Overview of Hero Top
Trait
Critical Mass: Getting a Takedown will reset the cooldown on all of your Abilities (including Heroic).
Allows you to chain kill and spam abilities to deal out some serious damage.
Abilities
Magic Missiles: Fire three missiles toward an area, each dealing 152.15 (+3.5% per level) damage to the first enemy hit.
Mana: 20
Cooldown: 3s
Even though its a bit wonky to aim, your main poke ability can take out a chunk of any hero's health if they land.
Arcane Orb: Fire an orb that powers up as it travels, dealing 154.50 (+3% per level) damage to the first enemy hit. The amount of damage dealt is increased the further it travels, up to 463.50% (+3% per level) damage.
Mana: 50
Cooldown: 10s
A very powerful spell that can do 1/3 to 1/2 of any hero's health. Can also be used to clear waves and mercs all while doing massive structure damage.
Teleport: Teleport a short distance instantly.
Mana: 30
Cooldown: 5s
Can be used to jump into fights to surprise enemies or to escape a sticky situation.
Heroics
Disintegrate: Channel a powerful beam, dealing 462 (+5% per level) damage over 2.5 seconds to enemies while they are in it. The direction of the beam changes with your mouse cursor position.
Mana: 80
Cooldown: 20s
Used to finish off enemies that are trying to escape, but be careful that you don't get caught while casting.
Wave of Force: Knock away all enemies from an area and deal 168 (+5% per level) damage.
Mana: 80
Cooldown: 20s
Useful tool that can be used to push enemies into AOE or even your own abilities. Also does decent damage.
Pros
Very mobile
Spamable abilities
Lots of burst damage
Good at pushing
Cons
Very squishy
Requires skill
Targeted because of high damage
Orb Build Top
Playstyle
Your orb is meant to do the most amount of damage in this build. You usually are going to want to open up combos with the orb and use your missiles as more of a finisher. This build is also good for taking down towers, minions and mercs. Because of how squishy you are, you don't want to get to close to enemies so they can burst you down. Try to stay on the outskirts of a fight.
Talent Calculator:
http://www.heroesfire.com/hots/talent-calculator/li-ming#hB_r
Talents
Astral Presence: Your Mana regeneration is increased by 100% while below half Mana.
This is the best level 1 talent. It solves mana issues and allows you to spam abilities.
Triumvirate: If Arcane Orb hits an enemy Hero after traveling at least 80% of its base range, the cooldown is reduced by 7 seconds.
This talent and
Ess of Johan are both suitable talents for this level. I prefer Triumvirate over Ess because if you can hit your orb you can spam it more often. Ess would be better for newer players and teams with more AOE.
Zei's Vengeance: Arcane Orb does an additional 25% more damage to enemies far away, but will deal 25% less damage to enemies up close.
This talent is a bit different. Its not good if melee heroes are constantly on your back. Its good when you are able to stay at a distance and poke at the enemies. If you stay on the outskirts of a fight, you'll be able to maximize damage with this talent.
Disintegrate: Channel a powerful beam, dealing 462 (+5% per level) damage over 2.5 seconds to enemies while they are in it. The direction of the beam changes with your mouse cursor position.
Use this to finish off enemies with low health or at long range. Also very powerful when enemies are clumped up. Overall very versatile and useful ability.
Illusionist Increases Teleport range by 50%, and if you lose more than 15% of your health at once, its cooldown is instantly refreshed. This cannot happen more than once every 4 seconds.
Allows you to teleport further to chase down enemies or to escape. Also allows you to teleport twice if you are under fire from the enemy team. Overall very useful and makes Li-Ming a more mobile hero.
Arcane Orbit Arcane Orb travels 25% farther, doing up to 25% more damage.
This talent makes it easier to snipe with the orb and does more damage while doing it. More damage and farther range is great talent for this build.
Tal Rasha's Elements: Your abilities benefit from 20% bonus damage as long as they aren't cast twice in a row.
This talent gives a good damage bonus as long as you play smart. Your Orb's cooldown should be long enough that you don't spam it twice in a row (unless you get a takedown), but the missiles is where it can get you. Try to chain your abilities to maximize the effects of this talent.
