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Glacius
The berserker warriors of the land of Frostfield have long had a legend of Glacius, an ancient warrior who would break free of his frozen prison when the lands of Newerth needed him most. When he did not appear to combat the Beast Horde, many lost faith. But on the eve of the war with the Hellbourne, a man made more of cold than flesh emerged from the tundra, wrapped in mist and armored in ice. The stranger claimed the name Glacius, and his potent magics have made believers of those who doubted his identity.
Table of Contents
- Introduction
- Base stats
- Level 1 - 25 Graph
- Stat analysis
- Skills
- Descriptions
- Skill Build
- Explanation for typical build and deviations
- Alternate Skill Build
- Items
- Starting items
- Next items
- Warding
- Mid game
- 6th items
- Mediocre 6th items
- Afterword
- Team Composition
- Early game
- Mid game
- Late game
- Lane mates
- Team fight companions
- Free Win!
- Replays
- Credits
Introduction
Glacius is an item independent support hero. Glacius can fit into just about every single lineup. Glacius is best known for providing the global mana generation skill, Chilling Presence. Because most builds will have you maxing Chilling Presence over your offensive skills initially, you will often have to rely on your teammates to provide enough damage to make kills. Not being able to kill by yourself is fine because you compliment the abilities of every other hero by either slowing enemies to allow your teammates to catch up or immobilize an enemy to line up a skill shot. This versatility and farm independence allows Glacius to be useful in any lane with another ally. Glacius has a decent ability to farm, but it is often frowned upon for him as a geared Glacius really is not much better than one who is not. Glacius is very squishy throughout the game and must position himself well to avoid getting dropped quickly in a team fight.
Glacius is a port of Crystal Maiden from DotA with a few differences.
- Item independent
- Can fit into nearly any team composition
- Amazingly strong early game
- Can burst farm large creep stacks, but cannot do it over a sustained period of time
- Frailest hero in the game
- Worst late game presence
- Slow move speed
Stats
STR 16 (1.7)
AGI 17 (1.6)
INT 21 (2.9)
Analysis
Glacius has poor strength gain, low starting strength, and low armor. Glacius is squishy at every point in the game. Items you will be looking to pickup will either be to increase your low HP pool or obtain better positioning to avoid taking damage / land an ultimate on top of several enemy heroes. All of Glacius's skills are low mana cost while he has a high intelligence gain and a powerful, globally shared mana regeneration skill. These factors allow Glacius to spam his skills even in the early portions of the game. Glacius has very poor movement speed, only 5 points higher than the slowest movespeed in the game.
Last edited by man_guy; 04-19-2011 at 03:48 AM.
Skills
Glacius has three low mana cost disables and a global mana regeneration skill that lets him and his team spam skills all day long.
Tundra Blast
Glacius assaults a group of enemies with an explosion of ice. All enemies hit by the explosion are damaged and have their Movement Speed and Attack Speed slowed.
Tundra Blast is one of the best slows in the game. The long effective range allows you to engage in a battle from relative safety. The radius allows you to hit a large area and eliminates the need to aim the skill making it great for slowing those that you have lost sight of. Tundra Blast is great for disabling Portal Keys long enough to cast Ice Imprisonment, stacking an extra creep camp that would normally be out of reach, or break health / mana potions. The slow is constant throughout the duration and is adequate to get you through the early game with only one point in the skill.
Tundra Blast can be purged and has no effect on magic immune targets.
Ice Imprisonment
Glacius encases a target enemy unit in ice. The target unit is frozen solid, rendering it unable to move or attack. The target unit takes damage over time while frozen. If an ally is frozen, they are protected by ice.
