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Ive came from LoL 1800+ Team to DoTA2 and Im loving it. Im just wondering since I play captains mode, whats the best time to pick void ? What kind of team comps would be good with him ? I really like him and I would like to learn more about captains mode and certain characters. I started about a month ago now.
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Welcome to dota, you should call them heroes 
In terms of pure 1v1 manfight 6 item (any 6 in the game, your choice), there are three heroes which are the top dogs. Void, ursa and tiny. Of these three, void will win because of chrono--the skill which really defines void.
That being said, using void with less than 6 items isnt quite as scary. What makes void a good pick is having the chrono for use in team fights. This and his jump allows your team to engage on any hero which gets caught in the chrono. This skill also makes requires the player on void to have very good decision making and good micro, especially at a high level, because a botched chrono could very quickly become a loss.
Often times void is easy to disable in his chrono assuming some support hero with a stun has very good positioning in fights, and this usually requires that void have a bkb. Other items like heaven's halbard and hex are also quite good against him. Note hex removes evasion but not backtrack.
The best time to pick void is when you know that you can secure your safelane--that is the combined power of your two supports plus void in lane isnt greater than the combined power of theirs. For this, and a few other reasons I will outline below, void has become less popular lately in the metagame. The other main reason to pick void, is if the other team is relying on one or two heroes for sources of damage in teamfights. Chronosphere will allow you to simply kill these heroes outright most times which usually allows you to take the fight and eventually the game.
Reasons not to pick void: He requires quite a bit of time to farm. To compare him and another popular hero right now, Phantom lancer, void is your smart missile while PL is the carpet h-bomb. What makes pl the more attractive pick, is with heart and diffusal he can push your towers with only illusions, kill the supports with 1-2 lances (manaburn against low hp int heroes is very very good) and is ok enough at fighting to carry against a few different types of lategame heroes. Void on the other hand sucks at pushing, farms slower than pl unless he has some farm item (and then usually still farms slower) and needs to initiate full on, often with chrono to get any kills. Pl arguably takes the same amount of farm to come online as a carry but does a better job of controlling space in teamfights as well as being incredibly fucking good at pushing. In the current meta, space controlling carries as well as ones which assist in pushes are more popular because it is easier to take fights on the high ground as well as retain map control by splitpushing/pushing/threatening towers.
That being said there are two main builds on void, both can be done with or without a midas. Maelstrom, and Battlefury. battlefury gives you cleave but doesnt really kick in until you have attackspeed. The ais granted by maelstrom allows void to be more useful faster (the attack speed allows him to fight earlier) while his overall farm rate might be less than if you had gone battlefury. The rest of his inventory is largely situational, although a few popular items are bkb, mkb, buriza and butterfly.
Things which are good with void: many heroes. Void does in some sense require your supports to be dangerous at early levels or at least competent at lane control so that the other team cant do some visage luna +1 trilane or whatever and shut down your gameplan. He combos well with heroes that do burst damage (qop, lesh, sk, lina, rubick) and does not work well with a team that takes a long time to kill anything throughout the game although can be used very effectively with them (as long as you dont have too many on your team you shouldnt be worried). Other than that, heroes that can spam things in chrono--sk's ulti, lich, etc. But without getting too much into what makes a good team composition ill end my post here!
GL HF using void
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Personally I feel void is pretty good against most carries, but deals badly against split pushing carries such as anitmage or PL to name a few. But keep in mind the aim of dota in almost all late game scenarios is to shred the supports as fast as possible, then taking on the tankier carries.
Some better lineups I personally like to use with void include heroes that are great when you land that big ult, or can bail you out if the chrono goes wrong. Jakiro has a nice ice path macropyre which does just that. Shadow demon is great to help burst down and chase heroes while having a good defensive spell. Rubick you pretty much have to pick/ban as he can steal your ult pretty easily especially with a blink.
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When it's teamfight comp vs teamfight comp, your team is 3-4 ranged heroes, and you want to go lategame.
http://wiki.teamliquid.net/dota2/The_Defense/Season_3/Playoffs mouz vs Dignitas (Feb 6) game 2. I personally feed like an Anti-Mage would have been better than a Void here. nth vs 3D Max (Feb 7) game 1. I actually like 3D Max's draft better, but they were just outclassed by the better team in this game.
Just a couple of games with Void that I saw while quickly browsing through the page. Void doesn't look like a perfect fit in either comp, but maybe you can see what kind of team the pros were going for in their drafts.
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On March 26 2013 11:06 idscy wrote:Welcome to dota, you should call them heroes  In terms of pure 1v1 manfight 6 item (any 6 in the game, your choice), there are three heroes which are the top dogs. Void, ursa and tiny. Of these three, void will win because of chrono--the skill which really defines void. That being said, using void with less than 6 items isnt quite as scary. What makes void a good pick is having the chrono for use in team fights. This and his jump allows your team to engage on any hero which gets caught in the chrono. This skill also makes requires the player on void to have very good decision making and good micro, especially at a high level, because a botched chrono could very quickly become a loss. Often times void is easy to disable in his chrono assuming some support hero with a stun has very good positioning in fights, and this usually requires that void have a bkb. Other items like heaven's halbard and hex are also quite good against him. Note hex removes evasion but not backtrack. The best time to pick void is when you know that you can secure your safelane--that is the combined power of your two supports plus void in lane isnt greater than the combined power of theirs. For this, and a few other reasons I will outline below, void has become less popular lately in the metagame. The other main reason to pick void, is if the other team is relying on one or two heroes for sources of damage in teamfights. Chronosphere will allow you to simply kill these heroes outright most times which usually allows you to take the fight and eventually the game. Reasons not to pick void: He requires quite a bit of time to farm. To compare him and another popular hero right now, Phantom lancer, void is your smart missile while PL is the carpet h-bomb. What makes pl the more attractive pick, is with heart and diffusal he can push your towers with only illusions, kill the supports with 1-2 lances (manaburn against low hp int heroes is very very good) and is ok enough at fighting to carry against a few different types of lategame heroes. Void on the other hand sucks at pushing, farms slower than pl unless he has some farm item (and then usually still farms slower) and needs to initiate full on, often with chrono to get any kills. Pl arguably takes the same amount of farm to come online as a carry but does a better job of controlling space in teamfights as well as being incredibly fucking good at pushing. In the current meta, space controlling carries as well as ones which assist in pushes are more popular because it is easier to take fights on the high ground as well as retain map control by splitpushing/pushing/threatening towers. That being said there are two main builds on void, both can be done with or without a midas. Maelstrom, and Battlefury. battlefury gives you cleave but doesnt really kick in until you have attackspeed. The ais granted by maelstrom allows void to be more useful faster (the attack speed allows him to fight earlier) while his overall farm rate might be less than if you had gone battlefury. The rest of his inventory is largely situational, although a few popular items are bkb, mkb, buriza and butterfly. Things which are good with void: many heroes. Void does in some sense require your supports to be dangerous at early levels or at least competent at lane control so that the other team cant do some visage luna +1 trilane or whatever and shut down your gameplan. He combos well with heroes that do burst damage (qop, lesh, sk, lina, rubick) and does not work well with a team that takes a long time to kill anything throughout the game although can be used very effectively with them (as long as you dont have too many on your team you shouldnt be worried). Other than that, heroes that can spam things in chrono--sk's ulti, lich, etc. But without getting too much into what makes a good team composition ill end my post here!  GL HF using void
Best advice, thank you so much  Also thank you two for posting as well much appreciated!
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void is one of if not the strongest late game hero in the game due to chronosphere. Generally in 5 seconds you can kill their other carry, and if you cant, 3 other heroes caught in it. His con is that hes useless in lane with 2 passives and a blink, so you generally need to defensive trilane him in hopes they wont havea strong aggressive tri against you.
Hes a good pick if you're planning on going ultra late game as he will kill everyone once he gets 6 slotted no matter what. The other team has a good 30 minutes to mess with you and your team as you're not too strong however, and you need good ultimates to stay in the game. A bad ultimate can lose you the game if you catch your team in it.
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Right now in the current pick "Fight early" type carries metagame that is common in the professional dota2 scene, Void isn't a very popular carry at all. Even with teams that like the 4 protect 1 strat, they usually favor AM over void anyways since Antimages farm and split-push is a lot better than voids. Void doesn't have much ability to split push, so thats why he is often overlooked. There was a time several months ago during the first G-1 League where lots of the chinese teams were always running void (DK comes to mind with BurNing playing him). Same with at the last Dreamhack.. Void was actually pretty popular, but has really fallen out of favor since then.
Void is typically only ran in a defensive trilane (Void + 2 supports). (In your teams safe lane). So thats top with dire, and bot with radiant. He lanes well with supports like Venomancer, or anything else with a decent slow. Veno's gale allows void to get a good amount of auto attacks off which gives you many chances to get bash procs and take advantage of that damage and the stun. A Void + Veno + Slow/Stun support is always a really good trilane.
In a decently high level Captains mode game.. Good players will always aggressive trilane against void as he is typically weaker then the more early game carries out there in tri v.s tri (carries such as gyro, naix, luna, even a bit weaker than AM). That's why in higher level CM games its a lot more difficult to get away with running a void in your line-up as the good players will automatically just try to shut him down.
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mb should be moved to strategy forum
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Void is often used to counter PL (most times anyway) as his Chrono also reveals invis units and if used right can catch out PL multiple times (if the PL is bad).
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On March 26 2013 19:50 Sickkiee wrote: Void is often used to counter PL (most times anyway) as his Chrono also reveals invis units and if used right can catch out PL multiple times (if the PL is bad).
I don't see Void as good counter to PL. As you said you can catch him if the player is bad, but against good PL you will have problems catching him with chrono if your team doesn't have dusts. PL is great at pushing and can be very painful for 4-protect-1 line-ups to deal with. Not saying you can't play Void against PL, but Void alone is not going to counter him.
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The best scenario to pick Void, is when their 5 heroes is melee, you can deduce down to see if Void is a right call for your situation base on that.
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Pick heroes that complement his Chrono, try to avoid melees (at least the kind that has to get close to enemies), pick a strong defensive trilane and gamemaking solos. Agha is very strong on Void.
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On March 26 2013 19:50 Sickkiee wrote: Void is often used to counter PL (most times anyway) as his Chrono also reveals invis units and if used right can catch out PL multiple times (if the PL is bad). often? examples, please
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Void is tricky because he is typically referred to as a hard carry requiring vast amounts of farm, but that doesn't have to be the case. Depending on the game, you could go Midas into BF into fat Void, or you could fight earlier with items like Aghs/MoM/etc. It depends on your lineup and their lineup whether it is advantageous to take it late and try to get as much farm as you can while your team fights 4v5, or join in, because Chronosphere is a very powerful ultimate, even at low levels, assuming you have the heroes that can followup and kill the heroes caught in it. He has much more early game presence than heroes like Antimage, Medusa, Spectre, or even PL, but is capable of going toe-to-toe with any hero late-game.
