![]() ![]() For similar examples, see the AK-47, spear, and club. The amount of training a weapon requires is a huge factor in how popular it is over the centuries, particularly since professional armies have been really, really rare. The problem is they look great in a demonstration but a weapon like that is incredibly easy to interrupt and then all its effectiveness goes out the window while you're getting stabbed thirty times.Which is why someone without Exotic Weapon Proficiency takes a -4 penalty to attack rolls. There was an issue of Dragon that statted meteor hammers and rope darts () as exotic monk weapons that worked like spiked chains, but with half damage and 15ft reach(!) ()Sounds more like a three section staff () to me. Well, recently, someone pointed out that that sounds just like a meteor hammer, which I had never heard of, so I go and look it up. In my games, I got rid of the spiked chain and double-weapons, but I considered leaving in the dire flail under one condition that it just be a length of chain with a flail head at either end. Double edge and hoof stomp are very good spells, retaliate not so much.My favorite way of fluffing D&D spiked chains, spinning swords, kusari-gamas and similar weapons is as Whip Swords (). You can take tower early with meteor hammer or vanguard/retaliate. TLDR Centaur stomps melee heroes and outregens ranged heroes. ![]() Vs a sniper or similar heroes you can consider skilling E earlier, but the ~20 phys dmg pre reductions is not really worth the skillpoint I think. My skillbuild is usually Q-W-W, then either skill E or Q, depending on how the lane/game is going. With lvl 6 you have global impact, try to get your sidelanes to go aggro when you're 6 as stampede damage gives you assists and should allow for easier kills, even if you're not nearby. Unfortunately you don't really rotate very well pre lvl 6. Hoof stomp into meteor hammer is a guaranteed chainstun. Try to have stun maxed when you complete both items. Let's face it: current retaliate doesn't really help with pushing towers anyway, unless you have a vanguard max retaliate (and you really don't want to do that imo).Īfter meteor hammer, buy a blink. You can take tower early with meteor hammer, even if you don't have points in retaliate. I haven't been buying bottle as you don't need the HP regen and mana is solved with a wand Obviously vs ember a casual chainmail might be value. I've been buying vanguard, but meteor first item might just be better. I destroyed a QoP and Ember spirit earlier, 2 heroes that generally do well vs low armor melee heroes.įor items, rush ring of health. Batrider and SF will be rough, but other matchups are favourable for Centaur. Max double edge allows you to push the enemy mid hero out of the lane, especially if they're a melee hero or a ranged hero with short range. The skill build is simple: like offlane centaur, don't skill retaliate before lvl 4 as it's one of the worst skills in the game right now IMO (unless you're getting absolutely demolished and you need to jungle to catch up, don't take more than 2 points though). Taking early mid tower opens up the map and gives your team a huge advantage. ![]() You have great waveclear and insane base regen. Recently I've been experimenting with Centaur mid, and it feels pretty good, especially with the meteor hammer buff. ![]()
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