgement
15. Stats
16. Ophelia's Touch
17+ Stats

Wrath Build- You'll be ganking the lane like it's your job. Slow, and then let the creeps close in on the squish hero. By far the strongest offensive build. Pick up Judgement first at level 8.

Judgement Build- My particular favorite. I max out judgement early to save my teammates since the channel on teleport is imperative. It's much easier to guess when your ally is going to die in <3 seconds than casting it >6 seconds ahead of time. They'll whine at you if they get sent back because you guessed wrong. Also it helps you pick off any heroes brave enough to dive the tower or come find you in the jungle. The creep teleport is just a bonus when you are using them to harass versus a lane that can kill your creeps rather fast.

Mixed Build- Pick up a point of Wrath and Judgement by level 3. Very Weak, but it gives you the ability to teleport an ally back to base. You can then go about maxing the slow or the teleport depending on how the game is going and what your team needs more.



-- THE SUGGESTED ITEM BUILDS --

Item justification is in the next section.


Starting Items:
Trinket of Regeneration, minor totem, courier or 2x ward of sight
Don't fret about the 200 gold spent on your team. It pays off immensely. You'll need a courier to buy most of your gear anyway so pony up the cash now and don't regret it later. The trinket gives you the early regen to tank some hits in jungle or to take some creep damage if you go for the all too easy level 1 gank. The minor totem is your friend. The +1 to stats is worth the measly 53 gold spent and you're going to need 4 of them to fill out this build.


Core:
http://forums.heroesofnewerth.com/attachment.php?attachmentid=6277&d=1294443580http://forums.heroesofnewerth.com/attachment.php?attachmentid=6276&d=1294442853http://forums.heroesofnewerth.com/attachment.php?attachmentid=6279&d=1294444000 http://forums.heroesofnewerth.com/attachment.php?attachmentid=6280&d=1294444043
Astrolabe
Refreshing Ornament
Plated Greaves
Abyssal Skull


** This will give you 3 passive item auras, and an additional 2 active item auras. (You can also add in up to 3+ creep auras) **
Total Passive Aura Boosts:
+8 hp regen (+3, +2, +3)
+ mana regen
+5 armor aura aoe
+15% base damage boost
+14% lifesteal aura
When Activated you add another 250 aoe heal, +2 armor, and a creep boost from plated



Recommended Luxury:
http://forums.heroesofnewerth.com/attachment.php?attachmentid=6285&d=1294450704

Barrier Idol (Using the Refreshing Ornament)
Demonic Breastplate and/or Frostfield Plate (I rarely even finish one of these. I usually settle for the chainmail and platemail of demonic to end my game.)

Optional: Refreshing Ornament (To replace the one used up in barrier idol if you're saving up for frostfield. Otherwise just get chainmail and platemail like I do to fill up your 2 empty slots.)



-- THE ITEM ANALYSIS --
Core Items

http://forums.heroesofnewerth.com/attachment.php?attachmentid=6277&d=1294443580
Astrolabe: 3 aoe regen is nothing to scoff at. It synergizes with your weak ult heal, provides you a way to heal your creeps both passively and actively when your ult is down, provides a nice 5 armor, and stacks with vagabond leader creeps.
http://forums.heroesofnewerth.com/attachment.php?attachmentid=6276&d=1294442853
Refreshing Ornament: Laning with Ophelia sucks, but if you have to lane then this item really shines. It stacks with astrolabe and the vagabond leader. It basically is a free lifetube to every ally in range BEFORE counting in the +3 from the Leader. Later on you can also build it into a barrier idol or build a new one after idol to keep the +2 aoe active.
http://forums.heroesofnewerth.com/attachment.php?attachmentid=6279&d=1294444000
Plated Greaves: +5 armor. This item's active ability is really not all that useful. You can pop it before a push if you want, but its most important attribute is the armor that you're stacking.
http://forums.heroesofnewerth.com/attachment.php?attachmentid=6280&d=1294444043
Abyssal Skull: You will get flamed for this item, but it is just too good to pass up. I'd avoid getting it if someone else ont he team is picking it up, but even then I prefer to have one since it is rare I'm with a specific team mate every second of the game. The ring of the teacher and trinket build up items provide strong early boosts on top of the 2 or more trinkets you have already picked up as well as offering you the only way to regen your creep's mana outside of sending them back to the fountain. You also get a damage, lifesteal (melee only), mana regen, and armor aura all in one item. This is what Aura-phelia is all about. If a teammate already has this item and you don't want to get it then buy the much cheaper helm of the dominator and convert some aura creeps.

http://a.imageshack.us/img709/3292/itemhomecomingstone.jpg
Homecoming Stone: This is the second most important item in the game. (Wards are the first.) I still rarely buy them with Ophelia for the same reason I delay my boots until the 30 minute mark: Creeps are not Bearudolon. Creeps are slow and take time to move around. If you're porting around, you'll be porting into danger alone. If at all possible avoid situations where you need a tp stone and let your ult suffice. You should be sticking with your team to give them your auras so you should rarely have to tp to help someone anyway. If you need to defend a tower you can send a creep to it or take the enemy team push as a signal to backdoor the nearest tower. Commence flame!


