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Why? Why not? If you have no other carries, then this build is perfect for your team. If you don't want to be a carry, then don't be a carry. Go for support as Andro.
I find her more suited for carrying though than I do supporting. Mainly because of her aura which raises her base damage. With that maxed along with your stun, you should effectively be ganking in any team fight or by yourself. If you see a runner, just ult then comet again.
I've had a Swiftblade in my game recently who has an AMAZING build for carrying and with what I do here, I out-carried him by the end of the game.
ANDROMEDA
(Note: I'm only making this guide because none of the other guides seem to help me with on how to build her and/or play her. This guide is meant to showcase the carry side of Andromeda. If you don't support a carry Andromeda, then you can just close out of this window.)
Overview:
Skills:
This skill right here is your bread and butter. You always want to have enough mana for it before you do anything. It's extremely helpful for escaping ganks and initiating ganks. It's also good for it's damage. For a stun, this does fairly good with it's magic damage.
Though this skill may be helpful, I don't recommend getting it until late game when it'll do it's best. It's also supposed to give 3 seconds or so of sight in the area of which it passes, but at the moment, that function is broken.
This right here is what'll help the most in team fights. This'll do it's best in mid-game. It'll also be extremely effective if you have Arachna on your team with her skill Precision.
With this skill, you'll be able to kill runners and anyone who wants to try to take you on one on one.
I find her ult most effective to trap runners or to initiate. If you're near a tower early game, ult them by the tower then stun them. They'll take damage from the tower, your stun, then your auto-attack. If you're laning with someone that's competent, then they'll attack said person as well leaving with an kill.
If you're going to initiate a team fight, make sure you run to your team after you ult the person INTO your team. When you get back to your team, that's when you need to go on the offensive and start fighting. By the time you get back, the enemy unit should be near dead thus helping the team by lowering the amount of heroes you'll need to fight.
Last edited by Exposure; 09-08-2009 at 06:12 PM.
I've updated the skill build to include Aurora ealier.
Skill build:
(Note: This is usually what I do to pull out maximum damage early and mid-game.)
1. Comet.
2. Stats.
3. Comet.
4. Stats.
5. Comet.
6. Void Rip.
7. Comet.
8. Aurora.
9. Dimensional Link.
10. Dimensional Link.
11. Void Rip.
12. Dimensional Link.
13. Dimensional Link.
14. Aurora.
15. Aurora.
16. Void Rip.
17. Aurora.
18. Stats.
19. Stats.
20. Stats.
21. Stats.
22. Stats.
23. Stats.
24. Stats.
25. Stats.
I get Stats in the beginning mainly for a bigger mana and HP pool. This leaves me with more survivability and being able to stay in my lane longer.
The only reason I leave Aurora at level one is because that'll be all I'll need until late game. Without it's 3 seconds of sight, I don't find it a very useful skill until late-game which is when I max it out.
Last edited by Exposure; 09-12-2009 at 07:03 PM.
Item Build:
Early Game:
(Fortified Bracelet. Value: 510 )
I get one of these to bring up my Health in the beginning of the game, making it harder for the other team to pull off a gank on me if I have a capable laning partner.
(Runes of Blight. Value: 90)
These are just self-explanitory.
After a few minutes laning, you should end up with about 1200+ gold. Head back to base and get another Fortified Bracelet.
(Marchers. Value: 500)
While you're at your base getting your second Fortified Bracelet, you should get these as well.
Mid-Game:
By the time you get the items above, mid-game should be around the corner.
(Steamboots. Value: 1850)
Put these on INT to up your mana pool. With the increase, you'll be able to lane longer, plus you'll be prime for ganking.
(Hack and Slash. Value: 4500)
These here will help with ganking and farming lanes. Plus, with the Crippling Wound effect this induces, it'll be easier to catch up with a fleeing opponent while your ultimate is on cooldown. It'll add a good boost to your HP as well as your damage and attack speed.
Late Game:
(Thunder Claw. Value: 3000)
This will help immensely with farming creeps.
(Wingbow. Value: 6000)
And last but not least, the infamous Wingbow. With this item build, you should rack up an impressing 0.493 attack speed, PLUS doing around 250-269 damage a hit, plus, with the 30% evasion this beauty will add, you'll be a wrecking machine.
You should be able to afford the Wingbow with about 5-10 minutes left in the game. Cherish it while you can.
Last edited by Exposure; 09-08-2009 at 06:16 PM.
They are growing out of control like fungus 5 bucks says this one does not build her as a carry.
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Could you perhaps give us an explanation of how to use her ulti effectivly?
Benny, I'll do that tomorrow. I have to leave the computer for the night.
Damn it i was wrong its a carry guide.
Forum Moderators are not S2 Games employees. My posts in no way represent the view of S2 Games or any of its staff.
Please use the report post functionto have me review a post that you believe is breaking the Forum Rules.
Check the Sticky Threads for additional information on this sub-forum and the Announcement Threads for more information about Heroes of Newerth as a whole!
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No offense Exposure but:
Originally Posted by Exposure
1) You're playing her wrong and/or
2) Your team isn't good
And of course:
3) Aurora isn't fixed in this patch (but an S2 member said it will be fixed next patch)
S2 Games: Dedicated employees serving dedicated gamers. Continuous development. Never-ending improvement.
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Tech Support and Customer Support: https://www.heroesofnewerth.com/support/
Look for my highlighted text (important information) and grey text (interesting but not required information).
wtf? Why aurora so late? Most of my games by the time I'm level 22 or 23 the game is already decided. It's very useful midgame...No reason to take stats before it (except at low levels). Max aurora + max dimensional link = 56% difference between ur teams base damage and theirs...
Hmm, I see an andromeda carry build? This is about as good as a jeriziah carry build. Sure it exists, but WHY would you do it?
Aurora is broken at the moment. That's why I take it so late. Stats before a broken skill is good imo.
Why? Why not? If you have no other carries, then this build is perfect for your team. If you don't want to be a carry, then don't be a carry. Go for support as Andro.
I find her more suited for carrying though than I do supporting. Mainly because of her aura which raises her base damage. With that maxed along with your stun, you should effectively be ganking in any team fight or by yourself. If you see a runner, just ult then comet again.
I've had a Swiftblade in my game recently who has an AMAZING build for carrying and with what I do here, I out-carried him by the end of the game.
Yes it is. Is that a bad thing?
I find her ult most effective to trap runners or to initiate. If you're near a tower early game, ult them by the tower then stun them. They'll take damage from the tower, your stun, then your auto-attack. If you're laning with someone that's competent, then they'll attack said person as well leaving with an kill.
If you're going to initiate a team fight, make sure you run to your team after you ult the person INTO your team. When you get back to your team, that's when you need to go on the offensive and start fighting. By the time you get back, the enemy unit should be near dead thus helping the team by lowering the amount of heroes you'll need to fight.
Last edited by Exposure; 09-07-2009 at 02:07 AM.
Whenever I use it, I see no difference in their armor. None of my teammates do more damage than they would if I used it. I've tested this.
Thanks man, this really helped a lot. I haven't seen a better guide.