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Old 08-25-2007, 10:15 AM   #1 (permalink)
Indefinite
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Default 6.47 new hero - Faerie Dragon

An overview of the hero for those, who aren't familiar with it yet:

Puck, Faerie Dragon:
Quote:
Base HP: 473 (1613 on level 25 with attribute bonuses)
Base MP: 351 (1703 (!) on level 25 with attribute bonuses)
Strength: 17 +1.7/lvl
Agility: 22 +1.7/lvl
Intelligence: 27 +3.5/lvl (!)
Range: 600
Skills: [cooldowns are for the 4th level of the spell, 'cause I didn't want to write that all down]
Quote:
Illuso[r]y Orb [125MP]
Sends a magic orb flying down a straight path damaging everything in its way. At any time during the life of the orb the Faerie Dragon can teleport up to it, taking it's place. 1800 range, 225 AoE, 15 second cooldown.

Level 1 - 70 damage
Level 2 - 140 damage
Level 3 - 210 damage
Level 4 - 280 damage
Quote:
[E]thereal Jaunt [25MP] - Shifts into the Illusory Orb.
My opinion: The basic skill of this hero. Looks like a nuke with blinking and pushing possibilities.

Quote:
[W]anning Rift [100/110/120/130MP]
Releases Puck's mystical faerie dust around him. 10 second cooldown.

Level 1 - Deals 60 damage in a small AoE and silences enemy heroes around him for 0.1 second.
Level 2 - Deals 120 damage in a small AoE and silences enemy heroes around him for 1 second.
Level 3 - Deals 180 damage in a small AoE and silences enemy heroes around him for 2 seconds.
Level 4 - Deals 240 damage in a small AoE and silences enemy heroes around him for 3 seconds.
My opinion: Another nuke combined with a disable. Very neat to cast in the middle of an enemy team, during a team battle. Synergises with Illusory Orb/Ethereal Jaunt nicely.

Quote:
Phase Shi[f]t [50/40/30/20MP]
Shifts the Faerie Dragon out of existence, temporarily avoiding any further damage. 6 second cooldown.

Level 1 - Shifts up to 0.75 seconds.
Level 2 - Shifts up to 1.5 seconds.
Level 3 - Shifts up to 2.25 seconds.
Level 4 - Shifts up to 3 seconds.
My opinion: A good hiding skill, when you're in the middle of an enemy team, after spamming all your other spells. Yet, after 3 seconds you might become their primary target, so be sure to run/jaunt. Personally, I think it's the worst skill on him and doesn't synergize with his other ones too well.

Quote:
Dream [C]oil [100/150/200MP] - ultimate
Puck's powerful imagination enguffs an area, creating coils of volatile magic that deals damage and stuns enemy units for 0.5 second as it latches onto them. Stretching coils beyond 600 AoE causes it to snap, dealing additional damage and stun. Lasts for 5 seconds. 85 second cooldown.

Level 1 - 100 damage, break: additional 100 damage and 1.5 second stun.
Level 2 - 150 damage, break: additional 150 damage and 2.25 second stun.
Level 3 - 200 damage, break: additional 200 damage and 3 second stun.
My opinion: A good skill to capture running heroes from a team battle and beat them to death.

My overall view of the hero:
+ great early game nuker, mid and late game disabler, overall good supporter
+ great combo of Illusory Orb/Ethereal Jaunt -> Wanning Rift/Dream Coil -> Phase Shift makes him quite a threat early to mid game
+ forces enemy heroes to outmicro his nukes, if they don't want to be his first blood
+/- you need really good timing and control over him, if you want to blink on a whole range of illusory orb
- very fragile throughout the whole game, if he doesn't have health increasing items
- has to be in close range with enemy heroes for his combo to work perfectly
- although of he's got a big mana pool late, he's a terrible mana sucker, requires lots of mana regeneration items

My first thought suggested items in no particular order:
- Boots of Travel (for obvious reasons)
- Black King Bar [survival for his spell combo against nukers, a bit of damage and a small hitpoint boost]
- Eul's Scepter of Divinity/Guinsoo's Scythe of Vyse [more disabling abilities, enhanced mana and mana regeneration, additional damage]
- Mekansm [great support for him and his team, useful when running from a gank]
- Refresher Orb [his mana pool definitely can support his double spell combo, once you have some mana and mana regen increasing items, making him extremely deadly]
- Soul Booster, eventually ending up being Aghanim's Scepter [should fix his survival problems against damage dealers a bit, even more mana ultimate enhancement (?)]