Good Luxury
Frostfield Plate: Shivakamini Somakandarkram!!!!!!!!!!!
-25% Attk speed, Active slow that spreads halfway across the map, the int this build has been missing, AND a ton of armor. It's unlikely you'll snag this item if you follow the suggested items, but it is definitely one to shoot for. Get the plate mail component first to keep up the max armor theme. The Shiva blast stacks with your slow, the end result being any heroes without a shrunken head stand still while their friends waddle over in slow motion to help them.

Demonic Plate:The tankier of the two luxury plates. I usually go for this because the buildup gives me a platemail and a chainmail. I may never finish it, but I also don't mind walking around with enough armor to nullify my minus armor buddies :pred:,:souls:,:deme:,:krak:,:pand:,:arma:, and :pest:.

If anyone manages to get both please post the replay because I've managed it once or twice before. The aura buff bar covered the top of the skill bar.

Recommendation by `shook (http://forums.heroesofnewerth.com/member.php?u=2203644):Puzzlebox
I have to agree it synergizes very well with her skills. A true sight aura and haste aura is nothing to scoff at either. If you are looking to put out more damage or push faster, this would be an item to look into. I don't really like to pick it up. Late game, the creeps are free gold to the enemy team. Also, you can't send them very far away or for very long (They can't even attack towers without you near.) DO pick this item up if you are versus an invis hero like nh, have a melee carry that needs a speed boost, have an enemy team with small mana pools, or want to punish weak aoe heroes like :bubb: or :wret:. If they kill your mauler, they'll have to eat the 300 damage from the mauler's death skill.


-- THE BEST FRIENDS --

Pushers: :balp:,:warb:,:poll:,:slit:,:tort:,:defi:,:temp:,: legi:,:deme:,etc.
Aura boosters: :andr:,:warb:,:souls:,etc.
Buffers: :plag:,:keep:,etc. (52 armor is just sick)

-- BAD ALLIES --

Junglers: :wild:,:legi:,:warb:,:temp:,etc. (Your best friends need to lane.)


-- THE WORST ENEMIES --

Unique Heroes: (If they are in your lane, give up on ganking the lane.)
:glac: 10 s creep freeze
:temp: Autokill creeps and spawns 3 of his own that can respawn
:vood: Cocktail stuns for 5 s AND bounces. He will ruin you.
:accu: All healers can ruin a gank, but this guy has the highest heal and damage absorb output in the game.
AOE: Basically every hero in HON...

-- Prophelia feed --


Weak heroes with no escape mech: :bomb:,:arac:,:fors:,:thun:,:tort:,etc.
Unique Heroes:
:plag: Ult will be soaked up on your creeps instead of you and your allies
:arac: 3 hits with the creeps kills the spider.
:vind: I think your creeps can still use skills when he ults. I'm not sure.
:sand: Easy to focus down his ult illusions
Anyone with a channel ult or requires positioning. Just skele king root.



-- Replays --

25942291
~3 saves using judgement throughout the game. It's a pubstomp, but my crowning achievement is actually using an antilore healer to his full potential. Pyro and I are in the short lane versus Devourer and Nymph. The healer not only heals Pyro's blood chalice, but serves as a mini fountain for us in such a high harass lane.

Adding in a successful enemy jungle game when I can manage one...

CatInHat
01-07-2011, 06:14 PM
End Stats

Assuming Wolf Commander, Mino, and Leader are used as creeps

Passive Auras
+6 HP Regen
-25 enemy attk Speed
+30 attk speed
+45% base damage
+10 armor
Mana Regen aura
-5 enemy armor

Active Auras
Astrolabe: 250 HP heal +2 armor
Plated Greaves: Creep Damage Boost + Creep Damage Reduction
Barrier Idol: 400 magic damage barrier
Frostfield: 200 magic damage aoe and slow

Ending Armor: 15.5 magic, 45+ regular
Ending HP Regen:14+
Ending HP:~1500?

CatInHat
01-07-2011, 09:52 PM
It's not just Minos Anymore!

