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Showing posts with label Guide. Show all posts
Showing posts with label Guide. Show all posts

Nymphora

Nymphora
Nymphora has long been a protectress of Newerth’s
secret beauties, its secluded glades and crystal springs.
One might think that the paragon of butterflies and
skylarks would have little role in the brutal carnage
that has engulfed the world, but one need only see the
tiny fangs revealed by her smile to know that she holds
secret dangers of her own.

Stats
Attack Type=Ranged
Attack Damage=45-52
Attack Range=550
Movementspeed=295
Turnrate=320
Armor=2.00
MagicArmor=5.5
Strength=17
Agility=18
Intelligence=25
Strength per level=1.7
Agility per level=1.6
Intelligence per level=2.7
Spells
Volatile Pod
volatile pod
Nymphora spawns a Volatile Pod at a target location.
The pod bursts after a brief delay, damaging enemies
and healing allies in the area.

Level 1 :  After 2.5 seconds, Damages and heals allies for 90 Magic Damage in 300 radius
Level 2 : After 2.5 seconds, Damages and heals allies for 180 Magic Damage in 300 radius
Level 3 : After 2.5 seconds, Damages and heals allies for 270 Magic Damage in 300 radius
Level 4 : After 2.5 seconds, Damages and heals allies for 360 Magic Damage in 300  radius
Mana cost 110/130/150/160
Cooldown 15
Grace of the Nymph
grace of the nymph
Nymphora blesses an allied target with her grace, giving them back mana.
Level 1 : Restores 75 Mana to the target over 4 seconds
Level 2 : Restores 150 Mana to the target over 4 seconds
Level 3 : Restores 225 Mana to the target over 4 seconds
Level 4 : Restores 300 Mana to the target over 4 seconds
Mana cost 40/55/70/85
Cooldown 19/18/17/16 seconds
Nymphora’s Zeal
nymphora's zeal
Shoots forth a wisp to  stun enemies in a line. For each enemy hit, Nymphora has her movement speed and attack speed buffed.
Level 1 :  400 unit line, 0.75 second stun , 1 charge per unit impact, applies Zeal for 8 seconds
Level 2 : 600 unit line, 1 second stun , 1 charge per unit impact, applies Zeal for 8 seconds
Level 3 : 800 unit line, 1.25 second stun, 1 charge per unit impact, applies Zeal for 8 seconds
Level 4 : 1000 unit line, 1.50 second stun, 1 charge per unit impact, applies Zeal for 8 seconds
Range 1200
Mana cost 100/120/140/160
Cooldown 13 seconds
Zeal effects:
+1% Movement Speed per charge
+5 Attack Speed per charge

Ultimate

Teleport
teleport
Nymphora channels the power of the Forest,
connecting with all living things in it.
Through this power she is able to teleport herself and,
at higher levels, some nearby allies to a target destination
of her choosing.

Level 1 :  After channeling time teleports self to location
Level 2 : After channeling time teleports self and 1 ally to location
Level 3 :  After channeling time teleports self and 2 allies to location
Channeling Time 4 seconds
Mana Cost 90/150/210
Cooldown 60 seconds
Note: Target location is revealed to enemy heroes during channeling!
Cannot be used within 2500 units of enemy main base structure.

Staff of the Master grants her a new ability: Nymph’s Call
Nymph’s Call
teleport
Nymphora channels her powers through the Staff of the Master,
gaining the ability to summon an ally to her side.

