Dis, Elemental Spawn (Ultimate)
- SetaSoujirou
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Dis, Elemental Spawn (Ultimate)
Well, he can spawn 2 elementals on attack, and also gain hp/mp in the process. If you keep attacking, then it causes some insane lag, which I don't normally have with DoE. So, you get firebrand + drakescale, those two together make two conditions on attack. (Firebrand makes you burn on attack, and drakescale makes you bleed when you are inflicted by a condition) Then you get last rites, and the mana equivalent at the lower shop whose name I can't remember.
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- Rising_Dusk
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Re: Dis, Elemental Spawn (Ultimate)
Of course, this costs 32 faction to pull off as a minor side note.
It only lags because of how long the flight time of the little dudes is, and even then only when you're spawning a bunch of them at once. (Combined with everything else going on in the map)
It only lags because of how long the flight time of the little dudes is, and even then only when you're spawning a bunch of them at once. (Combined with everything else going on in the map)
"I'll come to Florida one day and make you look like a damn princess." ~Hep
Re: Dis, Elemental Spawn (Ultimate)
its fun, the lag is likely due to their spawning animation
- Rising_Dusk
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Re: Dis, Elemental Spawn (Ultimate)
I should probably speed up their flight time to prevent this from being a problem.
"I'll come to Florida one day and make you look like a damn princess." ~Hep
Re: Dis, Elemental Spawn (Ultimate)
great ideaRising_Dusk wrote:I should probably speed up their flight time to prevent this from being a problem.
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Re: Dis, Elemental Spawn (Ultimate)
Perhaps his starting hp should be slightly buffed, though? 360 seems way too small. Not his ending hp, just his starting.
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- Rising_Dusk
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Re: Dis, Elemental Spawn (Ultimate)
Screw you people and your Dis hatred.
"I'll come to Florida one day and make you look like a damn princess." ~Hep
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Re: Dis, Elemental Spawn (Ultimate)
I don't hate Dis, I'm actually quite good with him. He's amazingly fun to play. I just thought that maybe having it so Torrne can't kill him with 2 nukes might be a good idea early game, since it makes it that those who aren't very good at micro-ing just die horribly with Dis.
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- Hell_Tempest
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Re: Dis, Elemental Spawn (Ultimate)
I don't hate Dis either. I haven't even played him yet. I like Dag too much xD.
Re: Dis, Elemental Spawn (Ultimate)
He seems possibly a little low in the health department. But only a little bit. He's awesome otherwise.
Re: Dis, Elemental Spawn (Ultimate)
Don't get me wrong, I love dis, and have managed to do quite well with him. Those of you suggesting item builds on Dis that would be akin to recommending six divine rapiers in DotA are diluting the fact that all Dis needs practical items and fast in order to be viable. The most successful build I've seen masses HP pots, masses +str, then rushes to buy last rites. My only complaint is that his early game options are pretty much nill.
For example, Dis cannot lane against glasse. Until the middle levels optical flare takes off half of Dis's health, forcing him to constantly heal. Nearly every bane hero has a spell that forces Dis to towerhug, losing vast amounts of exp.
As we have constantly trashed on dota about in the past, making a hero lose exp in the early game to deal with lategame potential is not balanced. I am not suggesting that Dis is made less fragile in HP, it would be a damn shame to destroy the dynamic of a glass cannon trying to heal himself in the middle of combat just to stay alive. I merely suggest that his starting armor would be increased by a small amount. Doing this would maintain his vulnerability to things he should be, while making him a little more resistant to early combat.
Many people vastly underestimate the power of heartburn. +30 damage is not a small amount, combine this with the DPS of burn, and the dps of his summons, and I have once killed a full hp dag that thought I could not hurt him, so he didn't run.
For example, Dis cannot lane against glasse. Until the middle levels optical flare takes off half of Dis's health, forcing him to constantly heal. Nearly every bane hero has a spell that forces Dis to towerhug, losing vast amounts of exp.
As we have constantly trashed on dota about in the past, making a hero lose exp in the early game to deal with lategame potential is not balanced. I am not suggesting that Dis is made less fragile in HP, it would be a damn shame to destroy the dynamic of a glass cannon trying to heal himself in the middle of combat just to stay alive. I merely suggest that his starting armor would be increased by a small amount. Doing this would maintain his vulnerability to things he should be, while making him a little more resistant to early combat.
Many people vastly underestimate the power of heartburn. +30 damage is not a small amount, combine this with the DPS of burn, and the dps of his summons, and I have once killed a full hp dag that thought I could not hurt him, so he didn't run.
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Re: Dis, Elemental Spawn (Ultimate)
Yes, single target abilities really rape Dis early game. At least you can dodge everything else...
He is a really fun hero to play however.
He is a really fun hero to play however.
- Hell_Tempest
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Re: Dis, Elemental Spawn (Ultimate)
So far, I only played Dag two times and Jhita once. I gotta branch out a bit. >.>.
Re: Dis, Elemental Spawn (Ultimate)
Heh, you kinda owned us with Jhita that time.
It's better then I've been doing, though, I suppose: Played Meridia once.
It's better then I've been doing, though, I suppose: Played Meridia once.
- Hell_Tempest
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Re: Dis, Elemental Spawn (Ultimate)
I'd rather try out some of the new order ones before I return to Bane to try Meridia. Parhelios needs some lurv from me.