Before Silencer was S2'd, remember how every Mid Wars lobby used to say 'no vindi plz' because of his aura? Well, he's been changed now, and people seem to have forgotten about him, and I can't say I blame them. He's still the bomb though, and here's why:
Free low cooldown AoE nuke:
Each hero you hit with Brain Drain grants 39 mana (3 * 13). That means if you hit 2 heroes at level 1, 3 heroes at level 2 and 3, and 4 heroes at level 4, you're gaining a small amount of mana for using the skill. Not only that, but it also boots your auto-attack damage, allowing you to hit incredibly hard early in the game.
Kickass Attack Modifier:
This hasn't changed. Master's Incantation is still a large amount of extra damage throughout the game, and while not the wrecking ball it once was due to the change in Vindicator's third skill, it's still very potent.
Glyph of Silence:
People like to complain about this skill. 'Oh, the old one was way better.' Well, I'm going to tell you...that they're absolutely right. The old aura was better. However, Glyph isn't as bad as people would like you to believe. Yeah, saving your mate from Pebbles was nice, but the free IAS tacked on to this iteration of the skill is not to be sneezed at. The 3.5 second silence, while being negligible, does prevent carries who deal damage through their skills (Silly Hat, Aluna, Valkyrie) from dishing out as much damage if they don't play around it.
Save your own ass, save your friends ass, or turn your enemies into large ugly creeps. Love it, use it, abuse it.
From my own experiences, you lose mana for the spells and only afterwards gain the mana from the bonus, basically making it that you don't have a nuke free of mana, just a nuke that afterwards increases your maximum mana...
Either way, S2 turned Vind from a niche pick and one of the funnest heroes to play IMO to a pointless "carry" that can affect the game only via his ulti and to top it off... Carries even less than the old Vind...
^Carries better than the old vindi thanks to farming skill.
Nope. The fun part is the permanent INT steal as he gets stronger the longer the game stay. Who care about the aura anyway.
Is he ever good? What keeps him from being a usable carry? I feel like the biggest issue is that he can't use an attack modifier. By end game, especially in mid wars, it becomes a carry vs carry battle, and usually the one with lifesteal wins. He's also less likely to pick up the common carry items geo bane or savage mace.
He's a carry that only disable is a global silence on a long CD.
Other carries have some sort of disable on a shorter CD.
He can get a sheepstick, but so can puppet. Puppet also has Puppet Show and Snare.
He's not bad in midwars but there's better carry picks. The short ress timer makes the effectiveness of his Ult less. Yes, it's useful in clutch scenarios but you're going to have a lot of clashes between cooldowns.
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Suggestion: Assists for effective heals; Accursed solution: http://forums.heroesofnewerth.com/sh...ffective-Heals
Melee Agility Support Initiator: http://dream.heroesofnewerth.com/hero/Sherwood/Loki
Ranged Strength Support Initiator: http://dream.heroesofnewerth.com/hero/Sherwood/Drone
Pusher/Support with potential global presence: http://dream.heroesofnewerth.com/her...ood/Luminarium