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You pretty much balance farming, and killing in order to get so far ahead that it's impossible to lose.
45 sec cd / 35 sec duration of death pact. You pretty much renew you death pact off cooldown and kill a hero then farm, rines and repeat. The cooldown on strafe is not a factor of a big deal. Even engaging without strafe you do immense damage, and phase boots help you run down targets. Orb walking will supply great damage when done correctly.
Strafe will pretty much put you at a near max attack speed, therefore additive attack speed from boots is barely noticeable. +24 damage of phase boot allows heavier burst with medallion. When you complete medallion and phase boots you just roam and 4-5 shot any hero.
Being able to phase boots around while windwalk is on cooldown is also a perk. A majority of clinkz players will keep their boots on agility, but whats the point when you have strafe? 24 damage trumps 8 damage.
And if you do in fact use power treads for the extra health it's not really noticeable unless you're being ganked, which I can see extra strength being useful.
Does Searing Arrows remove Phase if cast manually or no? I can't remember if Orb mechanics are excluded as "Spells".
Strafe will pretty much put you at a near max attack speed, therefore additive attack speed from boots is barely noticeable. +24 damage of phase boot allows heavier burst with medallion. When you complete medallion and phase boots you just roam and 4-5 shot any hero.
Being able to phase boots around while windwalk is on cooldown is also a perk. A majority of clinkz players will keep their boots on agility, but whats the point when you have strafe? 24 damage trumps 8 damage.
And if you do in fact use power treads for the extra health it's not really noticeable unless you're being ganked, which I can see extra strength being useful.
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45 sec cd / 35 sec duration of death pact. You pretty much renew you death pact off cooldown and kill a hero then farm, rines and repeat. The cooldown on strafe is not a factor of a big deal. Even engaging without strafe you do immense damage, and phase boots help you run down targets. Orb walking will supply great damage when done correctly.
Strafe will pretty much put you at a near max attack speed, therefore additive attack speed from boots is barely noticeable. +24 damage of phase boot allows heavier burst with medallion. When you complete medallion and phase boots you just roam and 4-5 shot any hero.
Being able to phase boots around while windwalk is on cooldown is also a perk. A majority of clinkz players will keep their boots on agility, but whats the point when you have strafe? 24 damage trumps 8 damage.
And if you do in fact use power treads for the extra health it's not really noticeable unless you're being ganked, which I can see extra strength being useful.
Does Searing Arrows remove Phase if cast manually or no? I can't remember if Orb mechanics are excluded as "Spells".
Being able to phase boots around while windwalk is on cooldown is also a perk. A majority of clinkz players will keep their boots on agility, but whats the point when you have strafe? 24 damage trumps 8 damage.
And if you do in fact use power treads for the extra health it's not really noticeable unless you're being ganked, which I can see extra strength being useful.