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Thread: [2.1] Doctor Repulsor

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  1. #1
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    [2.1] Doctor Repulsor

    Doctor Repulsor



    Table of Contents
    1. Introduction
      • Stats
      • Pros & Cons
    2. Skills
      • Skill Build
    3. Items
      • Starting Items
      • Pre-Core
      • Core and Post-Core
      • Items to Avoid
    4. Game Play
      • Laning
      • Mid to Late Game
      • Tips and Tricks
    5. Drafting
      • Synergy
      • Counters
    6. Miscellaneous
      • Replays
      • F.A.Q
    ____________________

    Introduction
    ____________________

    "The storied professor of archeology had never been content. The earth was full of artifact; artifacts that held secrets to the prior lives of men. Science, psychology, sociology... the forgotten vices of man and the primal tenets of the Hellbourne, poured into the professor as he absorbed the forbidden knowledge and was consumed. Devoid of free will, he is now a slave to the power he once coveted."

    Doctor Repulsor is a solo mid ganker/carry with strong anti-carry potential due to his capability to instakill any single enemy hero very fast, who also excels in initiating ganks and teamfights.

    When to pick Doctor Repulsor?
    - Your team doesn't have a strong solo hero
    - Enemies don't have too many counters to him (see Drafting)
    - You are aware of his squishiness
    - Enemies have heroes such as Behemoth, Bubbles, Flint Beastwood or Soulstealer; Doctor Repulsor can easily initiate on their initiators so they become next to useless, and squishy ranged carries will get annihilated by him.
    Stats
    Damage - 47-57
    Attack Range - 500 (Ranged)
    Move Speed - 295
    Armor - 4.10
    Magic Armor - 5.50
    Strength 17 (1.5)
    Agility 22 (1.8)
    Intelligence 25 (2.6) Main Attribute
    Attck point/backswing: 0.5/0.3
    Missile speed: 1100
    Turn Rate: 0.54
    Pros & Cons
    + Team Independant, but Works With Team
    + Very Strong Carry With Good Early Game
    + Both Physical and Damage Output
    + Good For Pubstomping
    + Good Farming Skills
    + Strong Solo Hero
    + Good Damage
    + Good Armor
    + Fun to Play
    + Mobile
    - Level and Farm Dependant
    - Crappy Base Strength and Gain
    - Below Average Movement Speed
    - Needs to Be Close to Enemy in Order to Use his Skills Properly
    ____________________

    Skills
    ____________________

    Magnetic Contraption

    The Doctor drops one of his patented Magnetic Contraptions on the ground. Any enemies who come near the Contraption disrupt the delicate magnetic field within, causing it to explode.

    Activation (Q)
    Self Position - Organic Enemy Units
    Type: Magic
    Cast Point: 0.0s
    Cast Backswing: 0.4s
    Cast Time: 0.4s
    Mana Cost 70/80/90/100
    Cooldown 4 seconds
    After a 1 second delay, any enemies who come within 235 radius of the Contraption trigger it. Deals 140/180/220/260 Magic Damage to all units in a 260 radius.

    This ability can be used in mid-flight during "Ludicrous speed".
    Gives 800 day and night clearvision

    These magnets, how do they work?

    This skill has multiple purposes. It is great for farming, as well as damaging the enemy players in ganks, but the clearvision is also useful to avoid being juked / ganked, as you will easily see and notice the enemy heroes. Low mana cost and cooldown make it spammable, especially mid to late game.

    Be aware however, any good player will dodge this unless they are stunned / snared, but creeps won't be dodging it.
    - Lasts 10 seconds on the ground
    - The inner circle is the trigger radius, while the outer circle is the radius it deals damage on.



    Opposite Charges

    Doctor Repulsor instantly magnetizes the target enemy while dropping a strong magnet of the opposite charge at his feet, stunning the enemy while slowly pulling them towards the magnet. Sadly, the magnet is so strong it snares the Doctor as well.