Mana cost 90
Cooldown 60 seconds
Teleports any friendly hero to Nymphora after channeling for4/3/2 seconds
This ability shares a cooldown with Teleport.
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Geometers Bane
Geometer's Bane
Components- Slash, Blessed Orb and a 500g Recipe.
Want DPS?
Geometer’s Bane – or if your still old school, the Manta. Well this is an item that is definitely one of the most underused damage items you can buy in HoN.
Back in the days of Dota, it use to be a primo item on the likes of a ranged carry, and you most often saw it being used on Mirana.
However, for HoN – this item not only makes many other dps items look silly, but it also plays a staple part of many carries builds and hardly any people realize it.
So lets take a look at the item first- We are talking 4850gold all in to build it, and because of its components, it builds very nicely indeed.
This is the first reason for geo being so damn good. You have a choice of building it two ways, the first is to go for the slash-
Slash
Slash – is hands down one of the best early game initiation items for almost any carry, the damage, attack speed and move speed for just 2250g makes for some sick early game ganking.
Or
Blessed Orb
Blessed Orb – it can be a pricey way to start a build, probably not advised as a first item- but more likely to come after boots / bracers / totems. But it can be that extra early on stat boost item that really enables certain low stat gain heroes from becoming early game ganker food – providing a bigger health and mana pool for fights.
Then the extremely cheap 500g recipe cost – meaning there is no ridiculously long down time between having the components and having the completed recipe – for example like you get with a Mock / Shieldbreaker / Brutaliser etc.
So we know it builds nice, but why is it such a good damage item compared to the likes of a Riftshards or a Battlefury – well the items bonuses, the ability and its cool-down all provide far greater benefit on certain heroes in terms of damage for gold.
I will explain this in terms of 2 heroes who are unbeknown to most as staple geometers bane heroes.
= Puppet Master and Chronos.
So lets start with Puppet Master
Puppet Master
So here we have an epic disabler / carry. He has like the other staple Geometers Bane heroes- a passive proc. In puppets case- his proc is a + damage splash hit for every 5 hits he makes.
Anyone who knows anything about HoN will tell you that this is the main reason this hero can be such a sick carry- as the damage output is insane. On the basis that you get this bonus ‘crit’ every 5 hits, it makes perfect sense for this hero to have + damage and + attack speed, both bonuses granted by a geo. In fact, on a puppet master with no other items than a geo – at level 7, he gets exactly 1 attack per second.
Ok so it’s got nice bonuses – but what really makes this sick is the combination of his proc working on the illusions that spawn from the Geometers bane’s Ability. Again in the example of a level 7 puppet master – the number of hits a Puppet can get on target in the illusion time is roughly 20 hits. That is 4 double damage splash procs. In this same space of time the illusions can get 17 hits including 3 double damage splash procs. Altogether that is 7 procs in 20 seconds.
So again using the same example – each puppet hit does around 90 normal damage and 180 on a proc hit, and for the illusions it is about 30 for a normal hit and 50 for a proc hit, so in the total space of the 20 seconds- the max damage output is:
16 hits X 90dmg + 4X 180 proc dmg + 17 X 30dmg + 3 X 50 proc dmg
= 1950 direct damage + 870 splash damage from procs.
(on a 4 base armor target)
That is around 2800 damage in 20 seconds- from a level 7 puppet master with no other items than a geo……………..
Obviously this is not fully taking account of armor reductions, how many hits you will actually get off on a given target in 20 seconds etc etc- but hypothetically you can compare this same damage to other similar cost items like a Hell Flower that costs more than a geometers bane– the max damage output from a lvl 7 puppet master in 20 seconds is 2400 – that includes the same 4 procs and in total a lower proportion of the damage is splash. Not to mention you haven’t got the added protection of two identical spawns of yourself to confuse the enemy.
It might not seem like a big difference – but when you consider that the illusions bonuses grow every time you get another item, e.g lets say – a Hellflower AND a geo. Your damage skyrockets up to around 5k in 20 seconds with 2k of that being splash.
Don’t believe its sick? Try it out, it synergises perfectly with Puppet Masters Hold and his ultimate as well making it a staple item build on
him.
Now lets look at Chronos
Chronos
Again the beauty of a geo’s bonuses come through perfectly on this hero, the extra damage, move speed and attack speed are all crucial elements to any void who wants to be an effective carry.
However, once again – the secret of the geo being so damn good on void is the passive proc ability, due to the fact that both his illusions can stun proc. Also because they are separate entities from the main hero, they do not share a bash cool-down and so literally you can stun lock like back in the days of Troll Warlord with two bashers.
In terms of damage output, lets take a look at an example- again based on using a level 7 void with nothing but a geometers bane.
He gets 1.05 attacks per second – so like before, around 20 hits in the full illusion time, and just like with puppet- the illusions get around 17 hits off. When you take account of the fact that the main Void hero hits for 100dmg, and the illusions are about 35 – with the bash proc doing the full 70 magic damage on both the void AND his illusions- you can imagine its going to be pretty insane.
For the full 20 seconds of the illusions, the total damage dealt on a standard 4 armour target with base magic resistance – is on average 3360 damage averaged over about 15 attempts. On top of this ridiculous damage output- the average number of stuns in that same 20 seconds, is 12!
Again to put this in perspective, if you conduct the same damage test on a level 7 void with an even more expensive item – a Mock of Brilliance which costs 300g more than a Geo. In the same 20 seconds, the overall damage dealt is just averaging at 2600 damage.
I also tested it out on a void with a shield breaker and a wraith band = value of 4900 the average damage output for 20seconds is just 2700.
Just to make it even more unfair in terms of gold cost- I tried it on a level 7 void with a savage mace- gold cost of 5400, that’s 600g more than a geo. The averaged out damage output for 20seconds is 2900 damage.

