Grantypoo Posted January 14, 2014 Report Share Posted January 14, 2014 Would anyone mind helping compile a list of items with internal cooldowns? I was showing the game to someone last night and explaining that Cerebro has what I THINK is a 2 or 4 second cooldown, so even if you're hitting .3 attack speed, you still wont fire off a blast every 1.2 seconds... Is there a list somewhere of these internal cooldowns? If not, please respond to this thread with the items you know have an internal cooldown and the length of it. Also... might be nice if devs noted this in the game someday, so that people arent buying said items without realizing how they actually work. Quote Link to comment Share on other sites More sharing options...
Doom Posted January 14, 2014 Report Share Posted January 14, 2014 (edited) Eh... I always thought cerebro had an x (4 i think) second SPELL cooldown (as in you cannot go q, aa, w, aa in rapid succession) but will always activate after four regular attacks. Edited January 14, 2014 by Doom Quote Link to comment Share on other sites More sharing options...
Grantypoo Posted January 14, 2014 Author Report Share Posted January 14, 2014 There are more items, like BHM, that state nowhere in game that it has a 2 second or 4 second internal cooldown, but we know it does. I'd like to get all those type items clarified here and maybe eventually in game. But here would be a good starting point. Moo 1 Quote Link to comment Share on other sites More sharing options...
Moo Posted January 14, 2014 Report Share Posted January 14, 2014 I agree, but I don't know the exact internal cooldowns myself, and I still don't have my computer to test it on. >:-/ Quote Link to comment Share on other sites More sharing options...
ANARCHY Posted January 15, 2014 Report Share Posted January 15, 2014 wow so lazy how does 1 magically find the changelog? Cerebro - Chain Lightning Damage reduced to 200 (+25%), down from 200 (+35%). - Ability refresher now has an internal cooldown of 4 seconds. Star's Fury - Bonus damage decreased to 125, down from 150. - Cooldown increased to 5 seconds, up from 3. Black Hole Magnum - Cooldown increased to 5 seconds, up from 3. Ocelot's Revolver - Cooldown increased to 5 seconds, up from 3. Atom Smasher - Cooldown increased to 5 seconds, up from 3. Quote Link to comment Share on other sites More sharing options...
jamescossey Posted January 15, 2014 Report Share Posted January 15, 2014 Now with cerebro, when using tycus. you go in first attacks cerebro procs, you use Q(reactivates cerebro) procs. at this point you will get about 4 attacks which procs cerebro again, after you see it proc use an ability its ready to use. Quote Link to comment Share on other sites More sharing options...
pchacker Posted January 15, 2014 Report Share Posted January 15, 2014 Now with cerebro, when using tycus. you go in first attacks cerebro procs, you use Q(reactivates cerebro) procs. at this point you will get about 4 attacks which procs cerebro again, after you see it proc use an ability its ready to use. tychus with an opening of atom smasher and cerebro is pretty boss I've found. Quote Link to comment Share on other sites More sharing options...
heimdallr Posted January 15, 2014 Report Share Posted January 15, 2014 jamesalot beat me to it...you get the ability proc on cerebro only once and you can ability proc it again after you see the auto attack proc trigger IMO its kinda fair so the item is not op specially for pushing lanes since at that its already insane, specially for int characters tychus with an opening of atom smasher and cerebro is pretty boss I've found. yeah, but I recomend you to get cerebro first(even though he is a str character) for better laning phase, better creep farming, and cause you can autoattack then q then proc it again...with atom you only do damage to one target and you get it to proc less often...you will like it later when you start teamengaging more...specially if you have a puller, the atom effect of slow ensures target can barely move and the strenght gives you tankyness and damage Quote Link to comment Share on other sites More sharing options...
pchacker Posted January 15, 2014 Report Share Posted January 15, 2014 Yeah I usually get lightning rod first, but sometimes I just like to change it up abit, it gets boring doing the same build over and over again, even if it is quite effective. Quote Link to comment Share on other sites More sharing options...
heimdallr Posted January 16, 2014 Report Share Posted January 16, 2014 Yeah I usually get lightning rod first, but sometimes I just like to change it up abit, it gets boring doing the same build over and over again, even if it is quite effective. agree....reason why i´ve even tried machete buckler pendant pyre ravager spitter builds(followed by tankyness) basically i get Q and STATS except when i can get ultimate....and i priorityze stats over q when i can it makes you tanky, last hitting is easy cause of damage, you get attack speed early from machete and agility and later pyre and stuff....and basically u heal on attack so attack speed will be a good deal since you wont be getting W in this build till later...early on you can harrass enemies...you have buckler +stats so you can take some punishment early....and while you are attacking you heal on attack and steal energy to sustain the use of Q(that you´ll be using mainly to last hit creeps) when you cant put points in stats, ulti or Q then u get E...basically you get your 4 charges fast with creeps and suddenly granade an enemy and use the move boost to get probably into melee range....then you auto attack them to death + Q....if they run they are slowed.....if they fight back you use R(ulti) to become almost unkillable...remember that while attacking you will get 4 charges that if not used will get you more attack speed(+ your items) so you steal life and energy faster....so you can attack more time and do more Q and stuff...it works really well in pubs and vs heroes without a blink or something....specially if they are squishy do not try: vs spellnukers...after the early harass phase getting into melee range of say cyprus or raynor is a great way to be spellnuked even before you can activate ulti...cyprus can tele out and/or use rocks as wall and damage + ulti you...raynor can slow you with marauders and when you jump in if he lands a silencing shot b4 the ulti activates he wont even have to run....ulti....death... I have had some succes with this vs unfed agi carries, some support characters left alone or that got too far from tower(your short lane or their long lane however you want to see it), or characters that used their blink to get in so they cant get out....reckless novas ganking your partner and you were close, jackson blinks in and you are far enough not to get linked, micro before he gets too tanky is easily killable early on by this dps tychus but yeah, I generally go with cerebro and then a strenght based build Quote Link to comment Share on other sites More sharing options...
Spooky Posted January 17, 2014 Report Share Posted January 17, 2014 Those internal cooldown should be stated in item descriptions Moo 1 Quote Link to comment Share on other sites More sharing options...
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