A fairly comprehensive Creep Guide for Ophelia

(Only creeps with a skill are included as the rest are useless)

Least Helpful, Medium Helpful, Most helpful

Vagabond Leader AKA :defi: or :pyro:'s wave AND :empath:'s aura- +3 hp regen aura as well as a 150 damage nuke on a freakishly short cooldown. If you have to sit a lane, you can technically start the game off with him and a refreshing ornament to give you +5 aoe hp regen. Nothing like a free lvl 1 lifetube to all your allies to stop those pesky harassers! And with his constant nuking, you can outharass your opponents easily.

Minotaur AKA :mora: or :pest:'s aoe stun- A disgusting 3 second stun and 15 attk speed boost that is offset by painfully slow movespeed. I know everyone loves these guys, but late game I only carry one for its attk speed boost. It's just too hard to get them in range to stun without getting aoe bombed.

Wolf Commander AKA :andr:'s aura- This will shoot your carry over the top with damage. What's scarier than a fed carry? A fed carry with a 30% damage boost. Wolfs will be ripped to shreds by any damage. Their poor hp won't stand up to team battles so try to keep them in range of the carry but out of the actual battle.

Vagabond AKA :vind:,:mage:, or :witc:'s mana burns- every 15 seconds you can blast someone for 100 physical damage and kill 100 of their mana at the same time. This creep has a 600 cast range, only blockable by nullstone, magic immunity or the like, and medium hp. This is my favorite creep hands down.

Ice Ogre AKA :plag:'s shield- +8 armor doesn't quite match up to the 12 from plague, but the 5 second cooldown and ridiculously long length of the buff means you can keep everyone on your team shielded and a creep or two. It slows attk and move speed if attacked just like plague's. It's a devastating buff versus any auto attacker.

Vulture Lord AKA :zeph:'s ult- aoe magic damage that is stronger at the center. I have managed to get a kill with his skill once. That being said, he hits very hard and is very useful to micro over to any camp and solo farm it while you focus on another.

Skeleton King AKA :flin:'s stun proc- It may not have flint's godly range, but the trick with this one is that just like flint's IT IS PHYSICAL. You can break through a shrunken to stun someone. The nullstone will still kill it as a targeted skill but you can always carry 3 of these guys if you need to lock down a hero for 4.5 seconds or need to really make sure you counter stun channel ulters like :vood:,:nymp:,:temp:,:devo:. They are also very good for locking down blinkers like :wret: or :mage:. I've had plenty of fun versus a :swif: who decides to spin after me only to find that I run away as my skeletons lock him in place.

Catman Champion AKA :tund:'s ult but no stun- It's a lot like the mino stun in terms of range, but a bit bigger. 150 damage is massive early game, but peters out late game. The additional attk speed and move speed slow is helpful though.

Snotter Boss AKA Puzzlebox Mauler's haste aura - This is the same as the haste aura and will not stack. A base +12% move speed to allies. I will pick him up if my team needs more mobility (like a :hamm: carry) or if the other team is fast and I need to catch up or dodge (vs a :swif: with boots and spin).

Spore Spitter AKA :arac:'s web shot- Slows attk speed and move speed by 20%. It's strongest at the very start and end of the game, but it has no hp to speak of.

Antilore Healer AKA :jera:'s heal- It doesn't do any aoe damage and is only 15 a heal but it is basically is 20 hp regen/sec. I'm not sure why these aren't brought into the lane more often to counter the harassment. You could also send one mid as a sort of mobile fountain. Very Low HP though. Check the replay in the above section for an actual game with one of these guys!

Vagabond Assassin AKA :elec:' ult- ridiculous 80 percent snare. Very low hp and very short range on his skill, but if you get it off is the strongest snare in the game. His skill doubles as a purge.

CatInHat
01-07-2011, 10:04 PM
Anti-Build/Combo Mini Guide for all 73 Heroes
I told you she can be used in any line-up and here's how!
(In Progress, may need to group similar strategies)

Enemy Strat in Red
Ally Strat in Green
Check the creep guide for abilities

STR
:arma: Armadon- His strength is his ability to spine people to death. To do this, he needs to keep his enemies in range.
Counter stun, root, Tablet of Command, Cyclone Staff THEN RUN!!!!!!!!
Nature's wrath his target, tablet him into range, stun or slow the enemy THEN CHASE!!!!!!


:elec: Electrician- His main features are his freakishly long stun, his (no longer OP) shield, and purge.
Counter stun when he grips, Tablet of Command, Cyclone Staff, just break that Grip. An alternative is to cast a maxed judgement on the gripped hero as it will save them in 3 seconds. (In the meantime they are obviously being focused down while your team is focusing theirs down.)
Let him initiate with his stun. Use the time to get your mass minos into place and perma stun someone down. His stun is long enough to go all minotaurs and it be completely viable at any point in the game.

