Get 1 level of Arcane Hide first if you are babysitting (harassing for, healing and denying for a lategamer so that their early game isn't so difficult, letting them get the last hits and kills in the lane) and use it if the enemy is ganking or casting a spell on your buddy. If you end up solo it's not as important.
Ring of The Teacher +x1 set of runes
After that farm towards a ring of sorcery (disassemble the ring of the teacher for the guardian ring, keep the scarab for bonus mana regen), the mana lets you spam your quick refresh spells to better support your team late early and early mid. Get marchers and a few bracelets then go for a Totem of Kundra and Post Haste. The disable and extra mobility are very powerful, especially considering your heal deals diffusing damage around all units that it heals, letting you wipe out creepwaves in one cast.
Using your abilities:
Entangle: Use it to harass enemies or slow for a gank. If someone is trying to escape a teamfight use it on them, in the start of a teamfight try to use it on someone who is channeling or is trying to cast a spell, as it has a ministun that interrupts both actions and may disorient them. Also, if you're running from a gank it might be worth turning around and using it on them to slow their chase.
Heal: Use it to heal (obviously lol) and to deal damage around your heal target. Heals more and deals more damage the more units are around you so it's best in lane fights with lots of creeps.
Arcane Hide: Put it on people initiating ganks and teamfights or people running from ganks or teamfights. Also if you see a spell flying towards someone if you're quick you can put it on your teammate and absorb some of the damage. Very good if you get it on someone right before a pyromancer combo or something of the sort.
Storm Cloud: Pretty obvious here, drop it in the middle of a team fight right after it has been initiated. Helps friendlies and hurts enemies. You can also use it on ganks, the refresh isn't too long and it can be pretty helpful alongside your heal and arcane hide for keeping your friendly runners alive.
Demented Shaman is my favorite hero, so I figured I'd throw my own twist in here.
I wouldn't make an notable changes to the skill build, but I do items very differently. Although it might seem newbish, I like to start with Marchers and 2 mana potions. Demented Shaman is VERY easy to farm with and I experience few enough problems with mana that I think Ring of Teacher (and later the extra scarab) a waste of money.
After the starting items, I upgrade my Marchers to Enhanced Marchers. I can understand the argument for Post-Hate, but I feel like unit walking has saved me more than post-hate would (especially with entangle and the disables/slows I get later in game). After upgrading to Enhanced Marchers, I go straight for a pickled brain and turn it into a Ring of Sorcery. Then I get a mana tube and turn it into a totem of kuldra. At this point, I have pretty much NO mana shortage. Demented Shaman is a great pusher at this point and is very good support in a gank.
Shorter games tend to end there, but for the more balanced games, I go for either Frostfield Plate (if there are a lot of melee dpsers) or a Shrunken Head (for nukers and generals pains in the ass like Thunderbringer). 9 times out of 10 I go with Frostfield plate in case the team needs to retreat.
After Frostfield plate, I just start building a codex. I'm yet to get past a level 4 codex in a game.
2x Mana Potions
Ring of Sorcery
Totem of Kuldra
Ring of Sorcery
Totem of Kuldra
Frostfield Plate / Shrunken Head
Codex (cus you need the damage output badly)
Codex is unnecessary on him, you're a support hero, I prefer to build meka and then go hex stick (still not use to the HoN item names >_>).
Not really, it is possible to go battle shaman and go Stygian (dont know the term for HoN) and assault along with helm of dom. Just run in ult + entangle and auto attack em to death
Hmm I build it in a different way as you do.
First I build it like this :
Why? cause if you have a melee player facing you inyour lane , you ll harass him with your heal and normally kill him pretty fast if he insists (Anyway impeaching him last hit/deny with heal harass + simple attack).
Getting the Arcane at level 4 can help one teamte for 3 attacks what is enough to launch him a heal.
You heal will help you when u get ganked too , just rush into your npcs and wait for the hero to come to hit you then heal if it s a melee. If it s a range u still have entangle to slow if you have to run , or try to trap him into your npcs then heal them.
I Mount the heal pretty fast too cause It s adds damages to the but it adds targets to heal ( 3 at level 1 so 3*80 dmg , at level 4 5*180 = 900 dmaages.)
Wait for level 10 to get the ult is because it last too few seconds to be very usefull at level 6 (according to me) but the second step of this skill becomes interesting so i wait level 11 to use it (A choice bad or good , that s your decision).
Now for stuff.
First I buy a bottle , giving you 2 heals each use (1 by the bottle and the second with the managiven). This item will be usefull all the game to grab some runes and to helps you when low mana.
Then Mana tube and boots,the first depending on when you ll come back base.
After that you go for the item costing 1200 gold at Secret shop (200 life 150 mana or so) , next the one at 1100 gold , then the brain at 1000 gold and the life tube whenever you want (if the man you are facing is not hitting you too much prefer having a large pool of mana than a higher life regen just in case of a gank).