    Activation (W)
    Target Unit - Organic Enemy Units
    Type: Magic
    Cast Point: 0.3s
    Cast Backswing: 0.5s
    Cast Time: 0.8s
    Range: 300
    Mana Cost: 100
    Cooldown: 20 seconds
    Stuns the target for 1/1.5/2/2.5 seconds and pulls them 100/150/200/250 distance towards the magnet over the duration. Applies Magnetized to Doctor Repulsor for 3 seconds. Gives 300 clearvision for the duration.

    Magnetized Effects
    50% Movement Slow

    Two wrongs make it just right.

    This skill does exactly what the name implies. It pulls the enemies towards you, stunning them and slowing yourself for 3 seconds, which means that you need this skill at maxed level to mitigate the slow effect as much as possible.

    It is low range, but comboes extremely well with your Magnetic Contraption skill, and Ludicrous Speed helps you to place this skill. The difference between level 2 and level 3 Opposite Charges is huge; You can perform the combo of this and Magnetic Contraption with level 3 pull, but not with level 2 pull (unless the enemy is already next to you, of course)

    The clearvision part of this skill might not be in a too big radius, but it basically keeps vision of the enemy hero for the duration, which is extremely useful to keep hitting the target.



    Electric Frenzy

    Every time the Doctor uses an ability, his pod reacts by charging itself with excess energy. This energy is released on the next attack, causing the attack to deal bonus damage and splash, zapping the enemies it hits.

    On Ability Activation
    Applies Fully Charged to the Doctor. Lasts until he attacks again.

    Fully Charged Effects
    On attack impact, deals 30/45/60/75 Magic Damage in a 300 radius.
    -50 Attack Speed for 0.6s
    80% movement Speed slow for 0.6.s

    Electrician ain't got nothing on me.

    This skill is very simple, gives you a charge each time you cast a spell, which gives damage and a short slow-effect on the next hit. Great for harassing early game, as well as farming & boosting your DPS for the rest of the game.

    Remember to never use 2 spells in a row without hitting in between, or you lose up to 75 damage.



    Ludicrous Speed

    Doctor Repulsor throws his pod into overdrive, traveling at a Ludicrous Speed towards the target location at the cost of mana. Any units he passes through are damaged and all trees are destroyed.

    Activation (R)
    Target Position - Enemy Units
    Type: Magic
    Cast Point: 0.3s
    Cast Backswing: 0.5s
    Cast Time: 0.8s
    Range: 99999
    Travels at 1250/1875/2500 speed towards the target location. Costs 10 + 1% of Max Mana per 100 units travelled. If mana hits 0, the Doctor stops immediately.
    Any units passed through takes 8/12/16 Magic Damage per 100 units already travelled.

    The Doctor is invulnerable during flight.

    We've gone into Plaid!

    This skill is what makes some people call DR "op", because it is extremely powerful. You need to remember, that it costs lots of mana, and DR is squishy as f*ck. Controlling your mana and carefully using this skill makes you a devastating ganker with strong survivability. It can also deal good damage if done from a longer range.

    Proper usage of this skill requires practice, be patient. Dodging most of the enemy spells with it isn't always that easy. Using it on a short range to trigger your Electric Frenzy is very necessary to unleash the maximum damage output.
    - This skill can't be used while immobilized
    - Disjoints
    - Destroys trees

    Skill Build

    1. Magnetic Contraption
    2. Electric Frenzy
    3. Opposite Charges
    4. Opposite Charges
    5. Opposite Charges
    6. Ludicrous Speed
    7. Opposite Charges
    8. Magnetic Contraption
    9. Magnetic Contraption
    10. Magnetic Contraption
    11. Ludicrous Speed
    12. Electric Frenzy
    13. Electric Frenzy
    14. Electric Frenzy
    15. Attribute Boost
    16. Ludicrous Speed
    17. -25 Attribute Boost
    • One point at Magnetic Contraption is taken to last hit some creeps and to trigger your third skill later.
    • Opposite Charges is not useful before it is level 3; so you are better off taking one point in Electric Frenzy at level two.
    • After simply max out Opposite Charges.
    • Ludicrous Speed is obviously taken whenever possible as it is what makes Doctor the strong ganker he is.
    • Maxing out Electric Frenzy would add more damage output than maxing Magnetic Contraption BUT you can't afford using spell before each hit to trigger Electric Frenzy so you are better off maxing Magnetic Contraption for the best realistic damage.