:phar: Pharoah- This mean mummy has a blink-type ult, a massive aoe magic damage, a small aoe magic damage that is single target/bounce, and a wall of mummies that drain mana/push.
Stay defensive and cluster your creeps together. He will ult to your location, then raise mummies, and set off hellfire before you get the chance to do anything. His rocket will come next. Pop off a barrier idol to block his rocket and hellfire damage and commence to making him regret his target. (Quote from Watchmen Movie: I'm not in here with you! You're in here with ME!)
This guy is going to be miles ahead of you in a team fight. Pick up a snotter boss to help the team get to him in time. The last thing you want to do is leave your initiator alone. Carry anything that can save him after he starts getting focused down/stunned/a dump taken on him by 4 or 5 enemies. Astrolabe then Ult should be enough burst heal.

:mora: Moraxus- He's a minotaur with a range slow and much harder to kill. This guy has to be DIRECTLY on top of his enemy to be most effective. You'll need to play with range and positioning to compete.
A Skele King will root him down at any point in the game. It stops him from going wild with his ult and many times can stop him from getting it off on any heroes. When he blinks to you, Thank god and commence to spamming everything you have at him. If you can't kill him then just root/slow and RUN!!!!!
Consider him a very large and ugly minotaur. The positioning is still the same. You may need a snotter boss to keep up with his pk/stun combo. You have to be at his location before the stun wears off. A Mino/Skele King/Snotter boss combo is usually enough to lock down any targets he chooses.

:devo:
:legi:

Pestilence -

INT
Plague Rider - This guy is a laning beast. He can deny any allied creep immediately, throw on an armor buff shield with attk and move speed slow effects to attackers, and has 2 nukes, both of which also slow.
Keep your creeps bunched up close together. Also never walk around with just 1 creep once plague hits 6. The bounces have 600 range so as long as you bunch up, you may take a total of 300 damage. If you pick up a barrier idol, this damage is reduced to basically 0. Make sure your creeps are bunched among your allies when plague ults to get the same benefit in team fights.
His slows and your stack. Try your best to wipe out enemy creeps and hold enemy heroes in a clump by stuns/slows/roots in order to make the most of his ult. Make sure you get an Ice Ogre to use at all times as it works with plague's armor to give the target a total of +20 armor and a debuff to attackers of -50 attk speed, -50 move speed! Throw both shields on your whole team and you should be nearly impervious to physical attackers.

Myrmidon -
Witch Slayer -

Nymphora - She's a walking fountain with a stun.
Ward everywhere. She will tp everyone and their brother on top of you. You need to see the map so you can avoid them. If she's in your lane you'll need to help with harassment. Other than that, there's not much you can do versus her except maybe pick up a hellflower. She's not much of a threat.
She can make your pushes unstoppable. You only really need the heal as your burst heal of ult and astrolabe doesn't recharge quickly. You may let her pick up astrolabe while you snag a puzzlebox to maximize your push power.

Ophelia - Everything you can do times 2!
Anything you can do I can do better! Pick up an alchemist's bones, ward their woods, run into their jungle and convert their creeps leaving only 1 weak one so the camp won't respawn.
With your powers combined, You are captain Planet! Just push, Kong, and everything you'd normally do but 10 minutes earlier. At level 7 you should be able to take the shrine. Do not wait until the enemy team can aoe your creeps down.

CatInHat
02-21-2011, 09:50 AM
Reserved for FAQ

Q: Why not Puzzlebox?
A: Completely legit item. That being said, it's not one I'd force on a first time Ophelia player. It's one of those customization items they need to move into when they get better. I'd also look into cyclone stick as a custom option.

Q: Why not Nomes?
A: Abyssal has 2 more armor and the .2 mana regen difference isn't really noticeable. The 25% heal for skills isn't going to do anything for your team compared to the 15% damage boost and lifesteal. Mana costs stop going up at level 16. Damage grows on your carries far past level 25. The 28% of your Wrath on top of your 15% Abyssal and your 30% Wolf should heal any melee hero on your team far more than nomes ever could.

Q: Why not staff of the master?
A: Expensive for the benefit. By the time you can afford it, it's unlikely you'll get the chance to ult twice within the same team battle/before your creeps are nuked down. If you really need to heal your creeps that much, teleport him back to fountain and walk him to your location. It's faster than 30 seconds. If you need more team heal I'd suggest using a different hero. Ophelia is about burst heal, not consistent healing. Nymph, Accursed, Jereziah, and Empath all have stronger heal over time abilities.