1. Example: You are laning against a level 6
and a level 5
. In this situation assuming you have enough mana, you could potentially do this:
a. Cast Traumatize on CM. This will stop her from being able to interrupt your Psychic Link.
b. Cast Erase Memory on yourself, then cast Psychic Link on Jug. Because of your ult's delay you can cast Psychic link before your ult triggers, meaning it will now trigger during the link. Also, because you and Jug are the same level, the link will be a tie and both of you will lose a level from Erase Memory.
c. The fun part. Now cast Revelation on yourself after the link ends. You will go from 5 to 6 and put a point back into Erase Memory. This will then allow you to cast Erase Memory (assuming you possess the mana) on Jug again but this time you dont need to use Psychic Link because Jug is lower level than you. bringing him from 5 to 4. At this point you may also be able to cast Traumatize on Jug because he is now 4 and you are still 6. Take a deep breath, you've just gone from 6 to 5 to 6 in the span of a several seconds, but more importantly the Jug has gone to 4. You may need to split this combo up and back away for a moment if you find yourself waiting for Revelation to pop so you can ult the Jug again, but I don't think this will harm the combo as much as extend it.
2. A very simple combo is to cast Revelation on yourself, then cast Psychic Link on an allied hero who is the same level you are. The Link will result in a tie, and both you and your ally will gain a level!
Note: If you are wondering why both these combos require the Psychic Link, remember that Finar needs to be higher level than ANY hero, enemy or ally, to cast any of his spells on them without using the Link. The Link also doubles the effect of Revelation so its useful in addition to bypassing Mental Resistance.
3. In a desperate situation, if you need to control an enemy hero you can cast Traumatize, then Psychic Link yourself to an enemy hero who is the same level as you to deal damage and silence yourself and them. This is more of a last ditch effort than an ideal way to start a fight, but it may be useful in a pinch, or when you outnumber a enemy.
Note: All numbers for the abilities/talents/stats are subject to change, especially based off third-party feedback, these numbers are not intended to be set in stone or represent how I think they must be, but are more of a rough outline.
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