    If you have issues early game or need to rice-farm the stacked neutrals, maxing Magnetic Contraption first can be OK.

    If you prefer Electric Frenzy to be maxed before Magnetic Contraption because the damage can be done from longer range, go ahead; It is not a bad build.
    ____________________

    Items
    ____________________


    Starting Items
    + (x2 + OR x5)
    Rush Bottle; My personal preference. First build is if you will be going for Chalice, but if not, get the 2nd build.

    (x3)
    However; If you are playing middle lane against a hero who is spamming his spells, you may start off with Mana Battery, Minor Totems, and some regen. Will leave you 50 gold for a slightly faster Bottle, but it will take 2-3 minutes to get one.

    Mark of the Novice

    Passive Bonus
    +3 Intelligence
    Value 150

    Runes of the Blight

    Activation
    Consumes target tree, healing self for 115 HP over 16 seconds
    Value 90

    Minor Totem

    Passive Bonuses
    +1 Strength
    +1 Agility
    +1 Intelligence
    Value 53

    Mana Battery

    Aura
    Enemy Heroes
    1200 Radius
    +1 Charge every time an enemy hero on radius casts a spell
    Activation
    Cooldown 17 Seconds
    Restores 10 Health and 15 Mana per charge. Maximum of 10 Charges
    Value 200

    Health Potion

    Activation
    Heals target for 400 HP over 10 seconds, Dispels on damage
    Value 100
    Pre-Core

    OR

    Bottle should be picked on any mid hero, because it makes rune-whoring much more useful, and provides some nice HP + Mana.

    Marches are an obvious choice for any hero.

    Power Supply or Chalice, the choice is your. Personally I prefer Chalice, because it provides me with more mana. Power Supply however provides you more survivability, and it is also cheaper. You can also get both, but you will have to sell one soon.

    Steamboots are taken for more HP, Attack Speed as well as the stat cycling which makes Bottle and Chalice / Power Supply even more effective.

    Blood Chalice

    Passive Bonuses
    +3 Strength
    +3 Intelligence
    Activation
    Cooldown 35 seconds
    Removes 150 HP, grants 100 Mana
    If you are on 700 range of a dying enemy hero in 15 seconds after activation, you are granted back the initial life cost of 150
    Requires
    Crushing Claws 150
    Mark of the Novice 150
    Scarab 325
    Total cost 625

    Bottle of Tears (3/3)

    Must be refilled at the Well or by picking up rune
    Bottle is only filled 2/3 when taken to the Well by a courier
    Activation
    Uses one charge, and restores 135 HP and 70 Mana over 3 seconds, Dispels on damage
    Value 600

    Power Supply

    Passive Bonuses
    +3 Strength
    +3 Agility
    +3 Intelligence
    Activation
    Restores 10 Health and 15 Mana per charge. Maximum of 15 charges.
    Aura
    Radius 1200
    Enemy Heroes
    Aura Effects
    1 Charge every time an enemy hero casts spell
    Requires
    Minor Totem 53
    Minor Totem 53
    Mana Battery 200
    Recipe 240
    Total Cost 546

    Steamboots

    Passive Bonuses
    +25 Attack Speed
    +10 Strength/Agility/Intelligence
    Requires
    Marchers 500
    Gloves of Swift 500
    Bolstering Armband/Fleetfeet/Apprentice's Robe 450
    Total Cost 1450
    Core and Post-Core

    ()

    If you need to focus on teamfights, and the enemies are playing as a team, get Sheepstick. If it is a lower tier game and the enemies are not that organized, get Hellflower as it is far by better for ganking lonely heroes. Sheepstick also provides some extra health which may lead your decision to be Sheepstick regardless the setup. You should eventually buy both however.

