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Thread: Guide to common myths in HoN! (WIP)

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    Guide to common myths in HoN! (WIP)

    First off, why do I post this?

    Basically after posting this on Reddit I decided to post it in the guides section as well. Mostly because I like to clear out a few things to avoid unpleasant arguments in games about things that are easily misunderstood or plain wrong. This is intended to help new and perhaps some old players too and explain why the myths are myths or misunderstandings and hopefully with depth enough to make the reader understand. Some of these so called "myths" has their place in Mechanics, some has their place in Training grounds. If you see something you disagree with or if it's wrong (I won't deny the chances that I can be wrong too) please post or PM me and say why it is wrong.

    Another reason is that I want to encourage players to analyze situations for themselves. Hopefully realize why some things are as they are and why they are good/bad. Hopefully it will eventually lead to some players becoming better players once they have read this and played around with the knowledge I hope to provide here.

    Please note: The examples I bring up will sometimes perhaps not seem like the most optimal situations (for example Flint mid) but all I'm trying to do is to visualize the thought process of said situations. If you feel like commenting on bad examples, please provide one of your own and I shall put it in the OP and I will also say who it was and why I think it was a good example.

    I will update the OP with more myths as I come by more, because I'll be honest and say that I can't come up with every misunderstanding in the game right now. You are also free to comment and perhaps bring your own myths if you want me to explain them further. This is to help players after all and I am willing to answer any questions or misunderstandings related to what I post in this thread.

    Let's start mythbusting!

    Current myths explained

    To quickly get to the myth you're most interested in. ctrl+f <Myth #>
    For example if you're interested in myth number 10, type in "Myth 10" in the field that pops up when you press ctrl+f
    1. We need tanks!
    2. Best player should play carry
    3. Magic armor can't go below 0
    4. True strike is true damage/True Strike ignores armor
    5. Mid should gank
    6. Staff of the Master is good on Pyromancer/Witch Slayer
    7. Intelligence heroes = Support heroes
    8. Soul Reaper is support
    9. I'm much better than my MMR, I'm just stuck because <insert random reason here>
    10. Hero skill and itembuilds are set in stone
    11. Hero roles are set in stone (an explanation of hero roles)
    Myth 1: "We need tanks"

    This is funnily enough half true nowadays, depending on who you ask. Some would say it's a balance issue and some would say not, that aside, in most pub games you won't need a so called tank. To get this explained fully I'll first define what tank means in MMO's and afterwards what a tanky hero means in HoN.

    In MMO's a tank is someone who takes the beating for your team while the rest deals damage and/or heal. Tanks often have disables or some kind of "focus me" ability to attract attention enough in order to fulfill their purpose.

    In HoN the only hero with the "focus me" effect is Legionnaire, mechanics wise that is. Other heroes has this through vicious abilities that forces the opponent to focus them because they are such a pain to deal with.

    In Heroes of Newerth, tanking isn't a role, it is a feature
    The roles in HoN(if one asks me) are: Support, Carry, Initiatior, Pusher, Ganker
    (somewhat reluctant to put ganker and initiator there, but I'll do it anyways)

    Each hero fills at least one of these roles, and each hero comes with different abilities to function with their respective roles.

    A simple example: Pestilence.
    Pestilence is a Carry and an Initiator. What does he have to support this?
    • He has a short cooldown AoE stun that lasts for 2.5 seconds if it lands. This makes him great for initiation if he gets a Portal Key.
    • He has -armor from his ultimate, great mobility through Flight and a chance to stun almost every hit. This makes him a decent carry.


    What does this have to do with tanking, for example a hero like Zephyr is surely a tank?

    Zephyr is a Carry, he takes over games with good amounts of farm given the right conditions. The thing with Zephyr is, his abilities provides him with so much damage and utility, morover it promotes survivability, this means that he can focus solely on survivability items.
    Zephyr is a tanky carry, tanky is a property or a feature, not a role. This hero carries through being hard to focus down while still being able to deal a considerable amount of damage. Zephyr isn't a tank, he is a tanky carry.

    So, given this information, does every team need a tank/tanky hero?
    The short answer is no. A team can include everything you need without having a tanky carry/support/pusher/initiator/ganker.

