Nephilim: Difference between revisions

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''Keep in mind that a lot of what is stated here may not apply since Neph's cooldowns has been fixed. -watermelon''
==Summary==
===Summary:===
{{Hero Summary
The Nephilum(Neph) is a very versatile hero with a unique skill set. He is an AGI based hero with balanced stat-gains.
|portrait=Temp.JPG
|Str=19
|Str+=1.95
|Agi=22
|Agi+=2.3
|Int=15
|Int+=1.55
|Primary=Agility
|name=Ivarhem
|text=Extremely flexible melee hero.
}}
A demon seeking to use the undead to further his own ends, he weilds a vast array of abilities to lay waste to foes.
{{-}}


Advantages of the Neph are:
=Guide=
Nephilim (Neph) is a very versatile hero with a unique skill set in which any spell cast causes all of his abilities except his Innate to switch to a different skill..


+ VERY versatile with 26 spells total.  Has heals, nukes, disables, and good utility.
Advantages of Neph are:
 
+ Very versatile with 26 spells total.  Has heals, nukes, disables, and good utility.


+ Decent base damage and a fast base attack.
+ Decent base damage and a fast base attack.
+ No skill cooldowns! Can spam his spells very quickly for powerful effect. (This was changed in 1.12c2)


+ Several playstyles work well.
+ Several playstyles work well.
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Disadvantages:
Disadvantages:


- Melee only.
- Melee.
 
- No dispel magic (except 1 really lousy one)


- Very limited Area of Effect(AoE) damage or debuff spells.
- Very limited Area of Effect(AoE) damage or debuff spells.
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Base Stats:
STR 19  +1.95 per lvl <br>
AGI 22  +2.3 per lvl<br>
INT 15  +1.55 per lvl<br>


Base Dmg: 40-52.  Has a Fast attack speed.<br>
Base Dmg: 40-52.  Has a Fast attack speed.<br>
Base AC: 12<br>
Base AC: 12<br>
Move speed:   Pretty fast base move speed.<br>
Move speed: 315<br>


A Weapon Upgrade via crystal adds +6-10 damage, which is about average.  Its actually pretty good considering his fast base attack speed. <br>
A Weapon Upgrade via crystal adds +6-10 damage, which is about average.  It's actually pretty good considering his fast base attack speed. <br>
Note that his total attribute gain per level is 5.8 which is very strong.  Most heroes gain under 5.0.<br>
Note that his total attribute gain per level is 5.8 which is very strong.  Most heroes gain under 5.0.<br>






Skills Chart
====Skills Chart====
 
At any given time, Neph's current skillset will be one of the rows from the 5 rows.  
 
The same skills will always line up no matter what order they are chosen in.  Using any skill will result in the row incrementing and the next set of skills available.
At any given time, the skills displayed will be rows 1 through 5. The same skills will always line up no matter what order they are chosen in.  Using any skill will result in the row incrementing and the next set of skills available.
Think of all 5 skills (4 masteries and 1 ultimate) as a Jackpot wheel, except each column is glued to the others so they all move together.  Every use of a skill results in 1 click of the wheel.
Think of all 5 skills (4 masteries and 1 ultimate) as a Jackpot wheel, except each column is glued to the others so they all move together.  Every use of a skill results in 1 click of the wheel.


{| class="wikitable"
|'''War''' (W)||'''Flame''' (E)||'''Shadow''' (R)||'''Blood''' (C)||'''Ultimate''' (T)
|-
|Distract||Scintillate||Shadowveil||Adrenaline||Execute
|-
|Shred||Blastwave||Evasion||Vampiric Bite||Betrayal
|-
|Plunder||Scorch||Spellbind||Life Tap||Ignis Salvo
|-
|Retaliation||Conflagrate||Black Globe||Pain||Night's Eye
|-
|Swipe||Flame Gate||Duskslash||Close Wounds||Immortal's Breath
|}


War(W) - - - - - -Flame(E)- - - - Shadow(R) - - - -Blood(C) - - - - Ultimate(T)
'''NY Version'''
{| class="wikitable"
|'''War''' (W)||'''Flame''' (E)||'''Shadow''' (R)||'''Blood''' (C)||'''Ultimate''' (T)
|-
|Distract||Scintillate||Shadowveil||Vampiric Bite||Execute
|-
|Shred||Blastwave||Evasion||Adrenaline||Betrayal
|-
|Plunder||Scorch||Spellbind||Life Tap||Night's Eye
|-
|Retaliation||Conflagrate||Black Globe||Pain||Ignis Salvo
|-
|Swipe||Flame Gate||Duskslash||Close Wounds||Immortal's Breath
|}


1  Retaliation - -Scorch - - - - -Evasion - - - - -Adreneline - - - Execute
====Skills====
-----------
2  Distract - - - Blastwave - - - Spellblind - - - Lifetap - - - - -Immortals Breath
----------
3  Shred - - - - -Scintellate - - Shadowveil  - - -Close Wounds - - Ignus Salvo
---------
4  Swipe - - - - -Flame Gate - - -Black Globe - - -Pain - - - - - - Nights Eye
---------
5  Plunder - - - -Conflagerate - -Dusklash - - - - Vampiric Bite - -Betrayal
-------




Skills explained(The lvl1 and lvl6 stats are given for each)
Innate: False Alliance - 90 mana. Indefinite duration.  Forces a player to treat Neph as an ally, and thus cannot attack or hurt Neph.  However, the player is still shown as hostile to Neph and if Neph damages the hero, False Alliance is broken.
Do not overlook this spell as it cycles your skills and really irritates an enemy player


'''NY:''' The target is forced to treat the hero as an ally for 4 seconds. This no longer breaks on damage. The duration can be improved by the Diplomacy talent.