People are right when they tell you he is really weak in lane though. Bash is good for the occasional harass/last hit and Backtrack helps with your sustainability, but his only active ability is an escape/weak slow at low levels. You need a solid trilane to protect him and allow him to get farm so he can be that mid/late game powerhouse.
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Well if u just want to abuse good chrono that have 3+ guys in them and abuse aoe, u should look at jakiro and disruptor as support. Magnus mid would be a good choice thz to a blink + reverse polarity follow up. Maybe take a strong offlane last say nature prophet to increase map control and he can play many different roles of offlane and assert a form of map presence.
Then again if u alwais get 3+ chrono u should win the fights anyway
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Void is a pretty simplistic hero in terms of what he does. He is a big team fight carry that complements 5-man lineups that like to fight other 5-man lineups. He requires a lot of farm to actually carry but because of his huge influence on teamfights with just chrono he is still a semi-worthwhile pick if you are teamfighting. Avoid picking him vs Rubick and vs heroes that can screw him up while he is in chrono (Beastmaster, Shadow Demon). Avoid picking him if your team already has close-range heroes or too many other initiators since chrono pretty much fucks them up.
Void is awesome at lower levels because he is just very good at what he does and scales extremely well into the lategame. At higher levels he has more problems and is not usually picked above other more versatile and early-game relevant carries such as Antimage, Lone Druid, and Luna.
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Thank you all for the advice much appreciated
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I want to address the 'void counters pl' argument.
When compared to pl, void is much stronger in a 1v1 manfight especially with chrono. I want to point out that a significant portion of pl damage comes from manaburn, and void does not have a large mana pool to play around with...even lategame it is much lower than other agi carries meaning that against void, a pl's dps will fall off quite quickly while the void does more of a constant level of dps. Another thing to note in this matchup is that you cannot lifesteal from illusions...a small nuance which can become the difference between winning the game and losing it if the void is unable to hit the correct pl in fights--something which is not hard but requires a certain amount of experience and focus to do.
Now how would a team with void on it push successfully against a pl on high ground? This is the most essential question because you cannot win the game without being able to win a fight on high ground, something which becomes particularly easier when the t3 tower is gone. Void cannot sit and attack the tower with his team behind because illusion spam from pl will eliminate void's mana and he will not be able to use chrono in the fight unless there is some stack (2-3) of manaboots or a kotl on your team. This means that after a certain amount of time you will be unable to push, requiring void to have mana again which will significantly delay any objectives (by at least 2-3 minutes each time).
Having another semicarry with void is one way, which means you can do greater damage per push to buildings but still isnt the best solution. Furthermore being able to do this requires the lanes which you are not currently pushing down to be in a particular state--pushed and without a phantom lancer in them splitpushing.
Another small nuance here is that playing against pl forces void to go bfury to deal with illusions (maelstrom becomes ineffective after pl gains a heart) which means that void requires a free lane in the early game to have his battlefury at a reasonable time (maelstrom is considered the 'i had a bad early game' 2nd choice in many cases, and would be particularly here because the cleave is necessary against pl with heart to kill the illusions fast enough so that your support can take up a more aggressive position in pushes and fights)
Another thing to point out is that the opportunity to aggressive trilane against the pl (another hero who is quite bad in the early game or at lane controlling) is gone once you pick void. This sets your lanes quite nicely for your opponent who should be quite happy to trade farm on void for farm on pl, safely assuming that the illusion split push from pl will be adequate in the midgame to resist taking 5v5 fights (where void would have the advantage, particularly when not in a high ground siege setting). Furthermore, if you should still try to take an aggressive trilane with another hero and leave void to solo safelane (or perhaps even mid) the likely trade to occur is that the void loses his lane and you, to whatever extent, win your lane. Let's assume best case scenario with void losing his lane-- you win top (void losing WILL happen against 99% of heroes put mid or in offlane...consider, for a moment heroes in the offlane: wr, enigma, bounty hunter, weaver, ds, qop (not as popular), furion, clockwork, brood, etc; all of these heroes will absolutely CRUSH void-- so what you are trading again, is a void getting crushed for a pl getting crushed, assuming that they will either sacrifice the pl in lane, move another hero to sacrifice and change lanes, or can farm the woods with supports. In this case the simpler and less chaotic (also more practiced) trade would be to just leave the pl to farm while farming your void. I would also like to point out that pl with low NW inventory farms much quicker than void with low NW inventory due to illusions so it is likely that overall he will be farming faster than the void who really requires at least one farm item to even make pace.
All that being said picking void still gives you a distinct advantage in teamfights allowing you the 'win now' option which against better and better teams will be increasingly hard to realize.
To the people debating void as a common 'counter' to pl, it is certainly not a common one but certainly one experimented with. It was a solution played around with briefly but many teams found that to choose to take the game lategame with void is too difficult because you cannot very easily handle splitpushing and you are leaving the game down to winning teamfights (usually regardless of who has a gold/xp lead in the game) which is a significantly risky gameplan.
People found that the much simpler and safer gameplan would be to either pick a strong offensive trilane with decent(+) pushing power, shutdown the pl's farm early as well as doing your best against their supports, take a strong advantage in items and be in a position to go high ground very early in the game (15-20minutes) (further restricting pl's room to farm as it is likely he would be needed in the defense as losing a rax so early is tremendously crippling as a low NW pl); OR to choose strong pushing/snowball heroes such as luna, ck, lycan, syllabear, and do the same thing: take very early towers and take many of them, constrict pl's room to farm and be able to go high ground at a very early point.
Currently a very popular strat against pl is to pick jugg to push with the healing ward as well as syllabear to sustain high ground sieges even against very spammy heroes (kotl, rubick, lina, sd).
To summarize in a tl;dr:
There are much stronger and safer ways to play against pl than to pick void although it is true he was used against pl in the past.
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A very sucessfull way to play void is to force a lot of early fights by rushing an aghs and having heroes like WD or jariko to combo really well with the chrono, with aghs you get a long duriation big strong disable on a stuipidly short cooldown.
During these fights you dont play as the massive dps monster but rather as initiator, pop your buble and try not to get picked off, note that you have to be making something happen with this kind of build as you're delaying your damage.
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as somebody said before, void requires lots of farm to be effective and his farming speed is relatively low. His split-push-potential is low. What's better than most carries is his teamfight ult (although inferior to luna's ult imo) and his late game. Sadly void doesnt help much in teamfights until very late apart from chronosphere.
Which is exactly why he isnt picked anymore. He would be great in an even 50 minute game, but before he has 3 slots finished, he is a burden. He has a great disable (with huge cooldown), but needs some follow-up damage in teamfights and most common damage-dealer dont work good with chrono. The fact that he lacks a inherent farming skill means that he would have to fight a 6slot flashfarmer around minute 40, who will crush your supports in seconds and afterwards fight 3v1 or 4v1 against you, when you still cant do that.
Heroes like kotl and jakiro do well with him, since both are potent laner and antipusher and have long duration spells that deal lots of damage. Dark Seer is pretty cool in conjunction with chronosphere, since both vacuum and shell have great synergy with it. Death Prophet and leshrac can work, although their positioning must be perfect and they really suffer from the fact that void cant contribute much to their great pushing potential. On paper warlocks slow is pretty op with chrono and he has a nice follow-up-ulty.
Luna as well as gyro have great synergy with chrono but would needed to be played as slot two heroes at best, and the less farm these two get, the less useful they would be.
Dont pick him when the enemy has sth that looks like an aggressive tri-lane or lots of long-range disabler (especially bane, rubik).
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basically whenever you feel ur team has some great spell that can be added to the chrono. imagine chrono being a blender What would be a good spell that can go in?
Death Prophet ult, swarm Lich ult Warlock Inferno KOTL charge Any long range hero (nvermore, Jakero)
One thing you need to keep in mind that Void is highly dependent on his ult. Make sure your team has a few non-ult-reliant heros so you don't die when all ur ults are in vacuum.
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When your team has alot of strong aoe ultimates that can destroy them completely if you catch the enemy team in your bubble. Also you want someone to support you on your lane, which makes it kinda silly to pick void in pubs unless you are playing with friends, cause mostly people don't give a damn and take the farm they can get and pick the heroes they want. He is really good with heroes like sandking, dark seer, lich, etc.
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On March 31 2013 02:51 BoggieMan wrote: When your team has alot of strong aoe ultimates that can destroy them completely if you catch the enemy team in your bubble. Also you want someone to support you on your lane, which makes it kinda silly to pick void in pubs unless you are playing with friends, cause mostly people don't give a damn and take the farm they can get and pick the heroes they want. He is really good with heroes like sandking, dark seer, lich, etc.
Void seems stronger in pubs than in CWs. Mostly since there are fewer offensive tris against strong carries. Nobody playing support happens so rarely in pubs it isn't worth mentioning.
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Void combos well with a lot of supports ultimates/spells, especially if you can chrono their cores before they have a chance to hit bkb; the classic combos are stuff like are lich, jak, kotl, wd, qop, lina, dp, tinker, ds (vacuum into the chrono, also ion shell), and disruptor.
Besides his ult, he's a fairly strong carry with a blink, decent steroid, and nice built-in semi evasion (that stacks with actual evasion for maximum tankiness). However, none of his abilities give him significant lane control or a way to flash farm, so he can be a challenge to farm up (this is his main weakness). Moreover, his power is reduced a lot with good positioning and ways to negate his chrono. Disables and similar that go through bkb (venge swap, bm roar, bane grip, kunkka boat, naga ensnare, tree ult) will heavily cut into the efficacy of chrono, especially since good use of them will result in an exposed void in the middle of the enemy team. Without bkb, any disables can cause void issues.