    Shrunken Head is taken if necessary, meaning that the enemies have magical burst damage and disables, which you need to mitigate in order to stay alive in teamfights and ganks.

    The order in which you take these items is up to you, there are no wrong or right ways. Remember that you can always buy e.g. Blessed Orb, then buy Shrunken Head, and finish Sheepstick after it.

    Harkon's Blade really makes you hit like a beast. Simple DPS item, nothing special in it.

    Savage Mace? Im serious. The fact is this; When the enemy carry has a Wingbow, you will need a Savage Mace to even touch him. The damage from it is also very great, and with the earlier items you should already have enough mana regeneration and survivability.

    If the enemies have some strong single target spells you are afraid of, a Nullstone can solve the problem for you. But honestly, Never ever get this as your first item. If you do that, your ganking presence is mitigated by a huge amount comparing to what it would be while having a Hellflower and/or Sheepstick.

    Hellflower

    Passive Bonuses
    +20 Intelligence
    +51 Damage
    +30 Attack Speed
    +225% Mana Regeneration
    Activation
    Target Enemy Unit
    Type: Magic
    Range: 900
    Mana Cost: 100
    Cooldown: 25 seconds
    Applies Hellflower to target for 5 seconds.
    Hellflower Effects
    +20% Damage taken
    Silenced
    Perplexed
    Leaves a visible trail behind afflicted target
    Requires
    Arcana 1575
    Arcana 1575
    Arcana 1575
    Total Cost 4725

    Shrunken Head

    Passive Bonuses
    +10 Strength
    +24 Damage
    Activation
    Self
    Cooldown 80 seconds
    Applies Shrunken Head to self for 10 seconds and dispels debuffs from self
    After each time Shrunken Head is used, the duration of Shrunken Head is reduced by 1 second and Shrunken Head's cooldown is reduced by 5 seconds. The duration of Shrunken Head will not go below 5 seconds, nor will the cooldown go below 55 seconds.
    Shrunken Head can't be removed or dispelled
    Shrunken Head Effects
    Magic Immunity
    Requires
    Mighty Blade 1000
    Warhammer 1600
    Recipe 1300
    Total Cost 3900

    Sheepstick

    Passive Bonuses
    +10 Strength
    +10 Agility
    +35 Intelligence
    +200% Mana Regen
    Activation
    Target Enemy Unit
    Type: Magic
    Range: 800
    Mana Cost: 100
    Cooldown: 35 seconds
    Applies Transfigured to target for 3.5 seconds
    Transfigured Effects
    Silenced
    Perplexed
    Disarmed
    Movement Speed set to 100
    Requires
    Acolyte's Staff 2700
    Manatube 875
    Blessed Orb 2100
    Total Cost 5675

    Harkon's Blade

    Passive Bonuses
    +35 Intelligence
    +27 Damage
    +10 Attack Speed
    +150% Mana Regeneration
    Activation
    Attack Toggle - Enemy Units
    Type: Attack Magic
    Mana Cost 75
    Attacks deal Magic Damage. Applies Harkon's Blade to the attack target for 3 seconds.
    Harkon's Blade Effect
    -5 Magic Armor
    Requires
    Arcana 1575
    Acolyte's Staff 2700
    Recipe 500
    Total Cost 4775

    Savage Mace

    Passive Bonuses
    +88 Damage
    +15 Attack Speed
    True Strike (you can't miss your attacks)
    On Attack Impact
    35% chance to deal 100 Physical Damage to target and stun for 0.1 seconds.
    Does not propagate to illusions.
    Requires
    Slayer 2200
    Warhammer 1600
    Warhammer 1600
    Total Cost 5400

