DotA First Counter---Warlock use experience

Source: Internet
Author: User
Keywords Dota

&http://www.aliyun.com/zixun/aggregation/37954.html ">nbsp; "Science and Technology" September 13, the whole DotA in the first God-skill is not the sorcerer's hellfire. The huge range of damage, vertigo effect, the output of terror, so that the enemy hero dare not look straight. As an outstanding Mage hero, the late face of the enemy's carry not show any fear. Four skills can be said that all are God skills, big strokes will not have to say, with line pressure people have a fatal connection, the insurer's insurance has dark words, to keep people slowing down there are drastic changes. When the Warlock participated in a regiment war, no longer afraid of the enemy, as long as the team-mates good cooperation, the enemy hero as if they have become a chicken as trampled.

Today's small make up for everyone to have the highest honor of the Regiment war hero-Warlock some of the use of experience, the regiment and kill more than just hope.

In the CW, warlocks generally take advantage of the road to protect their late. Warlock's wrong ballistic and range can suppress the enemy, and Rahl is the king. If the wild is sealed if there is Money can buy the real eye to solve off the field, otherwise the warlock must be reduced to real soy sauce. Of course, the Warlock does not like VS, CM and other auxiliary can rely on killing to fight money and upgrades, also can not like veno, fur and other heroes in the Middle dozen wild Belt line will be able to fill the purse. So in the early days of the wild, the medium-term homicide with the tower Auxiliary Homicide, later Regiment warfare Magic weapon.

As a warlock, you must always pay attention to the small map, whether it is to survive or kill, do not miss. Following the team's tower is what warlocks need most.

In the medium term, there is a certain level of the fatal link, as far as possible link to each other's back row hero and Meat shield. A wave of soldiers to the Qing again link. Mid-term Regiment war is not like the Battle of the later Highland, surprised heaven and earth crying ghosts and countless skills hit up to see which side of the roof, but to see which side can withstand. In the mid-term both sides are evenly balanced, the two sides play money in the flank, several main and auxiliary staring in the middle.

If you don't use hellfire accurately, your own will be very disadvantaged. For example, the opposite of a vs to a river in the middle of a roar, the warlock directly smashed a hell fire, the DPS is still on the sidewalk dozen money, a group of auxiliary +gank in the middle of a see you zoom must be rushed up, the result killed a vs opposite to the direct package.

So warlock Hellfire does not usually play the same. There is also a situation, such as a fire, the opposite just to the back, the result of hell fire out to circle a few laps, then how to do? The Warlock is 2 straight. By the Moon Goddess Sword, vs transposition, lion out sheep, blue cat fly e pull and other skills to determine the first time, and then find the opportunity to release big strokes, then the opposite will be the hell fire hit by the largest output.

If the warlock gets the upper-game in the regiment, for example, opposite to a change, blue cat roll pull and so on, must reflect the sensitive, to 10086 APM Point R Amplification, when the fatal connection what are the clouds, let out big strokes is the most important, otherwise put the link you have hung the hell fire did not release, In any case, Warlock's main skill is Hell's fire. After being put out of hell fire is almost the beat of the dough out of the rhythm, you are seconds is the beat of the group. So you need enough meat, you can even make a war drum in Macon, so that even if the opposite skill is thrown at you, you'll be fine for the second, because the skills are all CDs, and your side is going to GoGoGo.

There are 3 scenes in the later classic group battle. On the highland of the most common fighting, the fight in the Highlands is particularly tragic, when everyone has a certain amount of God installed, the Warlock must stand in the middle row, the front row was a second very deficient, after the discharge of hell fire is also a tragedy. In the middle of a high battle, the two soldiers usually come out with AOE, then put the fatal connection, it is best to connect the opposite hero. Of course, it is a big mistake not to rush ahead with this skill. If you go to the front of the Jump knife Party may instantly jump up to the first hand, you are second to have a good counter-play skills are seconds, then the whole team of the tactical system is a mess ... So should be in the discharge of fatal connection, not put it, and so they can not help but to say, the upheaval is to put the other skills after the release, as far as possible to the opposite escape place, the other one in just 84% deceleration, cool crooked.


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