Ice Imprisonment has three strong debuffs that it will apply to an enemy target. Immobilized is used to set up stronger skill shots or to hold a hero with a teleportation skill in place. Disarmed can shut down a physical damage based carry for the duration, prompting them to use Geometer's Bane / Shrunken Head / purge at an inopportune moment. The disarmed property is also useful as a form of harass if the enemy hero's skills are of a lowered threat to you or on cooldown. Revealed will keep an invisible hero from getting away even after activating their invis skill. The mini stun at the start of Ice Imprisonment can break enemy channeling skills. Ice Imprisonment cannot be used on a magic immune target. The Frozen debuff can be removed by purges and magic immunity. Enemies that are Frozen can still cast spells, however, they cannot currently turn, so skills that rely on facing to aim correctly can be made useless for the duration of the enemy being Frozen.
Frosted applies as a removable friendly buff that reduces any incoming damage (including true damage skills), but has the same downsides as Frozen. Only Geometer's Bane and Swiftblade's Blade Frenzy can remove allied buffs, so you cannot be careless when using Ice Imprisonment on allies. For these reasons, Frosted can be blocked by the No Help button in the game's interface. Apply Frosted to an ally in the same situations where you would use Storm Spirit on them--when they are completely boned by stuns and are getting focused. Frosted does not apply the mini stun like the skill would to an enemy unit.
Since Ice Imprisonment lasts 10 seconds at all levels and deals 700 magic damage on creeps, who all have 0 magic armor (ancients now have 5 / 10 MA), Glacius is capable of making gold while roaming through the jungle with little effort. This helps Glacius finish off items that he has almost enough gold for.
Ice Imprisonment can be purged and has no effect on magic immune targets.
Be aware that Ice Imprisonment does not apply a stun for the duration of the skill regardless of how unmoving the target looks.
Chilling Presence
Glacius helps his allies remain cool in the face of danger, giving them a clear and calm mind. Increases Mana regeneration to all allied Heroes no matter where they are on the map.
Chilling Presence is often the reason that you pick Glacius to be on your team and with good reason. Chilling Presence provides a huge mana regeneration boost to the early to mid game by doubling or tripling the mana regeneration of some heroes. The level 1 effectiveness of both Ice Imprisonment and Tundra Blast allow you to comfortably max Chilling Presence by level 7. The only heroes that can shrug off Glacius's Chilling Presence's presence are farmed INT heroes who have several mana regeneration and +INT items, so Chilling Presence remains relevant throughout the game. While the skill is a global passive, Glacius needs to be alive for his teammates to benefit from his aura.
To demonstrate the effectiveness of Chilling Presence, numbers help to make the case. Hammerstorm has the worst base INT and INT gain in the game. Compare this to Glacius's chart who has reasonably high base INT and INT gain.
It is useful to also compare Chilling Presence to early game regeneration items.
Item MP Regen/s Downside X 2 (self) / 10 (team) Glacius must be alive and well :ManaPotion: 3.33 single use, dispels on damage, base shop only :chal: 2.86 significant loss of health if not followed by a kill or regen :RingOfSorcery: 3.33 (self) / 19.69 (team) high cost early game compared to other options :RingOfTheTeacher: .65 (self) / 3.25 (team) smaller amount and allies must be in aura range
The +mana regeneration provided by Chilling Presence is not subject to mana percentage modifiers.
Glacial Downpour
Glacius showers the area around him with shards of ice. The shards will randomly strike around Glacius, slowing the Attack Speed and Movement Speed of nearby enemies and dealing intense damage to them.
Glacial Downpour is a channeling skill and requires good positioning to utilize. Use trees and hills when possible to break line of sight to get an ultimate off where the enemy team cannot use targeted stuns to break your ultimate. The huge 635 radius AOE and constant slow applied by your ultimate can buy your team time as it forces the enemy to quickly focus you or use a stun that would be better applied to a more important hero. Ice Imprisonment can be used prior to activation to mitigate incoming damage while using your ultimate.
