The idea to either 3 zap or 3 rage depends solely on the base you are attacking. On spread out air defenses, zapping is a better option; on cored air defenses, raging is better.
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The idea to either 3 zap or 3 rage depends solely on the base you are attacking. On spread out air defenses, zapping is a better option; on cored air defenses, raging is better.
I disagree with "never," whereas 3 rage does work, on some bases, particularly bases with decent pathing, those few extras moments a heal spell keeps drags alive can mean the destruction of an AD or not, which can mean the the difference from a 2-3*. On maxed th8 bases setup to induce pathing havok, I found a heal to operate better then the additional rage. Keeping the first drag in range of 2-3 ad alive longer meant the difference between 100% or arch towers picking off half dead drags.
As mentioned numerous times, depends on the layout.