As for when to pick him, always run him as a safelane hard carry. If you are trying to do a 2-2-1 or offensive trilane, you will have a bad time unless the opposing lane is really weak. Don't pick void if you think you'll get raxed before he can get farmed up. To be honest, he's almost always a risky pick. Against carries that have better flash farming (AM, PL, Sylla, Alchemist, Tiny), you're counting on your team to keep their farm to a managable level until you can get to the point where you can kill them. Strong split-pushing carries and carries conducive to early 5 man doto (PL, Luna, AM, Sylla, Tiny, Jugg, CK, Lycan) also cause issues by cutting you off from safe farm. If you're facing carries that are going to scale almost as well or better into the super-lategame (PL, Medusa, Spectre, sort of Gyro but not really), you're going to be completely relying on your chronos to win late teamfights. The biggest thing is the rest of the enemy lineup though. If their lanes are significantly stronger than yours, forget it, you won't have the time to farm your items. Similarly, heavy ganking supports like wisp or strong pushing supports like lesh can remove void's space to farm if your team cannot compensate. (there is a caveat on this as void is pretty decent at escaping ganks)
Basically, at the end of the day, he's a lategame carry with a weak early game, limited ganking utility, and no real flash farming capacity, which would make him a really bad hero if it weren't for his crazy strong six slot and his large-aoe, bkb-penetrating, long duration disable ultimate. You have to judge an overall composition and lookout for things like overall pushing strength and enemy availability of bkb-penetrating disables, but I've thrown together a shitty flowchart on picking void in MS-Paint, as all things are better with Paint. + Show Spoiler [Flowchart] +![[image loading]](http://i.imgur.com/DXQ8hVJ.png) (Obviously, in reality its more complex than this with a lot of dependence on how good your carry player is at void, and the whole judgement call on whether the weaker early/midgame will result in acceptable losses, but this should be a decent guideline)
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Funny side note on all this. Void can be played in role 3 or similar. Where he is a walking chrono for team fights and does decent damage while somebody else is a carry. Preferably a ranged carry. I've only seen this twice in professional CM games though.
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Every single attempt I've made to play void have failed completely. He's a fun hero to play but the above flow chart is so true.
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Whats the build mostly around for Void ? I usually go BF, AGHS, BKB, MKB then by that time its gg
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aghs is not necessary at all in reality
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Surely you'd want to prioritise attack speed more than damage to capitalise on bash, especially given that it now does double damage in Chrono? And given that Chrono stops evasion anyway, why get MKB as your first real damage item instead of Mjollnir or Butterfly?
I've personally had fun with MoM -> Maelstrom -> Whatever's necessary. You can still farm pretty fast, but you actually do damage in Chrono, which isn't true of Bfury in my experience. A bit more greedy, though, I guess, and you don't have mana regen unless you wanna buy a casual Sage's Mask or something.
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A pretty normal build if you have good farm is Midas, treads, maelstrom. After that you vary depending on opponents, sometimes bkb, sometimes manta, etc.
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On April 01 2013 08:07 GentleDrill wrote: Surely you'd want to prioritise attack speed more than damage to capitalise on bash, especially given that it now does double damage in Chrono? And given that Chrono stops evasion anyway, why get MKB as your first real damage item instead of Mjollnir or Butterfly?
I've personally had fun with MoM -> Maelstrom -> Whatever's necessary. You can still farm pretty fast, but you actually do damage in Chrono, which isn't true of Bfury in my experience. A bit more greedy, though, I guess, and you don't have mana regen unless you wanna buy a casual Sage's Mask or something.
Wow, i just tried the MoM + Maelstorm, wow.. It was beautiful.
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^^ I tried it in a game yesterday, was really cool. Once you complete the mjonr, the attack speed is so high, you can perma-bash people so much. I was initially worried about the lack of regen that battlefury gives you, but I guess it isnt really required cause your only going to be seen when you use a chrono, and afterwards the enemy team is weakened and should really be able to hurt you. It's a lot more fun than battle fury.
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I once tried this build, was fun :D
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any time is void time! *wop wop wop*
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Dota is too complex to get down to a paragraph or even a book, but I will briefly give some void advice. When you are in a scenario where you can safely farm a while without losing control of the map or game, and when the enemy team has multiple heroes that look like they could die in one chronosphere...sure why not. Also remember that I am shit at faceless void and my advice is not to be taken.
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pick void when your not tired as fuck or drunk and can land proper chronos. or you will end up throwing a won game infront of 1k spectators. been there done that.
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On April 12 2013 14:12 aintz wrote: pick void when your not tired as fuck or drunk and can land proper chronos. or you will end up throwing a won game infront of 1k spectators. been there done that.
thats like.. never :O
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On April 01 2013 06:55 FinestHour wrote: aghs is not necessary at all in reality
It is situational. In more competitive games with aggressive 5 opponents in the mid-game ,you'd like to use a lot of your chrono. There are games who won't allow this farming space and an aghanims would give you the cooldown you need for a more earlier teamfight. It also gives you enough HP, Mana and Stats to last longer in fights. But I would admit that any damage item can help you farm better.
But it should be coming from a MoM opening since you are expecting less farming..
I'm assuming you play a lot of passive games from both sides and the chrono usually doesn't come into action because the void just farms for like the entire game right?
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unless aghs gets buffed to the hon state (where your teammates can cast/move slowly in it in addition to the reduce cooldown and longer duration), its not worth a item slot on void.
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On April 16 2013 00:34 aintz wrote: unless aghs gets buffed to the hon state (where your teammates can cast/move slowly in it in addition to the reduce cooldown and longer duration), its not worth a item slot on void. sounds like a great hero to try ^______^
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On March 27 2013 06:08 Noak wrote: A very sucessfull way to play void is to force a lot of early fights by rushing an aghs and having heroes like WD or jariko to combo really well with the chrono, with aghs you get a long duriation big strong disable on a stuipidly short cooldown.
During these fights you dont play as the massive dps monster but rather as initiator, pop your buble and try not to get picked off, note that you have to be making something happen with this kind of build as you're delaying your damage.
pairing void with a hero who has stun (with a fast cool down) really helps! Keyword for void is stay "invisible" on the map.
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Void is a very good late game carry and clasher due to his ultimate, blink and passives. His pushing potential isnt that bad when u get a bf/mjollnir since he can also blink.
The negativ side of void is that he is luck based due to his passives and he also has a very low hp pool in the early/mid game. He also has no good aoe disable early on, which makes him ok in ganking,due to his slow, but bad in clashing early on, which can be a pain in the ass for your team when the enemy team goes for a iniator + pusher team.
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On April 15 2013 11:01 Discarder wrote:Show nested quote +On April 01 2013 06:55 FinestHour wrote: aghs is not necessary at all in reality It is situational. In more competitive games with aggressive 5 opponents in the mid-game ,you'd like to use a lot of your chrono. There are games who won't allow this farming space and an aghanims would give you the cooldown you need for a more earlier teamfight. It also gives you enough HP, Mana and Stats to last longer in fights. But I would admit that any damage item can help you farm better. But it should be coming from a MoM opening since you are expecting less farming.. I'm assuming you play a lot of passive games from both sides and the chrono usually doesn't come into action because the void just farms for like the entire game right?
I don't think it's situational at all. Aghs is just bad on void.
You don't get any increased duration until level 11, and even so it's only 0.5 s till level 16. On top of this aghs gives you +390 HP , +280 Mana, +0.3 HP regeneration per second, +1.4 armor, + 10 Attack speed, +0.4 Mana regeneration per second, and + 10 damage and puts the CD on ult to 60 s. For the cost it's mostly all useless.
The CD reduction is literally the only reason to get aghs, because in terms of damage/survivability/utility aghs is one of the worst items you can buy. However, it does not matter if you can ult every 60 seconds if you can't kill anyone with it.
Going maelstrom after MoM or going for something like BKB or even manta is a much better choice, because then when you ult you will actually be able to kill things.
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The thing about aghs on void is:
If 5 seconds isn't enough then 6 very likely isn't either, whereas the extra damage from a comparable item makes much more difference. A 4200 gold damage item on void should make more than a 20% difference in his damage.
And:
The lowered cooldown is borderline irrelevant. At 100s cooldown, Chrono is up every teamfight. The reduction to 60 seconds doesn't change anything because you still can't use it twice in a teamfight, so it is still just up every teamfight.
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Disagree. Difference is 40sec. You die, bb, and unless you jsut used it to defend your base, youll have it if they try to break it. It's situationnal but not bad.
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40s is surprisingly short to be honest. I've found it to be pretty rare that void needs that extra time unless you are already losing really hard, in which case I'd still rather get more survivability or raw DPS in order to try to make the most out of the chronos you do get.
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On April 18 2013 13:47 Erasme wrote: Disagree. Difference is 40sec. You die, bb, and unless you jsut used it to defend your base, youll have it if they try to break it. It's situationnal but not bad.
the difference is not just 40 seconds. You have to factor in the opportunity cost of essentially wasting an item slot.
Aghs adds the same DPS you would get just by buying the agi component by itself. For 4200 you can buy almost any carry item (or even a survivability item) that would aid you in doing your job much more than the CD reduction.
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aghs allows you to use it to solo kill heroes without threat of them raxing you out of it, and its good if you're running a 2 carry setup with someone like TA to give you space and help deal damage in chronosphere. Also its good if you need to shut down someones bkb as you will always be able to.
Its a shitty item on him because of his role as a hard carry but it has its uses.
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Is void still usable in the current meta? He seems to be so frail and support dependent until hes got a few items. (mom, treads, etc.) And with the changes to the game making trilanes less appealing, is he still a worthy pick?
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On November 14 2013 14:42 SolarSuplex wrote: Is void still usable in the current meta? He seems to be so frail and support dependent until hes got a few items. (mom, treads, etc.) And with the changes to the game making trilanes less appealing, is he still a worthy pick? he's certainly less favorable than other carries that come online faster given how inclined teams are to fight early, but if you have combos that work with his ult then he's still very strong (think lich ult, wd ult, etc.).
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Once void chronos most of the opposing heroes, whatever skill your teammates chuck in there, you just win that fight.
The real question is, can void land the chrono well? Mirana's ult is very huuuuge.. this gets void (and other allies) in a great position to initiate. Not to mention you can Timewalk to run away, in case your opponent can still somehow retaliate to kill you after chrono is done. With this line of thinking, you can skip BKB or defensive items to allow you for more DPS. And of course, we prefer the DPS right?
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Shit hero, anchored by too many different stuff... Also, he can't really manfight stuff like everyone here says he can.
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i saw void being played as a #3 support with a clinkz where void goes vanguard deso and clinkz rapes everyone inside the chrono from outside.. i imagine next items could be AC, aghs, refresher for void.
but yeah, i think void is viable if you go for longer duration ult/-armor items and support for rapists on your team
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United States15275 Posts
On November 14 2013 14:42 SolarSuplex wrote: Is void still usable in the current meta? He seems to be so frail and support dependent until hes got a few items. (mom, treads, etc.) And with the changes to the game making trilanes less appealing, is he still a worthy pick?
Usuable in the current meta? That depends on what you define as the 'current meta'.
If you mean pub matches, there is always a spot for him.
If you mean professional matches, there is no space except as a possible counter-pick to another hard carry. His lane control is nonexistent until level 6. His sustenance in team fights is poor with the exception of a few item builds. He has so many different types of weaknesses that must be compensated by the team. He needs items just to farm efficiently when other carries have natural ways to do so.
