BKB and Linken's Sphere icons
On most other articles, there are little icons informing the reader about whether the spell is blocked by magic immunity or Linken's sphere. They aren't in this one, and I think they would be a beneficial addition. I would do it myself but I don't know how. Can someone add those? - Pi3th0n, May 15th
- Done We haven't gotten around to upgrading all the heroes to the new template which shows those things yet. -Baloroth 14:41, 15 May 2012 (UTC)
Does death pulse hit invisible units ?
Yes it Does. by FoxyStyle, 10 may 2014
No longer a viable counter-pick to Huskar
Because of the new berserker's blood Huskar is impossible to kill with nukes, hence he barely feels the effects of big nukes after using Life Break. This includes Reaper's scythe or even Luna's Eclipse...it's like Huskar can just laugh them off...
Updated cast & atk animation / backswing
Necro's cast time was incorrectly displayed as 0.7 sec instead of being 0.5 sec as in DotA Allstars. I tested it out and he's able to cast his ult under Clockwerk's Battery Assault, which would be impossible if he still had 0.7 sec cast time.
Some "hardcore" player talk from 2012
Max Heartstopper Aura before anything else; as it allows for harassment of enemy heroes by means of simply standing near them, as you would in early-game laning.
... Seriously? Early game Heart Aura is trash. Any good Necro player knows that.
Lets just say you're fighting against Axe. He's level seven with between 900-1200 hp. You have four points in aura, one in Q E and R. That leaves you with an 'amazing' 10.8-14.4 damage per second by your aura, and 50/75 damage heal/nuke.
Or the other situation, the real way to skill Necro. Axe still having between 900-1200 hp. Yet you have four pulse, one W E and R Giving you a 130/275 damage heal/nuke, yet still keeping a constant source of damage from your aura, 5.4-7.2 per second.
The difference between maxing the aura and a single point at level 2, maxing it last is... Six damage per second. All you can do is throw out a useless heal/nuke and hope your opponents are stupid enough to stand still for prolonged amounts of time, whilst you whittle them down to nothingness.
Or have an amazing heal nuke (Extra emphasis on heal, helps prevent ganks, keep your lane partner filled up, etc) with a steady damage stream still coming from your single point of aura.
tl;dr, early game it's a one point wonder. Check any guide from any site (playdota, dotafire, message boards/forums, professional streams, etc) they'll all say the same.
SirDekar 09:47, 7 May 2012 (UTC)
^^ Dude, you can change it. You don't have to post on the discussion page for something that obvious. - Pi3th0n
- Too much hussle for such a little thing. Really not worth messing the template for that. ~~ Bu3ny (talk) 13:01, 17 January 2017 (UTC)
General Rule of Heal and Mana Restore
Ghost Shroud should be same as Tether, Assimilate, False Promise I think (doesn't test). So it should be a general rule, written at health or mana, instead of notes so long. And Armlet might be a special case, which doesn't affect heal amplify but is affected by Ice Blast. --Elite stay (talk) 08:28, 13 December 2017 (UTC)