So if this doesn’t prove how sick it is, just watch this video of a level 7 void hitting on a 5k health 4 armor tiny and look at how often the stun procs.
Written by Euls



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Puppet Master guide


Puppet Master
In my opinion, the Puppet Master can be played as a support, ganker, disabler or carry. Item and skill builds vary for each role. I will not advocate a certain role and I am not suggesting that he is the best hero for any of these roles. It depends how you want to play him and the team you are against.
Skills
Puppeteers Hold
Puppeteer's-Hold
The Puppet Master ties up a target enemy with puppet strings. The strings slow down the enemy’s attack speed and restrains movement.
Applies Puppeteer’s Hold to target for 3, 3.75, 4.5 and 5.25 seconds respectively. Target is constantly pushed toward the position he was at when Puppeteer’s Hold was applied. If the target moves too far from this location, it will be forced back to the original position.
This is the Puppet Master’s signature skill. It is essentially just a slow at first glance but it works so much better. You might think the heroes has to facing the way you want them to go to make it work it. Wrong. They can turn around and run away (albeit slowly). If you cast it when they are running away, it will push them in that direction, then pull them back to the original position for moving too far. At level 4 this skill lasts a whopping 5.25 seconds. This skill will pretty much ensure that a gank goes down well.
No matter what items or role you are you want to level this up first. It’s too good to miss out on.
Puppet Show
Puppet-Show
The Puppet Master enslaves an enemy unit as his Puppet. The target is driven crazy and will attack the nearest unit, be it friend or foe.
Applies Craze Puppet to target for 2.5, 3, 3.5, 4 seconds respectively. If target comes within a 250, 300, 350 or 400 radius (respective of level) of any unit while Craze Puppet is active, it will be forced to attack that target until Crazy Puppet wears off.
When I first saw this skill I thought it would be absolutely amazing. But its not. Its a mediocre disable. It CAN be very effective if used properly. To use this skill properly you need another unit near your target at the very least, otherwise it will do nothing. You, yourself count as a unit but your not really tough enough to take a beating for 4 seconds. Enemy heroes (in a lane) or the creep wave is a good target. An allied Legionnaire is one of the best targets. Using this on a lategame carry near the end of the game isn’t exactly an amazing idea, unless a creep is closer to him than your ally. Combine this skill with Puppeteer’s for a 9.25 second disable. If you combine it with Legionnaire against a single target they are dead. It does well against spell casters as they can’t nuke/stun you or heal themselves while they are forced to attack so you may wish to save this until they are low if they have some sort of disable, heal or escape skill.
Whiplash
Whiplash
Imbuing his attack with his magical Puppet Strings, the Puppet Master is able to increase his base damage and unleash devastating attacks that damage multiple enemies.
On every 5th attack, attacks do 125, 150, 175, 200% normal damage and apply 25, 50, 70, 100% splash damage in radius of 200 respective of level.
This is the skill that will enable you to harrass, push, farm and carry. As you can see from the description, every 5th attack does bonus damage and splashes in 200 aoe. As a passive bonus, this skill granks +6/12/18/24% extra damage. You can use this skill to lasthit very effectively. It is also a very good tool for harassing. Wait until its about to proc, anhd hit the enemy hero(es) for bonus damage. This is pretty much a guaranteed 2x crit every 5 hits. (20% chance to crit 2x). As your damage goes up, so does this. With the added splash and enough damage you can 1-shot entire creep waves. Making you (eventually) a very good pusher and farmer. If you level up fast, and get a moderate farm early on you should be able to rice farm enough to carry.
Voodoo Puppet
Voodoo-puppet
The Puppet Master imbues the essence of a target enemy in his Puppet. The Puppet can then be attacked by the Puppet Master or any of his allies. The puppet takes increased damage, and transfers damage taken to the target as Magic damage.
Spawns a Puppet near self that is linked to target. Any damage taken by the Puppet is transferred to the target as Magic damage. The Puppet has a maximum health of 450, 700 and 950 respective of level, 5.5 Magic Armor, and takes 160, 180, 210% damage respective of level.
Lasts until target gets more than 1000 units away from spawned Puppet, or until Puppet is killed.
Basically, this skill creates a puppet next to the Puppet Master. It is tied to the enemy. Any damage done to the puppet will be transferred as magic damage (reduced by magic armour) to the enemy. At level 3, the puppet takes 210% damage. Theoretically this means that doing roughly 450 damage will kill the puppet and deal 950 damage to the enemy. Personally, I’m not incredibly impressed by this skill, especially as in ultimate. It can be used to kill invisible targets if you cast it before they go invisible, and if they splash from whiplash hits both the target and the puppet it will deal massive damage. If you know any good way to use this ultimate please leave a post explaining it.
Skill Builds
The Ganker/Carry build
1. Puppeteer’s Hold
2. Whiplash
3-8. Puppeteer’s Hold+Whiplash (Level up whichever you need primarily, typically Puppeteer’s hold if you need a disable, or whiplash if you need to farm or harass more)
9. Puppet Show
10. Voodoo Puppet
11. Voodoo Puppet
12. Puppet Show
13. Puppet Show
14. Puppet Show
15. Stats
16. Voodoo Puppet
17-25. Stats
Disable/Support Build
1-8. Puppeteer’s Hold/Puppet Show
9. Voodoo Puppet
10. Whiplash
11. Voodoo Puppet
12-14. Whiplash
15. Stats
16. Voodoo Puppet
17-25. Stats
Why no ultimate at level 6?????
Because its ineffective, more damage from whiplash or more disable from Puppeteer’s hold is much better for ganking or surviving.
Written by Neounk
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