    The usefulness of tanky heroes has increased lately, or at least they have become more popular, this doesn't mean you must have one to win, but the benefits of having one on your team are greater than what they used to be due to the various changes to the game. If you want further information regarding how powerful some of these tanky carries are you can perhaps read other guides, the general discussion or something else. This is mostly a balance matter, tanky heroes are very useful, but aren't/shouldn't be a must.
    Myth 2: Best player should always play carry

    This is a myth because carry is not always the most skill demanding role in a game, sure, a good carry will have wicked GPM and killstreak, but only with decent support (if it's a reasonably balanced game skillwise) and initiation will a carry be successful. It somehow seems to me that the kill streaks appear to be a proof of skill to many players, which it really isn't per se.
    A carry jumping in to clean up after a superb initiation from a support or pure initiation hero does not take as much skill as it would seem.

    What should the skilled player play then?

    Short answer:
    Play the heroes you are best with if you want to win. They should also match decently with your team. A superb Glacius will win you games, but also a superb Keeper of the Forest or a superb Torturer.

    Long answer:
    Play what you are best to play with if you wanna win, some heroes are easier to take over games as however, further explanation below.

    Some carries are of course harder to play than others, the more skilled players however should, in my opinion, rather focus on heroes like Torturer or Doctor Repulsor if they are comfortable with them. Heroes who are in fact ganker/semi-carries, but are able to do much if the player has good timing and game understanding and turn a game around more than a farmed hard carry (Let's say Chronos, Pred or The Dark Lady).
    The thing with these heroes is that they come into power much earlier and stay relevant through a whole game basically. In the hands of a relatively good player that is, and this is relative to the other players in the game, not relative to competitive players.

    The things a traditional carry needs to be good at to be moderately successful are last hitting, farming (stack timers etc) and map awareness. What I'm saying is that the best player should (in pubs) play a hero that can take over a game very early and use the advantage well.
    A traditional melee or ranged carry like Flint, The Dark Lady or Predator will not do this in the same fashion as a Silhouette, Torturer or Doctor Repulsor will, even Kraken fits in here. Picking your role is situational, but I'd say a bad support is just as bad to have on your team as a bad hard carry or bad initiator.

    The most important phase in HoN will in most cases be the Laning Phase, that is the first minutes of the game where you sit in a lane and fight for creeps. If you pick something that will discourage the enemy players to continue early on, chances of winning are very high.

    My point is that the carry isn't/shouldn't always the best player


    Myth 3: Magic armor can't go below 0

    This is a myth that also seems to be very common and the myth has its origins in Spellshards and how the armor ignore function works in comparison to how armor reduction works. The truth is that magic armor works just like physical armor. Spellshards does not reduce magic armor, it ignores magic armor. There's a difference in how the effects work. Reducing magic armor on a target will amplify magic damage from all sources and can reduce magic armor below 0. Ignoring Magic armor can only, as the term implies, ignore magic armor but not reduce it. This will only affect your magic damage output.


    Example 1:

    You have Spellshards as Hellbringer and your Life Void recudes magic armor by 6 while Spellshards ignores 6 magic armor. If you use Life Void on a target with 5.5 magic armor the target will have -0.5 magic armor in the end, this means Spellshards are almost useless, at least in terms of magic armor.

    Example 2:

    You are Hellbringer again with Spellshards and your target has 10.5 magic armor, your Life Void reduces the armor by 6 and the SPellshards will ignore the rest of the 4.5 armor making his armor effectively 0 against you. For all others nearby the target's magic armor will still be 4.5

    Keyword: Ignores Magic Armor. Life Void will first apply the -6 Magic Armor debuff and Spellshards will ignore 2/4/6 M.armor after that.


    Myth 4: True strike is true damage alternatively True Strike ignores armor


    True strike, feature from Savage Mace, does not deal true damage even if the colour on the popup is the same as the colour of Vindicator's second skill. True strike means that it will ignore evasion properties such as the evasion on Snake Bracelet or Wingbow, or uphill misses. The damage from the proc is physical, same as the mini stun is.

    The only kind of miss a Savage Mace weilder can experience is either a disjointing ability on a range attack or if you're a melee hero and tries to hit an extremely fast target. Ever seen the text "too bad"? That's basically when something moves too fast for you to hit it. Mostly you will see that text pop up when someone blinks, but try hit a War beast as a melee hero with relatively bad attack animation(Geomancer for example) and you will get the same text.
    Kongor pit misses are also there even for a Savage Mace weilder.
    Myth 5: Mid should gank


    This is only half true, the only time it is worth leaving mid is if you're sure you're gonna get a rune/kill. Else it's just major waste of time. In fact, some heroes even benefit more from just pushing mid while the other mid tries to gank your lanes. The sidelane players more often than not likes to blame mid for "not ganking" when they lose their lane, and this is only true in certain cases.
    I will bring up examples because this can be hard to understand as a new player.