Glacial Downpour is one of the most underestimated skills in terms of damage potential in the game. A level 1 Downpour can potentially deal up to 4200 AOE magic damage. Although with the properties and random nature of the skill, you can never expect to get anywhere near that. This is a visual damage distribution graph for Glacial Downpour. From the graph, you can see that the average damage sweet spot is within 300 radius of the center of your hero. At early points in the game, before your carries are able to tackle them, Downpour can quickly clear triple stacked neutrals or ancients. Ice Imprisonment lasts nearly the duration of Downpour, so it is an effective skill synergy to immobilize a key target within that 300 radius prior to activating your ultimate.
Glacial Downpour applies a slow debuff in the entire AOE of the skill regardless of an enemy being hit by an Ice Shard or not. An irremovable 1.0 second Glacial Freeze debuff is also applied upon an enemy leaving the AOE of the skill or Downpour ending someway. Both Glacial Freeze debuffs apply through magic immunity, but Ice Shards will not deal any damage. Downpour has no cast time, so the slow and damage begins as soon as you press 'R'.
Skill Build
- Tundra Blast 1
- Ice Imprisonment 1 / Chilling Presence 1
- Chilling Presence 1 / Chilling Presence 2
- Chilling Presence 2 / Ice Imprisonment 1
- Chilling Presence 3
- Glacial Downpour 1
- Chilling Presence 4
- Ice Imprisonment 2 / Tundra Blast 2
- Ice Imprisonment 3 / Tundra Blast 3
- Ice Imprisonment 4 / Tundra Blast 4
- Glacial Downpour 2
- Tundra Blast 2 / Ice Imprisonment 2
- Tundra Blast 3 / Ice Imprisonment 3
- Tundra Blast 4 / Ice Imprisonment 4
- Stats
- Glacial Downpour 3
Tundra Blast is a superior level 1 skill to Ice Imprisonment in my opinion. While Ice Imprisonment can stop the imprisoned hero from returning auto attacks for the duration, the 500 range on the skill puts you closer to dangerous spells that Ice Imprisonment cannot prevent. If you are getting Ice Imprisonment first to set up a lane mate's skill shot, they will not have an effective killing skill until they hit level 3.
Glacius is pretty flexible at what he can skill at levels 2-4, but you will be taking 2 levels of Chilling Presence and one level of Ice Imprisonment in most games. If you can win your lane with just Tundra Blast, hold out on skilling Ice Imprisonment until level 4, the two early levels of Chilling Presence will be huge for everyone on your team. Levels 8-10 you will make a choice between whether your team needs Ice Imprisonment to catch blinkers / invisible heroes longer or a stronger AOE nuke in Tundra Blast. You will then max the opposite skill on levels 12-14. If your team composition uses Ice Imprisonment solely for setting up strong skill shots with a stun component, then one level is good all game and stats can be taken to increase survivability.
Glacius can skip his first level of his ultimate until level 10 to put an extra point into either Ice Imprisonment or Tundra Blast. The motivation for skipping your ultimate is when the other team has a large surplus of stuns / silences to interrupt Glacial Downpour or you cannot foresee getting the proper positioning to use your ultimate. While it is nice to take a stun for the team, when they have so many, you have not done your team much good and taking a higher level of your regular skills would have been more useful.
Alternate Skill Build
- Tundra Blast 1
- Ice Imprisonment 1 / Chilling Presence 1
- Chilling Presence 1 / Chilling Presence 2
- Chilling Presence 2 / Ice Imprisonment 1
- Ice Imprisonment 2 / Tundra Blast 2
- Ice Imprisonment 3 / Tundra Blast 3
- Ice Imprisonment 4 / Tundra Blast 4
- Glacial Downpour 1
- Chilling Presence 3
- Chilling Presence 4
- Glacial Downpour 2
- Tundra Blast 2 / Ice Imprisonment 2
- Tundra Blast 3 / Ice Imprisonment 3
- Tundra Blast 4 / Ice Imprisonment 4
- Stats
- Glacial Downpour 3
If your team composition does not particularly benefit well from increased mana regeneration, you can hold off on maxing Chilling Presence immediately to get one of your offensive spells maxed by level 7 instead.
