First off, theres no doubting your 'intended meaning'. I have no problem not talking about it anymore, but I'm not gunna let you just back peddle like that and try to make me out to be the person putting words in your mouth.
There is only one way to play DA.
EoM and 5 life items
Is what was said. There is no room for interpretation.
But moving on:
I think a lot of people can only play with the 5 Health Items. These are the same people who will never stray from Blood.
(Copied from my question post about DA)
My personal build is:
Lvl 1: Warp Strike I
Lvl 2: Spine I
Lvl 3: Demon's Speed I
Lvl 4: Warp Strike II
Lvl 5: Swap I
Lvl 6: Spine II
Lvl 7: Spine III
Lvl 8: Demon's Speed II
Lvl 9: Save
Lvl 10: Spine IV + Swap II
Lvl 11: Warp Strike III
Lvl 12: Warp Strike IV
Lvl 13: Demon's Speed III
Lvl 14: Save
Lvl 15: Deadly Warp + Swap III
Lvl 16: Precision I
Lvl 17: Precision II
Lvl 18: Precision III
Lvl 19: Precision IV
Lvl 20: Warp Area 1 for funzies.
1 Health Pot
1 Mana Pot
Staff of Renewal
After (Not always this order):
Nimoth's Chest Armor
Swap Scaled Helm for Vlemish
Swap Banded for Boots of Speed
Swap Boots of Speed for Journeyman Threads
Rejuvination Pots (for after fights!)
I like to get Demon's Speed at levels 3 and 8 rather then skilling up Warp Strike. Level III doesn't increase the Strike's range and I prefer to use the ability to position myself rather then to do damage so I like having the lower mana cost of rank II as the range is the same.
I get Warp Strike IV at 12, which is just two levels later then the earliest you could get it and the benefit I have is 10% bonus movement speed from 8+ (5% from 3-7). I like using this speed to compensate for getting Boots of Speed later.
I try to time it so I get the Boots of Speed around level 8. This gives me a BIG jump in movement speed. From 5% to 20%.
It surprises the enemy when you go from 6.3 speed to 7.2 all of a sudden.
Obviously you want the highest range Swap as possible. Save points 9 and 14. At 10 you want your 1,150 spine and longer range swap (matches your Warp Strike II range) and at 15 you want your 75% chance to deal 1,400 damage and even longer range swap (matches Warp Strike IV).
For end game, I've been at am impasse between Assassin's Speed and Precision. At first I wanted Assassin's Speed for the movement speed but quickly realized that its very easy to hit the speed cap with DA.
Boots of Speed + Demon's Speed III: 7.5 (+25%)
Journeyman's + Demon's Speed III: 7.8 (+30%)
Journeyman's + Demon's Speed III + Journeyman's Proc: 10.8
Now that isn't the speed cap, but I like to grab a Wand of Speed near the end of the game to port grab/getting where I need to be.
Boots of Speed + Demon's Speed III + Wand of Speed: 9 (+50%)
Journeyman's + Demon's Speed III + Wand of Speed: 9.3 (+55%)
Journeyman's + Demon's Speed III + Journeyman's Proc + Wand of Speed: 12(Cap) (+105%)
At the end of a game, I don't feel the 15% dodge will be a big boon as most of the heavy damage late game comes from abilities, not AAs.
I do like Precision for damage end game. A 40% chance to do 1.5 damage stacks very well with artifacts if the game goes that far. Yeah, Assassin's Speed gives you 30% attack speed, but I don't feel that a 15% chance to get this 30% amounts to the damage that Precision will give.
I don't like to get NR. If you know me, you know I have HORRIBLE luck. This, as well as spending most of my time running between fights/flags and such, leaves me very few times that I'm alone at a grunt wave. Also, I prefer two mana helms (as you all know, I'm an admitted Mana Whore) and having those two plus NR isn't a good combo.
I like big rejuv pots with DA. Usually after a 2v2+, at the end of (or sometimes in the middle of) I'm completely 0m and usually half health or less. This lets me back off between cooldowns, pop the pot, then warp back in. With the Staff of Renewal, you can Warp Strike very fast, so you're not really killing a cooldown to get back in. If a fight ends, victorious or not, I like to go run for flags and such. After a 3v3, most people are running back if it was an even fight. Being able to be near full Health/Mana without runnin back helps. At least for me.
The items I listed aren't in any real order. It's what is an issue at the moment.
But that's generally what I do.
HPs don't mean nearly as much to me as mana. EoM doesn't give me the mana pool I need and I don't want to be forced into using all my abilities (and put them on cooldown) at once for the item to be worth it.
-Many times I'll spine and halfway through the cooldown swap, as the spine is simply to help for the setup: I want them to be swapped on low health.
-I cancel casts of swap ALL THE TIME (sometimes too much, ask Soccer) so EoM's tiny duration would hinder how I play
-While I like the mana regen of EoM a LOT, it's not even CLOSE to enough on it's own. A larger mana pool is more helpful to me then a higher mana regen and the Staff of Renewal covers that.
Just a few points on why I chose what I do.
Again, I think EoM is perfectly fine, but I don't think it outshines by any visible degree any other favor item (that isn't retarded, of course)