|
|
So, I've been playing loads of Ophelia recently. I played DotA @ a high level and in DotA i always skilled W. But in HoN I always skill Q.
So I'm gonna drop some diffrent scenarios and I hope Eu, Macro or sm1 else can help me out here.
In which cases is it better to skill Q lvl 2? and which cases is it better to W?
I wanna step up my ophelia game but It just seem better to Q all the time because the slow lets ur creeps attack more, with more dmg, also allied autoattacks and ur own will do more dmg. The W is more reliable now, in DotA it had high range lvl1.
If u get a minotaur lvl1, would u benefit more(If u could land the stun) to skill W?
If u would get a Catman(highdmg) Would u benefit more with Q?
Also, is astro or Abyssal better for pushing?
I always get plated ofc then puzzel3.
What do you think is the best starting items? If u are semi supporting with her? (atleast 200g spent in begining)
What I wanna know the most is a mathematical answer to the 3 best creeps with puzzle3. Except the obvious(imo) Skele+2mino.
Okay, starting with the basics here:
Starting Items:
The best part of Ophelia is that she relies very little on starting items, as her creeps do most of the tanking/damage.
Due to this, Courier/Wards and some regen should suffice, then build into a Ring of the Teacher/Nomes later on.
Now, onto skillsets:
Generally levelling Q is the better idea if you're going to be ganking, you should always get one point in W for the instant teleport on your creeps, but Q maxed allows (as you said) your stronger creeps/allies to attackmove for longer while dealing more damage. This ability makes you a huge threat early game, however if you're ganking a lane with a reliable stun or slow, you might not need it and can tech W instead.
Tl;dr -
Get Q most of the time, if helping a stunner gank, get W. Always get 1 level of W for the teleport.
As for pushing, I prefer Nomes first, the added mana regen/heal is amazing for your team + bonus armour for your pets. Out of abyssal/astrolabe, Abyssal is probably better for pushing due to the +% damage for your creeps, astrolabe will benefit your team more in the long run.
If you want someone to do a huge mathematical equation on the damage vs utility of slow/nuke feel free to ask, although I don't think it's really necessary.
Hope this helps =]
Premium Tips and Tricks Guide: http://forums.heroesofnewerth.com/sh...php?p=14769758
I am an angry nerd who makes angry music in my bedroom. I also like doing flips.
W of course, except if your team lags disable.
Early game W and Q does around the same damage, W might do more.(including the slow, no proof. Just my feelings).
You will have to run your minitor ahead of you anyways, so why do you need to slow? If you run your creeps 600 unit in front of you then your slow will be useless because it's range is about 600 unit also. (Also if you are in higher level play then you team-mate should be slowing/stunning for you anyways)
No numbers here. Leave it for others.
since her nuke got nerfed from true damage to weak magic damage its always better going for the slow first
Hmm this strategy seems in the right place. Take the slow for your slow minataurs it's not as if you could do alot with 75 magic damage.
Moved to Strategy.
I know you're looking for a "mathematical answer" but that's hard to quantify when you have a lot of factors to consider.
S2 Games: Dedicated employees serving dedicated gamers. Continuous development. Never-ending improvement.
-----------------------------
Tech Support and Customer Support: https://www.heroesofnewerth.com/support/
Look for my highlighted text (important information) and grey text (interesting but not required information).
anyone who skills Q over W in the early game is an idiot who doesn't understand
a) the hero
b) the game
c) what the fukc he is doing
d) all of the above