Last edited by man_guy; 05-10-2011 at 01:07 AM.
Itemization
Glacius is an item independent hero. He is able to fully perform his job with little to no items. For that reason, you are the one that is going to buy the courier, upgrade the courier, and buy wards all game. The key to itemization with support heroes is utilizing your limited inventory slots with the cheapest and most effective items.
Starting Items
Short Lane:
:MinorTotem::MinorTotem:WardOfRevelation
/ (:ManaPotion::ManaPotion
/ (:ManaPotion::MinorTotem
/ (:MinorTotem::MinorTotem
:Courier::HealthPotion::RunesOfTheBlight:
Traditionally, the short lane support buys the courier. You need regeneration in lane and Health Potion and Runes of the Blight are too strong to ignore. Minor Totems are the most cost efficient +stat item in the game. These items take up everything but ~100g and you use your own sense on what you need. A Ward of Revelation can be used to counter ward your pull camp. Extra mana provided by Mana Potions will not hurt even with Chilling Presence.
Long Lane:
:MinorTotem::MinorTotem:MinorTotem::MinorTotem
/ (:ManaPotion::MinorTotem
/ (:ManaPotion::ManaPotion
/ (:RunesOfTheBlight
:WardOfSight::WardOfSight: :HealthPotion::RunesOfTheBlight:
The long lane items are similar to items in the short. Instead of the courier, you want wards to see the runes and incoming ganks to / from mid and to counter their pull.
Next items
:FlyingCourier: :ManaBattery: :HomecomingStone: :Marchers: :HealthPotion: :ManaPotion: :WardOfSight: :WardOfRevelation:
Your next item will nearly always be to upgrade the Flying Courier. Your items afterward are a toss up between those shown. What you buy depends on how the game is going. If I am facing a lane of heavy spell spammers, I will delay upgrading the courier to get a Mana Battery ASAP. If another lane is getting ganked often, carrying a TP can save a hero and turn the gank around. If you and your lane mate are facing a lot of harass, purchasing a Health Potion for them can save their money and let them stay in lane.
Warding
By the time 5:30 rolls around, you need to either purchase wards or kill creeps to buy them. It is not important to counter ward at this exact time as the wards the other team placed will also be timing out. If you catch where the enemy renews their wards, you can counter ward then. Half the cost of a counter ward is supported by successfully destroying the enemy team's (orange) vision ward. Be mindful of when your wards will expire as it can be very dangerous to renew wards when you do not have vision of the area you are going into.
The need to have vision of the enemy will never go away and you will need to be buying wards throughout the game. Your natural gold generation (69g / minute) is enough to take care of being able to buy four wards every six minutes. Prior to a planned team fight, I will often buy wards if I cannot finish an item. In the event that I die, it results in little net gold loss. Warding is a very complicated topic, so I just wanted to lightly cover it and redirect you to something more in-depth.
Mid Game
Support hero items are pretty standard with some flexibility on their 5th and 6th items.
:stri:/:Steamboots:/:PlatedGreaves:/:EnhancedMarchers: :PowerSupply: (:MysticVestments
:WardOfSight: :WardOfRevelation: :HomecomingStone:
Plated Greaves recently had a nice change in removing the recipe. This reduced the cost by 200g, lets you carry a Shield of the Five around combined with boots in one slot and lets you disassemble the item into an Astrolabe to build Steamboots or Striders later. Striders are the most effective support hero boot.
Ultimately, your boot choice will follow in line with your team and the enemy hero picks, your playstyle and team strategy. Plated Greaves help with both physical damage mitigation and pushing. Enhanced Marchers are excellent for chasing when ganking someone, but may need additional hit point boosters when running Enhanced Marchers. Steamboots give the highest hit point boost among all of the boots. The fall back boot is to use Striders simply because they will be obtainable on pretty much any game performance. Never prioritize purchasing upgraded boots over wards if you do not have vision of the map.