    Nullstone

    Passive Bonuses
    +15 Strength
    +15 Agility
    +15 Intelligence
    +10 Damage
    +6 Health Regeneration
    +200% Mana Regeneration
    When not in cooldown, negates a single targeted spell.
    Cooldown 20 seconds
    Requires
    Blessed Orb 2100
    Sustainer 1750
    Recipe 1000
    Total Cost 4850
    Items to Avoid

    Frostfield Plate is not worth the cost; Hellflower is far by superior compared to it. Shrunken Head is superior compared to it. Harkon's and Sheepstick are also superior compared to it, even though they are a bit more expensive... You get the point. This item is not necessarily bad on DR, but there are multiple better choices.

    Sacrificial Stone is bad item for any proper game which isn't a 20-0 stomp. And if you are doing 20-0, your items don't really matter. Generally avoid building this item as it doesn't give you the disables or dps you would want from other items.
    ____________________

    Game Play
    ____________________


    Early Game
    Doctor Repuslor should be played solo (mid). There is no reason why DR would go to a sidelane, and it would only lower his level and farm.

    Playing against a melee hero or a short range ranged hero (such as Thunderbringer) should be very aggressive; Go behind his creeps and drop your Q if he tries to come closer.

    Playing against a ranged hero who has long attack range is completely different; Play passive and last hit with your strong base damage, and if the enemy tries to harass, harass him back with your Q + E combination.

    Last hitting against the enemy hero should be fairly easy, and you should get good farm. Pushing the lane before a rune spawns and then going for the rune gives you an advantage; The enemy will either lose farm as his tower kills the creeps, or lose the rune.

    When you hit level 6, killing the enemy hero should be easy. There are 2 ways to do it
    1. Engage the enemy hero who is far away from his tower and chase him to death
    2. Kill the enemy creeps and towerdive the enemy with the creep support.If you however can't take the enemy hero down alone, tell an ally to gank for you as soon as possible, as a Doctor Repulsor wants that early game advantage to take over the game.
    Mid to Late Game
    While Doctor Repulsor is a ganker, he is also a carry. Don't waste time running around the map, simply teleport to a lane where an enemy hero is, and if necessary get your teammates to assist you. But remember, farm as much as possible. If you manage to gain all 3 items (Hellflower, Sheepstick, Shrunken Head) Before the 40 minute mark, you should be able to force teamfights or get pickoffs, which result in Kongor kills or tower pushes. Stacked neutrals are easy for DR to farm, so have your supports stack them as much as possible, and if you run in the jungle at x:50, stack yourself as well.
    If you have your Shrunken Head you can most likely just charge in, but if you don't you will need someone else to initiate for you.

    Always carry a Homecoming Stone!

    As said earlier, if you are willing to initiate; You need a Shrunken Head. As you have the ability to engage on the enemy initiators before they can reach, or drop down the enemy carry in the matter of seconds, you want to have that Shrunken Head. Using the Ludicrous Speed to avoid all the enemy spells and attacks can be very very hard.

    If you happen to lose a teamfight, escaping is extremely important; A Doctor can easily take up 1v3 if he is farmed up, so if the enemies try to group up for push after the teamfight, you should be able to drop them down.

    Oh, remember to always tell your team before you are going in, as they don't have the same mobility as you do.
    Tips and Tricks
    - If you have Shrunken Head and enemies have no superior disable you can simply ulti in the middle of the enemies, shrunken, hellflower, 2nd skill, 1st skill (while hitting constantly) and TP away while Shrunken is on so that enemies can't stop you from killing one.