Missiles Build Top
Playstyle
This build is more for spamming your missiles for a bit more sustained damage. In long fights you'll be able to dish out more damage because of the more powerful missiles and their short cooldown. The orb is still good for damage, sniping, etc. Just like the other build, you want to stay as far away from the enemies as possible, but close enough to hit them with your abilities.
Talent Calculator:
http://www.heroesfire.com/hots/talent-calculator/li-ming#gOhA
Talents
Astral Presence: Your Mana regeneration is increased by 100% while below half Mana.
Still the best talent, even in this build. Can basically use spells infinitely. Beats out
Force Armor because mana is more important, and you shouldn't be directly engaging with any massive damage dealer, making the shield irrelevant.
Charged Blast: Basic Attacking a target recently hit by a Magic Missile does and extra 90.48 (+4% per level) damage.
This talent helps with focusing a dangerous target on the other team with your basic attacks, such as a healer, massive damage dealer, or Cho'gall. This also combos with
Cannoneeer later.
Seeker: If three Magic Missiles hit the same target, the third one deals an additional 130 (+4% per level) damage.
This talent just makes it so your missiles do more damage if you can aim them properly. Better than the other talents in most circumstances for this build.
Disintegrate: Channel a powerful beam, dealing 462 (+5% per level) damage over 2.5 seconds to enemies while they are in it. The direction of the beam changes with your mouse cursor position.
Works in this build similar to the last one. Finish off retreating enemies, kill clumped enemies, etc.
Cannoneer: When you use an Ability, increases your basic attack damage by 75% and cause it to deal Ability damage. Stacks up to 3 times.
This works well with
Charged Blast in buffing your basic attacks. Makes your basic attacks do a good amount of damage and helps with focusing targets. If you don't pick
Charged Blast its not worth picking this talent.
Fireflies: Drastically increases Magic Missiles speed, and lowers its cooldown by 1 second.
This ability makes it easier to aim your missiles, as you don't have to aim where the enemy is going to be. IT also lowers the cooldown so you can spam it more often.
Archon: Pure Power: Activate to enter Archon form, allowing you to repeatedly use Disintegrate, but be unable to cast other abilities.
This is a really cool talent, that lets you use your Heroic infinitely. There is no mana and you do not have to recast the spell, as it channels forever. I choose this over
Tal Rasha's Elements because you want to be using your missiles whenever you can, and since your missiles have the lowest cooldown you will probably end up casting them twice in a row. This makes Archon the next best pick, as it can burn down heroes, minions, mercs, and structures forever. Be careful though, you can't use teleport to escape while in Archon form, make sure not to use this when you are up close.
Survivability Build Top
Playstyle
This build is good if you are having trouble surviving as Li-Ming, It is also good for new players trying to learn the hero. This build gives you health and sheild buffs, while still provifing you with enough to do a lot of damage. You should be able to escape from fights easily and take a few more hits with this build.
Talents
Astral Presence: Your Mana regeneration is increased by 100% while below half Mana.
Mana is still important which means this talent is still important.
Dominance: Takedowns restore 25% of your maximum health.
This talent allows you to be a bit more aggressive because you get some health from killing enemies. As long as you kill enemies, you won't need to go back for health.
Zei's Vengeance: Arcane Orb does an additional 25% more damage to enemies far away, but will deal 25% less damage to enemies up close.
The talent is better than the other two because it enforces what you should be doing as Li-Ming. You should stay on the outskirts of a fight which is why
Calamity is so bad.
Wave of Force Knock away all enemies away from an area and deal 168 (+5% per level) damage.
Useful ability that allows you to move enemies away from you, towards your team, or into harmful AOE. Can secure kills or save your life.
[
color=#800080]Illusionist:[/color] Increases Teleport range by 50%, and if you lose more than 15% of your health at once, its cooldown is instantly refreshed.
Great escape talent that helps with getting out of the enemies line of fire. Best talent Teleport gets.
Diamond Skin: When you Teleport, gain 25% of your maximum health as a shield, for 4 seconds.
Gives you some more survivability and allows you to absorb some more damage.
Tal Rasha's Elements: Your abilities benefit from 20% bonus damage as long as they aren't cast twice in a row.
Ability damage is always good and you should be cycling through your abilities to keep that damage.
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