6th Slot
Your 6th slot is flexible depending on the other team's lineup. Generally it will be inexpensive with small items that are easy to build on a budget. The sixth slot will be a support item or one that gives you enough survivability to get your ultimate off. Many times you will not be able to afford these items until the game is over if you are keeping up with your warding duties. Some of the larger items can be afforded after a few incidental "kill steals" from your ultimate or a successful tower push.
Tablet of Command
Tablet is an amazing support item that allows your team to acquire superior positioning, chase escaping heroes, and stop powerful channeling skills. Tablet is inexpensive and has three easy to build items. Consider this in addition to or instead of Portal Key due to the buildup and ability to use the active through damage. This item is back to being a no brainer pickup because of the change back to a Major Totem since it combines utility and survivability through the extra 4 strength into a single slot.
Portal Key
Great positioning tool that lets you get in and, situationally, leave fights. Portal Key lets you instantly take advantage of poor enemy positioning and maintain it with Ice Imprisonment.
Kuldra's Sheepstick
Kuldra's is an expensive item and one you will not make in most games due to its cost and build up. Buy either the Acolyte's Staff or Blessed Orb first as the Mana Tube does not do anything for Glacius. You are mainly buying the Acolyte's Staff first due to the high cost and difficulty to obtain farm with Glacius since you do not really need the extra mana or attack damage from the +25 INT. Sheepstick is effective against any team composition. Disabling one hero for 3.5 seconds is enough time to take nearly any hero out with focused fire before they are able to retaliate. Any time you can afford Sheepstick, you should make it. The added crowd control is invaluable.
Barrier Idol
Barrier Idol is great to build against a magic heavy team and has a build up that is easily managed. Refreshing Ornament is a component of both Barrier and Astrolabe and gives you options depending on how the game is progressing. Mystic Vestments provides immediate benefits to the intent of the final item. If you activate Barrier and get your ultimate off in a team fight, dying afterward will not be a huge loss to your team as Barrier does not require you to be alive for the team to benefit after successful activation.
Astrolabe
Astrolabe is the combination of everything a support hero could ask for. The Refreshing Ornament acts as a miniature Fortified Bracelet and the disassembly of Plated Greaves allow you to gradually build this item throughout the game without committing too many slots. All of the components are very inexpensive with the recipe being the only one with some difficulty in obtaining.
Fortified Bracelet
A staple cheap, single slot item for boosting your health points. This can fill your 6th slot and be sold when you have enough gold for a better item. Rush two of these if you are facing a heavy burst lineup.
Nomes Wisdom
Nomes Wisdom will give you and your team a small damage shield when dumping your spells and a good boost to your team's resilience. Compared to other intelligence-based heroes, Glacius does not have a high cost ultimate to get as much of a benefit from Nomes as other heroes do. The Major Totem is a good starting item giving +4 all stats while you build Nomes. The +armor aura is strong and makes for a good buy. The recent % mana boost on the wearer does not effect Glacius.
Mediocre 6th Items
These items are worth building, but other items will usually do more for your team.
Void Talisman
This will help keep carries off of you and can be activated during Glacial Blasts without interrupting it. Usually it is better that you get dropped instead of a more important hero, but it is an effective item for support heroes that get focused and is worth mentioning as an option.
Shrunken Head
If you are going to get a reasonable amount of farm on Glacius, you probably should be shooting for this item if not a Sheepstick. The Mighty Blade by itself is a pretty good pickup regardless. Activating Shrunken Head will not interrupt your ultimate. Avoid this item if the other team has a few superior magic stuns as you will only be getting this item to get off a full ultimate. Shrunken Head is mediocre for Glacius because you usually need a positioning item to fully utilize your ultimate.
