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How Many is too Many?

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Cyber Bunny


First Blood Posts: 19 Joined: 24 Jan 2008 1498 gold

How Many is too Many?

Posted: Sun Jun 22, 2008 4:07 am

I'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. Wink

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tiberiumlord


Godlike Posts: 1105 Joined: 06 Jul 2007 27771 gold

Posted: Sun Jun 22, 2008 4:28 am

Necrobooks don't stack summons, they renew them. Multiple sheepstick is a waste of money but permacyclone FTW! Laughing Also, I don't think 2 desolators from seperate people stack.
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indistinguishable


Dominating Posts: 166 Joined: 16 May 2007 5836 gold

Posted: Sun Jun 22, 2008 4:35 am

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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DrifterZ


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Posted: Sun Jun 22, 2008 4:38 am

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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Wii<R>venom


Mega Kill Posts: 651 Joined: 28 Oct 2007 20823 gold

Posted: Sun Jun 22, 2008 4:48 am

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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DrifterZ


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Posted: Sun Jun 22, 2008 4:58 am

I've seen QoP with Orchid , Guinsoo , Eul , Shiva , BoT and EoS before. Weird but it worked.
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Wii<R>venom


Mega Kill Posts: 651 Joined: 28 Oct 2007 20823 gold

Posted: Sun Jun 22, 2008 5:04 am

DrifterZ wrote:
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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jemual


Monster Kill Posts: 337 Joined: 06 Nov 2007 25450 gold

Posted: Sun Jun 22, 2008 5:06 am

Arcane too don't stack. Once activated, both will go into cooldown mode.

And so as Dagon, Mekansm, and Necromicon.

~jemual
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sfsy1


Beyond Godlike Posts: 2977 Joined: 08 Sep 2007 86515 gold

Posted: Sun Jun 22, 2008 5:19 am

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.


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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CrYsTaL-IcE


Currently banned Dominating Posts: 119 Joined: 17 Jun 2008 0 gold

Posted: Sun Jun 22, 2008 5:33 am

id think bash as more as a passive skill more then a activateable disable
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DrifterZ


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Posted: Sun Jun 22, 2008 5:52 am

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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`UnholY`


Zelkyrie>.<
Beyond Godlike Posts: 2573 Joined: 13 Jan 2007 41598 gold

Posted: Sun Jun 22, 2008 5:59 am

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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Cyber Bunny


First Blood Posts: 19 Joined: 24 Jan 2008 1498 gold

Posted: Sun Jun 22, 2008 6:49 am

I'm sorry guys, what I meant was per/team, not on one hero >.>

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darkness79


Monster Kill Posts: 310 Joined: 26 Jul 2007 9322 gold

Posted: Sun Jun 22, 2008 7:38 am

one viable strat is all get arcanes

talk about spell spam

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Shimrra_3


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Chambermaid Posts: 2489 Joined: 19 Dec 2006 68045 gold

Posted: Mon Jun 23, 2008 5:54 am

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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