Void isn't actually frail. Most people build him to be frail.
On November 15 2013 01:13 saltywet wrote: i saw void being played as a #3 support with a clinkz where void goes vanguard deso and clinkz rapes everyone inside the chrono from outside.. i imagine next items could be AC, aghs, refresher for void.
but yeah, i think void is viable if you go for longer duration ult/-armor items and support for rapists on your team
#3 support? You could get so much more value out of an Engima and get the same result.
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You basically want to pick him vs a melee heavy (especially carry) line up That's about it
Trying to get a chrono vs ranged carries is sooooo difficult
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United States15275 Posts
On November 16 2013 04:53 mizU wrote: You basically want to pick him vs a melee heavy (especially carry) line up That's about it
Trying to get a chrono vs ranged carries is sooooo difficult
Void destroys most ranged carries.
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On November 16 2013 05:32 CosmicSpiral wrote:Show nested quote +On November 16 2013 04:53 mizU wrote: You basically want to pick him vs a melee heavy (especially carry) line up That's about it
Trying to get a chrono vs ranged carries is sooooo difficult
Void destroys most ranged carries.
i was trying to say that it's easier to hit a good chrono against melee carries
where as vs a decent line up with ranged carries you have a lot more you need to worry about (esp pre bkb timing)
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United States15275 Posts
On November 16 2013 05:52 mizU wrote:Show nested quote +On November 16 2013 05:32 CosmicSpiral wrote:On November 16 2013 04:53 mizU wrote: You basically want to pick him vs a melee heavy (especially carry) line up That's about it
Trying to get a chrono vs ranged carries is sooooo difficult
Void destroys most ranged carries. i was trying to say that it's easier to hit a good chrono against melee carries where as vs a decent line up with ranged carries you have a lot more you need to worry about (esp pre bkb timing)
I would say you don't need Chrono against most melee carries. The combination of Backtrack + Time Lock PRD + IAS items will demolish their DPS output. Chrono works best in the situation you just described. Time Walk + Chrono can initiate the fight despite the carry's position relative to his teammates.
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Personally, Void's my best (and my most favorite, tbh!). And, with the current meta, he's still usable. Take note that "usable" comes along with "good supports" and "teamwork", also last but not least "imba chrono placement".
The hero works wonderful against every single carry when he can outfarm the opposing carry, regardless of what his level is compared with the other. And with a good placement of Chronosphere, you can just right click them freely for 4 seconds, which is ultimately massive, added with you've 6-slotted him with items that boost your attack speed and damage (MoM, Mael/Mjoll, MKB, AC, Manta, etcetc. Though personally I don't build MoM at all).
His 3rd skill is also a superb passive, 25% chance of stunning your enemy for 1 sec with a bonus of 120 damage (no cooldowns!), you can top off every single support heroes on the map with just Time Leap-ing them and right-click to the death.
The most common thing that people underestimate is: the Chronosphere itself. It does not only just give you a 4-5 second lockdown to every heroes you trapped in, but it also reveals heroes with Invisibility! Nyx, Riki, Bounty Hunter, Clinkz, Shadowblade, Mirana's Ulti, PL's Doppelwalk, even Slark's newest Shadow Dance are all countered with this one single sphere. Secondly, Chronosphere ignores "Evasion". Which means, MKB is not necessary against Butterflies and PA.
TL;DR The hero is still usable, but with improper execution, the hero isn't usable Practice makes perfect. And if you're asking if it's usable in terms of competitive side, the chance is likely not to be higher than 20%.
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Your team will have to be really 4 protect 1 (all of them protecting you) for Void to work. He comes online later than all carries, can't split push and have terrible laning phase. He shines at the 50 minute mark, 6 slotted with beastly items. Problem is getting him there and not dying to the enemy team push.
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On November 26 2013 04:08 ref4 wrote: Your team will have to be really 4 protect 1 (all of them protecting you) for Void to work. He comes online later than all carries, can't split push and have terrible laning phase. He shines at the 50 minute mark, 6 slotted with beastly items. Problem is getting him there and not dying to the enemy team push.
Because of the above I belive Void, while super fun to play and powerful in pub games, has his niche in a place that pro teams don't visit too often, and that is afk farming without too much team utility in the early to mid game (early to late in worst case scenarios). Some other carries filling that niche would be PL or prolly the shining example: Medusa. She was unusable for quite some time and we see some of her, but I would say she is a complete anti-thesis of everything that patching as of late is trying to incorporate: changes that fasten the gameplay. But I would die to actually see Faceless Void played with a 4p1 mindset of supoer-duper farming 50 mins no rush plox :D
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United States15275 Posts
On November 26 2013 04:08 ref4 wrote: Your team will have to be really 4 protect 1 (all of them protecting you) for Void to work. He comes online later than all carries, can't split push and have terrible laning phase. He shines at the 50 minute mark, 6 slotted with beastly items. Problem is getting him there and not dying to the enemy team push.
He comes online faster than most carries. Unless you exclusively rush for BF every game, Void can start fighting very early as he prefers cheaper IAS/damage items early on instead of stats items. Level 6 Chronosphere starts off very powerful and only improves incrementally.
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Which carries comes online later than void outside of AM, PL and medusa?
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Arguably spectre but it depends on your build.
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what do you mean by online?
like 1v5 capability?
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not getting carried but carrying
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On November 26 2013 07:49 mizU wrote: what do you mean by online?
like 1v5 capability?
doesn't require his team to keep him up. Can start tearing it up
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Netherlands45349 Posts
He does not come online faster then most carries, maybe faster then most hard carries(which are limited to AM, Dusa, and arguably PL and Spectre).
He has the potential to do significant things early with Chrono but those oppertunities are not very common.
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United States47024 Posts
AM comes online faster because of how much faster AM farms.
On November 26 2013 05:16 CosmicSpiral wrote:Show nested quote +On November 26 2013 04:08 ref4 wrote: Your team will have to be really 4 protect 1 (all of them protecting you) for Void to work. He comes online later than all carries, can't split push and have terrible laning phase. He shines at the 50 minute mark, 6 slotted with beastly items. Problem is getting him there and not dying to the enemy team push. He comes online faster than most carries. Unless you exclusively rush for BF every game, Void can start fighting very early as he prefers cheaper IAS/damage items early on instead of stats items. Level 6 Chronosphere starts off very powerful and only improves incrementally. He can split-push. He can't teamfight effectively without BKB, damage, and attack speed, which is 2 small items + BKB at the earliest (e.g. MoM BKB Mael).
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Spectre is relevant early on because of haunt and desolate. That alone makes her very effective in the early phase.
FV is junk until the late game. You could go support fv or farmed fv, it doesn't matter early on. That's because the only thing you contribute is chrono. Regardless of how farmed you are, the quality of the chrono is what win or lose fights.
Its only late game where fv is relevant damage wise. Even then, his entire game is still dependent on the quality of the chrono.
PS. It is for this reason that I rush Agha on fv in pubs. Chrono is a game defining spell, and the ability to use it freely makes it a good investment. Of course there shoukd be other DPS outlets in your team too.
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United States15275 Posts
On November 26 2013 11:02 Kipsate wrote: He does not come online faster then most carries, maybe faster then most hard carries(which are limited to AM, Dusa, and arguably PL and Spectre).
He has the potential to do significant things early with Chrono but those opportunities are not very common.
Sorry, I meant he can start fighting earlier than most carries. It takes him a long time to come online.
On November 26 2013 12:44 TheYango wrote:AM comes online faster because of how much faster AM farms. Show nested quote +On November 26 2013 05:16 CosmicSpiral wrote:On November 26 2013 04:08 ref4 wrote: Your team will have to be really 4 protect 1 (all of them protecting you) for Void to work. He comes online later than all carries, can't split push and have terrible laning phase. He shines at the 50 minute mark, 6 slotted with beastly items. Problem is getting him there and not dying to the enemy team push. He comes online faster than most carries. Unless you exclusively rush for BF every game, Void can start fighting very early as he prefers cheaper IAS/damage items early on instead of stats items. Level 6 Chronosphere starts off very powerful and only improves incrementally. He can split-push. He can't teamfight effectively without BKB, damage, and attack speed, which is 2 small items + BKB at the earliest (e.g. MoM BKB Mael).
He can split-push...kinda? He has a good escape and can make anyone pause with the threat of Chrono, but he's not great at it. He's not even efficient at clearing creep waves until he gets BF or Maelstrom.
FV will not have the damage output to threaten more than 2 opponents without either a MoM-oriented build (which I feel is deficient in several ways) or 2 IAS items. But the way his ultimate works, he doesn't need to build the former or wait for the latter to start picking fights.
On November 26 2013 13:49 DucK- wrote: Spectre is relevant early on because of haunt and desolate. That alone makes her very effective in the early phase.
FV is junk until the late game. You could go support fv or farmed fv, it doesn't matter early on. That's because the only thing you contribute is chrono. Regardless of how farmed you are, the quality of the chrono is what win or lose fights.
Its only late game where fv is relevant damage wise. Even then, his entire game is still dependent on the quality of the chrono.
PS. It is for this reason that I rush Agha on fv in pubs. Chrono is a game defining spell, and the ability to use it freely makes it a good investment. Of course there shoukd be other DPS outlets in your team too.
Or you can go midgame FV, which can be more relevant in fights than AFK-farm FV and not as useless as support FV?
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It's hard to conclude whether Void's relevant in the early, mid, or the late game because it all depends on the situation in-game. And yes, I can't deny that Void's so useless until he's ultra-farmed, but all in all with the Yasha-Maelstrom (as in my experience) you can almost make your presence felt throughout the mid-game (in case where you are able to outfarm / on an equal footing with the opposing carry).
I never get a BKB for Void. Any personal thoughts about BKB for him (to motivate me)?
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On November 26 2013 15:19 CosmicSpiral wrote:Show nested quote +On November 26 2013 11:02 Kipsate wrote: He does not come online faster then most carries, maybe faster then most hard carries(which are limited to AM, Dusa, and arguably PL and Spectre).
