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Thread: Ophelia

View Poll Results: Did you like my guide?

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  • Yes, I think it helped me to get better with Ophelia!

    449 92.20%
  • No, because... (feedback appreciated)

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  1. #41
    hehe and if you play ophelia properly it can be carry hero :P

  2. #42
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    If you play her "properly" she is an awesome supporter. If you play her like a carry you don't use her to her full potential.

    Yes, builds with Elder Parasite, Riftshards and Charged Hammer are fun from time to time, but only if your opponents really don't know what they're doing.
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  3. #43
    How is a 200-400 true damage nuke horrible? With wrath on, that's 256 - 512 true damage. Chronos just popped elder parasite? 316 - 632 (with wrath). It's an excellent early-game finisher, and it can save your ass if people find you in the jungle. I would never use the cooldown to save a creep when there's an enemy nearby to use it on. Simply giving up too much damage.

    Consider: pyro's ultimate from 6-10 is 450 magic damage, about 340 after magic armor. Judgment is a comparable (sometimes superior) amount of damage on a lower cooldown with lower mana cost. That's pretty awesome.

    Personally, I find nome's to be far more core than puzzlebox. It gives your minions crucial mana regen, which means they don't need to stop for mana after every team fight. It also provides even more armor on top of the greaves, which makes it hard for them to get auto attacked down. Then, of course, there's the 100% mana regen and extra healing. Such a good item. I would also add frostwolf skull onto luxury items - great for boosting overall stats and it gets some intense slows going on in team fights.
    Last edited by salandarin; 03-02-2010 at 03:45 AM.

  4. #44
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    nice.

  5. #45
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    Quote Originally Posted by salandarin View Post
    How is a 200-400 true damage nuke horrible? With wrath on, that's 256 - 512 true damage. Chronos just popped elder parasite? 316 - 632 (with wrath). It's an excellent early-game finisher, and it can save your ass if people find you in the jungle. I would never use the cooldown to save a creep when there's an enemy nearby to use it on. Simply giving up too much damage.

    Consider: pyro's ultimate from 6-10 is 450 magic damage, about 340 after magic armor. Judgment is a comparable (sometimes superior) amount of damage on a lower cooldown with lower mana cost. That's pretty awesome.

    Personally, I find nome's to be far more core than puzzlebox. It gives your minions crucial mana regen, which means they don't need to stop for mana after every team fight. It also provides even more armor on top of the greaves, which makes it hard for them to get auto attacked down. Then, of course, there's the 100% mana regen and extra healing. Such a good item. I would also add frostwolf skull onto luxury items - great for boosting overall stats and it gets some intense slows going on in team fights.
    You should've read my guide, I never said that Ophelia's Judgement is horrible, I only pointed out that I, personally, would never take it over Nature's Wrath.
    Nomes Wisdom IS an awesome item, but an early Puzzlebox can make a HUGE difference, where as a Nome's is even the same amount of awesome when you get it after the Box.
    And if your creeps are low on mana, you can dominate a new one. It's not like that Ophelia has problems with her mana, or that 100 Mana is an expensive spell.

    Also Frostwolf Skull is WAY to expensive,you shouldn't have that much money on her. And if you have it after your Core Items, just go for a Totem of Kuldra. Or a Stormspirit which has a cheap buildup and a disable that helps a lot, but an additional slow to Nature's Wrath? Not really needed, I would say. Disable > Slow.

    Thanks for the feedback though!
    Last edited by oargestory; 03-02-2010 at 04:27 AM.
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  6. #46
    Ophelia was the first hero I learned and is the main hero I use whenever possible.

    I highly suggest implying multiple skillbuilds and giving Judgment the credit it deserves.
    Basicly the skillbuild you're suggesting here is the one I've always been using for a long time when I started playing Oph but once you go into organized teams you reallize that the main reason Judgment isn't as usefull early because of it's high mana costs.
    On level 10 your mana pool will be more large enough to support wrath+jugement combinations though.
    The skillbuild I'm trying to use as much as possible is the following:

    1. Command
    2. Nature's Wrath
    3. Command
    4. Nature's Wrath
    5. Command
    6. Ophelia's Touch
    7. Ophelia's Judgment
    8. Ophelia's Judgment
    9. Ophelia's Judgment
    10. Ophelia's Judgment
    11. Ophelia's Touch
    12. Nature's Wrath
    13. Nature's Wrath
    14. Command
    15. Stats
    16. Ophelia's Touch
    17+. Stats

    Wrath is skilled early for its slow, the damage bonus is not all too great in early game, to get your creeps closer.
    Since all strong creeps are fast level 2 is more than sufficient.