    Example 1.
    You are sitting mid as Flint and are up against a Defiler. Sidelane cries for gank and they haven't bothered to ward the rune (you didn't bother to do it either, just for example's sake).
    You now have some choices when rune spawns (min 2, 4, 6... and so forth). If you run to try and help your lane without knowing if you will have a rune or not it will in most cases be a lose/lose situation. Why? Because you can't be certain there is a rune there in the first place, also, if the enemy warded the rune they will know you are coming and the gank will be a fail which means you lost gold and experience in shape of creep kills in your lane, farm is nothing Flint wants to sacrifice a lot of. Moreover the other mid can push up and damage or even destroy your tower if you leave the lane for too long.

    When and how should I gank then? If you're certain you can get a kill and the time spent doing that is worth it.

    Example 2:
    You are still Flint mid against Defiler. You see a haste rune and you have maxed your flare and are level 6 or 7 with a bottle, also the enemy sidelane is pushed up against your tower and your enemies in that lane are in line with the creeps.
    Okay, so the chance is there, what do I do to make the best of this chance?

    Here is one way to do it.
    You push the lane with Flare, somewhat forcing the other mid to stay in lane, you have a level advantage which means your flare "outpushes" Defiler's Wave of Death for the moment.
    Then on your way to the rune you empty your bottle if it isn't empty yet. Don't do this by spamming "use", wait three seconds between each use to get the most of it in case it matters. Proceed to pick up the rune with your bottle to refill it. Quickly use the rune again and run towards the enemy lane if the enemy heroes are still pushed up and there's a good chance you'll kill them. Your teammates should see this and probably initiated already -> You use flare and ulti and get two kills for your team.
    This is the only case where it was worth it. If you stand in the forest and wait for the lane to be pushed up Defiler in mid will have time to push the lane and destroy your tower.
    If your gank failed the same will happen and you would only lose exp and gold by trying to gank. In short you make it worse for the whole team even if it isn't overly obvious. The best scenario would be a Haste rune so you can get back to your lane faster, moreover surprise your opponents with the speed. You don't wanna spend too much time, because Defiler is a good pusher and will likely damage or destroy your tower if you're not fast enough.

    So before you go gank because you "should", try consider the risk/reward ratio. This can sometimes be hard but never gank blindly just because someone says you should. In some cases Flint should just farm mid untill he pushed the tower(if possible). This is a game of situations and your job is to decide what's best in the current situation.
    Myth 6: Staff of the Master is good on Pyromancer / Witch Slayer


    This is also only half true some would say, others like myself would say that it's almost always bad. As I said the game is situation based but I'll get to my point.

    What does Staff of the Master give you as a WS or Pyro?
    • +10 to all stats
    • +150 max mana
    • +200 max health
    • Ultiboost for WS: Increases damage of ultimate by 100-175 damage depending on level of ultimate.
    • Ultiboost for Pyro: Increases damage of ultimate by 200 on all levels.

    You get 100-200 added magic damage to your ultimate for 4.4k gold. This along with some stats. Sure, stats can be good but there are better options if you want stats for these heroes, that also grants more utility in fights.

    Examples of items you could get instead, keep in mind these are just suggestions, it all depends on situation.

    Witch Slayer:

    • Tablet of Command
    • Astrolabe
    • Nome's Wisdom
    • Kuldra's Sheepstick
    • Portal Key.
    • Stormspirit
    (WHAT PORTAL KEY?!)
    Yes, Portal Key is basically useful for any hero with an AoE stun and instant disable, making initiation and ganking much easier with the super mobility this item provides for a slow moving Witch Slayer. I can assure you that the mobility will in most practical scenarios provide more success than the damage and stats from Staff of the Master.

    Pyromancer:

    • Portal key is yet again a choice, this because Pyromancer functions rather similar to a Deadwood but with magic damage.
    • Kuldra's Sheepstick,
    • Frostwolf's skull (only in certain situations)
    • Tablet of Command.
    • Stormspirit

    Again, mobility/disable is king on gankers/supporters. Even Codex is better than Staff of the Master in terms of damage output per gold.

    This is not a Witch Slayer or Pyromancer guide, and item pickups are -ALWAYS- dependant on the situation. Please look for guides for each hero if you want to learn more about them.
    See Myth number 10 for more information regarding item pickups.

