When do i use focus fire
The sooner you get lv 6, the better. I like to start with the null talisman because it gives you really good stats, I chose this over going for a bottle, because it makes last hitting easier with the extra damage and still ups your intelligence and mana regen. It's also a lot cheaper. Once mid, get phases first, then go for blink. The phases are good for damage and speed, and the blink for positioning. I chose to go blink here rather than force staff. For several reasons: 1 Lower cooldown 2 No mana cost 3 Farther distance For this build those are really important, the faster you can get into position the better.
You should use the blink to get into a position alongside them so you can shackle them to trees and then destroy them. The only downside to this build that I see is the fact that focus fire has a long cooldown 60 seconds early game before you get Aghanim's Scepter. Thats why you up power shot all the way first. So that early game you still have enough damage to get some kills. Once it's maxed out dont be afraid to use it. It has a very small cooldown and does a lot of damage. Use it to clear a creep wave or to get that one last hit in on an enemy running away.
Make sure you save enough mana for a shackle and a focus fire though. Once you have Aghanim's Scpeter, use it. Gank A LOT, blink, shackle focus fire. They'll be dead very fast, unless they're really tanky, but that's where the next item comes in. After Aghanim's, I usually prefer to get Daedalus, its the most damage for your money and the crits make it so that nearly anyone you focus fire will certainly die.
Thats essentially the core idea for this build. Focus fire makes it so that yo have max attack speed, once you go for Aghanim's, the cooldown is 15 seconds. Heroic Lady Deathwhisper. Focus Fire frequently refers to damaging a target until something has been achieved such as bringing it to a certain percent, removing a buff, killing it, etc ; however, the tactic applys to more than just damage. It can be broken down into different categories which may make the term easier to understand.
Post away! Log in , it's free! An alternative version of this wiki is now operational and ready for use. WoWWiki Explore. WoW info. Targeting Point Target Vector Target. Summons a strong wind that pushes all enemies globally for a distance in the target direction.
Push Distance This ability is granted by Aghanim's Shard. At last Lyralei has learned to call upon the might of her true birthright. Hidden category: Pages with hard coded colors. Contact Us Send an email Chat with us Contact. This page was last edited on 12 October , at Licenses for other media varies. Carry Support Disabler Escape Nuker.
Talent Tree. Focus Fire Kills Advance Cooldown by 20s. Windrun Grants Invisibility. Windrun Undispellable. Vector Targeted: Summons a strong wind that pushes all enemies within a AoE by units per second in the target direction for 3 seconds Units can still move, attack and cast spells, does not interrupt channeling. Kill threshold scales based on powershot channel duration.
Level 10 Talent increased from Intelligence gain increased from 3 to 3. Base strength increased 17 to 18 Focus Fire attack speed increased from to Intelligence gain increased from 2. Strength gain increased from 2. Base strength increased from 15 to Fixed some clunkiness with how Windranger attacks the target during Focus Fire.
Turn rate improved from 0. Focus Fire now allows Windranger to move while attacking the Focus Fire target Focus Fire attack speed bonus reduced from to Focus Fire cooldown increased from 60 to 70 Shackleshot now shows an indicator for the missed area if it fails to latch onto a target Reworked Talent Tree. Shackleshot stun duration increased from 1. Windrun mana cost reduced from 75 to Windrun cooldown reduced from 15 to Shackleshot cast point reduced from 0.
One time when you definitely don't want to focus fire is when some of the units you selected are out of range of the target unit. For example, if you're using Zealots, only a couple Zealots can manage to find a position to get hits in on any given unit unless you get a complete surround, which doesn't generally happen in army vs.
Also, even with ranged units, a lot of times many are out of range of a specific target and have no path to get within range, so they will dance uselessly if you focus their fire on that target. It's always better to have every unit dealing damage somewhere during a battle rather than watching. One specific time to definitely focus fire is if your opponent starts to retreat. Make sure to pick off his weak units before he's able to get fully out of the battle so it costs more for him to replace his army.
This is even a decent strategy during the battle as well, as that removes one of his sources of DPS. If you see a unit getting low, try to finish it off. Generally speaking, your micro would be better spent on moving a unit taking damage out of a fight rather than focusing its fire. This will force your opponents AI to target a new unit.
If you do this consistently you will lose fewer units vs. A good way to do this is to hold down alt so you can see all the unit health bars, select the one taking damage and click not attack move out of battle. If your units are stalkers, blink individual units out of range. If you're Zerg, burrow individual units taking damage unless a detector unit is present then move them out. This strategy will help you win a battle even with a weaker army.
It will definitely take some practice before you start seeing positive results. A typical situation would be if the enemy has few strong units and you have many weaker units. Focussing fire allows you to quickly reduce his DPS by destroying the strong enemies while keeping your units alive longer. If the situation is opposite then don't focus or only to kill off heavily wounded retreating enemies , you will waste too much fire without reducing his overall DPS significantly.
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