Innate: False Alliance - 90 mana.  Indefinite duration.  Forces a player to treat Neph as an ally, and thus cannot attack or hurt Neph.  However, player is still shown as hostile to Neph and if Neph attacks player, this spell is broken.
Do not overlook this spell as it cycles your skills and really irritates an enemy player...ESPECIALLY an offensive hero-attacking one like Tree or Aero or Infiltrator.


 
=====War=====
War:


Retaliation - Anything that attacks Neph in melee range is instantly counter attacked.  Thorns aura on steroids.  A very strong skill, although it does require Neph to get beat up quite a bit.
Retaliation - Anything that attacks Neph in melee range is instantly counter attacked.  Thorns aura on steroids.  A very strong skill, although it does require Neph to get beat up quite a bit.
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Distract - Forces nearby enemies to attack a designated ally.  Cannot be used on self! Pretty worthless, except maybe if you get stuck and can use it to help escape.
Distract - Forces nearby enemies to attack a designated ally.  Cannot be used on self! Main use would be to cycle skills though it can be used to interrupt channeling spells.
*1: 20 mana
* Has no scaling whatsoever!
*6: 30 mana
 
'''NY:''' Cast range and the area of effect now increases. No longer has a 1 second cooldown.




Shred - Direct damage that requires melee range.  Hits hard, but STR dependency and no range limits its usefulness.
Shred - Direct damage that requires melee range.  Hits hard, but STR dependency and no range limits its usefulness.
*1: 70 mana. 95 dmg + 0.7 STR
*1: 30 mana. 95 dmg + 0.7 STR
*6: 155 mana. 270 dmg + 1.45 STR
*6: 75 mana. 270 dmg + 1.45 STR


Swipe - Direct damage to nearby foes in front of character.  Fairly weak damage and little AoE.  Pretty worthless.
Swipe - Direct damage to nearby foes in front of the hero.
*1:  65 mana  50 + 0.4 STR
*1:  65 mana  50 + 0.4 STR
*6:  160 mana 125 + 0.9 STR
*6:  160 mana 125 + 0.9 STR


 
Plunder - Melee range attack that steals gold, dispels 1 buff, and deals shield damage.  This is your only dispel.  Theoretically useful vs a foe with a powerful buff like a heal over time.
Plunder - Melee range attack that steals gold, dispels 1 buff. Also can be used against Wall of Ice. (woopie) This is your only dispel.  Theoretically useful vs a foe with a powerful buff like a heal over time.
*1: 36 mana. 6-9 gold.
*1: 36 mana. 6-9 gold.
*6: 61 mana. 36-54 gold.
*6: 61 mana. 36-54 gold.


 
=====Flame=====
Flame:




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*1:  45 mana. 55 + 0.75 INT
*1:  45 mana. 55 + 0.75 INT
*6:  125 mana. 145 +  1.6 INT
*6:  125 mana. 145 +  1.6 INT
'''NY:''' A portion of the damage is now dealt over time. Range and damage has been increased




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Scintillate - A very nice self-buff that restores mana over time and also gives an immolate aura to damage nearby foes.
Scintillate - A very nice self-buff that restores mana over time and also gives an immolate aura to damage nearby foes.
*1: 60 mana.  +150 mana over 30 seconds.    6 damage to surrounding foes.
*1: 45 mana.  +150 mana over 30 seconds.    8 damage to surrounding foes.
*6: 90 mana.  +350 mana over 30 seconds.    21 damage
*6: 60 mana.  +350 mana over 30 seconds.    28 damage




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Conflagorate - Converts an area of trees into 3 tree warriors under your control for 30 seconds.  A nice insta-meat shield for troops.
Conflagrate - Converts an area of trees into 3 tree warriors under your control for 30 seconds.  A nice insta-meat shield for troops.
*1: 50 mana. 240HP, 11-13 damage normal attack, 0 armor.
*1: 30 mana. 240HP, 11-13 damage normal attack, 0 armor.
*6: 100 mana. 620HP 36-61 dmg. (May vary depending on map. I got a lower value on Stormpire)
*6: 60 mana. 620HP
'''NY:''' Trees now last up to 60 seconds and are much more suited to being meatshields. Also have lowered damage but their attack type has been changed to Siege


 
=====Shadow=====
Shadow:




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Spellblind - Prevent spellcasting by affected troops/heroes for 6 seconds.  Situationally useful although a bit expensive.
Spellblind - Silences enemies for 6 seconds, heroes for 3 seconds.
*1: 65 mana. small area
*1: 65 mana. small area
*6: 100 mana. much bigger area.
*6: 100 mana. much bigger area.