I did some thinking and played a game using him. Soul Booster fits him better than Necromicon, 'cause you gotta have almost perfect timing with him alone, so unless you're capable of managing Necro-summons, Necrobook isn't a such good idea.

Share your thoughts about him.
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Old 08-25-2007, 06:19 PM   #2 (permalink)
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He causes fatal errors. He's an Area of Effect initiator. Incredibly easy to orbwalk with. He can Phase out of most area of effect/wave spells.

Conclusion: mediocre hero.
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Old 08-25-2007, 06:46 PM   #3 (permalink)
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Quote:
Originally Posted by LiChE View Post
He causes fatal errors.
He's a new hero. Every new feature in DotA was kinda messed up in the beginning. It'll get fixed in a hotfix, I suppose.
Quote:
Originally Posted by LiChE View Post
He's an Area of Effect initiator.
You mean his Wanning Rift or Dream Coil?
Anyway, that's what makes him a better team hero, than a soloer.
Quote:
Originally Posted by LiChE View Post
Incredibly easy to orbwalk with.
With a cost of 125 mana and a 15 second cooldown, it's not as effective as people would like it to be (that is: roaming in the enemy base with second towers still standing), yet it can be frustrating.
Also requires great timing if you want to orbwalk the greatest distance.
Quote:
Originally Posted by LiChE View Post
He can Phase out of most area of effect/wave spells.
If you time it right. He doesn't actually phase out automatically just before a strike, but after it.
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Old 08-25-2007, 11:55 PM   #4 (permalink)
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Quote:
Originally Posted by Indefinite View Post
You mean his Wanning Rift or Dream Coil?
Anyway, that's what makes him a better team hero, than a soloer.
Orb in, silence, Coil, blink out, continually silence.

Quote:
Originally Posted by Indefinite View Post
With a cost of 125 mana and a 15 second cooldown, it's not as effective as people would like it to be (that is: roaming in the enemy base with second towers still standing), yet it can be frustrating.
Also requires great timing if you want to orbwalk the greatest distance.
Erm...*sigh*, not orbwalk as in using Illusory Orb to walk...I meant animation cancelling. His backswing cancelling rocks.

Quote:
Originally Posted by Indefinite View Post
If you time it right. He doesn't actually phase out automatically just before a strike, but after it.
Yeah, it's best to do with an LC host.
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Old 09-01-2007, 09:15 PM   #5 (permalink)
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Now, that I've played him more a bit, I decided to replace Refresher Orb with Bloodstone.
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Old 09-01-2007, 10:11 PM   #6 (permalink)
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Shift, Orb is the best escape ever
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Old 09-02-2007, 03:34 AM   #7 (permalink)
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I like the skills, but I just think it looks so retarded.... so i don't play it.
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Old 09-02-2007, 10:44 AM   #8 (permalink)
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I got to the conclusion, that Faerie Dragon is a late game pusher. Both of his nukes are AoE and he sweeps creeps in a breeze.

And I think, Puck is cute. Powerful early game and cute.
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Old 09-02-2007, 10:51 PM   #9 (permalink)
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I Still do think his orb is too far, 1000 or 1200 would be better
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Old 09-03-2007, 12:52 AM   #10 (permalink)
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I personally think its good. His nukes arent that powerful, the orb is needed for good chasing. However, the blinkdagger should NOT work on him. BOT with double blink isnt fair... lol
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Old 09-03-2007, 02:26 AM   #11 (permalink)
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He's a good carry. Annoyingly good nuker.
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Old 09-03-2007, 03:16 AM   #12 (permalink)
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I went up against a good puck player yesterday....
It's an annoying piece of ****. I was Anti MAge so I thought I would kill it easily but everytime i approach it would ****ing disappear........
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Old 09-03-2007, 11:53 AM   #13 (permalink)
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Quote:
Originally Posted by Belphegor View Post
I personally think its good. His nukes arent that powerful, the orb is needed for good chasing. However, the blinkdagger should NOT work on him. BOT with double blink isnt fair... lol
What's the orb's movespeed anyway? I know it's somewhere around 400-450, if not maxed.

Anyway, it can be used as a chaser, but it might be hard, if you wanna blink in the ending stadium of it.
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