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Thank you. Im still working on with my build and item choice. But for the moment what ive written was what works for me since im still at the lower bracket skill. This may or may not change as time goes by. Thank you.
Hey eranie, welcome to Dota Fire and thanks for your guide on CM! Looking good so far :)
As it's probably obvious, I'm also a huge Crystal fan, and it's my most played hero. So I'm gonna leave you here my opinion on some stuff!
First and foremost, my skill and item build is different from yours, but I think we can always say it's because of different play styles/level of games played. In lower levels players tend to max Frostbite first, while in higher levels you only do that in very few occasions (if there is a hero with a blink ability on the enemy team for instance). Your build is at least coherent, since you max Frostbite and accordingly you get a Aether Lens. So regarding this I will only advise: try other builds too! For instance, have you ever tried my favourite one - Urn of Shadows into Glimmer Cape/ Force Staff? If you do let me know what you think; or just in advance tell me why you don't think it suits you, or any questions (for instance if you don't know why higher level players max Crystal Nova first 90% of times).
The only thing I really dislike about your guide: you say some things in a very definite tone that are not absolutely correct, in the sense that they are not right for higher level players (and ideally you want to aspire for that). For instance: there are actually more situations where maxing your Arcane Aura first is preferable to maxing Frostbite first: it really depends on your team or the enemy team's composition. Say, for instance, that you have a Storm Spirit on your team: you should most definitively max it early, as it gives him more damage/survivibility. So it's good for you to look at your choices as framed by your experience, and realize their limitations.
Other examples of this: Vladmir's Offering is really not a CM item, I don't think I've ever seen one with it/thought it would be good. Some reasons behind this are: 1) the fact that you need to survive and be close to your team to help them with the aura in teamfights - and you don't do both naturally, because you die more than the cores since you're the support and because you don't want to be in the middle of the teamfight but on the back to be useful without insta dying; 2) the fact that the items that build the item up are completely useless on CM - Ring of Basilius, Morbid Mask, Headdress, CM doesn't need any of this/doesn't give her anything of any value for the role she plays; 3) Because there are other, better items that suit CM needs more.
I think a good way for any of us to think of an item build that suits a hero is to go through a series of steps, including what your team needs too, but not only: your team maybe needs a Vlads but if the item doesn't help your hero at all then it's still gonna be a bad choice, as you want to have things that benefit both you and your team, to do your job better.
My personal list of CM needs is as follow: 1) Utility for your team; 2) Survivibility/Self Protection; 3) Mobility; 4) Damage/Disable.
In my opinion, you should try to get on her the items that fullfill the most options out of this list, hence why I dislike Aether Lens completely for instance, since it doesn't give her the 2 and 3, while giving too little 1 and 4 to make it worth. Conversily, that's why I like items like Urn of Shadows, Glimmer Cape and Force Staff, because they give her many of this advantages at the same time.
Another example of not being complete in the info given would be what you say on Glimmer Cape: "buy this if your being focused too often. Glimmer yourself before freezing field. This gives magic restance too. You can glimmer your initiator too before initiating to minimize the magic damage hell get." Right now Glimmer is considered almost core on CM, because of the versatility/utility it brings to her and her teammates. It will help you not only if you're being focused often (which you're always supposed to be, you are the first priority target of the enemy team, because you're the most easy to kill), but it also increases your survivibility in all scenarios, allows you to channel your ultimate, and can be used on every single one of your teammates to help them escape/minimize the damage they take. Btw it also doesn't interrupt channeling, so you can actually use it also during Freezing Field.
I'm known for very lenghtly comments specially regarding my beloved princess of ice, so I will end up here! :D I hope I hinted at some stuff that can help you though, and I think your guide has space for improvement while keeping your original idea - just give a look at other guides around and see what higher level players do with Crystal Maiden on Dotabuff, for instance.
Hello chichi chan. Thank you for this wonderful lengthy comment. I would love to play better with my favorite heroes. And hearing an advice from a veterans is a start to play better. I really dont buy vlads unless told so. Ill fix it later.hehe. and for maxing aura, yeah youre right, there were instances you want it max first, im just not comfortable to max it first.but i will keep that in mind. Aether lens is my comfort zone item so i put it in core, and when i checked out my winrate with this item a while ago, i found out its not so good after all, i always max frostbite but yeah pro plays max crystal nova most of the time. I also tried that but im just an ordinary player in lower bracket, and everyone is aggressive. But ill play her with what you taught me in your comment when playing with good friends. I always watch pro players in youtube. And i hope someday ill be good. Ill fix my guide after 50 games playing her differently. Thanks chichi.
