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Generally speaking, the equipment does not change much.
The water man can come out with all the attributes of the equipment, the early magic wand, the temple, and the prosthetic leg.
In the middle stage, a tenacity turns Lincoln, an ice eye, a butterfly or a void knife, mainly all attributes.
Add points to the main upgrade of the first move.,Clear soldiers and run are very powerful.,There's a big increase.,Personally, I recommend adding a level of attribute replacement.,You can support blood or add attacks.,The rest add yellow dots.。
Big late equipment is the first, the first 20 minutes may not participate in team battles, out of Lincoln can participate, meat is ordered, otherwise there is no output in the early stage, no meat, easy to die, if you have time, play money, the faster you equip it, the greater the pressure on the opposite side.
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Outfitting: 4 branches, 1 ring, 2 eating trees.
Mid-term outfit: prosthetic leg, sanctuary, wand, bkb, bottle.
Late loadouts: Flying Shoes, BKB, Butterfly, Clone, Satan. Ice Eye.
Level 2 is a transfer attribute, other main points are 1, secondary points are 2, 6 levels are 1 level large, and level 16 is guaranteed to be level 3 large.
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Professional Trinity 1 Diverge.
Go out and guard the ring of dead branches and two eat the tree or eat the tree with one ointment.
The general principal point w then converts the property a little more. Again, there is a prosthetic leg in the middle of the e, bkb yaksha doppelganger, what is the fighting equipment, out of Lincoln, the rhythm is too slow.
In the later stage, Splash, Doppelganger, Butterfly, Ice Rock, Ethereal Spirit, BKB, or Lincoln.
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Outfit: 3 branches, 1 loaf, 1 tree, 1 medicine.
Mid-term outfit: Prosthetic leg BKB Extreme Orb wand.
Late loadout: Flying Shoes BKB Lincoln Ethereal Knife Ice Eye Butterfly or Doppelganger Axe.
Main point 1 skill There are no other rules.
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There are two kinds of points, depending on how you like to play, one is to trap people and add fire, and the other is to trap people and explode corpses, and 2 kinds are OK.
As for the equipment, then the flying shoes, the soul ring, the vanguard shield, the sheep knife, the ice armor, the rest of the casual, and the meat suit or the intelligence suit, whatever you want.
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Secret Method-Vanguard-Challenge-Ice Armor-Sheep Knife-Dragon Heart. If you are free to rookies, you can also shine.
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Go out: eat trees, big medicine, two intellectual cloaks, two branches.
Mid-Stage: Power Prosthetic Leg, Vanguard Shield, Three Useless Pendants, TP God Outfit: Power Prosthetic Leg, Dragon Heart, Sheep Knife, Siwa, Radiance, Assault.
Add points: The main flame rain, the secondary resentment abyss, there are big points, and finally add corpse explosions and yellow points.
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IMBA Entertainment Play: Prosthetic Leg Bottle Temple Ethereal Spirit Knife Use the Ethereal Spirit Knife first, and then E and then W to pass, causing maximum damage, but due to recent changes in the Dota version, E's damage is between magic and physics, so this style of play is positioned as a passer-by entertainment play.
Passers-by and CW mainstream play:
Look at your own strength, people with weak lines bring more big medicines, and you can also bring a group of trees if you feel that your tiger is strong on the line I generally go out 3 branches 1 guardian ring 1 group of trees 1 big medicine, the first piece of equipment must be the artifact temple, if you are in the middle of the bottle, it is necessary to look at the speed of playing money, prosthetic legs and bottles can add points to the early 13 points, E to learn level 1 (interrupt TP). Then the doppelganger f brushes money everywhere, holding back the ice eyes, and the money is fast and can directly hold the butterfly. Of course, domination as DPS is essential.
Don't let the first piece of the water man out of the ** ring, I see a lot of passers-by no matter what kind of hero, play enough 875 to habitually buy ** ring, very undesirable!! Not explained.
The Water Man is one of the most skillful heroes in all DPS (SF is also counted), and can be either a pure C or a CG. This kind of skill needs to be practiced more in actual combat...
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Since there are not many blue people in the water, one or three pairs of points, the blue should not be able to keep up, it is recommended that one or two pairs of points in the early stage, and wait until there is enough blue in the later stage to upgrade the three skills.
If you have all stat power, can you still have DPS? It is recommended to focus on agility in team battles, rush into the enemy formation, and then turn all attributes of the hand to absorb damage.