Dusklash - A very powerful Nuke at decent range.  Does additional damage that is then healed a bit later.  The idea is if the target dies, the heal is irrelevant.  This is much better than Scorch due to lower mana cost.
Dusklash - A very powerful Nuke at decent range.  Does additional damage that is then healed a bit later.  The idea is if the target dies, the heal is irrelevant.  
*1: 45 mana. 60 + 0.8 INT. 20% more temporary damage for 5 seconds.
*1: 45 mana. (60 + 0.8 x INT) 40% more temporary damage for 5 seconds.
*6: 85 mana. 170 +1.4 INT 45% for 10 seconds.
*6: 85 mana. (130 + 1.3 x INT) 70% for 10 seconds.




Black Globe - A powerful spell that reduces armor on heroes for 90 seconds! Also makes 1 item worthless for a while, and is extremely cheap!  On a creep, simply Phases it out for a short time.
Black Globe - A powerful spell that reduces armor on heroes for 90 seconds. Also makes 1 item worthless for a while. On a creep, simply Phases it out for a short time. (Note: Don't bother wasting this on creeps)
*1: 20 mana. -5 armor for 90 seconds.  Itemhoze or creep Phase for 8 seconds.   
*1: 20 mana. -5 armor for 90 seconds.  Itemhoze or creep Phase for 8 seconds.   
*6: 35 mana. -20 armor. Itemhoze for 28 sec
*6: 35 mana. -20 armor. Itemhoze for 28 sec




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*1: 35 mana. 12 seconds of invisibility.  Attack adds 30 extra damage.
*1: 35 mana. 12 seconds of invisibility.  Attack adds 30 extra damage.
*6: 55 mana. 32 seconds. Adds 105 dmg
*6: 55 mana. 32 seconds. Adds 105 dmg
'''NY:''' Invisibility has been shortened to 10 seconds but now Nephilim gains a movespeed boost


 
=====Blood=====
Blood:




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LifeTap - No mana cost.  Converts 10% of health to mana at a fixed rate of 1 +0.01 STR mana per point of health.  Really nice mid/late game since health is easier to regen than mana.
Life Tap - No mana cost.  Converts 10% of the current health to mana at a fixed rate of 1 +0.01 STR mana per point of health.  Really nice mid/late game since health is easier to regen than mana. This is the main reason why Neph does not have to depend on mana regeneration items later on and pretty much why Neph is even playable.
Cooldown is reduced with each level.
Cooldown is reduced with each level which can make this a viable cycling spell.




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Vamp Bite -  A melee range nuke that does damage and heals you for the same amount.  Expensive for its rather low damage, but used since its the only useful offensive spell in combat for Slot 5.
Vampiric Bite -  A melee range nuke that does damage and heals you for the same amount.  
*1: 60 mana  45  +0.5 STR lifedrain.
*1: 60 mana  45  +0.5 STR lifedrain.
*6: 155      105 +0.95
*6: 155      105 +0.95


=====Power=====




Ultimates:  (note: only 4 levels for these)
Execute (40 second cooldown) - A very cool graphic single target damage/deathblow/stun.  It has a surprisingly long range and teleports Neph to the target hero.  Both heroes are paused throughout the spell. During the spell, Neph slaps the target enemy around a number of times equal to the spell level. Afterwards, the target is tossed to the ground where Neph originated and is stunned and takes damage.
 
 
Execute - A very cool graphic single target damage/deathblow/stun.  It has a surprisingly long range and teleports Neph to the target hero.  Both heroes slowly rise in the air (vulnerable to anti-air attacks at this point), and Neph slaps enemy hero around a number of times equal to the spell level!  Enemy is tossed to the ground where Neph originated and is stunned and takes damage.
*1: 200 mana - 150 damage    +1 second stun
*1: 200 mana - 150 damage    +1 second stun
*4: 335        300 + 2.7STR  +2.5 second stun
*4: 335        300 + 2.7STR  +2.5 second stun




Immortals Breath - A solid one target immediate healing spell.  Cure wounds is more mana efficient lategame, but this works immediately and heals quite a bit.
*1:  160 mana  300 +2.0 INT healed.
*4:  295      600 +3.5 INT


Immortal's Breath (30 second cooldown) - A solid one target immediate healing spell.
*1:  90 mana  300 +2.0 INT healed.
*4:  165      600 +3.5 INT


Ignis Salvo - Your only AoE nuke and it is a good one!  Affects heroes, troops, and buildings.  Generates fireballs that slowly creep out to targets and do damage.  A single target can only be hit by a certain number of fireballs.
*1: 190 mana  12 fireballs  120 +0.7 INT each, 2 hits per target max.
*4: 295      24 fireballs, 180 +1.0 INT each, 3


Ignis Salvo - Your only AoE nuke and it is a good one!  Affects heroes, troops, and buildings.  Generates fireballs that slowly home in on targets and do damage.  A single target can only be hit by a certain number of fireballs.
*1: 140 mana  12 fireballs,  (120 + 1 x Int) each, 2 hits per target max.
*4: 200      24 fireballs, (180 + 1.3 x Int) each, 3


Nights Eye  - A rather expensive utility spell that gives you sight on all enemy heroes.  Rarely used.
*1: 140 mana  10 second duration.
*4: 215      34 second


Nights Eye (10 second cooldown)  - Gives sight of all enemy heroes.
*1: 50 mana  10 second duration.
*4: 95      34 second


Betrayal - Turns a targeted hero hostile to his own team.  This means the target may attack heroes on his own team, HOWEVER this does not mean he will ONLY do so.  In other words, the priority is the same so if the target is already beating on you, dont expect him to change targets just cuz you cast this.  It also does NOT make the target get attacked BY his teammates...it is a 1 way thing.  This skill is ok if cast on 1 hero when 1 or more enemy heroes is nearby, as long as its cast BEFORE combat breaks out.  That way the betrayer will be more likely to attack his buddy.