He has the potential to do significant things early with Chrono but those opportunities are not very common. Sorry, I meant he can start fighting earlier than most carries. It takes him a long time to come online. Show nested quote +On November 26 2013 12:44 TheYango wrote:AM comes online faster because of how much faster AM farms. On November 26 2013 05:16 CosmicSpiral wrote:On November 26 2013 04:08 ref4 wrote: Your team will have to be really 4 protect 1 (all of them protecting you) for Void to work. He comes online later than all carries, can't split push and have terrible laning phase. He shines at the 50 minute mark, 6 slotted with beastly items. Problem is getting him there and not dying to the enemy team push. He comes online faster than most carries. Unless you exclusively rush for BF every game, Void can start fighting very early as he prefers cheaper IAS/damage items early on instead of stats items. Level 6 Chronosphere starts off very powerful and only improves incrementally. He can split-push. He can't teamfight effectively without BKB, damage, and attack speed, which is 2 small items + BKB at the earliest (e.g. MoM BKB Mael). He can split-push...kinda? He has a good escape and can make anyone pause with the threat of Chrono, but he's not great at it. He's not even efficient at clearing creep waves until he gets BF or Maelstrom. FV will not have the damage output to threaten more than 2 opponents without either a MoM-oriented build (which I feel is deficient in several ways) or 2 IAS items. But the way his ultimate works, he doesn't need to build the former or wait for the latter to start picking fights. Show nested quote +On November 26 2013 13:49 DucK- wrote: Spectre is relevant early on because of haunt and desolate. That alone makes her very effective in the early phase.
FV is junk until the late game. You could go support fv or farmed fv, it doesn't matter early on. That's because the only thing you contribute is chrono. Regardless of how farmed you are, the quality of the chrono is what win or lose fights.
Its only late game where fv is relevant damage wise. Even then, his entire game is still dependent on the quality of the chrono.
PS. It is for this reason that I rush Agha on fv in pubs. Chrono is a game defining spell, and the ability to use it freely makes it a good investment. Of course there shoukd be other DPS outlets in your team too. Or you can go midgame FV, which can be more relevant in fights than AFK-farm FV and not as useless as support FV?
When I say support fv, its just meant to emphasise on the point that it doesn't matter how fat fv is, his entire early mid game is based on his chrono usage.
Even if you go for a 'mid game' build, you are still essentially useless outside of chrono. Being melee and with no burst or steroids, Fv needs attack speed, damage, magic immunity, and hp to be useful as a DPS source outside chrono. Unfortunately all this means you need massive farm and levels. Which then all leads back to the same thing: his early mid game solely revolves around his chrono usage.
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On November 26 2013 17:47 Eriksen wrote: It's hard to conclude whether Void's relevant in the early, mid, or the late game because it all depends on the situation in-game. And yes, I can't deny that Void's so useless until he's ultra-farmed, but all in all with the Yasha-Maelstrom (as in my experience) you can almost make your presence felt throughout the mid-game (in case where you are able to outfarm / on an equal footing with the opposing carry).
I never get a BKB for Void. Any personal thoughts about BKB for him (to motivate me)?
Its to be useful without chrono. Otherwise with his low HP, he just dies to the random aoe nukes. Also sometimes its essential to bkb in your chrono, as any disables coming from outside the chrono will ruin your output during the chrono duration. Lastly, its used to counter the amplify effect of MoM, given fv's paper hp
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On November 26 2013 17:47 Eriksen wrote: It's hard to conclude whether Void's relevant in the early, mid, or the late game because it all depends on the situation in-game. And yes, I can't deny that Void's so useless until he's ultra-farmed, but all in all with the Yasha-Maelstrom (as in my experience) you can almost make your presence felt throughout the mid-game (in case where you are able to outfarm / on an equal footing with the opposing carry).
I never get a BKB for Void. Any personal thoughts about BKB for him (to motivate me)? What DucK- said in his previous post, and if enemy has at least 2 longer disables, BKB is a must in my opinion.
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United States15275 Posts
On November 26 2013 19:42 DucK- wrote:Show nested quote +On November 26 2013 15:19 CosmicSpiral wrote:On November 26 2013 11:02 Kipsate wrote: He does not come online faster then most carries, maybe faster then most hard carries(which are limited to AM, Dusa, and arguably PL and Spectre).
He has the potential to do significant things early with Chrono but those opportunities are not very common. Sorry, I meant he can start fighting earlier than most carries. It takes him a long time to come online. On November 26 2013 12:44 TheYango wrote:AM comes online faster because of how much faster AM farms. On November 26 2013 05:16 CosmicSpiral wrote:On November 26 2013 04:08 ref4 wrote: Your team will have to be really 4 protect 1 (all of them protecting you) for Void to work. He comes online later than all carries, can't split push and have terrible laning phase. He shines at the 50 minute mark, 6 slotted with beastly items. Problem is getting him there and not dying to the enemy team push. He comes online faster than most carries. Unless you exclusively rush for BF every game, Void can start fighting very early as he prefers cheaper IAS/damage items early on instead of stats items. Level 6 Chronosphere starts off very powerful and only improves incrementally. He can split-push. He can't teamfight effectively without BKB, damage, and attack speed, which is 2 small items + BKB at the earliest (e.g. MoM BKB Mael). He can split-push...kinda? He has a good escape and can make anyone pause with the threat of Chrono, but he's not great at it. He's not even efficient at clearing creep waves until he gets BF or Maelstrom. FV will not have the damage output to threaten more than 2 opponents without either a MoM-oriented build (which I feel is deficient in several ways) or 2 IAS items. But the way his ultimate works, he doesn't need to build the former or wait for the latter to start picking fights. On November 26 2013 13:49 DucK- wrote: Spectre is relevant early on because of haunt and desolate. That alone makes her very effective in the early phase.
FV is junk until the late game. You could go support fv or farmed fv, it doesn't matter early on. That's because the only thing you contribute is chrono. Regardless of how farmed you are, the quality of the chrono is what win or lose fights.
Its only late game where fv is relevant damage wise. Even then, his entire game is still dependent on the quality of the chrono.
PS. It is for this reason that I rush Agha on fv in pubs. Chrono is a game defining spell, and the ability to use it freely makes it a good investment. Of course there shoukd be other DPS outlets in your team too. Or you can go midgame FV, which can be more relevant in fights than AFK-farm FV and not as useless as support FV? When I say support fv, its just meant to emphasise on the point that it doesn't matter how fat fv is, his entire early mid game is based on his chrono usage. Even if you go for a 'mid game' build, you are still essentially useless outside of chrono. Being melee and with no burst or steroids, Fv needs attack speed, damage, magic immunity, and hp to be useful as a DPS source outside chrono. Unfortunately all this means you need massive farm and levels. Which then all leads back to the same thing: his early mid game solely revolves around his chrono usage.
That's why I think a 'mid game' build is essential for him. All he has is Chrono and he needs to get whatever he can off that. At least his Maelstrom-centric builds let you transition to Mjollnir/AC. Most of the other ones lack smooth item progression so Void stalls out just when he has to contribute.
I feel that if you picking Void to wait until he gets fat, then you should just pick another carry. His skill set only makes him a hard carry by coincidence. He's more an anti-carry carry that scales really well.
On November 26 2013 17:47 Eriksen wrote: It's hard to conclude whether Void's relevant in the early, mid, or the late game because it all depends on the situation in-game. And yes, I can't deny that Void's so useless until he's ultra-farmed, but all in all with the Yasha-Maelstrom (as in my experience) you can almost make your presence felt throughout the mid-game (in case where you are able to outfarm / on an equal footing with the opposing carry).
I never get a BKB for Void. Any personal thoughts about BKB for him (to motivate me)?
Backtrack only removes damage, not status effects. If your team relies on you for late game damage output, you absolutely need it. If you have Dark Seer-Jakiro, meh.
How's S&Y on him? I'm itching for practical ways to improve his MS.
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On March 26 2013 11:06 idscy wrote:Welcome to dota, you should call them heroes  In terms of pure 1v1 manfight 6 item (any 6 in the game, your choice), there are three heroes which are the top dogs. Void, ursa and tiny. Of these three, void will win because of chrono--the skill which really defines void. That being said, using void with less than 6 items isnt quite as scary. What makes void a good pick is having the chrono for use in team fights. This and his jump allows your team to engage on any hero which gets caught in the chrono. This skill also makes requires the player on void to have very good decision making and good micro, especially at a high level, because a botched chrono could very quickly become a loss. Often times void is easy to disable in his chrono assuming some support hero with a stun has very good positioning in fights, and this usually requires that void have a bkb. Other items like heaven's halbard and hex are also quite good against him. Note hex removes evasion but not backtrack. The best time to pick void is when you know that you can secure your safelane--that is the combined power of your two supports plus void in lane isnt greater than the combined power of theirs. For this, and a few other reasons I will outline below, void has become less popular lately in the metagame. The other main reason to pick void, is if the other team is relying on one or two heroes for sources of damage in teamfights. Chronosphere will allow you to simply kill these heroes outright most times which usually allows you to take the fight and eventually the game. Reasons not to pick void: He requires quite a bit of time to farm. To compare him and another popular hero right now, Phantom lancer, void is your smart missile while PL is the carpet h-bomb. What makes pl the more attractive pick, is with heart and diffusal he can push your towers with only illusions, kill the supports with 1-2 lances (manaburn against low hp int heroes is very very good) and is ok enough at fighting to carry against a few different types of lategame heroes. Void on the other hand sucks at pushing, farms slower than pl unless he has some farm item (and then usually still farms slower) and needs to initiate full on, often with chrono to get any kills. Pl arguably takes the same amount of farm to come online as a carry but does a better job of controlling space in teamfights as well as being incredibly fucking good at pushing. In the current meta, space controlling carries as well as ones which assist in pushes are more popular because it is easier to take fights on the high ground as well as retain map control by splitpushing/pushing/threatening towers. That being said there are two main builds on void, both can be done with or without a midas. Maelstrom, and Battlefury. battlefury gives you cleave but doesnt really kick in until you have attackspeed. The ais granted by maelstrom allows void to be more useful faster (the attack speed allows him to fight earlier) while his overall farm rate might be less than if you had gone battlefury. The rest of his inventory is largely situational, although a few popular items are bkb, mkb, buriza and butterfly. Things which are good with void: many heroes. Void does in some sense require your supports to be dangerous at early levels or at least competent at lane control so that the other team cant do some visage luna +1 trilane or whatever and shut down your gameplan. He combos well with heroes that do burst damage (qop, lesh, sk, lina, rubick) and does not work well with a team that takes a long time to kill anything throughout the game although can be used very effectively with them (as long as you dont have too many on your team you shouldnt be worried). Other than that, heroes that can spam things in chrono--sk's ulti, lich, etc. But without getting too much into what makes a good team composition ill end my post here!  GL HF using void
So to sum up, the answer is...... Never.
lol
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On March 26 2013 11:06 idscy wrote:Welcome to dota, you should call them heroes  In terms of pure 1v1 manfight 6 item (any 6 in the game, your choice), there are three heroes which are the top dogs. Void, ursa and tiny. Of these three, void will win because of chrono--the skill which really defines void. -snip-
I know this is a 6 month old post, but I have a minor quibble. Ursa is a terrible hero ultra late game in the 6 slot stage. The fixed damage from fury swipes doesnt scale into the late game, and requires you to get a lot more auto attacks in to build up the stacks, whereas most other late game carries hit like a truck in the ultra late game. Ursa usually has many wasted item slots like blink (as a gap closer), bkb and vlads (along with boots), which give him only 2 slots for DPS items. Couple that with the fact that Ursa is a horrible flash farmer, and you can see why he is like chaos knight. His strength is at its peak when he has just acquired blink + vlads around 18 minutes into the game, and you're pretty much hoping that he can snowball carry your team to a victory before 30 minutes. After that he's just a shit hero.