    - If the enemies have Vindicator, always use Shrunken Head right after he ulties, so you dispel his ulti

    - Cycling Steamboots is a very important tactic: While using Chalice: STR. While regening HP (bottle/power supply): AGI. While casting spell: INT.
    ____________________

    Drafting
    ____________________


    Synergy



    • Glacius; Chilling Presence gives you some nice mana regen for lane and later in the game, and he can also stack neutrals for you. Strong slow / immobilize on top of that.
    • Nymphora; Heals you, gives you mana, stuns the enemies, Teleport makes ganking much easier. Can also stack neutrals for you, being a support hero.
    • Jeraziah; The heal is pretty nice. On top of that, physical damage is countered by his ultimate, and his Charm grants you magic immunity on top of your Shrunken Head, or better, you can skip Shrunken.
    • Other healers such as Demented Shaman and Accursed are also nice, as well as stunners like Behemoth and Magmus. Hellbringer is also pretty nice due to his -magic armor, same goes for Blacksmith or Myrmidon... I could keep forever, but the best should be mentioned.
    Counters



    • Silences stop you from ulting and make you vulnerable to every source of damage. Vindicator is the biggest threat with this.
    • Heroes with long disables, superior disables, and disables with no projectile can easily CC you down. These include, but are not limited to Puppet Master, Succubus, Pollywog Priest, Witch Slayer, and many others.
    • Heroes with high burst damage can drop you down from full hp in the matter of 2 seconds. Pebbles is a great example of this, as are Pyromancer and Torturer.
    • Some carries might be hard to deal with, such as Corrupted Disciple because of his high EHP, or The Dark Lady because not only can she silence you, but her ultimate can make ganking much harder, even though your Magnetic Contraption does give some vision.
    ____________________

    Miscellaneous
    ____________________


    Replays
    Match 50312280 - MegaUpload Download
    Doctor Repuslor VS Deadwood in the middle lane. Our Devourer was kinda mad, you know the feeling when your green wants to go mid... ^^ Even though I died as bloodlust to the Deadwood due to a fail, I easily ganked the sidelanes and kept the enemies down. Progressed to get an Immortal, and finished off with 30-3-15. Steamboots --> Hellflower --> Sheepstick --> Post Haste --> Shrunken Head. 49 min game
    F.A.Q
    Q. I built Alchemist Bones/Spellshards/*insert another item here* and it was such a facerape. Why don't you add it to guide?
    A. While you have great advantage over the enemy team, it doesn't really matter what you build.

    Q. Why isn't BH a counter?
    A. First of all, BH needs to be mid to do anything in the game. Secondly, DR completely squashes BH mid, hands down. Later in the game the silence can however cause some issues for you, but not that big you wouldn't survive them.

    Q. Why isn't Magebane a counter?
    A. You have the ability to gank him easily, as well as disable him in teamfights. And even if he isn't disabled, he can't touch you because of your ultimate.
    Last edited by Jezu; 08-02-2011 at 01:10 PM.

  2. #2
    Again a good guide! However, I usually go for nullstone as my first "big" item after bottle,steamboots,pwrsupply If i'm getting it at all. So I would put it into midgame items instead of luxuries. That's just my opinion though.

  3. #3
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    edit
    Last edited by Jezu; 04-02-2011 at 05:36 PM.

  4. #4
    How can you say nullstone is a mustbuy? It is one of the most situational items imo.


    Nice guide though.

  5. #5
    Quote Originally Posted by TeresMajor View Post
    How can you say nullstone is a mustbuy? It is one of the most situational items imo.


    Nice guide though.

    If you are refering to me, read my post again. I said that nullstone is the first big item I get IF I'm GETTING IT AT ALL Which means that I only pick it up if there are enough single target cc in the enemy team.

  6. #6
    Quote Originally Posted by TeresMajor View Post
    How can you say nullstone is a mustbuy? It is one of the most situational items imo.


    Nice guide though.
    really nullstone is such a mustbuy, that it is exceptions instead of being situational uses.

    when they either have a cheap ass spell to use at them (ws mana drain f.ex)
    also when they don't have any single targets spells, but who has a team like that.

