ChrisH36
Guy with Most Posts on Quiet Board.
Common NE base building knowledge. That is where walling out with moon wells and enfilading can sometimes help. I did that a few times in 2on3 situations, and managed to hold on for the win.
No, not quite.Ts when you post in a thread that is like 5 months dead. It is considered bumping and it must be closed if it wasn't that much of a popular topic.
Come on, disablers are the best. Considering that most of the int ultimates involve overrated channels. As forged said, hex is awesome for solo rushing. But is so is also flooding the base with Serpent Wards.Darkmatter said:A few other skills I don't see many people using are Dark Ritual, Hex, Soul Burn, and ya...basically the disabling spells. Ever since I started playing Footmen Frenzy, I've been using such spells rather frequrntly and I must say I do prefer them over some attack spells now.
Darkmatter said:A few other skills I don't see many people using are Dark Ritual, Hex, Soul Burn, and ya...basically the disabling spells. Ever since I started playing Footmen Frenzy, I've been using such spells rather frequrntly and I must say I do prefer them over some attack spells now.
brightlight said:I prefer dust of apearance over far sight. True its about 37 gold per charge, but isnt it worth it killing off low hp unit, doing overall chain dmg of heavy armored units of tier 1 (ghouls, footmens, grunts). Besides its not like mana cost of it is low.