Puzzle Box
Glacius's CC rotation can let the Puzzle Box minions stay on a target for over 8 seconds. With a courier to give flying vision, a level 3 Puzzle Box can safely counter ward large stretches of the map. I place this item as mediocre for Glacius because it is rather expensive and the bonus INT is only useful for the +damage due to Glacius's high mana pool and low mana cost skills.
Icebrand
OMG a carry item. I am being silly with this, but at the same time, if you were intending to build a Shrunken Head, but find that you cannot, this item will boost your HP and consolidate your item space. Also note that it brings nearly the same survivability of SOTM for half the cost and has an upgrade path.
Staff of the Master
The build up for Staff of the Master is actually very nice and gives Glacius much needed HP to survive a moderate amount of focus to get his ultimate off. Staff of the Master does not reduce cooldowns and only modifies his ultimate by providing extra damage. The damage on his ultimate is unpredictable, so more reliable items are desired.
Abyssal Skull
Abyssal Skull is good to build if you have a melee carry on your team as the aura provides them the full benefits of the item without having to commit a slot to it themselves. You receive more benefit to yourself by buying Nomes Wisdom.
Afterword
I covered the items that you would pick up in about 95% of games, but there are highly situational cases where you might pick up Nullfire Blade, Barbed Armor, or Stormspirit, etc. Do not let yourself get caught in a guide's recommendations on an unusual item when it can influence the game more than a typical pickup.
Last edited by man_guy; 05-21-2011 at 07:32 AM.
Team Composition
Glacius goes best with mana intensive teams. Strength and Agility partners typically benefit the most from drafting a Glacius as they have lower base intelligence and intelligence gain.
Early Game
Glacius has a very strong early game. An integral part of Glacius's damage in lane is to follow up each of your skills with auto attack harass when possible. Not only will you probably win your own lane, but Chilling Presence will also contribute to winning your other two lanes as well. Generally, you will stay in your lane until level 6 except to TP counter gank, renew wards, or gank mid with a good (haste / invis) rune.
Mid Game
By the time you hit level 6, the lanes have already started to break down and you will either be roaming around setting up ganks, defending / pushing towers with the team, stacking creep camps for your carry, or warding. Glacius is exceptional at creep stacking because he can stack three camps or two distant camps that could normally not be stacked at the same time. Your early game advantages should start to snowball for your team at the same time, you start to have less and less presence in battles.
Late Game
Like many support heroes in HoN, Glacius drops in effectiveness as the game goes on. Glacius is probably the most useless late game hero compared to any other. Glacius is a really low threat late game, but you may get dropped first simply because of your low survivability and Ice Imprisonment cast on a carry when their Shrunken Head is on cooldown is crippling. Glacius does not have a stun to prevent a hero from activating Shrunken Head and his abilities aside from his ultimate's slow will not affect magic immune enemy heroes. In consideration of enemy Shrunken Heads, Ice Imprisonment no longer can set up skill shots with a stun as an enemy Shrunken Head will be activated to prevent the follow up. This does however give you the opportunity to scare the enemy heroes into prematurely setting off their Shrunken Head and making the next team fight much easier if you are able to back off until the buff wears off. If you are caught and out of options, cast Ice Imprisonment on yourself. At least it will take the other team a longer time to drop you.
Lane mates
Glacius combos well with just about any other hero in the game by being able to both set up skill shots and utilizing a powerful slow to give chase. He will always have the lower farm priority as well. Keep in mind that the hero pairings are not meant to be comprehensive.
Glacius is a good hero for use in a trilane because of his item and level independence (Glacius really only looks to gain level 2); his 600 attack range allows him to harass and easily switch targets as needed; he has a long range, high AOE slow that will hit all three opposing heroes in a trilane; he has a good targeted immobilize with a low CD and mana cost that can set up partners' skill shots; and is capable of leaving the lane to roam / stack / ward.