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On November 27 2013 02:37 Piledriver wrote:Show nested quote +On March 26 2013 11:06 idscy wrote:Welcome to dota, you should call them heroes  In terms of pure 1v1 manfight 6 item (any 6 in the game, your choice), there are three heroes which are the top dogs. Void, ursa and tiny. Of these three, void will win because of chrono--the skill which really defines void. -snip- I know this is a 6 month old post, but I have a minor quibble. Ursa is a terrible hero ultra late game in the 6 slot stage. The fixed damage from fury swipes doesnt scale into the late game, and requires you to get a lot more auto attacks in to build up the stacks, whereas most other late game carries hit like a truck in the ultra late game. Ursa usually has many wasted item slots like blink (as a gap closer), bkb and vlads (along with boots), which give him only 2 slots for DPS items. Couple that with the fact that Ursa is a horrible flash farmer, and you can see why he is like chaos knight. His strength is at its peak when he has just acquired blink + vlads around 18 minutes into the game, and you're pretty much hoping that he can snowball carry your team to a victory before 30 minutes. After that he's just a shit hero.
Ursa is a gimmicky hero only useful for the fact that he can solo Rosh/take down Rosh really fast so the only time he's picked in competitive matches is for cheesy shit like level 1 Rosh (I think Alliance did this vs. DK sometimes back)
Yeah other than that he is shut down by the enemy team's forcestaffs
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On November 27 2013 03:14 ref4 wrote:Show nested quote +On November 27 2013 02:37 Piledriver wrote:On March 26 2013 11:06 idscy wrote:Welcome to dota, you should call them heroes  In terms of pure 1v1 manfight 6 item (any 6 in the game, your choice), there are three heroes which are the top dogs. Void, ursa and tiny. Of these three, void will win because of chrono--the skill which really defines void. -snip- I know this is a 6 month old post, but I have a minor quibble. Ursa is a terrible hero ultra late game in the 6 slot stage. The fixed damage from fury swipes doesnt scale into the late game, and requires you to get a lot more auto attacks in to build up the stacks, whereas most other late game carries hit like a truck in the ultra late game. Ursa usually has many wasted item slots like blink (as a gap closer), bkb and vlads (along with boots), which give him only 2 slots for DPS items. Couple that with the fact that Ursa is a horrible flash farmer, and you can see why he is like chaos knight. His strength is at its peak when he has just acquired blink + vlads around 18 minutes into the game, and you're pretty much hoping that he can snowball carry your team to a victory before 30 minutes. After that he's just a shit hero. Ursa is a gimmicky hero only useful for the fact that he can solo Rosh/take down Rosh really fast so the only time he's picked in competitive matches is for cheesy shit like level 1 Rosh (I think Alliance did this vs. DK sometimes back) Yeah other than that he is shut down by the enemy team's forcestaffs
Ursa is strong to pick against Naix. Also a good hero to run Wisp with.
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United States47024 Posts
One of the things people don't notice but is very significant against Ursa is that while Magic Immunity does not reset Fury Swipes stack count, Manta/Purges DO. Consequently this means that intelligent usage of either of these neuter Ursa's damage output in a man-fight against another carry. However, many carries (Naix being one of them) do not practically buy the relevant items for this.
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I want to respond to a few things in this thread:
On November 27 2013 02:37 Piledriver wrote:Show nested quote +On March 26 2013 11:06 idscy wrote:Welcome to dota, you should call them heroes  In terms of pure 1v1 manfight 6 item (any 6 in the game, your choice), there are three heroes which are the top dogs. Void, ursa and tiny. Of these three, void will win because of chrono--the skill which really defines void. -snip- I know this is a 6 month old post, but I have a minor quibble. Ursa is a terrible hero ultra late game in the 6 slot stage. The fixed damage from fury swipes doesnt scale into the late game, and requires you to get a lot more auto attacks in to build up the stacks, whereas most other late game carries hit like a truck in the ultra late game. Ursa usually has many wasted item slots like blink (as a gap closer), bkb and vlads (along with boots), which give him only 2 slots for DPS items. Couple that with the fact that Ursa is a horrible flash farmer, and you can see why he is like chaos knight. His strength is at its peak when he has just acquired blink + vlads around 18 minutes into the game, and you're pretty much hoping that he can snowball carry your team to a victory before 30 minutes. After that he's just a shit hero.
The situation I was discussing was pretty theoretical and not relevant to actual dota games, but is good to know nevertheless because it can frame a few heroes in a certain way, highlighting some of their abilities in pure 1v1 situations.
That being said, the 6-slot stage in this hypothetical 1v1 involves true 6slot, and does not include items that are more or less absolutely necessary in a real dota game (bkb, blink, forcestaff, eb/ghost scepter in some cases,, BoT's (treads better dps), and maybe even things like radiance, etc). We did add in the caveat that you had to have boots on your hero. I also wanna note a few * situations as well, because the last time I tested this it was admittedly a fairly long time ago and before the swipes change (although it was back when craggy was less op) but I still think it is pretty relevant, enough so to include in a discussion here. It was also pre-abyssal era dota, so we actually used hex on ursa then. It turned out that we found vlads to be optimal for ursa lategame as well (has no chance of sustaining against void after chrono, even with no bash from void).
Anyway it happened that tiny vs, void was almost entirely up to number of craggy vs. number of bash, and void was beating ursa solely because of chrono (and satanic timing) but still slightly relied on bash proc (still pre-abyssal era ursa, but we did test bash once). I mention the abyssal thing because it seems quite correct that abyssal should be stronger than hex for keeping enemies near you (or, more relevant in this case, keeping them from attacking you).
On November 27 2013 02:19 emythrel wrote:
So to sum up, the answer is...... Never.
lol
I'm not sure what you are using my post to sum up...perhaps I am misreading something =)
On November 27 2013 05:56 TheYango wrote: One of the things people don't notice but is very significant against Ursa is that while Magic Immunity does not reset Fury Swipes stack count, Manta/Purges DO. Consequently this means that intelligent usage of either of these neuter Ursa's damage output in a man-fight against another carry. However, many carries (Naix being one of them) do not practically buy the relevant items for this.
Yes, we did not consider this in our testing and is quite a good point, as well as a reasonable way to play against ursa.
Back to some main points about void:
Different carries work differently. I want to conceptualize a few things about the way some different carries work.
AM- farm faster than your opponent carry, strong pusher and mobility carry, slightly better at killing teams than heroes, burst damage carry (blink ->abyssal ->manta->ult)
medusa- teamfight space creator; attack move into a fight and hit everything in your aoe (the colo of dota kindof)--better at killing teams than killing one hero.
Pl- teamfight space creator (illus zone many heroes out so fucking bad), better at killing team than any 1v1centric carries, also strong splitpusher; is bad at fighting directly against carries
niax-- early-midgame tempo carry, can still go late. Burst damage carry. low mobility, good sustain in fights, weak to strong 1v1 heroes and -armor heroes or big physical damage. Specializes against high magic damages/stuns lineup
(I could continue but I dont want to wall of text the shit out of you guys)
Void: Potentially strongest 1v1, relies HEAVILY on chrono; positioning. Very difficult to go high ground with only void on your team (easy to spam things on void and initiate on him before he can chrono--almost makes aegis necessary or at least very attractive). Potential to teamwipe with just ulti placement. Great synergies with many offensive heroes. Easy to kite when bkb/chrono is down. (totally useless against halbard spam in ultralate game, also forcestaff spam. Doesnt build reliable disable usually (abyssal, hex). Farms at medium pace (if good start), slow otherwise. Highly item dependant.
Arguably he is better at creating space in teamfights and killing a team rather than just 1 hero because of chrono and its usually critical application to win the fight.
Bkb is almost necessary at reasonably high level games due to the fact that if he gets disabled during chrono, like 90% of his damage goes away. Also necessary to remove halbard and various other annoying things (sigil, other various slows, etc)
Eternalenvy showed that another viable build on void is maskofmadness rush (with or without midas). I omitted this in my first post because I am very cautious to rate MoM on any hero as viable, but with proper positioning, as well as chrono usage EE has proven to me that this is a good way to build void. It is also the most fighting centric build as it doesnt offer the same farming advantages as others.
I also believe manta (and yasha) is not a good item on void who requires bigger items faster (much similar to gyro) and giving him illusions holds little advantage because they are melee, and unlike antimage do not burn damage (unless you go for the ultra old diffusal build from back when you needed that first before manta). Furthermore void is not ranged, and already wants bkb, meaning that the defensive pseudo-purge from manta has overlap. Other items give better bonuses (baby crit+, maelstrom+, or even the old deso/vg build championed by babyknight of all people way back in the day with drayich's old new last dota 1 (?) team.
Personally I rate midas/maelstrom as the best build because it is safer than MoM (pseudo-slow farm: spamming it to farm is required but it doesnt help you against bigger waves; very strong but very risky fighting) and provides better farming advantages (medium farm, medium+ fighting). The battlefury build is too slow for my taste (and imo the current metagame), which furthermore severely limits void's attack speed which is actually a critical part of his dps in the midgame. This build is too greedy (highest farm, lowest fighting).
MoM does have some 'defensive' synergy with void (aoe you-will-not-be-doing-anything-for-x-seconds aka chrono + backtrack hack is op skill) as opposed to getting it on other heroes as a core item (in 99% of cases I believe it is bad, but is an amusing pubstomp item, as well as hilarious on sa in pubs or even potentially competitively---unsure due to sa's rarity)
Also I want to note that the first post here that I made was in an older metagame and I made likewise comparisons. I think void currently is very unexplored in this metagame and is actually quite strong in this version and may even be rediscovered soon.
Void + TC is actually the fucking dumbest most op fucking shit in all the land =))))
TC didnt exist in dota 2 when I made my first post.
hilarious pub teams that might be worth trying: Warlock+void+tc+ds+naga
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best time is.... EVERYTIME! CARRY OR FEED! ;P
Good for involving team that have aoe like lich etc.
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United States15275 Posts
Tested out Void + TC before, can confirm how stupid strong it is.
Midas -> Armlet -> Maelstrom might be his safest and most flexible build.