(In other words, useless except on AI heroes?)
Betrayal - Causes a targeted hero to be treated as hostile to his own allied players. The primary use of this spell would be to prevent a hero from being healed by his allies or possibly cause their AoE spells to damage nearby allies.


*1: 90 mana  6 seconds duration.
(Pretty much breaks AI teams as they treat the target completely as an enemy)
*4: 135 mana  15 seconds


*1: 60 mana  9 seconds duration.
*4: 105 mana  18 seconds








Skill advice:


You need 1 point in ALL skills, as this gives you versatility and the ability to Cycle.  Cycling is the art of casting a cheap spell for little or no effect to get to a set of skills that you want.  Example:  You want to sneak up on a hero. You are at row 2.  Cast lifetap, then cure wounds on self, then black globe on whatever is nearby or a flame gate to nowhere.  Then you have cycled to Shadowveil.
==Skill Advice==


I recommend focusing on two main skills.   
You need 1 point in ALL skills, as this gives you versatility and the ability to Cycle. Cycling is the art of casting a cheap spell for little or no effect to get to a set of skills that you want.  Example: You want to heal yourself with Close Wounds. You are at row 1. You can use Distract -> Blastwave -> Spellblind -> Retaliate ->  Close Wounds. (Of course this isn't the most optimal of cycling but it can be the easiest that doesn't need to wait for as much cooldowns)


War - Requires heavy STR to do much with.  Retaliation is great for use as a tank.  Not recommended usually though.
With that said, you should focus on two Masteries to maximize the benefits of scaling.   
Flame - Scorch gives ok direct damage and scintellate really helps with the mana regen.  Ok for an INT-based Neph.
Shadow - Long duration Shadowveil is the key here for a DPS build.  Black Globe is very strong and cheap for hero killing. Dusklash is solid at finishing off a wounded heroShadow is highly recommended for a dps build.
Blood - Great for DPS hero with a powerful heal, vampiric heal, and adrenaline for pumping damage and pursuit speed.
Ultimate - obviously pump this up, as it benefits ANY build with a strong heal, awesome AoE damage spell, and a long range hero-stun/deathblow/damage.


* War - Provides decent AoE support and some utility. Notable skills: Shred, Retaliate
* Flame - For a mix of nuking and utility. Notable skills: Scorch, Scintillate, Blastwave
* Shadow - For a mix of utility and nuking. Notable skills: Shadowveil, Dusklash
* Blood - Great for support and survivability. Notable skills: Life Tap, Pain, and Close Wounds
* Power - Definitely invest in this as it provides more options that generally scale better than investing in a single Mastery. Notable skills: Execute, Ignis Salvo, and Immortal's Breath


Skill Combos:
==Skill Combos==
You'll notice that some spells are very good at cycling


There are tons of options for quick-press skill combination orders, but here are a few starters. 
''PKing'': Execute -> Shred -> Scorch -> Pain -> Dusklash


''Longer PKing'': Adrenaline -> Shred -> Scorch -> Retaliate -> Dusklash <br>
Important for keeping pressure on when Pain/Execute cooldown is undesirable or unusable<br>
'''NY:''' Replace Adrenaline with Vampiric Bite


1) Use Shadowveil to sneak up on an enemy hero. Attack for bonus damage, then Adrenaline to add more DPS and ability to chase. (or execute)  If it wears off, Blastwave to slow enemy, Dusklash for dmg, and Pain to stun and catch up.  Goto execute and repeat if necessary(hope not!)
''Mana/HP recovery'': Scintillate -> Evasion -> Life Tap -> Retaliate -> Close Wounds/Immortal's Breath Lifetap


2) HeroKiller: Execute (stun), Lifetap(cycle), Dusklash/Shred/Ignus(dmg), Pain(stun), Vamp Bite(dmg/heal from lifetap).   Repeat for an effective stunlock.
==Playstyle Options==
Nuker (Evocation): Focus on Fire and Shadow. Grab Intelligence items and Gloves of Evocation. The main advantage of this is having the scaling that Evocation provides, especially on Dusklash, and larger mana pool. Beware of Neph's low survivability; he does not want hero fights to be protracted too long.


3) Lategame Base Siege: Ignus Pwnage(T), Nights Eye(T, 1clik-cycle), ShadowVeil(R, 1clik-cycle), Retaliation(W,1clickcycle), Lifetap(C, mana+1clikCycle). Repeat for total destruction of base.
AoE: Focus on War and Fire to use Swipe, Retaliate, and Blastwave to fend off spawns. A mix of Strength, health, Intelligence items will help round off this build. This is a pretty balanced build, but the split between Strength and Intelligence can cause his damage output to be lower


4) Tank/AoeKill: Shadowveil to get in position without collision, attack and Retaliation for superthorns, Immortals Breath for heal, Close Wounds for more heal, and Flamegate to escape when HPs get low.
Tank: Focus on Blood and War. Tank spawns with Retaliate and heal the damage off with Close Wounds. Grabbing Strength items will help although Intelligence can help with Close Wounds healing. Can be pretty difficult to start out with as he needs to farm quite a lot in order to get that survivability


5) Mana/HP recovery: Lifetap, Scintellate(if fire focused) or Cure Wounds to gain HPs, then Flamegate(cheap if firefocused to teleport nowhere, Shadowveil, and Evasion to cycle).  Use black globe if an enemy troop is nearby to cycle instead of flamegate.
Nuker (Mixed): Focus on Shadow and War. The main attractions in this build are using Dusklash, Shred, and Shadowveil. This does rely on killing enemies quickly to make the most out of Dusklash's temporary damage. Again, splitting between Intelligence and Strength can be difficult although it makes him more well-rounded. What this has to offer over the previous Nuker is that a stronger Shred can be important for getting the kills right after an Execute.


