But that was ok, I some how ended up with shadow blade, butterfly, and a manta and had like 11-4-15 by end. Glad I did not just completely drop the ball with the hero.
General Discussion - Page 1049
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Nilrem
United States3684 Posts
But that was ok, I some how ended up with shadow blade, butterfly, and a manta and had like 11-4-15 by end. Glad I did not just completely drop the ball with the hero. | ||
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chisuri
Vietnam789 Posts
I don't know if this video was shared before or not, but I will risk reposting it to present one of the best videos here. It summaries Na'vi road to the GF very well. Give it a watch, guys, if you didn't do so already. | ||
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Unleashing
Denmark14978 Posts
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Benjef
United Kingdom6921 Posts
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Kupon3ss
時の回廊10066 Posts
On September 18 2012 18:01 SirMilford wrote: Well the orb of venom is based around early fights, applying the slow to everyone in a teamfight isn't huge, but it can help catch some pesky slightly faster moving than normal heroes like lich. orb of venom is for getting it with boots after randoming and showcasing your courage by getting first blood | ||
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LAN-f34r
New Zealand2099 Posts
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Dattish
Sweden6297 Posts
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Qbek
Poland12923 Posts
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-Celestial-
United Kingdom3867 Posts
I played a game the other day where I was Chaos Knight and I found an Illusion rune (2 Illusions) had a Manta Style (another 2 Illusions) and a maxed ultimate (3 more Illusions) and then pushed middle lane with 8 Chaos Knights. Their whole team ended up rushing over to stop it. Also one of my allies was Naga Siren (who also got a Manta) so late in the game when we're attacking their bottom Tier 3 there were 6 Chaos Knights and 6 Naga Sirens all attacking together whilst our allies pushed another lane. | ||
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TheYango
United States47024 Posts
On September 18 2012 20:55 LAN-f34r wrote: I feel like radi spec is too strong to just give up like that. Maybe tranq+pms-->radi-->cheap items (drum-->diffusal-->yasha+vit booster, into upgrading manta/heart/other late game items) would still be good for making spec powerful mid game? If they dedicate themselves to shutting you down, you can skip radi, as it will come too late anyway. Basically, if you die before 3800 gold, you do the midgame build. Otherwise, you go radi into the midgame build. Most of the items there go into late game anyway (yasha--> manta, diffusal is good until late on spec, vit-->heart). The idea with the build is to use some combination of early/midgame items (Urn, Aquila, Janggo, Yasha, Diffusal) to build up a midgame teamfight advantage, and then transition back into your lategame items after you've created enough of an advantage. You generally DO still need Radiance because Spec doesn't have that high of baseline farming speed, so you can't rely on your midgame teamfighting advantage to get you all of your endgame items. The most awkward part of the build is the transition back onto Radiance. Again, I suggested that some tweaks to mana costs could smooth out this transition, as it would improve Dagger's usefulness as a farming ability (nukes like Waveform, Riptide, and Dragon Breath are fairly good farming skills for other carries, while Dagger's creep clearing ability is quite poor). | ||
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Shikyo
Finland33997 Posts
On September 18 2012 21:30 Lightspeaker wrote: Mass illusions are hillariously fun if not always practical. I played a game the other day where I was Chaos Knight and I found an Illusion rune (2 Illusions) had a Manta Style (another 2 Illusions) and a maxed ultimate (3 more Illusions) and then pushed middle lane with 8 Chaos Knights. Their whole team ended up rushing over to stop it. Also one of my allies was Naga Siren (who also got a Manta) so late in the game when we're attacking their bottom Tier 3 there were 6 Chaos Knights and 6 Naga Sirens all attacking together whilst our allies pushed another lane. You really need Phantom Lancer for that strategy in my opinion .-. | ||
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Dead9
United States4725 Posts
On September 18 2012 21:43 TheYango wrote: The idea with the build is to use some combination of early/midgame items (Urn, Aquila, Janggo, Yasha, Diffusal) to build up a midgame teamfight advantage, and then transition back into your lategame items after you've created enough of an advantage. You generally DO still need Radiance because Spec doesn't have that high of baseline farming speed, so you can't rely on your midgame teamfighting advantage to get you all of your endgame items. The most awkward part of the build is the transition back onto Radiance. Again, I suggested that some tweaks to mana costs could smooth out this transition, as it would improve Dagger's usefulness as a farming ability (nukes like Waveform, Riptide, and Dragon Breath are fairly good farming skills for other carries, while Dagger's creep clearing ability is quite poor). dagger should get rescaled completely imo it's just an awful skill the only nice part is you can run through everything seriously though you could replace it with almost any skill in the game and spectre would be a better hero | ||
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pap0t
Philippines279 Posts
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Dattish
Sweden6297 Posts
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lozarian
United Kingdom1043 Posts
On September 18 2012 17:11 Unleashing wrote: I don't want morphling and anti-mage nerfed, or rather i'd probably want shotgun to not hit as hard as it does since one-shotting literally ANYONE if you get a 20 minute shotgun is pretty stupid with so many escape mechanisms, IMO anyway. But i would rather have other carries like say spectre be buffed to also have the same mid-game presence and strength. Thus in the end shortening the game length but making carries like her, void, weaver, PL and medusa viable for todays 'meta'. I'd also like it if carries like baller king, alchemist, drow ranger and sniper were fixed to be able to be viable picks as well. I'd like to see morphling sidegraded, rather than "nerfed" give him some boon, and then take something away too - something to make him a little less obnoxious. I'd love to see the mana cost on morph removed, but make it blocked when disabled. That lets him be more agressive early on, but means you can actually chainstun him to death later on, and not have an infinity health morphling trolololing at you. Maybe a minor nerf on waveform damage too *shrug* The main issue with morph is that not only is he fantastic late game, he's reliable, versatile and effective early on, whilst being near unkillable. If you could chainstun/silence him to make him actually killable late game, that would be compensation for an even more effective early game. He's a hard carry that can lane with the best of them. | ||
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BurningSera
Ireland19621 Posts
du du duuuuuuu | ||
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Erasme
Bahamas15899 Posts
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Kipsate
Netherlands45349 Posts
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SKC
Brazil18828 Posts
On September 18 2012 23:10 Erasme wrote: Hows ns a pub heroes ? "His Overpowered in night!! No one can touch him at night!!" Seriously though, he is a pretty good pubstomping hero at lower levels. That's not the same as being a good or bad hero, Ursa can be a pubstomping bad hero while Lanaya can be a pubstomping good hero. He can snowball pretty hard in the first night, and any hero that snowballs quickly can be a good for pubs. | ||
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Erasme
Bahamas15899 Posts
On September 18 2012 23:13 Kipsate wrote: The range(a lot of fking range mind you) and the fact that it makes a path on the ground to where the opponent is going(great for invisible heroes) is pretty nice too. The mana cost 130/140/150/160 and the size of the path can use some work though, damagewise if you buff it to 250 maybe it would be good but really that could make her way too powerfull suddenly. As of now she is a terrible flash farmer without radiance though. Most of the good carries right now except for Chaos Knight(and he usually isn't played as 1) have good flash farming capability. You would have to nerf her somewhere before buffing her dagger. tbh I dont level dagger past 1 until i maxed everything else. but i'm more of a farming kind of person :p | ||
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