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Undying
How long has it been since he lost his name? The torn ruin of his mind no longer knows.
Dimly he recalls armor and banners and grim-faced kin riding at his side. He remembers a battle: pain and fear as pale hands ripped him from his saddle. He remembers terror as they threw him into the yawning pit of the Dead God alongside his brothers, to hear the Dirge and be consumed into nothingness. In the darkness below, time left them. Thought left them. Sanity left them. Hunger, however, did not. They turned on each other with split fingernails and shattered teeth. Then it came: distant at first, a fragile note at the edge of perception, joined by another, then another, inescapable and unending. The chorus grew into a living wall of sound pulsing in his mind until no other thought survived. With the Dirge consuming him, he opened his arms to the Dead God and welcomed his obliteration. Yet destruction was not what he'd been chosen for. The Dead God demanded war. In the belly of the great nothing, he was granted a new purpose: to spread the Dirge across the land, to rally the sleepless dead against the living. He was to become the Undying, the herald of the Dead God, to rise and fall and rise again whenever his body failed him. To trudge on through death unending, that the Dirge might never end.
For abilities, stats, and other information, visit this hero's Liquipedia page here: http://wiki.teamliquid.net/dota2/Undying
Promatches : http://www.datdota.com/hero.php?q=Undying
Old thread : http://www.teamliquid.net/forum/dota-2-strategy/388458-hero-undying-old
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Northern Ireland22208 Posts
I think there's still only one way to build him - max decay, one point in soul rip, and max tombstone?
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I would never put more than 2 points in Decay unless I'm getting really fast Arcane Boots. Most mana-efficient build is 1-1-4 by level 6, and I would recommend this every time you're playing position 4/5 Undying.
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I like the 2nd point in Soul rip for drawing from 10 creeps instead of 5.
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Skills I think and am testing atm if maxing soulrip after 1 point in decay is more sustainable and versatile, as it can heal or deal damage. I cant spam decay in the early game anyway. I am going for a 1411 into 1442. 1442 seems nice because you can heal the tombstone with soulrip, which means it could stand ground until the fight ends. Yes, tombstone is wierd spell but it creates chaos, people cant hit combos as well anymore (a bit similar to reincarnation but with a longer duration). It also seems to synergize well with his ultimate for maximum efficiency.
Items But the itembuild feels the hardest part. Going standard manaboot+stick+mek seems fine, but it takes a long time before i will be able to farm both items. Maybe even too late to have a positive impact on the outcome of the game. Undying doesnt feel that manastarved to me anyway so i think TQboot+urn+wand as core could maybe be cheaper/faster/more efficient. His ulitmate asks me to stay alive during fights, therefore I think a ghostsepter before aghs after could be core on him if his aura stays active during ghostform (i believe so, but others here can confirm this).
A blademail only seems usefull if he gets more HP and no armour increasingitems, its questionable that i can farm all those items.
Herocombo's In the pubs i think undying could synergise well with a bloodseeker, as both hero's gain HP when enemies die #teamlastmanstanding. Most bloodseekers tend to build a bkb somewhere during a game, this could increase the effectiveness of the fleshgolem's ultimate aswell.
He is a challenging hero to play around with, its just so wierd i like it! .
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I am mediocre and all (below 3k) but I found a way to farm a little bit more gold and experience as a support undying in the jungle. Its still wonky and bad but I am trying to find ways to make it a bit more efficient and see if its applicable in my pubs in the future when undying plays as a 5 or a 4.
With a tombstone (lvl3) you can farm a medium camp in about two attempts. The 800 radius of tombstone is really large at lvl3 (1000 at lvl 4) and it destroys trees too. On radiant and the Direside, there are certainly 2 places or more where the tombstone touches more then 1 junglecamp. This means that you can triple/quadruple stack 2 camps (medium+hard or medium+medium) and farm these with 2 tombstones in approx 90 seconds. Maybe not a good idea for pro's, but in the pubs it should work.
Maximum soloprofit (gold+xp) of 6/8 medium and 6/8 hard stacks, farmable in 2 times 90 seconds with 4 tombstones.
medium = 8 * 102 = 816 gold (1616xp) hard = 8 * 124 = 984 gold (1760xp)
Anyone ever tried this?