@eranie, thank you too for your long and nice answer! You're into something indeed, it's always good to keep our minds open to other builds cause we never stop learning but in the end what works better for us is what we should be doing :) good luck with your games!
Gonna have to disagree with you hear ChiCHi.
I am in no way a pro but if you play it right a build in which you max out Frostbite can definetly work if you play it right. I love going this build and it still works in 3k.
You just have to use it to gank single targets or lock down the enemies main damage dealer.
Also: Never max Arcane Aura before having at least 5-8 skill points in your first two skills.
Even pros say that. You are basically throwing Crystal Maiden's early game overboard and then you have wasted her potential. It can be really good after you put 2 points into Crystal Nova and 4 points into Frostbite or the other way around if you prefer that.
There are cases in which just maxing the aura is good but those cases are so rare it's not even worth talking about them.
And at the end of the day it really comes down to your playstyle. I know players who reached 4k and just spammed Omniknight skilling Degen Aura, Repel and stats, maybe accompanied by one poin in their ult. Even if you follow a build that is seen as "wrong" by the community or the pros it can be "right" for you (don't just go nuts though, you would need a really good reason for your Refresher Orb , Blade Mail , Octarine Core Crystal Maiden).
It's not wrong when you look at the pros and question your builds. But don't just follow them blindly. See what works for you and keep your eyes open for other possibilities, you will just slowly adapt your build into the right direction at some point.
@Michi ahah ofc we read what you write, long or not.
I think Crystal Maiden is such a good hero that indeed the three builds can work out for her, but I don't agree at all that getting a 0,5 increased duration on Frostbite (so another 0,5 duration on your one target root) plus 150 damage (to one target) is better than getting an increased 30 attack speed slow + 30% move speed slow + 150 damage in an AoE large enough to get at least 3 to 4 heroes consistently.
Crystal Nova should be maxed in 90% of cases, if you wish, and I think pros all do this now cause indeed I watch them a lot, specially when they pick CM. I would say the other 10% of times is a 50/50 division on maxing Frostbite first if there are blinkers/completely reliant on right clicks heroes on the enemy team ( Phantom Assassin etc) or you really need the extra lockdown cause your team is lacking it, or maxing Arcane Aura if you have strong cores that rely on more mana for damage/survivibility (like Storm Spirit or Clinkz, just to name a few).
So I would say there are as much cases that you should max the aura as there are cases where you should max the root, or even less - people underestimate the aura in my opinion, to be honest, cause they are bad, so they don't see the subtle difference in having more mana regen constantly as opposed to having a longer disable. A maxed Arcane Aura gives 3 mana regen to everybody (just compare this number to the 0.65 that Ring of Aquila gives or the 0.85 Infused Raindrops gives) and 8 (!) mana regen to yourself, meaning you can literally always thread the map with full mana. I did the math recently: its regen gives you 180 mana per minute, that is, 36 mana in 30 seconds. That is incredible, and actually one of the reasons why CM is picked over other heroes sometimes.
So I think if we are not talking about exceptional cases (where you should max other skills in different orders), most of the times the build that goes Frostbite - Aura - Aura - Crystal N - Crystal N - Freezing F - Crystal N - Crystal N is the one that gives you, at the same time, the most utility for yourself and for the rest of your team (and coincidently this is the build pros have been doing for some time, and I think we usually should consider that an important factor, as they have their reasons and know better than us what they are doing).
Ofc this doesn't mean "follow blindly" this or that, just the opposite: Since I've been playing dota I changed my CM build tons of times, I still do it, I constantly rethink what is better at that moment both in general terms and for my specific play style. The best player is always the one that can adapt to the situation required of him, but that doesn't mean that there isn't some "comfort base" for every hero that you should take into account because most people consider it's the most efficient.
0-1-2?
You might be right with the pros doing it all the time and the most likely have their reasons for it but how do you zone with that. Heck how do you even attempt to trade with that build. The only thing you will be able to do is jungle. With one level in Frostbite you can't even really gank.
Tell me, how does this work?
I just don't see it...
I'm not sure I know what you mean: 0 1 2? Build is usually up to level 6 W-E-E-Q-Q-R/2-1-2-1.