    Command is self-explanatory.
    Of course Commands Level 4 position changes depending on the enemy team.

    Judgement gives you enough damage to easily nuke low HP heroes in combination with some creep power or at least deal enough damage to give no chance of escape.
    It's also way more effective than Wrath against certain heroes such as Predetor and Pebbles.

    Wrath is also Ophelias only scaling skill unlike judgement which becomes rather weak in late game - so use it's power while it's effective.
    Getting Judgement even before Wrath is prevented by it's (on low level) insane mana costs. Unless you swollow lots of mana potions your creep converting mana will be gone after the first gank.

    P.S. Nice guide, I've been thinking about writing one but it's so much work. ^^
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  7. #47
    push for Skeith he plays an awesosme ophelia

  8. #48
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    Boots, Nomes Wisdom, SotM, Frostwolfs Skull, Frostburn, Charged Hammer = gg
    I almost won 2v5 ^^, too bad if they take me 5>1 they win ;<

  9. #49
    Quote Originally Posted by oargestory View Post
    You should've read my guide, I never said that Ophelia's Judgement is horrible, I only pointed out that I, personally, would never take it over Nature's Wrath.
    Quote Originally Posted by oargestory
    And for the nuke: It's actually horrible. You can try to nuke in the beginning of the attack, but KS'ing with Ophelia is horrible, as you don't need the money. And if you think that you need money, you can get it by jungling.
    Just sayin', is all.

    Quote Originally Posted by Phase1Skeith
    Getting Judgement even before Wrath is prevented by it's (on low level) insane mana costs. Unless you swollow lots of mana potions your creep converting mana will be gone after the first gank.
    Personally, my starting inventory is wards, 3x minor totems, 3x mana pots, and runes. The 3 mana pots almost always gives me enough mana for multiple ganks, and if I need more I'll just put one or two on the courier when it brings me a new set of wards.

  10. #50
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    Meh, that is just badly written. I actually ment that it's horrible if you use it to kill people. Ophelia should actually never get kills. If you can manage that, there are most like 4 heroes in your team that profit TONS more from the gold the kill is giving.
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  11. #51
    Personally i find Nomes into a Staff of the Master the best build.
    Being able to almost spam heals on your whole team from anywhere is incredible.

  12. #52
    guide is great, sorry i dont have time to read comments so this may have been asked but

    The only thing I'd like to see is a section focused on actual ingame bindings and grouping setups with recommendations. Like ophelia bound to f1 or 1 and her creeps bound to 2. Or should you make binds for each creep aswell? Should you constantly rebind your creep group in a certain order so you can quickly and efficiently tab through your creeps abilities in a certain order?

  13. #53
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    Oh yeah oargestory, I'm just wondering why you didn't list Snotter Boss or Sporespitter anywhere in your guide.

    Snotter Boss may be a bit fragile compared to other neutrals (your Command bonuses sort of remedy that though), but the +% Movespeed Aura can be really useful later on.

    Sporespitter has Arachna's Webbed Shot level 2, pretty much. 20% MS slow and -20 AS for 2 seconds.

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  14. #54
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    Vagabonds have a spammable 100 mana burn, you can hang one outside of the short lane and burn the mana of an enemy every few seconds.
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  15. #55
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    Quote Originally Posted by RogerDodger1 View Post
    Vagabonds have a spammable 100 mana burn, you can hang one outside of the short lane and burn the mana of an enemy every few seconds.
    True, burning Mana is nice and I'll try how it works, but right now I would say that a ranged hold + 4 seconds of stun from 2 Minotaurs and 1 Skeletton King are far superior.

    But I'll see how it works. The problem I see is that Vagabonds die extremely fast and you'll lose 1 creep just for the mana burn.

    Quote Originally Posted by exnx View Post
    guide is great, sorry i dont have time to read comments so this may have been asked but

    The only thing I'd like to see is a section focused on actual ingame bindings and grouping setups with recommendations. Like ophelia bound to f1 or 1 and her creeps bound to 2. Or should you make binds for each creep aswell? Should you constantly rebind your creep group in a certain order so you can quickly and efficiently tab through your creeps abilities in a certain order?
    I always group Ophelia and her creeps on 1, creep #1 on 2, creep #2 on 3 and creep #3 on 4. Ophelia alone can be targeted with F1. It may be a bit complicated, but you'll eventually get the hang of it.