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Lalalaland34492 Posts
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i always go 1/1/4/1 as an aggro tri support or duo offlane. decay vs soul rip depends on how mana starved you are.put tombstone in an annoying place in teamfights, press r, win
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Skipping 2nd point is soul rip is a hige mistake tbh. Being able to throw that 250hp heal/nuke on lvl 3/4 is something you shouldnt ever pass up on. 1-2-1 into 1-2-4-1.
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i go 0 4 2 0 -> 0 4 4 1 -> 4 4 4 3 because i feel level 4 soul rip is af ucking ridiculous nuke at level 4 and should be prioritzed asap,
a good tombstone should give you a max soul rip (you should be picking undying in a 2v2 or 3v3 preferably with extra units like veno wards) and just totally kill someones face unexpectedly, every time. then you get 5 bottles and get reported
100% works i guarntee it
flesh golem is kinda nice but i like 2 level 4 soul rips better at level 6 (the cooldown change of 12 to 6 and mana cost of flesh golem pretty much make it one or the other)
level 1 decay is a piece of shit waste of mana
huge nukes are king, especially when people dont expect it out of level 6 undying
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On May 04 2014 10:16 SpiritoftheTunA wrote: level 1 decay is a piece of shit waste of mana
What? I agree it scales bad but lvl 1 its still great. Its not the damage you're looking for you know, its the str-steal. And it heals you for 76hp/hero you hit. It wont win you any team fights but its an awesome spell for laning either for softening on them before you initiate or for healing yourself when they initiate.
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but then how will you get doublekills at level 6 with like 500-775 nuke damage (over like 7 seconds but still thats nice on top of your zombies)
4 heroes in lane + 8 creeps on both sides + 6 zombies on creeps and heroes = 18, which you need level 4 soul rip to get full damage from, and the 6 sec cd is nice
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In the old thread someone posted a nice calculation of how he killed hero's of 900hp at lvl 5 within 3 seconds with QEWQ (skilled 131) if he could place the tombstone behind the target. I didnt like his itembuilds/rolespicked tho but his explanation felt it was correct.
E : He also pointed out that phaseboots synergise well with tombstone, because you move through the zombies. I tested it and it felt quite usefull.
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I dont see him building anything else than manaboots tbh. 4 active skills all costing mana, even though none are super expensive, makes sure you need it.
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Phase boots is OK if you are a core. Most of the times you want arcane though. Undying is a fun hero because you randomly survive and get kills when you least expect :O
He is quite an easy hero to play in pubs. Everyone just underestimates him
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I like this hero. Winning lanes wins games in pubs and this hero wins lanes. How do people skill him now? Previously I would go decay - rip - rip - max tombstone - lvl1ult - max rip Decay is amazing at just one point and you don't have the mana to support more than that in lane anyways.
My opinion of the latest patch changes is that soulrip lvl1 and lvl4 got significantly buffed (Yeah total dmg at lvl4 is like 20 points lower but 16 creeps is a lot more manageable than 20 and for almost all actual casts you will do significantly more with the new rip) while lvl2 and 3 remains more or less identical to before. Thus the question imo becomes whether to go for level4 rip at lvl8 (with 1 decay and 2 tomb) or 1 decay 1 rip - max tomb - ult at 7 - max rip. I think I prefer the latter version. Earlier levels in tombstone are going to come in handy and a 180 dmg nuke for just one skillpoint is absolutely amazing value. Come midgame I still want max rip over max decay, with the new rip you are getting a perfectly reliable 340-400 dmg nuke/heal on a 6sec cd for the level 10 skirmishes and tower fights. That's just too good to pass up.
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I always only get one point in Soul Rip before Tombstone for pub play. Tombstone is SO strong in pubs that maxing it super fast just adds a ton.
Dropping ult to 7 in favour of Tombstone max one level earlier is situational I feel though. Level 4 tombstone is amazing but getting your ult up can do a lot.
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You can't max a skill by 6 anyway. Get your ult.
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Also, is lvl 4 rip at 7 any good? It's like a 6s cd lvl 1 laguna blade for 125 mana. Obviously you need the 16 units around somehow
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Unless theres a Brood/Prophet or maybe some other minion heavy hero around I doubt you'll get much value out of maxing soul rip anything but last. Definitely value point into it (previously you wanted two value points) but getting tomb and then decay seems by far safest choice.
That said, play around with it. If you feel you get >10 units worth of soul rips off often, go for it. I just doubt that happens often in practice without lots of minion heroes around.
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