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On November 27 2013 00:05 CosmicSpiral wrote:Show nested quote +On November 26 2013 17:47 Eriksen wrote: It's hard to conclude whether Void's relevant in the early, mid, or the late game because it all depends on the situation in-game. And yes, I can't deny that Void's so useless until he's ultra-farmed, but all in all with the Yasha-Maelstrom (as in my experience) you can almost make your presence felt throughout the mid-game (in case where you are able to outfarm / on an equal footing with the opposing carry).
I never get a BKB for Void. Any personal thoughts about BKB for him (to motivate me)? Backtrack only removes damage, not status effects. If your team relies on you for late game damage output, you absolutely need it. If you have Dark Seer-Jakiro, meh. How's S&Y on him? I'm itching for practical ways to improve his MS.
I had never tried S&Y on Void, though I keep making Yasha onto Manta. To be honest I always build him using the old meta (replace MoM with Midas): Manta ; Mjollnir ; Butterfly ; Cuirass / Desolator / Skadi ; + Travel
I may try BKB later, still curious with various builds actually.
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United States15275 Posts
On November 27 2013 15:11 Eriksen wrote:Show nested quote +On November 27 2013 00:05 CosmicSpiral wrote:On November 26 2013 17:47 Eriksen wrote: It's hard to conclude whether Void's relevant in the early, mid, or the late game because it all depends on the situation in-game. And yes, I can't deny that Void's so useless until he's ultra-farmed, but all in all with the Yasha-Maelstrom (as in my experience) you can almost make your presence felt throughout the mid-game (in case where you are able to outfarm / on an equal footing with the opposing carry).
I never get a BKB for Void. Any personal thoughts about BKB for him (to motivate me)? Backtrack only removes damage, not status effects. If your team relies on you for late game damage output, you absolutely need it. If you have Dark Seer-Jakiro, meh. How's S&Y on him? I'm itching for practical ways to improve his MS. I had never tried S&Y on Void, though I keep making Yasha onto Manta. To be honest I always build him using the old meta (replace MoM with Midas): Manta ; Mjollnir ; Butterfly ; Cuirass / Desolator / Skadi ; + Travel I may try BKB later, still curious with various builds actually.
I've never tried it either, mostly because it seems counter-intuitive on the surface. S&Y is not a late-game item and Void doesn't hit his peak around the time when you will assemble it; S&Y's base stats are pretty mediocre compared to what you could get for a little more money. But the Greater Maim passive should stack with Time Lock PRD and Void struggles to chase down wounded enemies without Time Walk.
Why not try Midas -> Armlet -> Maelstrom -> Hyperstone -> Mjollnir/AC instead?
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Anyway, what is TC? I can't comprehend that acronym :O All I got is our Liquid's 1-spot player, which is also TC lol
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United States15275 Posts
On November 27 2013 15:52 Eriksen wrote: Anyway, what is TC? I can't comprehend that acronym :O All I got is our Liquid's 1-spot player, which is also TC lol
Dota 1 Tauren Chieftain = Dota 2 Elder Titan.
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On November 27 2013 15:40 CosmicSpiral wrote:Show nested quote +On November 27 2013 15:11 Eriksen wrote: I had never tried S&Y on Void, though I keep making Yasha onto Manta. To be honest I always build him using the old meta (replace MoM with Midas): Manta ; Mjollnir ; Butterfly ; Cuirass / Desolator / Skadi ; + Travel
I may try BKB later, still curious with various builds actually. I've never tried it either, mostly because it seems counter-intuitive on the surface. S&Y is not a late-game item and Void doesn't hit his peak around the time when you will assemble it. S&Y's base stats are pretty mediocre compared to what you could get for a little more money. Why not try Midas -> Armlet -> Maelstrom -> Hyperstone -> Mjollnir/AC instead?
I find it strange if Void uses Armlet. I mean, I've used PA-Armlet in the past and it was outrageous (added with her massive critical output). But IMO, Void with Armlet would be very strange, in addition he doesn't have the lifesteal effect unless he bought one.
I do understand it gives massive strength (health), damage, and IAS, but I can't say it will benefit Void.
Yea I will give them a try.
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Why not try Midas -> Armlet -> Maelstrom -> Hyperstone -> Mjollnir/AC instead?
nice idea. armlet looks like a good idea because you want to get the regen (helm of iron will) and you can fight earlier instead of getting battlefury (yuck). Threads is also important because you would want to switch to buy another timewalk/chrono at a crucial time.
mine will go: Midas -> Armlet -> Power Threads ->crystalys -> whatever..
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I think this is a great idea for a guide: when is the best time to pick ___ hero.
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United States15275 Posts
On November 27 2013 15:56 Eriksen wrote:Show nested quote +On November 27 2013 15:40 CosmicSpiral wrote:On November 27 2013 15:11 Eriksen wrote: I had never tried S&Y on Void, though I keep making Yasha onto Manta. To be honest I always build him using the old meta (replace MoM with Midas): Manta ; Mjollnir ; Butterfly ; Cuirass / Desolator / Skadi ; + Travel
I may try BKB later, still curious with various builds actually. I've never tried it either, mostly because it seems counter-intuitive on the surface. S&Y is not a late-game item and Void doesn't hit his peak around the time when you will assemble it. S&Y's base stats are pretty mediocre compared to what you could get for a little more money. Why not try Midas -> Armlet -> Maelstrom -> Hyperstone -> Mjollnir/AC instead? I find it strange if Void uses Armlet. I mean, I've used PA-Armlet in the past and it was outrageous (added with her massive critical output). But IMO, Void with Armlet would be very strange, in addition he doesn't have the lifesteal effect unless he bought one. I do understand it gives massive strength (health), damage, and IAS, but I can't say it will benefit Void. Yea I will give them a try.
With Void you can never give him exactly what he wants. He demands health, HP regen, damage, IAS, MS, a farming mechanism, and mana regeneration. Armlet gives him the first four and Unholy Strength toggle works wonderfully with level 4 Backtrack. The buildup gives you lane sustenance (HoIW) and the pieces are individually cheap, so there's little chance the progression gets thrown off. He can start to effectively jungle right after Armlet finishes. It's a stable compromise that doesn't force you to commit to a certain approach.
On November 27 2013 19:21 Discarder wrote:Show nested quote + Why not try Midas -> Armlet -> Maelstrom -> Hyperstone -> Mjollnir/AC instead?
nice idea. armlet looks like a good idea because you want to get the regen (helm of iron will) and you can fight earlier instead of getting battlefury (yuck). Threads is also important because you would want to switch to buy another timewalk/chrono at a crucial time. mine will go: Midas -> Armlet -> Power Threads ->crystalys -> whatever..
I assume Power Treads because it's standard on all FV builds. You only stay on Boots of Speed if you're rushing Battlefury.
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On November 28 2013 03:02 CosmicSpiral wrote:Show nested quote +On November 27 2013 15:56 Eriksen wrote:On November 27 2013 15:40 CosmicSpiral wrote:On November 27 2013 15:11 Eriksen wrote: I had never tried S&Y on Void, though I keep making Yasha onto Manta. To be honest I always build him using the old meta (replace MoM with Midas): Manta ; Mjollnir ; Butterfly ; Cuirass / Desolator / Skadi ; + Travel
I may try BKB later, still curious with various builds actually. I've never tried it either, mostly because it seems counter-intuitive on the surface. S&Y is not a late-game item and Void doesn't hit his peak around the time when you will assemble it. S&Y's base stats are pretty mediocre compared to what you could get for a little more money. Why not try Midas -> Armlet -> Maelstrom -> Hyperstone -> Mjollnir/AC instead? I find it strange if Void uses Armlet. I mean, I've used PA-Armlet in the past and it was outrageous (added with her massive critical output). But IMO, Void with Armlet would be very strange, in addition he doesn't have the lifesteal effect unless he bought one. I do understand it gives massive strength (health), damage, and IAS, but I can't say it will benefit Void. Yea I will give them a try. With Void you can never give him exactly what he wants. He demands health, damage, IAS, MS, a farming mechanism, and mana regeneration. Armlet gives him the first three and Unholy Strength toggle works wonderfully with level 4 Backtrack. The buildup gives you lane sustenance (HoIW) and the pieces are individually cheap, so there's little chance the progression gets thrown off. He can start to effectively jungle right after Armlet finishes. It's a stable compromise that doesn't force you to commit to a certain approach. Show nested quote +On November 27 2013 19:21 Discarder wrote: Why not try Midas -> Armlet -> Maelstrom -> Hyperstone -> Mjollnir/AC instead?
nice idea. armlet looks like a good idea because you want to get the regen (helm of iron will) and you can fight earlier instead of getting battlefury (yuck). Threads is also important because you would want to switch to buy another timewalk/chrono at a crucial time. mine will go: Midas -> Armlet -> Power Threads ->crystalys -> whatever.. I assume Power Treads because it's standard on all FV builds. You only stay on Boots of Speed if you're rushing Battlefury.
Firstly, on power treads:
There has been a bit of a debate about antimage and battlefury which is a bit telling regarding the usefulness of power treads as a farming (and sustaining a la switching) tool. Classically the argument has been to 'always' rush battlefury, the -farming- item as fast as possible, going back for treads later. However due to the pace of the game becoming much faster... especially now with the first night coming at 4:00, it is MUCH riskier to sit around for the next 6-10 minutes in lane farming (although can still be done if picks, strategy, vision, dedicated babysit support, etc exist for you, but this is rarely the case nowerdays with more greedy and active support play, the 'position 4' has become a pseudo-core of sorts)
So it seems like there would be some time where lots of enemies are off the map, antimage the highest priority target, etc...
It then becomes not only prudent, but necessary for any high level antimage to get his ass into the woods. Farming the woods take a fucking long time if you have basic boots, quelling, maybe pms, and a perse. It goes MUCH faster when you have treads. Furthermore it is easier to pressure lanes with treads, and farm waves faster (allowing you to go back to the jungle), and you can even 'participate' in fights earlier with the added agi/health.
So the theory is that getting treads before battlefury doesnt slow down your farm (you get them immediately after anyway) and allow you to be a bit more flexible than the classic afk farm antimage.
This is entirely applicable to void--even moreso because am has a sick animation whereas void is slow.
So that being said, power treads after midas seems optimal, obtaining your first core after this rather than keeping regular boots and 'rushing' the core item (theory holds that the timing doesnt change much on the item after the first core item if you go treads->core or core->treads BUT the former is much safer and more practical).
On armlet:
There are reasons this item appears attractive on void, but there are also numerous ones outlining why it is not.
Firstly, void is a hero that is VERY strapped on items. The hero does not farm very quickly, and doesnt want to buy 'setup' items like drums because it severely delays his ability to have the teamfight impact he wants (read: get more than 4 attacks off during chrono before 20minutes).
