Helmet Mane - Fury Points
Flaming Helm - Enraged Status
The bar on the right below is the remaining time of the rage status. The rage status is obtained through talent
3ka - deals damage
When using a stone, it gives additional damage from 3, and 1 also gives additional rage points
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A cool, cool juicy PVE character, the only disadvantage for PVE is melee combat, sometimes you have to run so to speak, well, as a bonus to this, you were also given 2nd range skills and it will be difficult to evade a morning run. With these small disadvantages, we have absolute a combo machine for dismembering mob-like 3D models in the “press and forget” genre. Ultimate abilities in a larger volume are aimed exclusively at liquidally closing PVE content, and for this reason, the var will become your best friend if you don’t like pvp but have a slender, strong, young man I have in my possession the goal and love of my life. Naturally, this essentially cheating talent tree will be changed as soon as immediately, but I want to tell you that it will undergo very minor changes (they didn’t change), since I believe that the var has gone into rebalance due to the “Indicative damage graphs, etc.,” this will result in a slight underestimation of characteristics and talents, but in general will not affect the gameplay component of the character. If we consider pvp, then almost everything is cool and we have something to put the opponent on, but at the same time the variability of our builds drops to 3 ults - Pounce (max talents) - Slam (max talents) - Stike (max talents), Again, very predictable for your opponents, since in essence it will be - Jump (Stun) > Stun, Jump Slowdown, In an attack, the jump feels quite confident and you can make sudden flights, preferably into the range of heroes, but if suddenly they have any ult for movement speed or Trap stun like an archer/bard - you can easily be written off from the list of the living, because most of all you are afraid of breaking the distance and this makes you absolutely helpless, especially in local 1x1 battles, you can also try to play from someone - that is, you have an anti-heal stun and you wait for your teammate’s stun, throw anti-heal on the target and extend the stun, in this case the likelihood of the enemy drinking is maximum (and that’s how I would play).
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