    My whole point is, Staff of the Master on these two heroes will almost never ever be worth the gold you spend on it when you compare it to other items.
    Mostly because their ultimates are single target and only boosts damage by a relatively minor number. The item per se isn't bad to carry around, the gold you spend on it however could be spent on much better things in most situations.

    Other noteworthy "bad" Staff of the Master effects:
    Succubus
    • Staff Effect: Increases damage from {100,155,215} to {155,215,270}
      Only increases damage on one target, moveover the damage is not an 100% sure addition because the ability is channeled and can be interrupted.

    Soul Reaper
    • Staff Effect: Lowers cooldown to 70 seconds at all levels and increases Magic Damage from {40,60,90}% of the target's missing Health to {60,90,120}% of the target's missing Health.

      Not that good because again, only increases damage done to one target and it doesn't increase the damage by as much as one would think. On a target that has lost 1000 hitpoints the damage is increased by 300 on level 16.

      Now I will admit that Soul Reaper can use the stats more efficiently than WS/Pyro, but the staff effect is again not that great.


    Examples of good/useful/niche/situational Staff of the Master effects are (but not limited to) .
    Andromeda
    • Staff Effect: Decreases cooldown time to 10 seconds from 70/60/50.
      Useful because it decreases the cooldown heavily.

    Thunderbringer
    • Staff Effect: Increases damage from {210,335,460} to {335,460,570}
      Useful because this ultimate will always hit more than one target, most of the time it will even hit the whole enemy team.

    Chipper
    • Staff Effect: Range increased to 1000. Saws apply a strong Movement Speed debuff that tapers off over 4 seconds.

      This is an example of an ultimate that gets an extra effect added to it from Staff of the Master. The slow in this case is horribly powerful -90% and tapering movement slow.


    Some will say that SotM is better for beginners because it's easy to build, my take on that is that sure, beginners might be more successful initially by doing this, but I would instead try and encourage them to build items "properly" from the start, sure they won't be majorly successful perhaps, but they will learn the "right" thing from the start.
    Myth 7: Intelligence heroes = Support heroes


    This is not true, if a hero is support or not depends mainly on skillset rather than main attribute. Sometimes the primary attribute can contribute to the role of the hero, but saying one attribute means carry and another means support is plain wrong.

    Prime example is Puppet Master, sure he has disables, but other carries has that too(Kraken, Pestilence, Maliken). He has a good scaling passive ability and an ultimate to support the suggestion that he can carry very well. Another example is Defiler, she's one of those "tanky carries" I mentioned before, even though the hero abilities for Defiler aren't granting any survivability boosts beyond movement speed, her abilities deals so wicked damage that she needs nothing else than survivaility items to be successful. An underfarmed and underleveled Defiler will be leagues worse than an underfarmed or underleveled Glacius.
    Myth 8: Soul Reaper is support

    I didn't include Soul Reaper in myth 7 because I thought that this myth needed extra attention. Soul Reaper is a tanky carry.

    "But but, he has a heal! Healers are supporters!"

    Yes, Soul Reaper has a heal, that is one supportive ability, he also has two farm-abilities and two abilities which deals good amounts of damage the longer Soul Reaper gets to live. Moreover if he lives for long enough, he also has an ultimate to finish almost any target off if they are at around 26% HP or so, this depends on magic armor of the target. Soul Reaper will be utterly useless without farm and experience. Even more useless than Defiler without farm, even more useless than Chronos without farm.

    • He has one support ability
    • Two farming abilities
    • Two abilities that does sustained damage in a fight.
    • Finishing move

    And no he doesn't have five abilities, but his Heal also deals damage and is also great for farming. Which means that even the ability that people think suggests that Soul Reaper has features fitting a carry.

    On another note, Soul Reaper fits in a multi-heal lineup. The times a Soul Reaper is most successful is when paired with Accursed, Jester, Demented Shaman and various other healing heroes. His own heal promotes the multiheal and one can also says that in a way he carries by keeping both his team and himself up while also dealing good damage.

    "But but, he builds items like Nome's Wisdom and Sheepstick and other supportive items!"

    Still doesn't mean he's a support, he just carries in a multiheal-survivability kind of way. Go look for Soul Reaper Guides for more information about Soul Reaper.

    Myth 9: I'm much better than my MMR, I'm just stuck because <insert random reason here>

    While troll accounts exist where players likes to lower their MMR on purpose to fight against players with much lower skill than themselves or get a cool 1337MMR, this isn't the majority.

