game sound was far too loud -> your voice was completely inaudible while howering over the fight decent warden game, but could be a lot better in my opinion :( i want to highlight again that you first want to increase effective HP (eHP) = (HP*(100%+armor%)) and put the downtime after blink to good use and secondly increase mana and dmg capabilities. Staying power > Damage Output! HP: you can stack any different source from units and items. for example HP regen is preferred to max HP when using blink -> 120g ring of regen can give you 400+ HP if she survives for more than one round (4 HP/s*100s = 400 HP, also depending on first contact with the enemy - early when def, late when push) making it up to 4 times more gold efficient than khadgars gem (half cost, double HP) max HP gives an advantage in the early stage of a fight but gets useless when she gets focused hard and falls under 20% relative HP, blink back, run 10s to fight, 1 dmg under 20% relHP, blink back, run 10s to fight, etc. all while doing no dmg herself OR alternatively rejoin the fight with 50%-100% relHP, if you combine items and other sources of healing. Armor: armor rating (ring of proc and similar spells, auras, agility) -> any physical dmg like frontline dmg evasion (talisman) -> especially focus/peak dmg like crit, fairy fire, etc spell dmg reduction (runed bracers) -> dmg over time like blizzard, rain of fire, etc spell evasion (amulet of spell shield) ->burst dmg like stormbolt, firebolt, frostnova, etc hero armor type ( backstab almost all of the above stack independently HP wise and can make her an effective dmg sink, depending on the state of the game. Mana: mana regen is preferred here too, since it is more important to cast the cheaper blink than dmg spell. OR combination with max mana for more burst dmg Damage: other than the topics mentioned above, a lot comes down to positioning (assassin/tank), ss/fok (tall/small enemy unit), orb of corruption (focus fire hero/tank/air) or darkness (staying power/lane push) and auras for team dmg output. This flexibility and sneakiness make her my favorite hero, be it as an backstabbing assassin, undying tank or spell-casting glass cannon! despite all the criticism, i liked the positioning and usage of auras! keep up the good work and thank you for enduring the backseat gaming :)
The sound bug with war3 drives me crazy it goes from good to loud for no reason at all. I don’t mind the tips I might not always respond but I usually read every comment and take tips from it and will sometimes toy with different things, but I agree with warden she’s fun to play and really have fun with her shadow strikes.
game sound was far too loud -> your voice was completely inaudible while howering over the fight
decent warden game, but could be a lot better in my opinion :(
i want to highlight again that you first want to increase effective HP (eHP) = (HP*(100%+armor%)) and put the downtime after blink to good use and secondly increase mana and dmg capabilities. Staying power > Damage Output!
HP:
you can stack any different source from units and items. for example HP regen is preferred to max HP when using blink -> 120g ring of regen can give you 400+ HP if she survives for more than one round (4 HP/s*100s = 400 HP, also depending on first contact with the enemy - early when def, late when push) making it up to 4 times more gold efficient than khadgars gem (half cost, double HP)
max HP gives an advantage in the early stage of a fight but gets useless when she gets focused hard and falls under 20% relative HP, blink back, run 10s to fight, 1 dmg under 20% relHP, blink back, run 10s to fight, etc. all while doing no dmg herself
OR alternatively rejoin the fight with 50%-100% relHP, if you combine items and other sources of healing.
Armor:
armor rating (ring of proc and similar spells, auras, agility) -> any physical dmg like frontline dmg
evasion (talisman) -> especially focus/peak dmg like crit, fairy fire, etc
spell dmg reduction (runed bracers) -> dmg over time like blizzard, rain of fire, etc
spell evasion (amulet of spell shield) ->burst dmg like stormbolt, firebolt, frostnova, etc
hero armor type ( backstab
almost all of the above stack independently HP wise and can make her an effective dmg sink, depending on the state of the game.
Mana:
mana regen is preferred here too, since it is more important to cast the cheaper blink than dmg spell. OR combination with max mana for more burst dmg
Damage:
other than the topics mentioned above, a lot comes down to positioning (assassin/tank), ss/fok (tall/small enemy unit), orb of corruption (focus fire hero/tank/air) or darkness (staying power/lane push) and auras for team dmg output.
This flexibility and sneakiness make her my favorite hero, be it as an backstabbing assassin, undying tank or spell-casting glass cannon!
despite all the criticism, i liked the positioning and usage of auras! keep up the good work and thank you for enduring the backseat gaming :)
The sound bug with war3 drives me crazy it goes from good to loud for no reason at all. I don’t mind the tips I might not always respond but I usually read every comment and take tips from it and will sometimes toy with different things, but I agree with warden she’s fun to play and really have fun with her shadow strikes.