Is Agility ever an option? The only spell that directly benefits from Agility is the damage dealt by Retaliate. However, Agility is always useful to grab for any player killer hero as the extra movespeed and faster attack rate will help in hero combats. So don't neglect Agility for Neph, but it is not as important as it looks like.


 
<s>
Playstyle Options:
 
DPS focus - This exploits Nephs utility spells, having heals, several ways to slow an enemy and one strong way to catch up to beat up enemy heroes and deliver lots of damage to enemy troops.
DPS focus - This exploits Nephs utility spells, having heals, several ways to slow an enemy and one strong way to catch up to beat up enemy heroes and deliver lots of damage to enemy troops.
With his high attack speed, and Adrenaline to boost even further, Neph only needs some additional damage.  Orb of Fury is best since it is just as efficient as an orb of battle (including its AoE even vs 1 foe 20% of the time) and has a higher maximum value.
With his high attack speed, and Adrenaline to boost even further, Neph only needs some additional damage.  
Mana is a big problem though so I would recommend getting the mana regen hat, or plan to make trips to the fountain a lot.  
Mana is a big problem though so I would recommend getting the mana regen hat, or plan to make trips to the fountain a lot.  
That is all you really need.  From there, Crit gloves or AGI gloves are good, as is leather armor and sun talisman.
That is all you really need.  From there, Crit gloves or AGI gloves are good, as is leather armor and sun talisman.
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War is recommended for Retaliate since it is key.  Shred can be used as well.
War is recommended for Retaliate since it is key.  Shred can be used as well.
Fire is useless, EXCEPT that Scintellate would be really really nice for both mana regen and immolate.  But the 2 above schools are key for the build.
Fire is useless, EXCEPT that Scintellate would be really really nice for both mana regen and immolate.  But the 2 above schools are key for the build.
</s>
==Items==
As tempting as it is, Neph really does not need mana regeneration items. To start with, mana regeneration items are not that good in the beginning which is usually when Neph has mana problems. Later on, Life Tap should be sufficient to fix any mana problems.
A great item to begin with is '''Helm of Champions''' which provides him more mana and a nice Agility boost. It's relatively dirt-cheap for what it provides, which is great since Neph can have difficulty with farming. It can be worth replacing later for a helmet that has a much better socket upgrade, but its stat boosts are valuable enough to be kept in any build
'''Trapping Nets''' are a valuable consumable to invest in for the earlier PKing as Neph lacks the valuable Execute. Later on, they can still be useful for chasing.
'''Orb of Falling Ash''' can be hilarious for Neph to farm with as he can generally cast a spell/second.
Then items get pretty build dependent, but you should generally consider these rule of thumbs for items in EotA:
# Consumable items are more cost-efficient than permanent items
# Items with actives should be prioritized over items with no active (Orbs/Offhands). An exception is starting out with low gold as these items tend to be more expensive
# Prioritize buying and using items to counter an opponent's playstyle rather than just trying to get items to get a super strong hero
# Tempering one item is less cost-efficient than buying two items
# Rings are stupidly cost inefficient
# Artifacts are stupidly stupidly cost inefficient and should only be gotten when your team has the Artifact in your base


[[Category:Heroes]]
[[Category:Heroes]]

Latest revision as of 05:59, 14 May 2015

Summary

Temp.JPG
Strength 19 +1.95
Agility 22 +2.3
Intelligence 15 +1.55
Primary: Agility
Ivarhem

Extremely flexible melee hero.

A demon seeking to use the undead to further his own ends, he weilds a vast array of abilities to lay waste to foes.

Guide

Nephilim (Neph) is a very versatile hero with a unique skill set in which any spell cast causes all of his abilities except his Innate to switch to a different skill..

Advantages of Neph are:

+ Very versatile with 26 spells total. Has heals, nukes, disables, and good utility.

+ Decent base damage and a fast base attack.

+ Several playstyles work well.

+ Makes great use of crystal as he can pump all attributes and skills and get solid gains from them.

+ Excellent attribute gain per level.


Disadvantages:

- Melee.

- Very limited Area of Effect(AoE) damage or debuff spells.

- No AoE buff to assist troops in fighting.

- Individual spells are typically weaker and less efficient than standard.

- Tends to deplete mana very quickly.


Base Dmg: 40-52. Has a Fast attack speed.
Base AC: 12
Move speed: 315

A Weapon Upgrade via crystal adds +6-10 damage, which is about average. It's actually pretty good considering his fast base attack speed.
Note that his total attribute gain per level is 5.8 which is very strong. Most heroes gain under 5.0.


