If your running telegankers, scope out what the opponant sent back. If it's a whole bunch of offense try your luck with getting some kills and clearing the base a bit. However, if they send some defense back, this means that
A)your stand team has the possibility of getting rolled if thier warriors are better then yours
B)They won't be able to stand up to you if your sins rejoin the group, and should fold easily in an 7v5.
So look at how the enemy team is built. Typicly if they send offense back, yes, it will be difficult to kill things with just your dervs and an air ele. But it also means they won't be killing your stand team either. Let the sins use this to thier advantage, try get some kills on the enemys split, and go for the flag runner. That should be your primary target, thier flagger. Alwasy keep him in your sins mind, and let them focus him when they can.
To improve your stant team, though, consider useing two chilling victory, co-ordinating attacks with the air ele, making room to put gale on the ele. A more offensive runner to make use the fact that thiers should be slowed so yours can spend time at the stand making pushes with the rest of them.
Also, do you play pressure often, or is it more spike? Are you sure your dervish players are actually good? Hard questions to ask yourself, but maybe you should.
One more thing, two wild blows is redundant, and your derv bars are pretty bad. not saying that I'm a good derv builder, but I think these would be better.
D/W
12+1 Mystic
12+2 Scythe
3+1(or whavetever) windp
Avatar of Melandru
Mystic Sweep
Wearying Strike
Crippling Sweep
Extend enchantments
Featherfoot Grace
Remedy Signet
Res Sig
D/W
11+2 scythe
11+1 Mystic
8+1(not exactly sure on this) wind
Avatar of Grenth
Chilling Victory
Mystic Sweep
Wild Blow
Extend enchantments
Lyssa's haste
Harriers Grasp
Res Sig
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