I don't understand what you mean with trading either? You don't trade as CM, you annoy in the early with Frostbite and waste your mana if you're not careful, that's all. Having Frostbite and Crystal Nova makes you trade even better/ups your chances of finding kills in lane/roaming. If you can't gank with 1 level in Frostbite how can you do it with more levels ahah it's literally 0,5 more duration, it's not gonna make a difference, and you need to close the gap first, that is, you use Nova to approach, then you and your teammate approach, then you Frostbite. You also need the aura points if you want to have mana to use your spells at all in the early game, buying only one Clarity in the beginning. Crystal Nova is really strong both in the laning stage and in later teamfights, with CM level 4 you can basically spam that constantly for harassment too, if that's your thing.
My usual first 5 min: Access the lane and see if you have killing potential. If so use 1 Frostbite trying to achieve that. Pull and stack, try to get level 2 in the jungle with your 2 Frostbite, skill aura, use Clarity, guard runes, keep doing that until level 3 with one more aura point, now you can keep doing your thing but also using F in the offlaner every time you come to lane/jungle creeps meanwhile if nothing is happening. By this point if your lane is totally secure get a smoke and rotate, or just keep a TP.
In some situations I also go 1-1-1, if you see at level 3 you have killing potential in your lane or if you want to roam really early cause you have a trilane, for instance.
*Says you don't trade.**immeaditly uses the word trade after two sentences of explaining that*
about the level-skill stuff
x=a+b+c+d
where x is your level and a,b,c and d your respective skills with d being your ultimate and a your first ability.
But now I see the main difference in our mindset.
When I start the game I kill the large creep at 30 seconds to get half of my level 2. Then I pull the wave at 0:53 maintaining the lane equilibrium and creating an xp advantage for my carry while also getting myself level 2.
If the offlaner tries to contest the lane my carry will come to reinforce and with me having Frostbite the enemy offlaner will be forced to back off (unless it's something as funny as Axe for example).
Then I will wrap around and start forcing the enemy offlaner to either take harass or chase after me/trade with me. I think you shouldn't try to dodge all of the harass dished out by enemies but instead keep the damage taken as small as possible while still keeping the enemy in check all the time.
If this doesn't work I will usually rotate out of the lane, advice my carry to swap lanes with our offlaner or hug the tower and pray for the midgame to come (this only happens if you can't gank anything, and your team is at a huge disadvantage throughout the early game)
If the forcing works I will rotate out if my carry can keep the enemy offlaner in check or I will stay if they could snowball out of controll and be a huge danger ( Bristleback).
If it's a dual offlane it just comes down to you killing them first as CM or babysit and rotate. It's usually prefered to play agressive so you should seek a kill unless your laning partner has an innate weak early game ( Spectre) or is defensive Medusa.
A weak early game means you are forced to babysit and a defensive one means you are free to rotate after a few pulls (and therefore xp-advantage for your carry).
I literally only used "trade" because you did and I tried to do it in the way I thought you did, so you're saying that's what you meant indeed? :)
See your description fits quite well what I also think of an early game and a usefull CM. What I don't understand is what skil build do you use to allow you to "keep the enemy offlaner in check"? If it's just frotbitting them, then I think most will really just ignore it/you won't get to kill him/you'll put yourself in risk because of Frost's low cast range. If you don't have two aura points or at least one at that point, you'll also run out of mana for that pretty quick. So I do the same you said, including rotating or not, only I do it with maxing Crystal Nova asap and spam it to approach/kill/zone.
1. I was trying to make a joke. It was an attempt of mine to be funny and a horrible one at that.
I, uhm, I guess I just play around it. I always felt like Frostbite has a really big cast ramge.
I wrap around the trees, slow them down with my level 1 Frost Nova or I let my ally engage first.
My basic thought is (I will completly ignore Weaver and similar heroes):
I can use both skills once within 10 seconds and I have an enemy moving with 300dm/s (dotameters/second).
First case: 3 levels in Crystal Nova and one in Frostbite.
Average ms = (4.5*300*0.6+1.5*0+4*300)/10=201
Dmg = 200+150=350
Second case: 1 level in Crystal Nova and 3 in Frostbite.
Average ms = (4,5*300*0,8+2.5*0+3*300)/10=198
Dmg = 100+250=350
It seems minimal - I know. But this means that if I am able to hit Frostbite without problems then I can let my melee carry get easy hits on the enemy (I find that my allies have it somehow easier to damage them when they stand still) while I can position myself in front of the enemy ready to Crystal Nova and bodyblock him into submission.
If my enemy could fight back it will also in most cases limit his options/decreasing his dps.
