Talents:
AS (E) doesn’t give me more sustain.
DF is out shadowed by RR.
AS (D) doesn’t restore enough shields per AA and again - RR is just better.
Am I wrong somewhere and I can actually use other talents or I’m actually right?
Talents:
Am I wrong somewhere and I can actually use other talents or I’m actually right?
Sounds like you make a lot of conclusions without much analysis.
AS is useful because it’s active burst mitigation. DF is useful passive burst protection against spells, effectively giving you 30% extra shields. Whereas, RR is only partially effective if you are without a healer (i.e., in a solo laning situation), albeit it is still quite strong in that situation. Auxiliary shields provides effectively 10% extra total health + shields, and provides a lifesteal mechanic which synergizes with some of fenix’s other talents that require maintaining a shield (i.e., it’s really good for 1v1 situations).
#getgudnerd
Because your healer is kharazim li li or anything else random
Rr works with lucio malf
The one who made the guide (Derenash) is a good Fenix player and varies a lot on his lvl 13.
Adanium Shell with Warp Warfare if the enemy doesn’t have constant blinds.
Dampening Shield vs 2 mages including Sonya, Malthael, Gazlowe and Hogger. Very niche.
Auxiliary Shields vs % damage like Leoric and Tychus (even with TBTA, it will only take 20% of his max HP)
Rapid Recharge if none others conditions apply, meaning that it’s mostly the default choice even though it’s not the most popular one.
rr is one of my least fav talents to pick. as is great if u are going for the warp in and kill. ds is good for if that have lots of mages. as/ rr is the general pick depending on their comp. but as gives u more shield over time as u hit ppl, while rr is hit and fade.
Adanium Shell into dive oriented, specifically warp build, you are deliberately going in for the kill, and then get out if possible after the kill, easy to shutdown via CC and blind though.
Dampening Shield is extremly niche, IMO best works into poke mostly, the spell armor is mostly not that worth it in other cases.
Auxiliary Shields gives you more of a self sustain in combat, on the cost of less 2% health (from the shield increase and health decrease), Fenix becomes less of a problem against % but not like he was already good against % due how his shield works, I believe it even still compete with Rapid Recahrge but that really depends on your composition, if you can reliably exploit your healers amount of healing then don’t pick this at all.
Rapid Recharge is very much passive and it does its thing as long as you get healed but effectively better into burst healing.
I can’t allow myself to use E to get kills (because I’m defensive) so E resets don’t work for me.
Ty for info.
Adanium Shell is necessary for Warp Warfare build which is his highest winrate build.
But it does require a very proactive player type who goes in for kills predictively (assumes a kill will happen so he can instantly teleport again - this can keep up the 50% armor bonus for a very long time).
None of his 13’s are bad though. RR just makes no sense for his true assassin build.
You get massively more survivability by taking 50% less damage.
You miss out on a lot of carry potential by not playing that build. It snowballs even more than Ming resets or Genji resets since his mobility boosts his aa speed by 175% and can be talented for 50% armor. And you can keep refreshing it over and over on each takedown.
Not saying there is just one single way to play him right, but his win rate is big because of that build.
It takes courage to play though and it’s not easy, I’m pretty bad at it myself.
Adanium shell really helps with your survivability when diving and doing resets. The 50 armor lets you get away with a lot of stuff. I was really passive with Fenix for a long time, but adanium shell helped me not die as much in the aggressive warp situations, which had the side effect of increasing my confidence to be aggressive. True, it doesn’t really help with sustain, but since your goal with E build is to get a pick and snowball from there, sustain doesn’t matter quite as much.
Auxillary shields might be useful against heavy percent damage, because most of your HP is actually shields. But more shields and less health means you have to wait a pretty decent amount of time to regain full shields, since your healer can’t help you with that.
Dampening field, I just don’t like. I like the idea of it, but on paper, shields being up is too inconsistent a requirement for 30 spell armor. The spell armor drops when you need it most.
Rapid recharge will never be a bad option. You get faster regen out of combat, and great sustain in combat, provided you have a healer.
So rapid recharge should be the default choice. If you are confident in your ability to get resets, Adanium shell. Though I would also just give it a try to get used to the more aggressive playstyle that Warp Warfare requires.
Actually dampening shield provides about 42% more shielding against spells, the calculation goes health pool/ 1 - armor amount
Shell is pretty damn good in an AA build. Dampening is good against poke mages. Auxiliary isn’t a very good talent at the moment. Rapid recharge is a strong talent on it’s own. The others are more situational or for impowering builds.
Adanium Shell is the go-to if you’re going for RC build. Pairing all the damage you can do with 50 armor for 4 seconds makes you extremely hard to kill before you kill them (and with Warp Warfare that means you get to teleport again for another 4 seconds of 50 armor). That much armor means you usually don’t even have to worry about losing your shield, which is kind of some self-sustain in its own right.
This is the only one that’s actually build dependent.
Dampening Field is good if you’re up against Mage-heavy comps, obviously.
Rapid Recharge is great if you already have a good Healer on your team.
Auxiliary Shields is decent if you have no Healer, since that gives you some in-combat sustain, and reduces the effect of %-health damage against you even further.
True, unless… you pick shield talent at lvl 20. That’s the only real synergy between the two, providing a lot of protection vs mages in case of death.
A bit also with lvl 16 +20% damage that can let you win a duel after getting the shield at 20.
175% attack speed from Warp Warfare and Offensive Cadence on 16 (6% of max hp each 3 autos) wont only help him win a duel though.
It can help him win 2-3 heroes alone if they can’t Blind him. He can 100-0 a hero very fast. Even easier if he has 50% armor on lv13 from Adanium Shell.
Didn’t do the math, but I think he killed me faster than Tychus after 16 with OC with the 175% attack speed boost. He can also chase pretty well if he took 40% move speed on 4 (on top of slowing the target with Q).