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OP What are your opinions on a:NomesWisdom: after boots/ before FWS?
Rott gives you the essential mana regen and armor for ganking early with alot of wards. Ive found that applying constant pressure with wards and ganking nets a lot of return from hero kills regardless.
On the range/release debate:
Get range if you are facing mostly ranged, you need to be able to pull them from there positioning which is next to impossible with only 1 in skill 3. You're AA damage should be high enough from treads alone during ganking to give you the extra damage you gain from maxing release.
Hmm I will give Flux a try with Nomes Wisdom and let you know. As for the range/release debate, I can see your point. I will try him with range as well and see where it leads me. No promises on changing the strats around though because I love burst over sustained damage.![]()
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Thoughts on Spellshards as a luxury item for Flux?
Tooltip update for unpurgeable (de)buffs
Demented Shaman guide
Need a place to discuss private clan business?
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This would be a good place to start -->![]()
Really doesn't have insane amount of nukes to be needing Spellshards. Also only one damaging skill is AOE, so I would personally think no. You are better off with Codex (not saying that it is a good built, but Codex > Spellshards on Flux).
But yeah, nice question. Thanks for your contribution to the discussion and bringing up a possible alternative way to play Flux.![]()
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You should add the insane possiblity to combo Engineer with Flux.If enemies are into it, he can push them out and effect all enemies with Perplex, or pull every enemy into.
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I am saying Codex is better than Spellshards on him in the post you are referring to. And the reason is mentioned there too.
And um... Tooltips lie sometimes. If you go to practice mode and increase someone's magic armor. You can see that the damage they take from Magnetic Surge will be lessened (u can check that by seeing how much hp they lost, with or without Shaman's).
What I am saying is that it does magic damage (although the tooltips says it does physical). This error is also mentioned in my guide.
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Great, GREAT AWESOME GREAT AWESOME(?)
This guide helped me see some things i've done wrong with flux.
Thank you foxmindedguy!
great guide, maybe include a demonstration of the flux+magmus combo as that is quickly becoming a classic.
basically magmus can just start channeling his ult first, with no regard for the location of enemy heros, and flux can make it happen
There's a few things I disagree with.
First, leveling magnetic surge past level 1 is a complete waste of a skill point. At level 3, you have maybe 40 strenght. So for 1 point, you increase your damage by 12 before magic armor and not only that, you make the spell 50% more expensive. Keeping it at lvl 1 until late game provides Flux with a MUCH better mana management because you are nuking your opponent with a 20 mana spell instead of a 50 mana. The difference in damage is around 50-60 points for 3 skill points. This also allow you to skip items like blood chalice and mana battery and let you go straight to steam boots and frostwolf skull.
I honestly suggest going this route in term of skills:
Magnetic Surge
Polarity Swap
Release
Release
Release
Discharge
Release
Polarity Swap
Polarity Swap
Polarity Swap
Discharge
Stats/Magnetic surge (it depends on your strenght total at this point).
Additionally, I wouldn't put Shrunken Head as a recommended item on Flux. Unless the other team has extremely high aoe magic damage, you actually want Flux to take the damage from spells. He has such a high amount of HP that he can really afford it very early in the game. Your gold would better be spend on a Tablet of Command.
Magnetic Surge is doing magic and physical damage. The strength conversion is magical damage, the "100% of his attack damage" is physical damage.
Last edited by smulch; 06-22-2011 at 08:38 PM.
Thanks for the compliment and your suggestion.
However, I do feel that it is wise not to talk about individual team-ups in the guide because then I would be questioned why didn't I put another team-up over the one I mentioned.
For instance, Flux + Behemoth is pretty nice too. Hell, Flux + Hammer has a high level of success as well. Another good one is Bubbles, the way you go about that is that Bubbles first puts his Kelp then you either push or pull them out of the Kelp radius to apply stun and additional damage.
Subsequently, you can not argue one better than the other. Hag + Flux might be good in some setups while Flux + Hellbringer might be better in others.
To sum things up: I agree with you, Flux + Magmus is a baller comp but it is safe to only roughly mention him and not give the setup more importance than many others.
First and foremost, thanks for taking your time and critiquing the guide. It only makes the guide better.
The first thing I would like to point out is that Shrunken Head is placed in luxury and not in core. I do agree with you that if one can't afford Portal Key, you can opt for Push Book (ToC), as it is a cheap man's Portal Key.
As for your skill route, I have mentioned both of them. If you want lane harassment, you need to power level magnetic surge. On the other hand, if your team lacks nukes (especially AOE) then you need to opt for Release.
If you max your Release early on then you are spending 130 mana for the same amount of slow which you could have attained in 85 (45 extra mana), hence you would need chalice more so if you wish to abuse your CC.
If you max Surge first, then you are only spending 30 extra mana but look at the cool-down difference and the pull amount difference. Your surge becomes more spammy and you tend to give melee heroes a hard time especially when they come close trying to last hit a creep.
Again I am not saying one is better than the other. I am saying you have to look at what you need.
As far as choosing your first skill as Surge instead of Polarity. That I will disagree on. You need the range as a first skill, so that from level 1 you are safer in terms of farming and harassing. You do not need level 1 pull or push, as there are no 0:00 runes and level 1 ganks are really rare.
Again, my intend is not to disregard your suggestions. They were very well thought out and hey if it works for you, go for it. Like I mentioned before, there is no one way to play a hero.
I have tried to put up alternative ways to skill/build/play the hero, but I do not wish to give too many alternatives because then it tends to become confusing (especially for players who pick up Flux for the first time).
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The thing is that by leveling magnetic surge past level 1, you sacrifice a lot of burst damage and mana conversation for very little. Yes, the cooldown goes down by 2 seconds per level up but you'll be doing very very little extra damage.
Additionally, increasing magnetic surge do not increase it's push/pull range. You need to level Polarity Swap for that.
And like I previously said, not maxing magnetic surge right away allow Flux to completely skip a chalice of blood which is quite significant as flux isn't a hero that should take creep kills over another ally in most situations.
You are allowed to have your opinions on how flux should be built but going release as your first maxed skill allows you to perform at the same rate during the laning phase (the harassment is more sustained than bursted but you'll end up doing more as your mana hold much easier) and you gain a lot of ganking strength as you do an extra 225 magic damage instead of maybe 30-40 from magnetic surge.