(Also the easier jungling and those sweet big creeps - they are basically screaming: Become able to afford brown boots and use the money to buy new wards anyways!)
Landing Frostbite is like landing Death Pulse in the early game.
Use the fog, force your enemy to do something stupid, get him out of position by pulling, aggravate him to make him careless.
In the end it really comes down to play style I guess. I am a strategist:
Communicating with my team and outsmarting my oponent is my way to victory.
As it is often in dota - it all comes down to your personal playstyle.
Michi, it always lasts 10 seconds on creeps. And it deals constant damage, leveling it up will not make your jungling any smoother as it already is with a level one Frostbite. 50 every 0.5 seconds. On whatever you cast it on.
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Also, I suggest you build first Arcane Boots if you are going to build an Aether Lens. This is because Arcane Boots are still good on a cm and for your team and you can than later dissassamble your Arcane Boots into the Energy Booster and the brown boots to use that Energy Booster into your Aether Lens when you have finished it.
As it's probably obvious, I'm also a huge Crystal fan, and it's my most played hero. So I'm gonna leave you here my opinion on some stuff!
First and foremost, my skill and item build is different from yours, but I think we can always say it's because of different play styles/level of games played. In lower levels players tend to max Frostbite first, while in higher levels you only do that in very few occasions (if there is a hero with a blink ability on the enemy team for instance). Your build is at least coherent, since you max Frostbite and accordingly you get a Aether Lens. So regarding this I will only advise: try other builds too! For instance, have you ever tried my favourite one - Urn of Shadows into Glimmer Cape/ Force Staff? If you do let me know what you think; or just in advance tell me why you don't think it suits you, or any questions (for instance if you don't know why higher level players max Crystal Nova first 90% of times).
The only thing I really dislike about your guide: you say some things in a very definite tone that are not absolutely correct, in the sense that they are not right for higher level players (and ideally you want to aspire for that). For instance: there are actually more situations where maxing your Arcane Aura first is preferable to maxing Frostbite first: it really depends on your team or the enemy team's composition. Say, for instance, that you have a Storm Spirit on your team: you should most definitively max it early, as it gives him more damage/survivibility. So it's good for you to look at your choices as framed by your experience, and realize their limitations.
Other examples of this: Vladmir's Offering is really not a CM item, I don't think I've ever seen one with it/thought it would be good. Some reasons behind this are: 1) the fact that you need to survive and be close to your team to help them with the aura in teamfights - and you don't do both naturally, because you die more than the cores since you're the support and because you don't want to be in the middle of the teamfight but on the back to be useful without insta dying; 2) the fact that the items that build the item up are completely useless on CM - Ring of Basilius, Morbid Mask, Headdress, CM doesn't need any of this/doesn't give her anything of any value for the role she plays; 3) Because there are other, better items that suit CM needs more.
I think a good way for any of us to think of an item build that suits a hero is to go through a series of steps, including what your team needs too, but not only: your team maybe needs a Vlads but if the item doesn't help your hero at all then it's still gonna be a bad choice, as you want to have things that benefit both you and your team, to do your job better.
My personal list of CM needs is as follow:
1) Utility for your team;
2) Survivibility/Self Protection;
3) Mobility;
4) Damage/Disable.
In my opinion, you should try to get on her the items that fullfill the most options out of this list, hence why I dislike Aether Lens completely for instance, since it doesn't give her the 2 and 3, while giving too little 1 and 4 to make it worth. Conversily, that's why I like items like Urn of Shadows, Glimmer Cape and Force Staff, because they give her many of this advantages at the same time.
Another example of not being complete in the info given would be what you say on Glimmer Cape: "buy this if your being focused too often. Glimmer yourself before freezing field. This gives magic restance too. You can glimmer your initiator too before initiating to minimize the magic damage hell get." Right now Glimmer is considered almost core on CM, because of the versatility/utility it brings to her and her teammates. It will help you not only if you're being focused often (which you're always supposed to be, you are the first priority target of the enemy team, because you're the most easy to kill), but it also increases your survivibility in all scenarios, allows you to channel your ultimate, and can be used on every single one of your teammates to help them escape/minimize the damage they take. Btw it also doesn't interrupt channeling, so you can actually use it also during Freezing Field.
I'm known for very lenghtly comments specially regarding my beloved princess of ice, so I will end up here! :D I hope I hinted at some stuff that can help you though, and I think your guide has space for improvement while keeping your original idea - just give a look at other guides around and see what higher level players do with Crystal Maiden on Dotabuff, for instance.
