It all seems amazing and all but this ability has a catch, when enemy heroes get close to you the ability turns off (Don't get me started on Drow rule 34). This passive ability is what makes drow such a damage dealer and should be taken whenever you have the chance to, it not only increases your damage but your armor too. The Drow Ranger is the epitome of archery prowess.Įffectively gives Drow Ranger 40 / 60 / 80 attack speed, 40 / 60 / 80 attack damage and 5.6 / 8.4 / 11.2 armor, as well as an additional 14.4 / 21.6 / 28.8 damage from level 4 Precision Aura.Īn icy particle effect is visible on Drow Ranger while Marksmanship is active.īonus agility and particle effect is lost if an enemy hero (not illusions) comes within 400 range of Drow Ranger. If there are nearby enemy heroes, the bonus agility is removed. Note that this aura only effects ranged units. Many players tend to forget the active ability of this aura, when you activate precision aura you buff ranged creeps which might not look like a drastic difference but it is a great pushing tool. "Range Damage Bonus: 18% / 24% / 30% / 36%", seems insane right? But the best thing is that it's global. Traxex' time spent alone in the forests of her Drow home has allowed her to teach other archers how to improve their bow skills.Ĭan be cast manually to affect creeps globally for 30 seconds, with a 120 seconds cooldown.īecause its activation grants an active buff to creeps instead of an aura effect, bonus damage from creeps will persist until the end of the duration even if Drow Ranger dies.Ĭreeps that spawn after the activation will not gain the bonus damage.īonus damage is NOT considered base damage (contrary to what the buff tooltip says). Illusions can carry the aura, but can't make use of the bonus damage. You can also use Gust as an escape mechanism like IE: -> Gust a ganker->TP out to safety.Īdds bonus damage to the physical attack of allied, ranged Hero units on the map based on a percentage of Drow's agility. It also does a 6 second silence which is insane, time this ability nicely and your team should be able to pwn in fights. It knocksback enemy heroes and disables Riki's invis, pretty dope. Gust is an AOE silence that looks sort of like a. Knockback distance is inversely proportional to travel range, 350 at closest, 0 at 900.Īs with all silences, it will not stop Wraith King's Reincarnation.Īs this ability has the power to knockback enemies it will also cancel Templar Assassin's Meld, as the knockback forcibly changes her position if it hits her. Traxex is rather fond of the tranquility of physical combat, calling on her Drow heritage to end the incantations of opposing magi. Knockback distance is relative to how close they are to you. Releases a wave that silences and knocks back enemy units. The mana cost is pretty decent but I suggest practice using the hotkey to activate it instead of auto-cast as you need the mana for your silence. I do not recommend taking this at lvl1 because a slow generally doesn't do that much early game especially if it's only 15% unless a Crystal Maiden sort of walks right into your face. It slows the enemy by A LOT and sounds baller as #&. This ability is what makes drow a living hell in pub games. The slow is a unique attack modifier and conflicts with lifesteal, both when used automatically and when used manually. The slow will not increase by successive casts, it will only be refreshed. Ice-encased arrows pierce the silence, chilling their victims to the core. Lasts 1.5 seconds on Heroes, and 7 seconds on creeps. Adds a freezing effect to Drow's attacks, slowing enemy movement.
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