    Quote Originally Posted by ElementUser View Post
    Oh yeah oargestory, I'm just wondering why you didn't list Snotter Boss or Sporespitter anywhere in your guide.

    Snotter Boss may be a bit fragile compared to other neutrals (your Command bonuses sort of remedy that though), but the +% Movespeed Aura can be really useful later on.

    Sporespitter has Arachna's Webbed Shot level 2, pretty much. 20% MS slow and -20 AS for 2 seconds.
    If you go for Puzzlebox the +MS% won't be needed. Also a slow may be neat, but a ranged hold from a skeletton king, +8 armor from an Ice Ogre, a 2 second AoE stun from the Minotaur or +20% base damage from the Wolf Commander are far superior imho.
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  16. #56
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    Quote Originally Posted by oargestory View Post
    If you go for Puzzlebox the +MS% won't be needed. Also a slow may be neat, but a ranged hold from a skeletton king, +8 armor from an Ice Ogre, a 2 second AoE stun from the Minotaur or +20% base damage from the Wolf Commander are far superior imho.
    I meant in scenarios where you need creeps fast & can't afford to base your findings on chance & take whatever you can at that time.

    Give your opponents too much time to recover and you'll lose out (ie, pushing a tower when some enemies are dead or defending your tower & waiting for allies, so you just take whatever that's good for the situation)

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  17. #57
    Quote Originally Posted by oargestory View Post
    True, burning Mana is nice and I'll try how it works, but right now I would say that a ranged hold + 4 seconds of stun from 2 Minotaurs and 1 Skeletton King are far superior.
    I think you didn't quite understand how the Vagabond burn is used... ^^

    Basicly you're not using him for your roaming and farming purpose but always hold him near the lane hidden in the forest or behind the tower.
    Whenever his cd is off, send him on the lane to burn mana and hide him again - the Vagabond has too high hp for your enemies to kill him with melee attacks so they pretty much have to use a most likely mana consuming ability if they want to kill him. Even if they kill him, he's neither worth much gold nor experience. Heroes such as Defiler or Accursed will be incapable of laning because they lose 100 mana every 20 seconds and you can also time it to interrupt potions.

    BUT you're right that instead of making the enemy incapable of laning in certain cases yoU'd rather let them lane until they push a little and double kill with 3 boss creeps.
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  18. #58
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    I see.

    Well, I actually never encountered a time where I had to pick one of these creeps, the orange and yellow camps usually spawn a Catman, a Vulture Lord, a Wolf Commander, an Ice Ogre, a Skeletton King or a Minotaur for me.

    I'll try it out next time when I'm short on creeps tho, to see how they add up.
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  19. #59
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    Quote Originally Posted by Phase1Skeith View Post
    I think you didn't quite understand how the Vagabond burn is used... ^^

    Basicly you're not using him for your roaming and farming purpose but always hold him near the lane hidden in the forest or behind the tower.
    Whenever his cd is off, send him on the lane to burn mana and hide him again - the Vagabond has too high hp for your enemies to kill him with melee attacks so they pretty much have to use a most likely mana consuming ability if they want to kill him. Even if they kill him, he's neither worth much gold nor experience. Heroes such as Defiler or Accursed will be incapable of laning because they lose 100 mana every 20 seconds and you can also time it to interrupt potions.

    BUT you're right that instead of making the enemy incapable of laning in certain cases yoU'd rather let them lane until they push a little and double kill with 3 boss creeps.
    I know what you meant, I most certainly did. It's a nice way to harass, there's nothing to discuss here, I agree with you.

    I actually don't know if the last paragraph was sarcasm, but I actually really believe that letting them push and then proceed killing them with 3 creeps is a more viable option.
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  20. #60
    Quote Originally Posted by oargestory View Post
    I actually don't know if the last paragraph was sarcasm, but I actually really believe that letting them push and then proceed killing them with 3 creeps is a more viable option.
    No, it wasn't.
    It's a basic event in pretty much every game played with .

    Unless it's one of those virtually impossible to kill lanes.
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