Cheers!
ChiChi
I am in no way a pro but if you play it right a build in which you max out Frostbite can definetly work if you play it right. I love going this build and it still works in 3k.
You just have to use it to gank single targets or lock down the enemies main damage dealer.
Also: Never max Arcane Aura before having at least 5-8 skill points in your first two skills.
Even pros say that. You are basically throwing Crystal Maiden's early game overboard and then you have wasted her potential. It can be really good after you put 2 points into Crystal Nova and 4 points into Frostbite or the other way around if you prefer that.
There are cases in which just maxing the aura is good but those cases are so rare it's not even worth talking about them.
And at the end of the day it really comes down to your playstyle. I know players who reached 4k and just spammed Omniknight skilling Degen Aura, Repel and stats, maybe accompanied by one poin in their ult. Even if you follow a build that is seen as "wrong" by the community or the pros it can be "right" for you (don't just go nuts though, you would need a really good reason for your Refresher Orb , Blade Mail , Octarine Core Crystal Maiden).
It's not wrong when you look at the pros and question your builds. But don't just follow them blindly. See what works for you and keep your eyes open for other possibilities, you will just slowly adapt your build into the right direction at some point.
I think Crystal Maiden is such a good hero that indeed the three builds can work out for her, but I don't agree at all that getting a 0,5 increased duration on Frostbite (so another 0,5 duration on your one target root) plus 150 damage (to one target) is better than getting an increased 30 attack speed slow + 30% move speed slow + 150 damage in an AoE large enough to get at least 3 to 4 heroes consistently.
Crystal Nova should be maxed in 90% of cases, if you wish, and I think pros all do this now cause indeed I watch them a lot, specially when they pick CM. I would say the other 10% of times is a 50/50 division on maxing Frostbite first if there are blinkers/completely reliant on right clicks heroes on the enemy team ( Phantom Assassin etc) or you really need the extra lockdown cause your team is lacking it, or maxing Arcane Aura if you have strong cores that rely on more mana for damage/survivibility (like Storm Spirit or Clinkz, just to name a few).
So I would say there are as much cases that you should max the aura as there are cases where you should max the root, or even less - people underestimate the aura in my opinion, to be honest, cause they are bad, so they don't see the subtle difference in having more mana regen constantly as opposed to having a longer disable. A maxed Arcane Aura gives 3 mana regen to everybody (just compare this number to the 0.65 that Ring of Aquila gives or the 0.85 Infused Raindrops gives) and 8 (!) mana regen to yourself, meaning you can literally always thread the map with full mana. I did the math recently: its regen gives you 180 mana per minute, that is, 36 mana in 30 seconds. That is incredible, and actually one of the reasons why CM is picked over other heroes sometimes.
So I think if we are not talking about exceptional cases (where you should max other skills in different orders), most of the times the build that goes Frostbite - Aura - Aura - Crystal N - Crystal N - Freezing F - Crystal N - Crystal N is the one that gives you, at the same time, the most utility for yourself and for the rest of your team (and coincidently this is the build pros have been doing for some time, and I think we usually should consider that an important factor, as they have their reasons and know better than us what they are doing).
Ofc this doesn't mean "follow blindly" this or that, just the opposite: Since I've been playing dota I changed my CM build tons of times, I still do it, I constantly rethink what is better at that moment both in general terms and for my specific play style. The best player is always the one that can adapt to the situation required of him, but that doesn't mean that there isn't some "comfort base" for every hero that you should take into account because most people consider it's the most efficient.
You might be right with the pros doing it all the time and the most likely have their reasons for it but how do you zone with that. Heck how do you even attempt to trade with that build. The only thing you will be able to do is jungle. With one level in Frostbite you can't even really gank.
Tell me, how does this work?
I just don't see it...
I don't understand what you mean with trading either? You don't trade as CM, you annoy in the early with Frostbite and waste your mana if you're not careful, that's all. Having Frostbite and Crystal Nova makes you trade even better/ups your chances of finding kills in lane/roaming. If you can't gank with 1 level in Frostbite how can you do it with more levels ahah it's literally 0,5 more duration, it's not gonna make a difference, and you need to close the gap first, that is, you use Nova to approach, then you and your teammate approach, then you Frostbite. You also need the aura points if you want to have mana to use your spells at all in the early game, buying only one Clarity in the beginning. Crystal Nova is really strong both in the laning stage and in later teamfights, with CM level 4 you can basically spam that constantly for harassment too, if that's your thing.
