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In fact, the skills of the magician are quite messy, so it is easy to have problems with them.
LS is relatively correct.,But because the archmage's own magic growth is very average.,For example, the 2 skill CDs of ZX are actually not long, so if you don't have anything to use, Mana is very nervous.。 Generally speaking, I still advise you to add X, because your explosiveness is only in this skill, and Z's control growth is quite weak (it is very bad if the monomer is limited, and it is easy to see the effect after level 2). 3L's misunderstanding of control is a bit big.,The latter one won't increase the limiting effect for the caster.),It's just that there is a certain increase in the cast distance but it's not suitable as a skill for the first hand.,The words of the second hand are divine skills.。
And the ability to crimp the line by x will be very strong. However, the main X's style of play is to persuade you to be single, because the importance of control is more than explosiveness in the side lane, and if you have experience, your level will be low, and the effect will be weak.
Generally, I advise you to shoot at level 6-7, but the X level is best to be on the same level as Z, which is more mediocre but has a better coordination effect (mainly the effect of level 3 Z is very good.) And because X's damage increases linearly, the difference of about one level can be solved by 2 basic attacks. It's about the skills you steal, of course).
The main Z's style of play is biased towards the side. Because the side lane is not suitable for X (X is also considered AOE, and the impact on the lane is great. Unless you can suppress the opponent to a large extent, using X will directly force the lane to the opponent's tower, which is quite bad in the disadvantage lane (because it can't be suppressed at all in terms of level)).
The effect of the main Z's big magister is very good, mainly when your teammates have the first hand control, you are connected to the Z limit, and by the way, you throw people away from your own gold with the output of X, basically at least you can play more than 300 combo damage. It's just that at this point, the magician must spare the back, or connect it quickly, otherwise the cast range is very poor.
But no matter which one you choose, unless an X can collect more than 1 pawn plus consumption or X is used to advance, you should never use it indiscriminately. Because the magician can't afford it (the one who comes out of the arcane shoes is also.,Basically, a round of arcane magic supports you 2-3 X.,Any more, gank or something won't be enough).
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I'm just going to serve your teammates.
The so-called Dota Hero has a person's way of playing, what do they know, my fire girl played dps, scolded me in the early stage, and I turned the tables in the later stage, and they had nothing to say.
Decisively this kind of person ignores it.
Dota is all about having fun.
There are also heroes who are comprehended on their own.
Others don't teach their own way of thinking.
In the end, it was uncomfortable to play.
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This kind of person doesn't pay attention to him at all Playing dota thinks it's awesome a lot Most of them are half-After buying a chicken to share, others move your hero and scold directly! The big magician, this hero is very strong, and it's easy to play an advantage in the middle of the road, plus points must be the main x attack reduction and damage cd, and there are only 10 seconds of super long casting distance, Z's growth is not high, and the blue consumption is more than 160, It's good to play more, these acquaintances, passers-by, and the like don't care too much about what those who think they are awesome (it makes sense to listen to it), Play your own Playing Dota is to have your own ideas So that you can play well!
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It's definitely not good to mess with other people's heroes...
The Grand Magus is still a bit stronger in Gank, ZX to the point, of course, X pushes the line well, but it wastes Gank's talent, it is not as good as some heroes who push the line stronger. Full level z control time seconds,CD is only 18 seconds.,Very strong.,There's also the effect of changing the position and the range of halos after that.,Gank and the group are very fierce.。
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It's okay, come out with a red rod, and people will play in seconds.
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It seems that it is useless to learn the big move of the moon rider.
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I think you can learn it, that hero is so strong, I like it.
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If you can change your model, you can't learn.
Neither can the druid's bear.
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Let's take a look here.
It's complete, you should have everything you need.
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Telekinesis: Enemies are left in the air for a few seconds and then cast to stun nearby enemies, but not themselves. Weakens the flow of energy that bounces between enemy units, dealing damage and weakening attack, with only half the effect on non-heroes.