    Truth about MMR though, there has been numerous "tests" where people has purposely lowered their MMR to 1200 and stomped their way up back to 1700+ with ease. It isn't a flawless method of deciding if MMR is correct or not, but it shows you that a good player can often play themselves out of their bracket. The only problem with the 1500 bracket is that most players start there, S2 has tried to vaguely fix this by adding stuff like "an immortal grants you 75+ MMR if it's on your first 20 games" or something like that. I'm not sure that'll take away many smurfs though.

    Any player that is better than their current bracket can and will stomp their way out of it with ease. Even support players, even initiator players. If they blame their favourite role as reason for being so low, they aren't versatile enough to rise in MMR. That is the cold, hard truth ladies and gentlemen. Anyone who claims to be 1900 for real but sits at 1550 rating is just suffering from the Dunning-Kruger effect.

    Myth 10: Hero skill and itembuilds are set in stone

    This myth is never spoken out as above, but that's basically what the myth is. Ever seen someone say "omg Shrunken Head is core on Maliken" even in a game with little to no magic effects on the other team? That's what I'm talking about.

    The truth is, skill and itembuilds are fluent and depend on situation.

    Mini-guide in how to think when you build items and skills below
    • What am I up against?
    • What do I have on my team?
    • What are my team mates doing?
    • What are my opponents doing?
    • What items does my allies and enemies have?
    • How does the situation look? Do I have good farm, good chances of getting farm?


    More things than this should be in your head when you decide what items and abilities to get when you build your hero.

    To steal an example from another guide. In a game with only Devourers someone maxed Cadaver Armor first, which would be retarded in most other games but not really bad in that particular game.

    Another game I played recently a Magebane went with Mock of Brilliance. I must admit I was like "wtf?" at first, but later I realized, it was actually quite decent when I observed what the other team was doing. The other team had four heroes with Portal Key, the Magebane was paired with a Jeraziah. Long Story short, the PK holders couldn't run away from Magebane or initiate on his team if he blinked in first, protective charm from Jeraziah made this relatively safe.

    So my message to you, think before you do something, even if something is recommended in a guide it might not be the best for you in your particular game.

    "Myth" 11: Hero roles are set in stone (an explanation of hero roles)

    I didn't want to include this originally as it's more or less just playing with words, but as I've noticed it creates a lot of debate -everywhere- and I want to clear a few things up. Keep in mind that this myth is more or less debatable and this is my take on hero roles and what they really mean and why I think many would agree with me. This section will also hopefully help you open your mind even more to thinking outside the box.



    There are currently five roles that most people use to describe a hero and hero role.

    • Carry
    • Support
    • Pusher
    • Ganker
    • Initiator


    So, these are pretty easy to understand right? You are all familiar with these terms and you've heard it hundreds of times already. I'm now going to explain how I see the words and how I think they should be used, because it's actually more complicated than what one might think.

    The first thing I would want to introduce is that these terms should be/can be used differently depending on if you're inside a game or if you're just describing what a hero does. The main thing is that in a game you have actual context while outside a game you don't.

    Inside a game, with a dreaded 5 carry lineup someone will have to support anyways to make things easier, this means that someone on your team will have to sacrifice farm and exp to ward and upgrade courier and set up ganks. Outside a game you have no context and you just describe how good a hero is with farm.

    So a term is different inside and outside a game, inside a game it describes farm priority while outside a game it describes how well suited a hero is to have farm priority. Let me explain further.


    Carry:

    In game:
    The hero you invest most gold in to win a game (as a part of your strategy) is going to be the carry for your team. He's the hero that you think that if he gets enough farm he'll win the game for us. If you for some reason formed a strategy with your teammates that involved giving Glacius top farm priority and Chronos to be the warder and initiator then Glacius is the carry in that game.

    Outside game:
    The term carry describes a hero that scales well with farm, here's where you use terms as "hard carry" to define how fast and how much they scale. A semi carry scales somewhat with farm but carries earlier, a hard carry scales a lot with farm but carries later in the game while a regular "carry" scales good with farm but is something inbetween hard and semi carry.

    Support:

    Inside a game:
    The heroes that has lesser farm priority than your carry/carries. If you need wards these are the heroes that gets the wards and if your main goal as a support is to allow your carry and therefore also strategy to go through. The supports are the enablers, they make things happen that makes it easier for your carry to carry.
    If a support is solo laning then their goal is to get quick levels and at most a couple of core items and then run around supporting your team with the good early advantage you hope they will get.

