
Although all Dryads are Cenarius' daughters, Aiushtha is said to be his first and favorite. Because of her direct relation to him, she has borrowed much of his powers. This is demonstrated by her control over the shy Wisps which she uses to heal her allies, and her ability to bring an opponent under the will of the Sentinel. Preferring ranged combat to melee, she fashioned a spear that strikes with more force the further her target is away. Her agility is unmatched, and any opponent attempting to kill her will find she skips ahead of them with surprising ease.
Part One
Introduction
Enchantress relies on her skill Enchant to jungle, using the creeps to tank same as chen. However hers are on a strict timer so she has to keep replenishing creeps. They last 80 seconds and Enchant has a cooldown of 30 seconds.
Compared to Chens Holy Persuasion it is 35 mana cheaper and doubles up as a powerfull slow, and its cooldown decreases per level. However creeps still only last 80 seconds, so its a MUCH worse skill for controlling neutrals but is cheaper to compensate... or so you would assume.
Enchant Vs Holy Persuasion
Holy Persuasion level 1 = Max 1 Creep (Chen Level 1)
Holy Persuasion level 2 = Max 1 Creep (Chen Level 3)
Holy Persuasion level 3 = Max 2 Creeps (Chen Level 5)
Holy Persuasion level 4 = Max 3 Creeps (Chen Level 7)
Enchant Level 1 = Max 2/3 Creeps (Enchantress Level 1)
Enchant Level 2 = Max 3/4 Creeps (Enchantress Level 3)
Enchant Level 3 = Max 4/5 Creeps (Enchantress Level 5)
Enchant Level 4 = Max 5/6 Creeps (Enchantress Level 7)
Result
Enchantress Can controll as many neutrals at level 1 as a Level 5/7 Chen, at the cost of Duration. She can create a army of neutrals that puts Chen to Shame, and she can do this from level 1.
Why is this Important?
With enough skill you can farm the highest level camps from level 1 AND have them never fail to respawn, and you can do More than one at once with a bit of luck.
So what makes this a Speed Jungle? Why is it different?
Your Microing everything you controll on a Strict Time limit, Forcing you to make the most of your creeps before they die. If they die too soon your jungling will slow to a hault untill you can pickup the pace again.
Your hunting for units to fuel your Jungle while at the same time, abusing them to the brink of death. You need to balance out Your destruction of Neutrals with the games Neutral Generation.
Part 2
Mechanics
By aquiring good neturals to jungle for you fast and constantly, you can jungle Many camps at once, fast and without taking any damage yourself. However the downside is Half of the creeps that "die" you get no gold or XP for.
So how do you counter balance this?
Simple, Generate more neutrals for yourself to kill and Enchant.
The Numbers
Enchant Normal Jungle = Creeps/2 = 50% Effectiveness
Enchant Speed Jungle = 2*Creeps/2 = 110% Effectiveness
The Math is Wrong! its 100% Not 110%!
True in theory, but not in practice.
Why?
Because of The Netural Creep XP and Gold Rate of certain camps, and the rate you are plowing through them. This type of Jungle is WAY harder than any other, but its more effective than standard jungling.
Ok So how do we make more creeps? Units near camps or dead inside Stop more appearing. Its NOT POSSIBLE!
Oh Really? You'd be surprised..... Caught on yet?
Nope Still clueless, Spell it out
We Micro to make sure we jungle camps outside of the camps, Making sure that camp ALWIES respawns every minute and destroying it as fast as possible through sheer numbers before it can stack itself.
So why is this Only viable in 6.55?
Previously Impetus through 1-7 was too good to sacrifice by jungling. Secondly she would leave the jungle with stupid ammounts of gold, but no power to show for it because of forgoing Impetus. With the old 4 Skill point Skill now being a Ulti at level 6, you dont loose any power at your "ganking" phase by jungling early on.
Awesome No?
Part 3
Preforming the Speed Jungle
Congratulations for making it this far. This is the juicy part of the guide, the one that explains the mystery of Parts one and Two.
Preperation
Starting items should be whatever your most comfortable with. Personaly I use 2*Circlet and 4*GG Branch.
Why thoose items?
Its the most stats you can possibly have out of your starting gold. You will not need to leave the jungle if played correctly untill you obtain your first major item. I personaly go for Boots of Travel. On adverage by level 6 I have 3 nulls and BoT at around the 10 min mark of the new game clock.
Results will vary. There is a degree of luck involved.
Luck? How so?
Because what spawns in the actual camps is alwies random, you never know Exactly what will spawn. The most you can ever figure out is what will Not spawn. What spawns and when and how you deal with it is what makes or breaks this jungle style.