Skills Chart

At any given time, Neph's current skillset will be one of the rows from the 5 rows. The same skills will always line up no matter what order they are chosen in. Using any skill will result in the row incrementing and the next set of skills available. Think of all 5 skills (4 masteries and 1 ultimate) as a Jackpot wheel, except each column is glued to the others so they all move together. Every use of a skill results in 1 click of the wheel.

War (W) Flame (E) Shadow (R) Blood (C) Ultimate (T)
Distract Scintillate Shadowveil Adrenaline Execute
Shred Blastwave Evasion Vampiric Bite Betrayal
Plunder Scorch Spellbind Life Tap Ignis Salvo
Retaliation Conflagrate Black Globe Pain Night's Eye
Swipe Flame Gate Duskslash Close Wounds Immortal's Breath

NY Version

War (W) Flame (E) Shadow (R) Blood (C) Ultimate (T)
Distract Scintillate Shadowveil Vampiric Bite Execute
Shred Blastwave Evasion Adrenaline Betrayal
Plunder Scorch Spellbind Life Tap Night's Eye
Retaliation Conflagrate Black Globe Pain Ignis Salvo
Swipe Flame Gate Duskslash Close Wounds Immortal's Breath

Skills

Innate: False Alliance - 90 mana. Indefinite duration. Forces a player to treat Neph as an ally, and thus cannot attack or hurt Neph. However, the player is still shown as hostile to Neph and if Neph damages the hero, False Alliance is broken. Do not overlook this spell as it cycles your skills and really irritates an enemy player

NY: The target is forced to treat the hero as an ally for 4 seconds. This no longer breaks on damage. The duration can be improved by the Diplomacy talent.


War

Retaliation - Anything that attacks Neph in melee range is instantly counter attacked. Thorns aura on steroids. A very strong skill, although it does require Neph to get beat up quite a bit.

  • 1: 25 mana. 20 damage + 0.5 AGI for 8 seconds
  • 6: 55 mana. 45 damage + 1.0 AGI for 18 seconds


Distract - Forces nearby enemies to attack a designated ally. Cannot be used on self! Main use would be to cycle skills though it can be used to interrupt channeling spells.

  • Has no scaling whatsoever!

NY: Cast range and the area of effect now increases. No longer has a 1 second cooldown.


Shred - Direct damage that requires melee range. Hits hard, but STR dependency and no range limits its usefulness.

  • 1: 30 mana. 95 dmg + 0.7 STR
  • 6: 75 mana. 270 dmg + 1.45 STR

Swipe - Direct damage to nearby foes in front of the hero.

  • 1: 65 mana 50 + 0.4 STR
  • 6: 160 mana 125 + 0.9 STR

Plunder - Melee range attack that steals gold, dispels 1 buff, and deals shield damage. This is your only dispel. Theoretically useful vs a foe with a powerful buff like a heal over time.

  • 1: 36 mana. 6-9 gold.
  • 6: 61 mana. 36-54 gold.
Flame

Scorch - Direct damage spell. Decent range. Usable vs creeps.

  • 1: 45 mana. 55 + 0.75 INT
  • 6: 125 mana. 145 + 1.6 INT

NY: A portion of the damage is now dealt over time. Range and damage has been increased


Blastwave - Small AoE blast that does minor damage and slows down foes for 6 seconds. A great utility spell for chasing a hero, especially right before adrenaline or a stun expires.

  • 1: 65 mana. 32 + 0.6 INT Also -20% move for 6 seconds
  • 6: 160 mana. 77 + 1.0 INT Also -50% move for 6 seconds


Scintillate - A very nice self-buff that restores mana over time and also gives an immolate aura to damage nearby foes.

  • 1: 45 mana. +150 mana over 30 seconds. 8 damage to surrounding foes.
  • 6: 60 mana. +350 mana over 30 seconds. 28 damage


Flame Gate - A short range teleport. Great for chasing, escaping, and quicker movement past cliffs,etc. Range increases as it levels up.

  • 1: 60 mana
  • 6: 35 mana


Conflagrate - Converts an area of trees into 3 tree warriors under your control for 30 seconds. A nice insta-meat shield for troops.

  • 1: 30 mana. 240HP, 11-13 damage normal attack, 0 armor.
  • 6: 60 mana. 620HP

NY: Trees now last up to 60 seconds and are much more suited to being meatshields. Also have lowered damage but their attack type has been changed to Siege

Shadow

Evasion - Adds physical evasion for 10 seconds. Not very useful for the cost and low duration.

  • 1: 30 mana. 10% evade for 10 seconds
  • 6: 100 mana. 45%


Spellblind - Silences enemies for 6 seconds, heroes for 3 seconds.

  • 1: 65 mana. small area
  • 6: 100 mana. much bigger area.


Dusklash - A very powerful Nuke at decent range. Does additional damage that is then healed a bit later. The idea is if the target dies, the heal is irrelevant.

  • 1: 45 mana. (60 + 0.8 x INT) 40% more temporary damage for 5 seconds.
  • 6: 85 mana. (130 + 1.3 x INT) 70% for 10 seconds.


Black Globe - A powerful spell that reduces armor on heroes for 90 seconds. Also makes 1 item worthless for a while. On a creep, simply Phases it out for a short time. (Note: Don't bother wasting this on creeps)

  • 1: 20 mana. -5 armor for 90 seconds. Itemhoze or creep Phase for 8 seconds.
  • 6: 35 mana. -20 armor. Itemhoze for 28 sec


Shadowveil - Immediately turns hero invisible and can pass through units. Does extra damage upon first hit. This is very nice for getting the drop on an enemy hero. Also great for pursuing since creeps cant block you. Very cheap mana cost.