    Outside a game:
    The term support describes how little farm/exp the hero needs to be effective. How well they are suited to support in a game more or less. You might think this is the same thing as what it means in a game but it is not.
    As I mentioned earlier, Chronos can be played as a support(I'm not suggesting it's good), but you'd never describe him as a support outside a game with no context.

    What about the rest?!
    Now you might think that this pretty much covers every hero role in the game, what about ganker/pusher/initiator?
    Is GregerMoek really suggesting that these hero roles does not exist?

    My answer to that is that while they do exist, they are sub-roles (in my eyes) and better used outside a game than inside a game.
    Why?

    When you see a Pyromancer without context and just looking at the hero skills you're thinking that he has wicked burst damage and must be great as a ganker, right? You also notice Fervor (his third skill) and might also think that this hints that he will be relevant even with auto attacks later on to a smaller extent if allowed some farm, but he'll be great even without farm if he just gets levels.

    So outside a game you might say he's some kind of Ganker/Semi carry. With no context to what the other picks are, this makes sense, sure it can be debated . Some will say that he can also initiate with PK and he can support with stuns and relative small farm-independance, oh and he can push well because he clears creepwaves like a boss and his fervor works on buildings so he's at least half-good at that too!

    This is exactly WHY I bring this myth up. Most of the time hero roles confuses people more than it helps outside a game with no context.

    So inside a game where you know how the lanes will look and you know what heroes you have on your team you'll easily be able to tell if this Pyro is going to be support or carry, if he's going to be pushing and ganking or warding and babysitting. The thing is, in a game you always want kills. Even if you're going carry-pyro you'll be part of ganking a lot. A Pyromancer wants an active game, what's the point of picking a hero that has a lot of early game power if you won't be using him?

    Another example is Andromeda, Andromeda is probably one of the best early game gankers in the game while also being a support hero. This is why I say that this hero is support with subrole ganking. Her farm priority is usually set to minimum, but she's a great ganker and "ganker" does really only describe how well she fits for a certain playstyle rather than low farm priority.

    What this boils down to is that I say the primary two hero roles are defined by farm priority and the three secondary ones are defined by playstyle. A hero that doesn't push/gank/initiate is just a support or carry without further niche. After that we have the hero features which often confuses people even more.

    Features/methods
    • Tanking (already covered)
    • Disabling
    • Healing/buffing
    • Nuking
    • Sustained Damage

    First off, individual features are what makes some heroes more desirable than others in certain lineups, tanky heroes can be very desired as well as a healing hero or a disabling hero. Their roles will still be either carry or support but this is what defines what they do.

    Disabling
    A disable is the feature of a skill that disables one or several of an enemy hero's abilities. An immobilize disables the ability to move, a silence disables the ability to cast abilities, the list goes on. A disable is merely a method to set up ganks or initiate a team skirmish, and sometimes even to support. A team can be full of disablers but this doesn't mean one of them doesn't have a farming priority (Chronos), can't push (Tempest) or isn't a supportive hero (Witch Slayer)

    Healing/buffing
    Some heroes specialize in healing or buffing (Jeraziah), even if they fit into certain lineups better it doesn't mean that their farm priority is non existant.

    Nuking
    These are heroes that has massive burst damage through abilities, think about Pyromancer again as the definition of a big nuker, but Hag is more or less also a nuker to some extent.

    Sustained damage
    Heroes that can provide sustained damage during a fight with either abilities or auto attacks and that are better than others at this. Armadon is a prime example of Sustained damage through abilities while The Dark Lady is a prime example of a hero that can provide wicked sustained damage through auto attacks.

    Closing words

    That's it initially

    Feel free to get a discussion going, that's what I hope for at least. If you want to ask questions I'll answer them here in the thread. If you have something to point out, for example some grammar mistakes, bad spelling and so forth, please do that in too. I apologize in advance for any mistakes in this fashion!

    I will be honest and say that I don't really know where to post this, it involves mechanics as well as decision making guides and mindset of some players. I placed it here initially, if a moderator finds another place more suited for it then I wouldn't mind if you moved it. I personally see it as a guide, but it could fit in Training Grounds too.


    Update history

    • Added "Myth 11"
    Last edited by GregerMoek; 03-27-2012 at 02:47 PM.
    Stats are like women in bikinis, they are interesting to look at however they don't show you everything.

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