  7. #7
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    I've seen people maxing Magnetic Contraption early on, why dont you do this? Because, you shouldnt be reliant about being close to the enemy. With Electric Frenzy maxed, you WILL deal more damage, and you are able to do it from a longer distance
    I think the point of that build is a rice-farmer build.

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    Look for my highlighted text (important information) and grey text (interesting but not required information).

  8. #8
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    Last edited by Jezu; 04-02-2011 at 05:37 PM.

  9. #9
    Quote Originally Posted by Jezu View Post
    But why play rice-farmer build on doctor when u get more money by ganking, is the question
    You make about 250 gold for an average hero kill. That's about 6-7 creeps. :/

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    Last edited by Jezu; 04-02-2011 at 05:37 PM.

  11. #11
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    Last edited by Jezu; 04-02-2011 at 05:37 PM.

  12. #12
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    derp
    Last edited by Jezu; 03-14-2011 at 05:01 PM.

  13. #13
    You will become significantly under-farmed and under-levelled if you gank from 6. It's been mentioned earlier and you said it yourself; that Repulsor is very farm dependant, so you're not going to be a dominant character mid-game if you spend time waiting for ganks - sure TP countergank and take kills as they come, but you should never have the mindset of 'oh hey I'm 6.. I'll go gank now and wait 5mins in the trees'

    The standard solo build, from which I've seen and watched, is like.. 1,3,1,2,3,6,3,3,2,2 etc.. for the good reason that Contraption at level 2 becomes a very strong farming skill: last hit with Contraption and use Overload to harass. Obviously it synergises with your ult and disable

    Also I disagree with getting an early :RingOfTheTeacher: , you have nothing to transition it into which is applicable on Repulsor.

    I'm not saying mediocre pubs are played the same way as high end competitive games, but you should watch how pro players play him and how long they stay in lane farming for, when they take opportunity to gank etc...

    EDIT: Oh and Harkon's really isn't that great either, it's 'OK' but there are many better items.
    Last edited by TheFatalist; 02-28-2011 at 12:27 PM.

  14. #14
    Quote Originally Posted by TheFatalist View Post

    Also I disagree with getting an early :RingOfTheTeacher: , you have nothing to transition it into which is applicable on Repulsor.
    .
    wrong, you can disassembel it and use the mana ring for hellflower and sell the armor.
    I agree on the farming part though i tried repulsor with your build now in the last dunno 10 games and must say either a) you kill on EVERY single gang and get all the creeps their OR you stay in mid lane for a little longer because before you get either Null or hellflower(or some other mana(reg) item) you can not gang properly without further assistance.
    But i probably did it wrong (if you look into my replays just watch the recent ones, because before that i hadnt figured repulsor out yet)
    Ok. So if you leave a game, you are sent an AIDS needle. Additionally, you get +1 disconnect AND are forced to play as Kongor next game. You can't leave his lair, except when a rune spawns. You must run directly to the rune (still as Kongor) and guard it. If you do not do this, then HoN immediately shuts down and formats your hard drive and injects you with the AIDS needle.

  15. #15
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    Hurrrr
    Last edited by Jezu; 04-02-2011 at 05:38 PM.

  16. #16
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    herp
    Last edited by Jezu; 04-02-2011 at 05:37 PM.

  17. #17
    best item is regrune

  18. #18
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    ^ true dat

  19. #19
    although i understand that shrunken is super awesome for Repulsor i hesitate to get it, because i think i will lack the mana to stay out of the well for a long time. Is rune bottleing + RotT reg enough really until you got second item after shrunken(if you have to go shrunken because of many disables and stuns)?!
    Ok. So if you leave a game, you are sent an AIDS needle. Additionally, you get +1 disconnect AND are forced to play as Kongor next game. You can't leave his lair, except when a rune spawns. You must run directly to the rune (still as Kongor) and guard it. If you do not do this, then HoN immediately shuts down and formats your hard drive and injects you with the AIDS needle.

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    herpaderp
    Last edited by Jezu; 04-02-2011 at 05:38 PM.

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