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Staying Alive To Collect Wand Charges

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Forum » General Discussion » Staying Alive To Collect Wand Charges 6 posts - page 1 of 1
Permalink | Quote | PM | +Rep by Kyfoid » November 25, 2013 6:28pm | Report
I already discussed the importance of staying alive in order to maintain support for the team with support items (Centaur, Juggernaut)

But now I want to get in to another concept, and that is to also stay alive to collect wand charges.

I've said it before...

I just don't like putting points in to breath of fire on dragon knight, and with stats I can tank better, get last hits more effectively and use more mana towards stuns.

However...

If my partner was a Centaur that started with a Headdress, I could start with wand, 2x strength gloves and I think there would be enough gold left over for the Urn recipe.

Later a basilus could be considered if dragon knight + centaur want provide combo support aura for the team, but with this combination you could put 1 point in to dragon blood and then just go back and forth between dragon's breath and stun because centaur would be providing you with the survivability to do so.

So whether dragon knight + centaur(with his headdress) (Super stun combo)

or Juggernaut(starting with basilus + soul ring recipe) + centaur (ridiculous tanking capability)


I think both are critically important for making dota 2 battles in to reasonable fights with actual hope.

Kyfoid


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Permalink | Quote | PM | +Rep by Kyfoid » November 25, 2013 6:29pm | Report
So Dragon knight could stay alive to collect both urn and wand charges, which, together, could be a pretty powerful thing.

Another character who could stay alive well to collect wand charges is timber saw, but again, I really prefer this concept when with a centaur who starts with a headdress.

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Permalink | Quote | PM | +Rep by SkyStormSpectre » November 26, 2013 11:40pm | Report
Wand's charges amount is more based on the enemy team's spells than it is of your own survival. Plus remember that there's a maximum amount. Enemies with low CD spells are better for wands.

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Permalink | Quote | PM | +Rep by Timminatorr » November 27, 2013 1:16am | Report
Getting a wand is not based on how surviveable a hero is, it is based on the opponents heroes and item slots.

For instance if you are in a teamfight, your stick will get some charges, and at some point you are on less then 100 Hp, at that point you pop your stick and you can survive that last autoattack and get that last spell off. That could make all the difference.

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Permalink | Quote | PM | +Rep by samukobo » November 27, 2013 2:06am | Report
Being durable does allow you to logically collect more urn and wand charges compared to being squishy regardless of the enemy team, but these, contrary to what you said, are not "pretty powerful things" when compared to, say, actually killing enemy heroes.
Quoted:

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Permalink | Quote | PM | +Rep by Illiander » November 27, 2013 10:37am | Report
Magic Wand depends on the enemy hero almost completely. If you're up against an Anti-Mage wand is pretty much useless, unlike against a Batrider. (those are extreme examples, obviously)

Urn of Shadows depends entirely on your hero.
Are you playing a ganky hero who expects to get lots of kills? Bounty Hunter, Spirit Breaker, etc... Then Urn of Shadows is good for you.
Are you playing a teamfight hero who expects to still be alive at the end of it? Then Urn of Shadows is good for you.
Are you playing a hard farmer or split-pusher who is unlikely to see more than 5 kills in the first 20 mins? Phantom Lancer, Anti-Mage, etc... Then Urn of Shadows is bad for you.
Is someone else on your team a better Urn carrier than you are, *and* planning to pick it up? Then Urn of Shadows is bad for you (only one person gets the charges per kill)


Simple, no?


...
...

Hang on, this is a Kyfoid thread. Where are the double boots? You have a reputation to maintain here!

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