I have just shifted my focus from Behemoth to Myrmidon and I wanna get some really good tips both itemwise and skillwise.
I just take a level in Weed Field at the start and max Carp and Wave...taking Evolution at 6, 11 and 16. The idea basically is to rush into with Wave, do Evolution and hit them like crazy....if they die yayyyyyy if they don't and I get de-evolutioned then I send Carp their wave...followed my Weedfield. Good or not?
I avoid leveling Field early on cuz i miss the enemy way too much.
Item wise Elder and Shrunken are really good...but I'm thinking of building a Brutilizer on him. I really don't think the stun would add into the splash BUT a perma stun to the target means they can't do anything...mostly. Good idea?
W->Q should be a GUARANTEED weed field hit every time, just wait til the Carp is about to hit target and then weed field.. because of this, I see no reason not to level Q+W first (with a point in E and ult whenever you feel) as it is a very dependable high damage stun burst combo on low cooldown.
I can see maxing E early having its uses with other magic damage burst heroes, and yes maxing that E does synergize with your ulti quite nicely though.
I'm not quite sure if you're trying to use Myrmidon as a semi-carry (seems like it), but I personally wouldn't do an Elder and Shrunken build at all even if I was. and IF I was taking a more semi-carry route, maxing Q (weed field) early is a given because it helps you farm/push creepwaves early on, as well as allowing you to nuke down neutral stacks.
Anyway, as far as I know the standard build is 4/4/1/2 and basing your early game off the pretty big burst damage burst damage on low cooldowns, I personally wouldn't depend on the ultimate for damage at all until later game when your ulti is at a higher level (which a much more dependable slow) and you have more attack speed to actually utilize the damage output.
It really depends on what you're aiming to play Myrmidon as (support or semicarry?); people will probably put you down for building her as a semicarry as she has horrible range and carrying potential, and building her as support is COMPLETELY different than building her with farm/semi-carry potential (aka stomping lower bracket games with her).
"4/4/1/2" refers to skills "Q/W/E/R" respectively, as in I would put 1 in waveform and max his two nukes first.
Last edited by PrestonLee; 04-19-2012 at 08:33 PM.
I'm thinking of going the ganker route...keeping the wards up though. And '4/4/1/2'?
I didn't get what you meant by that. Also are spellshards a viable pickup for him?
4 points in Skill 1 (Q)
4 points in Skill 2 (W)
1 point in Skill 3 (E)
2 points in Skill 4 (R)
It works the same way for all other heroes, if I'm not much mistaken.
With regards to the Spellshards question, I can't help you, as I've never played Myrmidon.
Spellshards is good because it reduces his already low cooldowns, making them even more spammable, while also not having to rely as much on the negative armor from waveform. It also gives decent mana regen and attack speed (Arcana) and has a buildup that isn't too taxing for a support-oriented hero.
In general it's better to prioritize pick up more utility-based pickups for your team instead (Astro, Tablet, Nomes, Stormspirit, etc. or Hellflower, Sheep, Frostfield, Puzzlebox etc.). but Spellshards is a nice addition on top of those items because it lowers their cooldowns, as well as your skill cooldowns and helps you cut through heroes that have magic armor.
i'm pretty sad we remade that i wanted to see how that mid played out, was pretty sure i was gonna rape you
Last edited by PrestonLee; 04-20-2012 at 08:56 PM.
Or they could turn drastically moments before it hits, making it even more difficult to hit the weedfield spot on and then briefly hold and move. The casttime for the weedfield can be beaten by quick reactions so unless you're dead on with it and the hero pursued moves slow or is already stunned it's really not that reliable.
Last edited by Devilsnight; 04-20-2012 at 09:15 PM.
With that said, You as the Myrmidon can also predict your target's reaction to your carp and place your Weed field based on where you think they will be.. but for the most part if you time your weed field correctly, it SHOULD hit the moment RIGHT AFTER your carp hits; if this wasn't so then it wasn't so much that they dodged it, but rather you timed it incorrectly (but yeah, **** happens). Of course, if they have a disjoint or escape mech then this obviously doesn't apply
Lastly, it's rare that you would sensibly pick Myrmidon in a lineup that didn't have combo stuns (or slows), so I really don't see any reason to skip leveling Q because you tend to miss it.
theres lots of ways to build myrm, my favorite way is to go mid and get 1 in each stun and max your swim first!
so when u hit lvl 6, transform, swim on him making sure to actually slow him and then auto the guy to death
at this point ull be smashing him and he will cry
I dont know why to build a hero with such terrible stats as anything else but a ganker support. Early game i buy flying courier, ward, runes, ring of protection and maybe a totem. Then i rush striders and roam - BECAUSE THATS WHAT YOURE GOOD FOR. A myrmidon lvl 2-3 is one of the strongest heroes in the game. Dont try a semi carry - pick a torturer for that. When u play myrmidon, you play to roam and to kill. Your purpose is to go to every lane your enemies pushed and gank it. If there is a jungler - i cant think of any better hero than myrm to make his life miserable.
Ofcourse you will buy all the wards(cant be a situation where you dont buy every ward that is available) and all the counterwards. For mana and hp youre gonna get powersupply and ROT(which is probably the second best OP item after PS). You may say "but wait deep - isnt buying wards expensive?" Well you get a refund of 250g everytime you score a kill using the wards, so no. Its a great investment.
Your core is
this. If youve succeeded in farming the gold for steamboots or EP - youre doing it wrong. Make the enemies lose gold - not you gain some. Contrary to popular belief, ganking before lvl 6 is very good if done correctly and should be your prime goal rather than farming in lane or babysitting - again, there are better heroes for that.
Lategame you can try going for Hex. Youre not supposed to do damage - youre supposed to disable,gank and support.
P.S: If you cant arrow dont valk, if you cant hook dont dev, and if you cant weed field for the love of god dont take myrmidon.
Suggestion to improve the replay system:
@Preston. The skillbuild you suggest is correct (optionally you can delay the ulti a bit to max carp quicker, I usually prefer not to). Vs a good player carp->field is in no way a guaranteed hit every time, even if they have somewhat low ms. This obviously depends on terrain and positioning aswell, but a good player will dodge carp->field more often than not without any initiating stun/slow even if it's placed perfectly (especially once boots are picked up). I would also like to point out that spellshards is extremly bad on myrmidon, his spells simply doesn't have the damage to warrant this pickup at all and you should never pick this up over something like a tablet, stormspirit, hellflower or sheep. Even if you want to play a "carry myrm" (him soloing sidelane is actually somewhat viable) tablet, sheep and possibly even demonic are far superior pickups. I repeat NEVER get spellshards on myrm, ever.
If anything though, that build would work nicely in combination with other magic burst damage heroes (allied pyro/Midas/pebbles/revenant etc), you'd give your team a nice slow and a bunch of negative armor to work with. The drawback though is you're much more reliant on waiting for your ultimate cooldowns early on (because myrm is very squishy) instead of just relying on your very low cooldown burst stuns for damage, which again is not an efficient way of playing this hero.
Lastly, good luck I have no idea how you'd win mid lane with a 1/1/4 build with myrm vs anyone NOT retarded, until myrm gets ult he's got basically nothing over the other hero except nice escape mechanisms at least with maxing nukes you'd be able to rune control/farm and harass, but a 1/1/4/1 build is basically like throwing myrm in a suicide lane mid lol (which is horribly unnecessary and will just basically cause your average mid-stomp player to get a free lane win)
Last edited by PrestonLee; 04-25-2012 at 11:40 AM.