Team fight companions
Nobody particularly stands out as benefiting more than any other hero with Glacius in a team fight. A wealth of stuns would help Glacius land an uninterrupted Glacial Downpour, but every other hero benefits just as well from enemies that cannot retaliate. Ice Imprisonment has such a short range that it can be suicidal to use it to set up other skill shots for your team.
Worst Enemies
Pretty much anyone staring at you the wrong way.
Counters
Ice Imprisonment counters heroes with innate blinks and invisibility.
Free Win!
Chilling Presence is notoriously credited for contributing to winning the early game by having a leg up on mana regeneration compared to the enemy team.
Last edited by man_guy; 03-26-2011 at 02:50 AM.
Last edited by man_guy; 03-26-2011 at 02:50 AM.
Excellent guide to one of my favorite heroes! One point to add - in some lineups, especially in pubs, your team can be better suited to having you jungle and creepstack / pull as opposed to lane, right from level 1. For example, having a team with carry/babysit, and two strong solo heroes that are mana dependent (soulstealer, thunderbringer). In this case, Glacius can effortlessly jungle from level 1 by using ice imprisonment on the boss creep spawn and auto attacking it. Also, with this starting build you are able to start the game buying the courier AND three wards for your team, since you need absolutely no survival items or regen for the jungle beyond a mana potion or two. Additionally, while in the jungle you are able to stack the creep spawns for your carry, ward/counterward, pull, and assist in ganks for your 1v2 lane. You are also able to maximize your aura even earlier. The downside to this is that you lose Glacius as a babysitter, so it should only be done if your carries do not require babysit or the carry has someone else to babysit them.
Needs more notes on a full aggression build (4-4-0-0 by level 8)
Let me spell it out plain for you
Angry people complain about the things I do
I'm not changing direction, I'm stepping my game up
Maintaining my name, the same way I came up.
Truth is, I thought it mattered
I thought that music mattered.
But does it? Bollocks!
Not compared to how people matter.
awesome guide!
add some replays and some short sentences about his trilane viability
(since this forum realy misses a short guide to trilanes) and its premium for sure.
Nice guide![]()
Added a few of the changes made in the Plague Rider guide that seemed relevant.
In the 1500 1600 brackets, I'd like to get my pub stomp on and roam the **** out of the enemy team with glacius. The full aggression build as mentioned above, the build would be a mana regen item (bottle, power supply, blood chalice w/e fits better), boots( striders if ok farm, ghost marchers of excellent farm/ganks are set up), with counter wards, and a tp if you have the money.
The build if 4 4 0 0, the aggresive build as mentioned above, glacius is a really good roamer as he has 2 great ganking tools instead of just 1 like much like behemoth, andro, etc and does more damage and slows/disables with the 4 4 build as well to benefit early ganks.
I'd rather have my glacius **** everyone up and help me kill *****es then give me some mana regen, but thats just me.
Added pretty skill pictures.
Added Tablet change and a small blurb about Glacius in a trilane.
Bump. One of the few guides in this section that deserve to be premium.
Let me spell it out plain for you
Angry people complain about the things I do
I'm not changing direction, I'm stepping my game up
Maintaining my name, the same way I came up.
Truth is, I thought it mattered
I thought that music mattered.
But does it? Bollocks!
Not compared to how people matter.
Added an early game item chart to compare with Chilling Presence.
Still waiting on the replay system to go back to 100% to finish the replays section *whistles*.
Terrific guide. Ended up reading through the entire thing without even realizing it. Good info here
fun things and whatnot.
Ya why is this not Premium?? Still waiting for my pesti one to go, after I fix somethings up.
Last edited by Church_; 06-01-2011 at 12:24 PM.
Because I didn't message a moderator to look at it? :P
Very nice, don't forget that Ice Imprisonment + Glacial Downpour can allow you to effective solo gank some heroes, especially with PK. It's about the most satisfying thing in the game.
I have a 100% win rate when building thunderclaw on Empath.
Cause, or effect?