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How Many is too Many?
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How Many is too Many?
Posted: Sun Jun 22, 2008 4:07 amI've recently thought about the core 'support' items for most support/intel heros and they all seem relatively similar [suspicious that..]. What I want to know is how many of [x] items is *too* many? Not just for support, but generally [along with justification/s].
To get us started;
More than one Radiance is too many - immolition doesn't stack.
No more than one Assault Curiass - aura doesn't stack.
Two Mekanisms - see above >.>
One Vlads - lulzy..
Yes, the above are all aura based. However, what about items such as Necronomicons, Sheepsticks, etc?
Thanks in advance.

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Necrobooks don't stack summons, they renew them. Multiple sheepstick is a waste of money but permacyclone FTW!
Also, I don't think 2 desolators from seperate people stack._________________
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if you buy two sheepsticks. then when you use one both will go into cooldown. same goes to refresher.
a team can only have one mekasm. one cannot receive heal from mekasm when he has the mekasm icon at his status.
aura's dont stack.
orb effects dont stack as well.
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In 1v1 Situation: Too many disables = idiotic. Unless your Rhasta.
In 2v2 Situation: Too many dps items that would focus on one person only = idiotic. Unless your partner is Atropos
In 3v3 Situation: Too many pushers = idiotic. Counter push and GG unless you have Brood as a main pusher also.
In 4v4 Situation: Too many killers = idiotic. No support heroes at all.
In 5v5 Situation: Too many solo heroes = idiotic. No one supports and gets torn by combos all around.
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I think he might be talking about more than one team member having the same item i.e. more than one sheep stick, necro, euls in the TEAM, not on one particular person. In a pub game, unless a rule is stipulated before hand, it's free reign on all items. I think most of these items have a team limit in league games. I know there used to be one with the old Euls but I don't know if it carried over with the changes made to it. Although I don't see euls that much anymore (unless somebody has Rhasta) - people just seem to go straight for Guinsoo.
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I've seen QoP with Orchid , Guinsoo , Eul , Shiva , BoT and EoS before. Weird but it worked.
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DrifterZ wrote:
I've seen QoP with Orchid , Guinsoo , Eul , Shiva , BoT and EoS before. Weird but it worked.
I've seen QoP with Orchid , Guinsoo , Eul , Shiva , BoT and EoS before. Weird but it worked.
Ok... that's just too much. It might have worked but you should never have to get more than 2 of those int items on a hero. You can maybe push for 3 but that's it. There's just other, more effective items to get - especially on QoP
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Arcane too don't stack. Once activated, both will go into cooldown mode.
And so as Dagon, Mekansm, and Necromicon.
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DrifterZ wrote:
In 1v1 Situation: Too many disables = idiotic. Unless your Rhasta.
In 2v2 Situation: Too many dps items that would focus on one person only = idiotic. Unless your partner is Atropos
In 3v3 Situation: Too many pushers = idiotic. Counter push and GG unless you have Brood as a main pusher also.
In 4v4 Situation: Too many killers = idiotic. No support heroes at all.
In 5v5 Situation: Too many solo heroes = idiotic. No one supports and gets torn by combos all around.
In 1v1 Situation: Too many disables = idiotic. Unless your Rhasta.
In 2v2 Situation: Too many dps items that would focus on one person only = idiotic. Unless your partner is Atropos
In 3v3 Situation: Too many pushers = idiotic. Counter push and GG unless you have Brood as a main pusher also.
In 4v4 Situation: Too many killers = idiotic. No support heroes at all.
In 5v5 Situation: Too many solo heroes = idiotic. No one supports and gets torn by combos all around.
1v1 too many disable is idiotic? you must be out of your mind?? isnt FV's bash a form of disable too? are you saying buying Attack speed and bashers are increasing the chance of disable and thus idiotic??
YOur explanation arent very sound too. of cos too many of anything is bad, because the word TOO meaning more than wats required. Its negative.
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id think bash as more as a passive skill more then a activateable disable
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Ugh..By that I mean , 1v1 getting too much disables is idiotic because you'll only be disabling one person. If you know what I mean -.-
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1v1, yeah, get alot of disabling stuff, then you don't have the damage to kill(considering normal attacks). >_>
Get a Guinsoo then a damage item instead.
2 same items can make you stronger,
but 2 different items that synergizes can make you reach your potential for the meaning 'strong'.
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I'm sorry guys, what I meant was per/team, not on one hero >.>
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one viable strat is all get arcanes
talk about spell spam
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Massing disabling items amongst an entire team is an effective strategy and is one of the only ways an Intel-Caster team can survive if the game goes beyond, say, 30 minutes. I myself was on such a winning Caster team - the game lasted 80 minutes and the other side had superpower late-gamers, and a numerical advantage (3v4 or something). We won because we all had Guinsoos etc.
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