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No. 38757
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Remember me mentioning why maxing Astral Imprisonment for Obsidian is so much better than Arcane Orb? This guide goes more into detail. I'm not sure if the Int theft still stacks in Dota 2. However even if it doesn't, OD still get bonus damage, a larger max mana pool(More mana restored from Essence aura) and cripples the lane opponent's mana pool for a good 60 seconds. (Think heroes like Rogueknight/Slither/Sand King) OD also has a high base damage, put that with his Int theft and last hitting/denying will be so much easier.
On top of all that, it can be used like storm spirit or take a ganker out of the game for a few seconds.
Now compare this to Arcane orb, sure you might argue that Arcane orb can be used for last hitting/harassing as well, but OD has far too small a mana pool to do significant damage early on. Eventually you will end up being unable to sustain the constant mana cost along with the decrease in Arcane orb's damage as it is reliant on your current mana pool.(If 1 Int is still equal to 13 mana, technically Astral Imprisonment only costs 76 mana after reduction.)
Sanity's Eclipse! Yes, the Int cap might have been an undeserved nerf, but really did you expect OD to do 1k damage with his ultimate in a regular game? Not if he's ultra-farmed. The 75% mana drain is the other, albeit main highlight of Sanity's eclipse. Imagine that Lich running around in circles, unable to cast Chain Frost or Zeus striding around hurling auto attacks instead of lightning bolts.
Of course, 5 aghanims was a joke build. Guinsoo is all OD really needs, Nome's Wisdom or Spellshards would work wonders on him, but they're not in Dota 2.
Putting that aside, Outworld Destroyer has a great design.
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