Friday, June 20, 2008

Hero Tips and Tricks: Mercurial, the Spectre


1. Spectral Dagger


Pushing Tool

This spell can double as an AoE Nuke against incoming creeps. Even if deals moderate damage, it still aids you in getting last hits on creeps, and pushing for your team.

Scouting / Recon Tool

You can cast this to give you vision of an area, as well. Or, if you know enemies are coming down the lane, you can cast this one to slow them down, and at least anticipate any incoming attack or engagement.

Team Clashes

During team battles, do not cast your Dagger recklessly, meaning you just aim on your personal target, then cast. No. Position yourself wisely so that when you cast Dagger, you hit as many enemy heroes as possible. Why? So that all will trail shadow paths, which greatly reduces their move speeds, helping your team win that fight. In case they retreat, your allies could easily catch up with them.


2. Haunt
Push then Haunt

This is basic. While your team pushes Middle Lane or sets up an ambush, keep pushing a lane till the last moment, then Haunt in to confuse enemies defending tower or whatever. That way, you were able to push for your team and also participate in the team battle.

Map Hack

At level 3, Haunt has a fast cooldown and can be used sometimes by your team to locate enemies, so you can plan and act accordingly.

Battle Initiator

This is a good initiating spell for ambushes and team battles because of the confusion it could give. Once 5 Spectres pop up in the battlefield, the enemies would get a slight jolt, and would have some trouble getting in position amidst the chaos. However, I must caution you, also, that pre-emptive casting of Haunt might be disastrous. Enemies might just fall back, then strike again once your team loses its momentum. My tip: cast it, if and only if, you're already sure the battle is about to begin.


Some Timing Tips


During clashes where you didn't use Haunt immediately, save it in case there are enemies who have some escape mechanisms. For example, enemy Ezalor is down to 400 Hp. Chase him then wait for him to Blink away, then that's the time you use Haunt. Do not Haunt too early because this skill is usually your last resort to catch a fleeing enemy.

Now, imagine a team battle where an enemy down to 200 Hp starts to retreat, leaving his 4 friends behind. Do not chase after him yet! Instead, continue fighting the other foes then when your team gets a few more kills, then Haunt to chase the hero who had tried fleeing. Chances are, he/she is still a viable kill. Just use your head. If the fleeing enemy has a Scroll of Town Portal, then finish him/her off but if not, help your allies first, just Haunt later.

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