  • 1: 35 mana. 12 seconds of invisibility. Attack adds 30 extra damage.
  • 6: 55 mana. 32 seconds. Adds 105 dmg

NY: Invisibility has been shortened to 10 seconds but now Nephilim gains a movespeed boost

Blood

Adrenaline - Self buff that increases attack speed and move speed. Cheap and effective for extra damage (siege) or to beat up and chase down an enemy hero.

  • 1: 40 mana. 15% attack, +10% move for 12 seconds
  • 6: 70 mana. 60% attack, +25% move


Life Tap - No mana cost. Converts 10% of the current health to mana at a fixed rate of 1 +0.01 STR mana per point of health. Really nice mid/late game since health is easier to regen than mana. This is the main reason why Neph does not have to depend on mana regeneration items later on and pretty much why Neph is even playable. Cooldown is reduced with each level which can make this a viable cycling spell.


Close Wounds - A single target heal over time. Very cheap mana cost and heals quite efficiently. Great combo with lifetap, since it's right after Life Tap.

  • 1: 40 mana. 18 +0.1 INT healed per second for 4 seconds.
  • 6: 90 mana. 38 +0.15 for 14 seconds.


Pain - A single target nuke that also stuns for 2 seconds. One of your few strong disables. A great spell that is used a lot. Unfortunately it does not level very well. Costs a lot more, but stun is the same and damage gain is weak.

  • 1: 50 mana 32 +0.65 INT and stuns for 2 seconds.
  • 6: 125 112 +1.23


Vampiric Bite - A melee range nuke that does damage and heals you for the same amount.

  • 1: 60 mana 45 +0.5 STR lifedrain.
  • 6: 155 105 +0.95
Power

Execute (40 second cooldown) - A very cool graphic single target damage/deathblow/stun. It has a surprisingly long range and teleports Neph to the target hero. Both heroes are paused throughout the spell. During the spell, Neph slaps the target enemy around a number of times equal to the spell level. Afterwards, the target is tossed to the ground where Neph originated and is stunned and takes damage.

  • 1: 200 mana - 150 damage +1 second stun
  • 4: 335 300 + 2.7STR +2.5 second stun


Immortal's Breath (30 second cooldown) - A solid one target immediate healing spell.

  • 1: 90 mana 300 +2.0 INT healed.
  • 4: 165 600 +3.5 INT


Ignis Salvo - Your only AoE nuke and it is a good one! Affects heroes, troops, and buildings. Generates fireballs that slowly home in on targets and do damage. A single target can only be hit by a certain number of fireballs.

  • 1: 140 mana 12 fireballs, (120 + 1 x Int) each, 2 hits per target max.
  • 4: 200 24 fireballs, (180 + 1.3 x Int) each, 3


Nights Eye (10 second cooldown) - Gives sight of all enemy heroes.

  • 1: 50 mana 10 second duration.
  • 4: 95 34 second


Betrayal - Causes a targeted hero to be treated as hostile to his own allied players. The primary use of this spell would be to prevent a hero from being healed by his allies or possibly cause their AoE spells to damage nearby allies.

(Pretty much breaks AI teams as they treat the target completely as an enemy)

  • 1: 60 mana 9 seconds duration.
  • 4: 105 mana 18 seconds



Skill Advice

You need 1 point in ALL skills, as this gives you versatility and the ability to Cycle. Cycling is the art of casting a cheap spell for little or no effect to get to a set of skills that you want. Example: You want to heal yourself with Close Wounds. You are at row 1. You can use Distract -> Blastwave -> Spellblind -> Retaliate -> Close Wounds. (Of course this isn't the most optimal of cycling but it can be the easiest that doesn't need to wait for as much cooldowns)

With that said, you should focus on two Masteries to maximize the benefits of scaling.

  • War - Provides decent AoE support and some utility. Notable skills: Shred, Retaliate
  • Flame - For a mix of nuking and utility. Notable skills: Scorch, Scintillate, Blastwave
  • Shadow - For a mix of utility and nuking. Notable skills: Shadowveil, Dusklash
  • Blood - Great for support and survivability. Notable skills: Life Tap, Pain, and Close Wounds
  • Power - Definitely invest in this as it provides more options that generally scale better than investing in a single Mastery. Notable skills: Execute, Ignis Salvo, and Immortal's Breath

Skill Combos

You'll notice that some spells are very good at cycling

PKing: Execute -> Shred -> Scorch -> Pain -> Dusklash

Longer PKing: Adrenaline -> Shred -> Scorch -> Retaliate -> Dusklash
Important for keeping pressure on when Pain/Execute cooldown is undesirable or unusable
NY: Replace Adrenaline with Vampiric Bite

Mana/HP recovery: Scintillate -> Evasion -> Life Tap -> Retaliate -> Close Wounds/Immortal's Breath Lifetap

Playstyle Options

Nuker (Evocation): Focus on Fire and Shadow. Grab Intelligence items and Gloves of Evocation. The main advantage of this is having the scaling that Evocation provides, especially on Dusklash, and larger mana pool. Beware of Neph's low survivability; he does not want hero fights to be protracted too long.