Part3 B
Skillbuild 1-11
Enchant
Stats
Enchant
Stats
Enchant
Impetus
Enchant
Stats / NA
Stats / NA
Stats / NA
Impetus
*Note* if you need NA take it, but one level will surfice pre-lvl 11, as you wont be in the thick of battle. NA lvl 1 will normally heal for 1/2 your total hp and thats all you need to heal between ganks if you suffer heavy damage.
No Untouchable or NA, YOU NUTS!?
No, One level of Natures Attendents is taken if it is required. Level one is enough to heal is enough, and its important to get stet as many stats as possible, as fast as possible. More important than any other jungle hero.
Untouchable doesnt server much purpose earlygame as DPS heros dont have much attackspeed to loose to begin with, so it isnt as effective.
Why are Stats so important?
Impetus eats mana. It is very powerfull now to compensate but it still eats mana. The more mana you have, the more impetus you can throw, and more slows can you land. And once you gain impetus you'll want to survive for as long as possible without having you repenish your mana.
It also boosts your survivability so you are not weak for rushing an early travels over more powerfull stat items, or your next major item (Personal Preference here is Guinso).
Part 4
Summery of how its done
Every neutral camp has an area that when no units or corpses are within that area, a new camp will spawn. Its important that everything after the X:40 second mark, Dies outside them areas Unless you have a Troll. Heres a Very good guide that shows theese exact areas.
Neutral Creep Guide by MrX
Starting off
Once the neutrals spawn, you want to enchant the highest level creep among the highest level camp thats nearest the side your on (scorge/sentinal). This will be one of 5 possible camps.
The 3 Wildkin
Enchant the big one and kill the other 2 normally. Posistion Him once dead in a "Safe zone" and have him use tornado on the Weak camp to kill it, then drag the tornado around as many camps as you can. If you position him correctly you can have him tank creeps while still using the Tornado. It is advised you use the tornado to hunt down Satyr tricksters if one of thoose camps has spawned. This is a Good camp to have, but doesnt shine as your first one. Hes more of an awesome support Creep.
The 3 Satyr's
Its important you Enchant The Hellcaller after the trickster has purged you. You wont take much damage for them 2 seconds and the Hellcallers Aura will heal you so it cancels out. This is the worst of the 5 possible camps that spawn.
The 2 Furblogs
Enchant the Furblog and Kill the otherone asap. Use thunderclap whenever its off cooldown to down the other centaur as fast as possible.
The Troll Warlord + 2 Mini Trolls
Enchant the Warlord on the spot and down the 2 minitrolls instantly. Then use the Trolls Raise Undead Skill to Summon More Minions to tank for you (Yay!) and most importantly, REMOVE THE CORPSES FOR YOU!
The Two Centaurs
Enchant the big one and kill the second one normally. Its better than the Hellcaller but not as good as the furblog.
Keeping the Flow
From the starting point its important to move onto the next, abusing your choosen creeps skills. Its easiest with the Troll, second easiest with the Centaur or Furblog, worst with the Hellcaller. However the second you can use a damaging Creep Skill, USE IT. Speed is everything. No point saving the creeps mana or skills as they are going to die soon. SPAM SPAM SPAM!
So cooldown is up, next creep to enchant is?
another level 5/6 Creep. Alwies have one of theese. If you get trolls you are VERY lucky indeed and you wil jungle Very fast. While the first camp at the start is empty there is a second camp that alwies spawns the exact same 5 Camp types. Top up your next creep from that camp.
From this point on, just try and maintain a rythm of never stopping. Go from camp to camp and just kill it in the "safe zone" so it will respawn. Enchant the Strongest creep of any camp you come to, and just keep moving.
Part 5
Though Camps and how to deal with them
The 4 Satyrs
Purge will seriously injure any creep you own near it, More often than not killing your weakest creep. If it has seconds to live sacrifice it to eat purge, tank the purges yourself or if possible, use a Creepskill to kill the 2 Tricksters Instantly. If you have the minions of a Troll, sacrifice them to eat the purges.
From level 3 of Enchant onwards another tactic is to Encahnt one of the trickers so the other trickster will waste its purge on him, protecting your other creeps from harm.
The 2 Golems
You cant enchant them. Ignore them untill you have 2/3 powerfull creeps or a troll who can summon minions and down them asap.
The 3 Magi
Dont Bother enchanting them unless you have to. If you must enchant one, dont take the blue one.
The Wolfs
Alwies enchant the alpha wolf obviously. Also its important to try and alwies have one of theese with you if you got a Troll or 2 other creeps or more. He is also very strong and takes down camps quickly providing you got a bigger creep tanking for him.
thx to 1st post PS2MAN@dota-allstars.com
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