The Void Field protects nearby allies from magical effects. Skill Steal: Can keep a hero's skill for up to a few minutes or until it dies.
If you are interested in the ability to fill the knife and know when to put skills and not to put skills, then you don't need to bring a magic bottle when you go out (otherwise you have to bring it), directly bring 4 branches and 57 pieces, plus 6 tree-eating trees, and 2 small potions, so that it is best to cooperate with teammates in the upper and lower roads.
If you have enough 1,000 yuan to make up the knife, go to the black market merchant and buy an energy ball (or essence ball or vitality ball) to see what you like.
After that, it kills by cooperating and loitering, mending knives, and so on.
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Telekinesis: The Archmagus uses his telekinesis to grab an enemy, keep it in the air for a few seconds, and then hurl it in a chosen direction. The unit's powerful momentum on the ground stuns enemies within a 325 radius, but the unit itself is no longer stunned.
Weaken Energy Flow: The Grand Magus creates a powerful arcane energy stream that bounces between enemy units, dealing damage and weakening attack. Reduces damage per bounce by 4% and only has half the effect on creeps.
Void Field: The Archmagister's Arcane Mastery perk protects nearby allied units from the effects of weak magic.
Skill Steal: The Grand Magus delves into the essence and origin of an enemy hero's magical powers, and unravels the secrets of the hero's final skills. The Archmagus retains this ability for a maximum of a few minutes or until he dies.
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1.To put it bluntly, it is to throw a person into the air first, let him fly for a while, and then throw him to a place within a certain range, which is the same as a small throwing person, but it has more time in the air, and the damage is relatively small.
2.Weaken Energy Flow is a bit like a lightning chain, and a bit like the Prophet's ultimate, which can jump, dealing diminishing damage, but weakening enemy attack.
3.The invalidation stance is to help everyone add magic resistance.
4.Skill Stealing Trick! It can steal skills, keep them for a certain amount of time, and the stolen skills are the last skills released by the target, and the cd is short.
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It's all copying anyway, so I won't write it.
If you have a tailwind, the mage pretends to do it casually, the red staff, the siwa, the sheep knife or something, if you go against the wind, you can support the meat, the vanguard, the ashes are also fine, and the green staff depends on the situation.
Look at the lineup outfit, if it's in the middle of the main output outfit, anthurium a fight jump knife, fire girl must be good on the line of basic skills because the fire girl ballistics are a bit more difficult to control, if you go to the side to play the auxiliary position or gank position, it is recommended to come out of the Macon, push push, war drums, a series of auxiliary equipment. If you are in a fire girl team battle, you must first hit all the output to the opposite center person, and if you can get rid of an important team control or carry in seconds, it is worth changing it yourself.
There are two additions: 12 pairs of points, and 1 skill level 1 of 23 pairs. All are greatly enlarged. >>>More
Test it yourself.,The positioning of this hero should be more supportive.,The body is not very hard.,The initial attack is not high.,The movement speed is slow.,The trajectory is also very average.,But the three-dimensional growth is pretty good.。 There is no hard control, only one skill and one slowdown, the mana consumption is high, and it can also be used as an online suppression skill, and the additional damage is more considerable in the late battle or when fighting Roshan; AOE mainly relies on the fragment skill, but this skill is very unstable, and it is very likely that you will not be able to hit the target you want to attack; The three skills are the core skills used as support, and they can protect themselves or their teammates, but pay attention to the timing of release, it is best to put a kite with the physical output on the opposite side, and of course, you can also use this skill as an online recovery skill; If you use the ultimate, you can use it as a three-second control, and the effect of the release of the back hand may be better, and it is best to use it with a big control like Mammoth and DS to create chaos on the scene.
First of all, there must be two bracers (blood and demons) and a shoe, and then according to the situation, generally consider the frenzied battle (if the disadvantage or the situation is not very ideal, you should give priority to the frenzied battle - the secret method can actually be - you know that the third skill of the sand is first-class in the speed of brushing) If the downwind is more casual, you can consider a radiance. >>>More