Post by Sphynx on May 2, 2014 8:38:45 GMT
*Updated April 13 2015
Strategy guide for Vorpal.Valedict (Vorpal)
1) Starting Talents: Might, Fury, Fitness, Spell Resist, Integrity, Zeal, Swiftness (2-4-1) (Vorpal does not use energy!!)
If you like you can switch Zeal with something else - possibly CDR or Lifesteal.
2) Order of Ability learning: Talents:
- Q - Surge (Warp pull) is very handy for both damage and pulls. This costs 2 Balls. So only use it when you have to. Works as a great escape or pull.
- E - Javelin (damage and pushes targets, if you can push them TOWARDS your base, or AWAY from theirs, they will hate u ) - This talent does massive damage, and is the key to this character
- R - Area damage spell (Very weak IMO)
- W - Spell resist reflect, for the most part "useless"
Actual Order (E Q E Q E Q E Q Y Y Y R R R W W W W) ((Y=Stats))
3) Vorpal is a Burst Damage Dealer. I have also tested him with critical hit builds, and yes they increase the damage of the javelins. This is important. Adding 2 Crit items will almost double your damage. Basically all items are built around maximizing his Javelin damage, which you will be VERY impressed with.
Generally this is my Item order:
1) Buckler (start with 2 health pieces) - I added this just for general life /health regen / tankyness
2) Revolver
3) Revolver --> Black Hole Magnum
4) Culling Saber
5) Culling Saber --> Executioners Axe
5) Arcbound
6) Force of Entropy
7) Executioner's Axe --> Khali Blade
8) Contamination Shard
9) Explosive Retrofit
Final Build: Black Hole Magnum, Khali Blade, Arcbound, FOE, Explosive, Contamination Shard.
4) Notes on gameplay.
This build focuses on maxing out the damage on javelins. Do not cast all your spells whenever you feel like it. You will run out of orbs. Its important to note that last hitting creeps will refill your orbs. Every Item in the list is designed to increase your damage, and a few have been selected to also add life while doing the first task.
Javelins can't be thrown near creeps, they will hit creeps ahead of you and behind you. If you want to hit a hero, you have to be clear of the creeps. You can throw the javelins relatively quickly for massive amounts of damage. Use surge to position your self for a kill or escape after. Overall he is a great burst damage hero with an escape/charge.
I have found if you avoid the life/damage items, AA heroes can kill you 1on1. But with the life items you end up ahead.
This build will give your Javelins roughly 1000 damage, while giving you 3500+ Life and roughly 50% spell armor and regular armor.
Overall its a great mix.
I have still been working on the order of the items, but the reason for BHM and Exe Axe first is to max out the main damage potential on the Jav's early, as well as auto attack right after the Javelins.
Strategy guide for Vorpal.Valedict (Vorpal)
1) Starting Talents: Might, Fury, Fitness, Spell Resist, Integrity, Zeal, Swiftness (2-4-1) (Vorpal does not use energy!!)
If you like you can switch Zeal with something else - possibly CDR or Lifesteal.
2) Order of Ability learning: Talents:
- Q - Surge (Warp pull) is very handy for both damage and pulls. This costs 2 Balls. So only use it when you have to. Works as a great escape or pull.
- E - Javelin (damage and pushes targets, if you can push them TOWARDS your base, or AWAY from theirs, they will hate u ) - This talent does massive damage, and is the key to this character
- R - Area damage spell (Very weak IMO)
- W - Spell resist reflect, for the most part "useless"
Actual Order (E Q E Q E Q E Q Y Y Y R R R W W W W) ((Y=Stats))
3) Vorpal is a Burst Damage Dealer. I have also tested him with critical hit builds, and yes they increase the damage of the javelins. This is important. Adding 2 Crit items will almost double your damage. Basically all items are built around maximizing his Javelin damage, which you will be VERY impressed with.
Generally this is my Item order:
1) Buckler (start with 2 health pieces) - I added this just for general life /health regen / tankyness
2) Revolver
3) Revolver --> Black Hole Magnum
4) Culling Saber
5) Culling Saber --> Executioners Axe
5) Arcbound
6) Force of Entropy
7) Executioner's Axe --> Khali Blade
8) Contamination Shard
9) Explosive Retrofit
Final Build: Black Hole Magnum, Khali Blade, Arcbound, FOE, Explosive, Contamination Shard.
4) Notes on gameplay.
This build focuses on maxing out the damage on javelins. Do not cast all your spells whenever you feel like it. You will run out of orbs. Its important to note that last hitting creeps will refill your orbs. Every Item in the list is designed to increase your damage, and a few have been selected to also add life while doing the first task.
Javelins can't be thrown near creeps, they will hit creeps ahead of you and behind you. If you want to hit a hero, you have to be clear of the creeps. You can throw the javelins relatively quickly for massive amounts of damage. Use surge to position your self for a kill or escape after. Overall he is a great burst damage hero with an escape/charge.
I have found if you avoid the life/damage items, AA heroes can kill you 1on1. But with the life items you end up ahead.
This build will give your Javelins roughly 1000 damage, while giving you 3500+ Life and roughly 50% spell armor and regular armor.
Overall its a great mix.
I have still been working on the order of the items, but the reason for BHM and Exe Axe first is to max out the main damage potential on the Jav's early, as well as auto attack right after the Javelins.