You ll have the sacrificial heart giving you Life regen , mana regen , a big pool of life and of mana , + you ll get some charges on it pretty fast cause of you heal (+ ult cause your heal damages with physical damages and the ult lessen the physical armor).
Normally the problem of mana is solved.
Now i buy the other components for boots , normally enhanced boots for speed buff and cause they are pretty cheap.
Then u ll find that your heal is pretty much low , I ve found that Getting an astrolabe gives you some good armor (+ aura) and life regen (+ aura) and permisses you to add 250 heal for everyone every 30S (not sure but normally it s that) as well as a little buff which one is always liked.
If you succeed in killing many , you may get a behe heart (If you choose a more supportive path as I do) , or Codex as kletharr said can be a wise idea if you prefer killing.
For you ult use , if you know where are your ennemies it could be interesting to launch it before your rush , cause it ll lessen the ennemy armor by 1 each second and if you launch it during the melee it could be a bit late.
The storm is usefull too if you are chased , just launch it into you(Your team) and the opponent(s) and seriosuly they ll be crazy if they continue following.
Last edited by Mielikki; 07-21-2009 at 07:16 AM.
I go bottle, manatube, sustainer, marchers, all the crap for sac stone and we're either conceding or or we're winning so bad I can just get whatever by the time sac stone is done
totem of kundra could work too and the extra disable would let your team pwn more people, and you'd still have some mana regen
edit: astrolabe sounds like a good idea
Last edited by Coraz; 07-21-2009 at 06:23 PM.
Shaman is my favorite hero as well, I don't grab bottle in the beginning waste of money. Usually just get a few mana potions instead. Then go for Sustainer marchers and sac stone
The Enhanced Marchers + Ring of Sorcery + Totem of Kuldra combo is working very well for me.
- Walking fast from the get go gives you good harass options early game.
- Being able to replenish my team's mana reduces downtime considerably.
- Totem keeps you alive later on, especially when you get ff'd by AGI (as usual) or when mrs. moon queen gets ready for her ult
Buildwise i go for heals first and let hide vs entangle be decided by the opponent i am laning against (for instance: in case of pyro i go hide, in case of melee i go entangle).
I would say codex is kinda important to get it adds a nuke and works well with entangle for ganking at friendly towers and escaping heroes.
Wait a minute... how do you disassemble things? O.O
I usually don't get beyond enh. marchers & kundra before the game's finished. So i don't see me building a lvl 3+ codex without skipping kundra, which is a bad idea because of the stats and the cc tradeoff.
I have been maxing heal and entangle in first 8 levels, then getting Storm and Arcane Hide. The only reason to get Arcane Hide early is if Swiftblade is around and lvl 6 I think. For items I go 5 Totems and 6 Runes of Blight (tangoes). My first item after that is almost always mana tube, lets you spam all your skills, followed by Marchers most likely. Sometimes if I am really dominating I will rush early Stygian, but otherwise I go mana regen. At this point I farm with heal on creeps to get sheep stick in around 20-25 minutes game time (non-em). After that I go around ganking/pushing and work on a Vanguard for survivability. After that I just get what I need, if anything. Usually will get a Stygian if no one else on my team has one. I have found that after Sheep, Vanguard, and Marchers, there isn't really anything else I need, maybe Post Haste, but just saving up money to buy back if necessary is fine.
Do you mean enhanced marchers, or standard marchers when you write marchers?
In that order. Battle shaman ftw : >
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If you're not having problems with mana, you're playing it wrong. Shaman's heal is ideal for farming creeps; at level 4 every cast should get you 3+ killshots. Invest in some mana-regen items so you can heal more often, and they will pay for themselves within minutes, and then earn you much profit for getting further items.
I don't like Entangle. Only get Entangle early if you have a really good ganking partner who can't snare/stun himself. And in that case, the duration actually maxes out at level 3; investing in that fourth level only adds something like 20 more damage...not worth that skill point.
Entangle has very short duration, very weak damage, and relatively high mana cost. You'll get much better value for your investment getting Heal/Hide early on, and saving Entangle for last.
A note on the Ulti: the storm will continue to affect anyone who was in the original target area, even if they leave that area. Keep that in mind when casting.
Due to declining returns, giving your allies more armor in the mid/late game will have very little effect. Lowering the enemy armor to 0 will have a much bigger effect. So if you have to choose between hitting several allies or hitting a few enemies, always aim for the enemies.
The spell takes about 10 seconds before it actually has any notable impact, so cast it as early as you possibly can. Compared to other Ulti's, this one has very cheap mana cost and fast refresh time, so spam it every chance you get.
Last edited by Folly; 07-28-2009 at 04:01 AM.
I played for a short time with this hero yesterday so I have a noob question:
- The Heal: How exactly does the damage part of it work? When I cast this on a friendly unit, lets say a creep that is standing next to 3 enemy creeps. Will they each get the dmg from the 1 "jump" on the friendly creep? Or is the dmg distributed between them?
If no, what would be the best way to use it? Surround a creep/enemy hero with as much of your creeps/heros as possible and then heal?