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13 to the point? 3 skills in the early stage are useless.,There's a skill where it's so easy to be caught to death.,It's better to kill 12.,I don't know if Ice Eye is considered a meat suit in your place.,Because the full pass agility blood volume is still close to 2000 after the late Ice Eye Dragon Core of the Water Man.,And the agility is skyrocketing.。
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Upstairs I don't explain when I say the ** ring, I really want to hear you explain.
How is it not possible to go back to the Lincoln route of five, not to mention the water man 10,000-year doppelganger axe in the pure carry in CW, among passers-by, it is definitely not impossible to take the gank route out of Lincoln, in fact, in the case of passers-by who are not evenly matched, not much control, and no cooperation, Lincoln is easier to make you a god than the body, and it is easier to continue to brush out other large equipment.
The water man has four major outfits: clone, ice eye, dragon heart, and butterfly. This is indeed the mainstream of CW, but it is difficult for passers-by to give full play to the advantages of pure positional warfare such as clone axe pushing tower team battles, and many times you will find that after you have killed three or four people, there are teammates leading the line on other roads.
In addition, the water man has been added to the magic consumption of the ultimate teleportation many versions ago, and Lincoln can alleviate the lack of blue of the water man to a certain extent. Finally, now the water man's ultimate can no longer replicate the clone of the doppelganger axe.
It's not impossible to have a doppelganger, but those who advocate that the first thing that the water man doesn't have is a doppelganger is a dish, I want to say, I'm a passerby, I just want to kill passers-by, not farm for 30 minutes to see myself being driven all the way, or the opposite side being driven all the way.
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Adding points has its own benefits, I recommend the main 1 skill in the early stage, and 2 points in the early stage of the 3 skill, which is enough to escape, and then full up in the later stage;
There is also a full turn of attribute power like you said, the attack of the water man will become very low, and the knife is a problem, and the water man is very lacking in magic in the early stage, there is not enough magic for you to use w to collect troops, so it is better to leave some agility, attribute conversion to escape, see when you are attacked and almost bloodless, it is very disgusting, and there is not enough faint skill on the opposite side to basically lose you in seconds;
The outfits are now all pre-prosthetic legs, magic wands, and bottles (you can properly look at the charm to wander around); Mid-to-late stage doppelganger axe, butterfly, ice eye.
Personally, I think that the water man is still a very strong hero in the early, middle and late stages, suitable for harvesting human heads in the back, and can also be used as meat.
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One eats the tree, one big red, two red socks, a branch, and then the prosthetic legs, the socks turn the tie against the wind, and the tailwind goes directly to the yaksha to run the doppelganger, so that you can make money quickly, and all kinds of output outfits look out.
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The water man is mainly raised w in the early stage, and then level 1 e (low damage in the early stage, limit it to interrupt the opposite tp) has a large increase and no yellow dots, because the water man is relatively lacking in blue in the early stage, and it will be empty blue with the temple at most two w. It's not very cost-effective to add and transfer attributes, so wait for level 11 or so to start adding attributes. Equip a more orthodox route:
Prosthetic legs, Lincoln, and the Void Knife are all prioritized.
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The water man's words rise point w, yellow point, w, turn attribute, w, e, w, big, and then the main e, in the turn attribute, and big big.
Outfit: two branches, two + 3 shoes, eat and drink.
Mid-Stage: Out of a Sanctuary Endurance, Prosthetic Leg, Poor Ghost Shield, Magic Wand, Doppelganger Axe Late: Flying Shoes, Lincoln, Doppelganger Axe, Domination, Ice Eye, Butterfly.
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Hello, there are many development lines for water people, starting with the outfit, you can go out with a bare bottle, or 2 shoes with 3 sensitive, and 2 branches. One +400 blood red, one eats trees.
Plus points: Personally, I think there are 2 skills added in the early stage, one is 1 skill, and one is a yellow dot. Level 6 adds a level 6 skill, level 7 adds a level 3 skill, and then a skill is full, and the yellow dot is when it is full.
Mid-term equipment: 2 pendants, prosthetic legs, yakshas, domination, and flying shoes can also be selected.
Late God Outfit: Doppelganger Axe, Ice Eye, Satan, Flying Shoes, Butterfly,
My understanding is,Obviously,In CW,If you want to jungle,,The main goal has to be the 2 waves of fields that are close to the middle lane.,Because it's the safest there.,And,The early output is low.,After the 72 version of the wild monster refresh mechanism has been modified,2 waves of wild monsters can be said to be barely enough for you to develop.,The most important thing is that it's impossible for the opposite side to be domineering enough to buy an eye to seal these 2 waves of wilds.,Even if they want to,They won't have the guts.。 >>>More
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