![]() The other options here just aren't very useful, deploying a decoy farther away still lets them know you are within range to strike and deploying a decoy too often can deplete your mana very quickly. As well as it is 10 seconds in which they could be dead. Envenom brings a lot of damage to the table, for me though it is a secondary to Gathering Power only because it is over 10 seconds, which is a long time that their support can save them or they get to a well. The only other viable option here would be Envenom, again the focus needs to be on damage, bursting down a hero so that your team can finish them off, or finishing off a hero that your team has weakened. This only applies to ability damage and not basic attacks, however 15% especially when combined with the other 20% from level 1 means a lot of damage from snipe. ![]() There have been quite a few changes to Gathering Power over time, now it is currently 1% per take down up to 15% and losing half on death. The only other possibility here would be conjurer's pursuit for extra mana, but you are not a sustained damage hero, hit and get out means by the time you run out of mana the team fight should be over good or bad. If you don't deal enough damage, get away, and set up for another attack, you are being ineffective.ĭealing with every other talent at this level does not help damage. Used within 1 second of becoming uncloaked or while cloaked it deals an additional 20% damage.
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