AoE: Focus on War and Fire to use Swipe, Retaliate, and Blastwave to fend off spawns. A mix of Strength, health, Intelligence items will help round off this build. This is a pretty balanced build, but the split between Strength and Intelligence can cause his damage output to be lower

Tank: Focus on Blood and War. Tank spawns with Retaliate and heal the damage off with Close Wounds. Grabbing Strength items will help although Intelligence can help with Close Wounds healing. Can be pretty difficult to start out with as he needs to farm quite a lot in order to get that survivability

Nuker (Mixed): Focus on Shadow and War. The main attractions in this build are using Dusklash, Shred, and Shadowveil. This does rely on killing enemies quickly to make the most out of Dusklash's temporary damage. Again, splitting between Intelligence and Strength can be difficult although it makes him more well-rounded. What this has to offer over the previous Nuker is that a stronger Shred can be important for getting the kills right after an Execute.

Is Agility ever an option? The only spell that directly benefits from Agility is the damage dealt by Retaliate. However, Agility is always useful to grab for any player killer hero as the extra movespeed and faster attack rate will help in hero combats. So don't neglect Agility for Neph, but it is not as important as it looks like.

DPS focus - This exploits Nephs utility spells, having heals, several ways to slow an enemy and one strong way to catch up to beat up enemy heroes and deliver lots of damage to enemy troops. With his high attack speed, and Adrenaline to boost even further, Neph only needs some additional damage. Mana is a big problem though so I would recommend getting the mana regen hat, or plan to make trips to the fountain a lot. That is all you really need. From there, Crit gloves or AGI gloves are good, as is leather armor and sun talisman. I would pick Blood for Adrenaline and healing, and Shadow for long lasting invisibility, black globe for armor reduction, and dusklash as a cheap finisher.


INT focus - I HIGHLY recommend this approach. The high INT gives you a much larger manapool and a quicker base mana regen rate (which will be multiplied by your mana recovery helm). These are extremely desirable since Neph burns through mana so fast. The concept is to do solid damage with your direct damage spells that depend on INT. Also, you can spam a LOT of skills and stunlock an enemy hero with Pain and Execute, with direct damage interweaved.

You want to crank up your INT and mana regen rates and spam your skills to harass and kill heroes. Lategame this is a killer with Ignus Salvo, as mentioned with the Ignus cycle technique earlier in the wiki.

Item wise, start with orb of skill as both AGI and INT are desirable. Second, grab that Mana regen helm! Pump both of these items up, and then grab the Sorc Robes for even more efficient INT gain.

I recommend Flame as your primary domain: Scintellate gives you strong mana regeneration and a decent Aoe damage buff. Scorch is your staple dmg spell, and even Conflag can help push. The cheaper flame gate is good for cycling since you can do a nowhere teleport. Blastwave will do AoE damage and snare a hero after an Execute.

Blood is your second school: Cure Wounds with high INT is a very solid healing spell, giving you two heals out of 5 skill cycles. Pain will do more damage, as will Vamp Bite (even though it is STR-based), and finally adrenaline is good for chasing and melee.


STR focus - The idea is to combine strong HPs, Retaliation which is Acid Sheathe on steiroids, and decent healing into one strong tanking package. For items, the Orb of Life is a solid start, followed by the Helm of HitPoints and the Armor of STR/armor most likely. Getting the talisman of the sun would be great if possible. Once again, mana is a big problem. Your main sequence will be retaliation followed by Lifetap (for a big mana boost), then Cure Wounds for a decent heal, Blackglobe&Shadowveil can be used for cheap cycling back to Retaliate. Execute, LifeTap, Shred, Globe, VampBite are STR-based skills that can crush any hero that gets too close. (Execute has long range remember) Blood is recommended for a powerful Close Wounds and Vampiric Bite. War is recommended for Retaliate since it is key. Shred can be used as well. Fire is useless, EXCEPT that Scintellate would be really really nice for both mana regen and immolate. But the 2 above schools are key for the build.

Items

As tempting as it is, Neph really does not need mana regeneration items. To start with, mana regeneration items are not that good in the beginning which is usually when Neph has mana problems. Later on, Life Tap should be sufficient to fix any mana problems.

A great item to begin with is Helm of Champions which provides him more mana and a nice Agility boost. It's relatively dirt-cheap for what it provides, which is great since Neph can have difficulty with farming. It can be worth replacing later for a helmet that has a much better socket upgrade, but its stat boosts are valuable enough to be kept in any build

Trapping Nets are a valuable consumable to invest in for the earlier PKing as Neph lacks the valuable Execute. Later on, they can still be useful for chasing.

Orb of Falling Ash can be hilarious for Neph to farm with as he can generally cast a spell/second.

Then items get pretty build dependent, but you should generally consider these rule of thumbs for items in EotA:

  1. Consumable items are more cost-efficient than permanent items
  2. Items with actives should be prioritized over items with no active (Orbs/Offhands). An exception is starting out with low gold as these items tend to be more expensive
  3. Prioritize buying and using items to counter an opponent's playstyle rather than just trying to get items to get a super strong hero
  4. Tempering one item is less cost-efficient than buying two items
  5. Rings are stupidly cost inefficient
  6. Artifacts are stupidly stupidly cost inefficient and should only be gotten when your team has the Artifact in your base