My usual first 5 min: Access the lane and see if you have killing potential. If so use 1 Frostbite trying to achieve that. Pull and stack, try to get level 2 in the jungle with your 2 Frostbite, skill aura, use Clarity, guard runes, keep doing that until level 3 with one more aura point, now you can keep doing your thing but also using F in the offlaner every time you come to lane/jungle creeps meanwhile if nothing is happening. By this point if your lane is totally secure get a smoke and rotate, or just keep a TP.
In some situations I also go 1-1-1, if you see at level 3 you have killing potential in your lane or if you want to roam really early cause you have a trilane, for instance.
about the level-skill stuff
x=a+b+c+d
where x is your level and a,b,c and d your respective skills with d being your ultimate and a your first ability.
But now I see the main difference in our mindset.
When I start the game I kill the large creep at 30 seconds to get half of my level 2. Then I pull the wave at 0:53 maintaining the lane equilibrium and creating an xp advantage for my carry while also getting myself level 2.
If the offlaner tries to contest the lane my carry will come to reinforce and with me having Frostbite the enemy offlaner will be forced to back off (unless it's something as funny as Axe for example).
Then I will wrap around and start forcing the enemy offlaner to either take harass or chase after me/trade with me. I think you shouldn't try to dodge all of the harass dished out by enemies but instead keep the damage taken as small as possible while still keeping the enemy in check all the time.
If this doesn't work I will usually rotate out of the lane, advice my carry to swap lanes with our offlaner or hug the tower and pray for the midgame to come (this only happens if you can't gank anything, and your team is at a huge disadvantage throughout the early game)
If the forcing works I will rotate out if my carry can keep the enemy offlaner in check or I will stay if they could snowball out of controll and be a huge danger ( Bristleback).
If it's a dual offlane it just comes down to you killing them first as CM or babysit and rotate. It's usually prefered to play agressive so you should seek a kill unless your laning partner has an innate weak early game ( Spectre) or is defensive Medusa.
A weak early game means you are forced to babysit and a defensive one means you are free to rotate after a few pulls (and therefore xp-advantage for your carry).
See your description fits quite well what I also think of an early game and a usefull CM. What I don't understand is what skil build do you use to allow you to "keep the enemy offlaner in check"? If it's just frotbitting them, then I think most will really just ignore it/you won't get to kill him/you'll put yourself in risk because of Frost's low cast range. If you don't have two aura points or at least one at that point, you'll also run out of mana for that pretty quick. So I do the same you said, including rotating or not, only I do it with maxing Crystal Nova asap and spam it to approach/kill/zone.
I, uhm, I guess I just play around it. I always felt like Frostbite has a really big cast ramge.
I wrap around the trees, slow them down with my level 1 Frost Nova or I let my ally engage first.
My basic thought is (I will completly ignore Weaver and similar heroes):
I can use both skills once within 10 seconds and I have an enemy moving with 300dm/s (dotameters/second).
First case: 3 levels in Crystal Nova and one in Frostbite.
Average ms = (4.5*300*0.6+1.5*0+4*300)/10=201
Dmg = 200+150=350
Second case: 1 level in Crystal Nova and 3 in Frostbite.
Average ms = (4,5*300*0,8+2.5*0+3*300)/10=198
Dmg = 100+250=350
It seems minimal - I know. But this means that if I am able to hit Frostbite without problems then I can let my melee carry get easy hits on the enemy (I find that my allies have it somehow easier to damage them when they stand still) while I can position myself in front of the enemy ready to Crystal Nova and bodyblock him into submission.
If my enemy could fight back it will also in most cases limit his options/decreasing his dps.
(Also the easier jungling and those sweet big creeps - they are basically screaming: Become able to afford brown boots and use the money to buy new wards anyways!)
Landing Frostbite is like landing Death Pulse in the early game.
Use the fog, force your enemy to do something stupid, get him out of position by pulling, aggravate him to make him careless.
In the end it really comes down to play style I guess. I am a strategist:
Communicating with my team and outsmarting my oponent is my way to victory.
As it is often in dota - it all comes down to your personal playstyle.
Just side note though, jungling doesn't become any easier with extra Frostbite points, creep duration is always exactly the same.
Michi, it always lasts 10 seconds on creeps. And it deals constant damage, leveling it up will not make your jungling any smoother as it already is with a level one Frostbite. 50 every 0.5 seconds. On whatever you cast it on.
God dammit...