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Thread: New Paradigm - Long Range Gaming

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  1. #1

    New Paradigm - Long Range Gaming

    New Paradigm of HoN - Long Range Gaming

    Long Lane - Pharaoh & Aluna
    Mid - Chipper
    Short Lane - Scout & Flint

    The premise of this team is that low CD, high range spells combine to do unsurvivable damage, and can be used together to give your team an advantage.

    In this comp, you don't need farm. The lanes aren't very strong, so the early game strategy is literally to just survive and collect exp to get to level 6. Just a few CKs will give you enough gold for the core of this comp: a Ring of Sorcery on every hero. These are the items every hero except for Pharaoh gets: Basic boots, then Ring of Sorcery, then upgrade boots. Pharaoh buys a HOTL/Barrier idol and skips the RoS.

    The basic idea here is that:
    Chipper's missiles (0/180/360/540 magic [depending on if they hit, obv.]) +
    Aluna's shot (350 magic)
    Pharaoh's missile (200 magic) + his ult (100/200/300 [longer cd])
    Scout's ult (250+10/20/30% of hp in magic) +
    Flint's ult (355/505/655 magic)
    does massive damage at a long range with a low cooldown. If you put all these spells together, they can kill any hero from 1500 range at level 6. The longest CD of any of these spells at level 6 is Scout's ult, which is a 50s CD at 6, but by the time they're 11, the longest CD is now 40s (still Scout), and at 16, you'll be able to kill someone (unless they can survive over 2,000+30% of their hp in magic damage) literally every 30 seconds from 3,000 range.

    You won't get much exp/farm in mid game because you'll spend all your time after 6 pushing as five (pharaoh pushes the lanes as the other four sit back ready to nuke someone to death as soon as they show up). The hope is that the other team will be worse off than your team, though, and by the time late-mid or late game rolls around, having multiple positive k:d hard carries on your team and having downed a bunch more towers than them will put you in a position to win.

    Comments? (in before TL;DR - read this, it will change your life)

  2. #2
    2 carry heroes in bot lane :/ won't work unless other team is trash

  3. #3
    i tried this in APEM is good
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  4. #4
    Quote Originally Posted by Magiks View Post
    2 carry heroes in bot lane :/ won't work unless other team is trash
    Two carries in a lane usually is bad, but in this comp, it doesn't make a difference. They're only bot until 6, and they don't need to farm anything big while in lane (they need 1275 for RoS - that's it). Think of it as a new style of play; a paradigm shift, if you will.

  5. #5
    I'd call this a troll but I've played with the OP and I can assure you that he IS that bad.
    Quote Originally Posted by The_Thrill View Post
    I get paid salary to cast HoN, and its way more than any "pro" player is currently making
    Quote Originally Posted by Lethe View Post
    I estimate I have an IQ between 120 and 130, but I've never taken a professionally administrated test. Nor do I intend to
    http://i53.tinypic.com/10f484y.jpg

  6. #6
    Quote Originally Posted by potobest View Post
    i'd call this a troll but i've played with the op and i can assure you that he is that bad.
    1850 mmr

    don't hate me 'cause you ain't me

  7. #7
    sounds plausible but god forbid you get initiated on. I'll try it sometime for fun.


  8. #8
    make a team full of people with globals. you need a team of say, pharoah, aluna, bomba, tb, and then maybe scout to invis near all the kills and get the xp. rush post haste on scout so he can take all the lanes while all of the other heroes stay home, we'll call it the monolane.

  9. #9

  10. #10
    Quote Originally Posted by potoBest View Post
    I'd call this a troll but I've played with the OP and I can assure you that he IS that bad.
    How is stating and idea and asking opinions about it trolling?

  11. #11
    So you want a global strategy but shittier. Brilliant. Instead, try for a global strat, with any random support as your fifth to complete your SW trilane.
    Pharaoh
    - Fixed an extremely rare bug with Ophelia/Nymphora teleporting Pharaoh to fountain and Pharaoh teleporting all the enemy heroes to his fountain

  12. #12
    Quote Originally Posted by Kudryavka View Post
    So you want a global strategy but shittier. Brilliant. Instead, try for a global strat, with any random support as your fifth to complete your SW trilane.
    The problem with the global team is that you have to wait two minutes each time to use it. The lower CD would make all the difference.

    Aluna would be a good fifth for that team, though - she can fill out the tri and also has a global ability. I'd cut Nymph and pick up Bomb, too.

  13. #13
    Switch Aluna and Flint. Flare + mummies works better and Aluna doesn't need as much farm as Scout or Flint.

  14. #14
    Quote Originally Posted by Broseph View Post
    New Paradigm of HoN - Long Range Gaming

    Long Lane - Pharaoh & Aluna
    Mid - Chipper
    Short Lane - Scout & Flint

    The premise of this team is that low CD, high range spells combine to do unsurvivable damage, and can be used together to give your team an advantage.

    In this comp, you don't need farm. The lanes aren't very strong, so the early game strategy is literally to just survive and collect exp to get to level 6. Just a few CKs will give you enough gold for the core of this comp: a Ring of Sorcery on every hero. These are the items every hero except for Pharaoh gets: Basic boots, then Ring of Sorcery, then upgrade boots. Pharaoh buys a HOTL/Barrier idol and skips the RoS.

    The basic idea here is that:
    Chipper's missiles (0/180/360/540 magic [depending on if they hit, obv.]) +
    Aluna's shot (350 magic)
    Pharaoh's missile (200 magic) + his ult (100/200/300 [longer cd])
    Scout's ult (250+10/20/30% of hp in magic) +
    Flint's ult (355/505/655 magic)
    does massive damage at a long range with a low cooldown. If you put all these spells together, they can kill any hero from 1500 range at level 6. The longest CD of any of these spells at level 6 is Scout's ult, which is a 50s CD at 6, but by the time they're 11, the longest CD is now 40s (still Scout), and at 16, you'll be able to kill someone (unless they can survive over 2,000+30% of their hp in magic damage) literally every 30 seconds from 3,000 range.

    You won't get much exp/farm in mid game because you'll spend all your time after 6 pushing as five (pharaoh pushes the lanes as the other four sit back ready to nuke someone to death as soon as they show up). The hope is that the other team will be worse off than your team, though, and by the time late-mid or late game rolls around, having multiple positive k:d hard carries on your team and having downed a bunch more towers than them will put you in a position to win.

    Comments? (in before TL;DR - read this, it will change your life)
    That team fails dude :S 2 Hard carries bot...
    Pharaoh and aluna... none of them are babysitters :S

    Having 5 RoS fails... you only need 1-2 1 if ur pushing together for the auroa and 2 if ur doing split pushes...


    A team with 2 disablers/ babysitters would rofl stomp ur team

  15. #15
    Dump Aluna and Scout and use Bubbles and Behemoth instead. Problem with your current setup is an utter lack of AoE damage aside from Chipper. Take those two other heroes instead and you'll much better initiation, much more overall damage mid game, and still retain some of the long range flavor.

    4x Ring of Sorcery is also overkill outside of a mass healer push strategy. You could have one RoS on Behemoth and the rest can spam just fine with bottle, power supply, steam boots (intelligence), spellshards, nullstone etc.

  16. #16
    it actually sounds kinda hilarious and quite fun. the way i'm looking at it is whoever pharoah initiates on is insta dead.

    pharoah ulti, cage -> whoever gets caught in the cage eats all the long range

    lanes look hilariously bad, but still seems fun to try. i guess you could use flint as a babysitter/"caster" support and give up his farm and focus on ganking with spells instead. nomes flint ftw!


    was gonna say scout isn't needed and is just a liability, but his electric eyes can actually help a lot for map awareness

    definitely subpar strategy, but still seems like a fun try
    Last edited by PrestonLee; 03-08-2011 at 02:24 AM.

  17. #17
    Most of the people who replied to this thread are not understanding what I'm trying to say: this comp wouldn't be played the way a "normal" game is. You don't need to farm on Scout or Flint in this comp. You are only in lane until 6 and barely need any CK. Also your item build, even on these "carries" (they're not played as carries until late game here), is support items.

    I bet if I could find four acceptable players to do it, this strategy would rape some face. I don't see why it wouldn't; any player who steps up to stop Pharaoh from pushing their tower gets four or five nukes to the face and dies.

  18. #18
    Quote Originally Posted by Broseph View Post
    New Paradigm of HoN - Long Range Gaming

    Long Lane - Pharaoh & Aluna
    Mid - Chipper
    Short Lane - Scout & Flint
    This is a good idea - the trick is the team is fairly squishy. So any lineup which has hero combo's who can get in close and deal AOE would need to be countered with good warding and scouting ahead.

    To be honest I see scout as being key to this lineup - you need his eyes and silences. For the first time though, scout will be played how I think of him. Forget farming, give us intel scout !!!!

    I'm not sure I'd pick chipper as mid, just so I can get his rockets - you have no long range stuns to help him aim, just pharoah prison - what about witch slayer maybe for mid - keeps in theme with the long range damage, gives u a ward bunny and disables if anyone gets in too close ?

    Also aren't you countered a bit easily by shrunken head ?

  19. #19
    Quote Originally Posted by Amdyn View Post
    This is a good idea - the trick is the team is fairly squishy. So any lineup which has hero combo's who can get in close and deal AOE would need to be countered with good warding and scouting ahead.

    To be honest I see scout as being key to this lineup - you need his eyes and silences. For the first time though, scout will be played how I think of him. Forget farming, give us intel scout !!!!

    I'm not sure I'd pick chipper as mid, just so I can get his rockets - you have no long range stuns to help him aim, just pharoah prison - what about witch slayer maybe for mid - keeps in theme with the long range damage, gives u a ward bunny and disables if anyone gets in too close ?

    Also aren't you countered a bit easily by shrunken head ?
    WS doesn't have the long range that I'm talking about; the idea is to kill someone from the fog, before they can even see you. On that note, yes, I agree, map sight is essential - wards and eyes everywhere around where we're pushing.

    A Shrunken Head wouldn't help them unless they predicted getting hit with the projectiles, and in the case of Scout's ult (which puts an icon on their head), Scout could fake it to make them blow it for nothing and kill them a few seconds later.

  20. #20
    once they are able survive your burst, good luck winning teamfights when everyone is 1500 gold behind in farm from a ring of sorcery lawlz.

    and only idiots will get faked out by scout's ult... there's a debuff placed on you that lets you know if it was canceled or not.

    once they get wards and are able to initiate on your team, this team will bite the dust against 1300 psrs.
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