Therefore he requires the bigger items faster, or at least items which allow his ais to become usuable (MoM).
This build midas->armlet->mael->dps item is simply WAY too slow to be applicable in contemporary comp dota, and is even a bit risky in pubs because you are waiting too long to get up any 'farming dps' item. Your bkb timing will be slower than if you went midas->treads->battlefury->X (bkb) or (eaglesong/hyperstone/baby crit/demon edge/deso/etc)->bkb because battlefury kills mad creeps while armlet lets you maybe not die once or twice when you would have with proper micro.
Armlet is giving you meager damage output in a nonactive state, and its strength gain during active state is being almost totally wasted on void who is not a strength hero, so armlet is not amplifying his dps even close to the same level as it would a niax.
While active: +31 damage, +10 attack speed, and +25 strength, 31 damage good, 10 attack speed okay, 25 str.........well maybe thats ok since void doesnt have much hp, but armlet is draining his limited hp pool and this str doesnt contribute to his damage (it does with ck, niax, alche, etc)
While nonactive:
+7 HP regeneration +9 Damage +5 Armor +15 Attack speed
Compared to maelstrom (nonproccing) :
+24 Damage +25 Attack speed
okay so armlet is giving you more sustain with the armor and hp regen, but doesnt provide even close to the same passive damage/ais--things which void really needs. (void has reasonable sustain just from backtrack or even better if youre a hacking piece of shit like me :DDD)
Getting midas->treads/armlet->treads/armlet->mael is more greedy than battlefury and your bkb timing is going to be very late unless lots of tower gold etc are coming in (that is a special case, if you team is winning so hard you can argue for a dagon, and this case is not relevant to our discussion).
Furthermore I argue that MoM is strictly better than armlet. +100 attack speed and +30% movement speed but causes you to take extra 30% damage and 17% lifesteal
The sustain away from fights is good (lifesteal) and the 100 attack speed is superior to both armlet and mael. The 30% extra damage is maybe a bit more severe than armlet's life drain, but armlet doesnt provide lifesteal.
The idea is that MoM minimizes the time it takes void to fight (armlet still seems more of a transition item) while providing him passive sustain. It also relies a bit more on positioning and skill with chrono whereas armlet is more of a blunt object (I WILL HAVE 25 STR; I CHRONO WHERE I WANT------ BITCH) :D
Well I didnt mean to make this into a wall of text but that happened anyway.
Sorry guys. I have a bit more to say but ill stop here.
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Cosmic is obsessed with Armlet void for unknown reasons. Its clearly awful lol.
Honestly though, void is far more about having money and hitting chronospheres properly than he is about "specific" itemization. 20K worth of damage items on void is gonna win you the game, regardless of which items those are (within reason). Just buy whatever kinda fits in that game. If they have a ranged carry consider butterfly for example. If they have a PA or Brew you need to look at MKB.
The hardest balance with void is determining when to buy defensive items (BKB, Satanic), when to buy hybrid items (Manta, butterfly, AC) and when to buy pure offensive items (Mjollnir, Daedalus, MoM). That basically relies upon what other disables your team has and what disables THEY have that you won't be able to chrono reliably. And what their damage looks like.
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On November 28 2013 06:01 Sn0_Man wrote: Cosmic is obsessed with Armlet void for unknown reasons. Its clearly awful lol.
Honestly though, void is far more about having money and hitting chronospheres properly than he is about "specific" itemization. 20K worth of damage items on void is gonna win you the game, regardless of which items those are (within reason). Just buy whatever kinda fits in that game. If they have a ranged carry consider butterfly for example. If they have a PA or Brew you need to look at MKB.
The hardest balance with void is determining when to buy defensive items (BKB, Satanic), when to buy hybrid items (Manta, butterfly, AC) and when to buy pure offensive items (Mjollnir, Daedalus, MoM). That basically relies upon what other disables your team has and what disables THEY have that you won't be able to chrono reliably. And what their damage looks like.
Pretty much correct. I would argue that butterfly is almost core for void (not as like the first item you get, but that he should get it at some point--- I prefer as the first item after whatever farming choice you select, MoM, mael, bfury. If evasion, mkb. Deadalus should be made regardless. Crit is very necessary for void to stay relevent. Upgrading maelstrom should be timed after you get first big pure damage item (mkb, bfly, crit) to maximize on dps. (getting it before tends not to be as effective (dps output)/(gold cost) AC is your luxury lategame item. Satanic+Buriza=best lategame dual items in the game. Satanic is your aegis on a 30 second cd (provided no disable) and buriza lets you do the damage to make this recovery relevant.
Bkb I still think is going to be necessary at some point in almost 100% of games. You can get away without one in pubs for sure but at decent comp levels you want to not be hexed during chrono. :D
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TBH AC is pretty bad on void always but I don't think its that important. You can still win games with AC no problem. Its just an inefficient item unless they have an ET.
Real men go boots mom 4x hyperstones tho :D
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United States15275 Posts
On November 28 2013 06:01 Sn0_Man wrote: Cosmic is obsessed with Armlet void for unknown reasons. Its clearly awful lol.
Honestly though, void is far more about having money and hitting chronospheres properly than he is about "specific" itemization. 20K worth of damage items on void is gonna win you the game, regardless of which items those are (within reason). Just buy whatever kinda fits in that game. If they have a ranged carry consider butterfly for example. If they have a PA or Brew you need to look at MKB.
The hardest balance with void is determining when to buy defensive items (BKB, Satanic), when to buy hybrid items (Manta, butterfly, AC) and when to buy pure offensive items (Mjollnir, Daedalus, MoM). That basically relies upon what other disables your team has and what disables THEY have that you won't be able to chrono reliably. And what their damage looks like.
I really do love the item and I don't understand the rationale of "it's awful" on him. He's not a strength hero so clearly he fails to get the sheer damage output that a Lifestealer would with toggle. That's not why you buy it though. There are plenty of good reasons to buy it; none of them are apparent if you buy into the traditional philosophy of "Void should only be built with DPS items". I should probably just explain all the reasons why I prefer Armlet/Maelstrom over all his other builds.
- The buildup is very easy. HoIW (950) + Gloves (500) + Blades (450) = 2600. The only hiccup comes when building up to Hammer for Maelstrom.
- Obviously cost-efficient for its stats.
- The HP regeneration and armor remain constants in all situations except shit like AA's ultimate hitting you. Lifesteal starts off very bad due to base damage and does nothing in situations where I cannot fight. I find it very inefficient to jungle with MoM unless I constantly use Berserk.
- You usually get HoIW first, which makes it easy to stay in lane against incremental damage.
- More variable skill progression. When you only build early items for DPS, the lane firmly dictates how you level up your abilities. You cannot fight until level 6 so you are forced to . HoIW lets you skip levels of Backtrack for Walk or Lock.
- Armlet toggle + level 4 Backtrack = good times. Pre-6.79 it was worse as the cooldown left you exposed to possible burst damage. Now there's almost no excuse to die when retreating from a battle unless you get zapped by a Laguna Blade or Finger of Death.
- You can actually retreat from a battle without Time Walk. Pretty relevant as Time Walk is your main initiation
tool and it's a 8 second wait between Walk -> Chrono -> Walk.
- Way more forgiving when things go wrong.
- Accommodates an early Hand of Midas. Midas + Battlefury delays your core items too much for my liking. Midas + MoM delays your fighting potential and the impact of +30 IAS diminishes just due to simple math.
- Item progression is intuitive. If you are willing to start with Treads -> Gloves, you can build into Maelstrom, Armlet, or Midas depending on how good your start is. Maelstrom + Hyperstone give you the same stats at Mjollnir, so it's just a question of whether that or AC is better for the current situation.
In short, I build Armlet because I want to safely reach the late game without completely relying on Chronosphere in the midgame. I don't put all my eggs in one basket during a fight and I have the luxury of being effective in more types of fights than with MoM. Overall the build is the most stable one I've found besides Battlefury, yet I don't have to demand 4 protect 1 for 25-35 minutes.
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The fact that you imply anybody in any lane would level backtrack past level 1 indicates a lot about how well you understand... things.
If you feel like you are getting harassed unduly in lane, stats are better than backtrack for damage mitigation (after level 1 backtrack).
Beyond that, if you are being harassed in lane then YES you have an issue but NO helm of iron will is not the way to fix it. Grab a poor mans shield. Ferry yourself a set of tangoes. Realize that without a free lane you probably shouldn't be playing void.
Anyway, the deal is that armlet sucks mostly since it doesn't give you the damage to kill them in chrono and it doesn't give you the survivability to kill them out of chrono. The regen sucks compared to lifesteal (if you don't like mom go HoTD on the way to satanic) and hurting yourself makes it uniquely bad at farming since void lacks the kind of innate regen that most armlet heroes have. Void needs items that help him farm.
Wodota armlet toggles got worse not better and are a terrible reason to use the item in the first place. Void doesn't need to extricate himself from fights at 1hp or whatever. Void needs ways to make sure the fight works out.
I'd take blink dagger void over armlet void every time I think. At least theres a key reason why you would get blink (Better chronos that are harder to respond to). Armlet's just inefficient.
ALL THAT SAID yeah whatever void works with most items. As long as you can keep farming most games armlet doesn't just lose you the game. Just be aware that it is STRICTLY suboptimal and realistically you shouldn't ever actually get it.
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United States47024 Posts
On November 28 2013 07:19 CosmicSpiral wrote: [*]Accommodates an early Hand of Midas. Midas + Battlefury delays your core items too much for my liking. Midas + MoM delays your fighting potential and the impact of +30 IAS diminishes just due to simple math. This is just wrong.
I don't know if it's you that tried to convince people of Orchid Void, but the argument is essentially the same. You don't try to pair a hodgepodge of items that do different things to try and do everything well. You assess the needs of the particular game and get focused, sometimes lopsided item choices that suit those needs. If you need to fight, commit to fighting items. If you need to farm, commit to farming items. Midas + Armlet is just schizophrenic and bad because the Midas weakens your Armlet timing from the fact that it hasn't kicked in yet when you finish Armlet.
In fact, this entire discussion seems like you're searching for a one-size-fits-all item that fits every possible scenario, when there is none. Every item seems imperfect and the ones that don't are just bad at everything so they seem well rounded. That's the depth of itemization in this game. You pick from items that are not well rounded to accomplish specific needs, and correctly assessing those needs in a particular game puts you ahead.
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I usually stay out of these discussions, but:
Saying that Midas + MoM "delays your fighting potential" as Void is completely nuts and could hardly be farther from the truth. MoM is the best single early fighting item you can build on Void. Void's biggest problem early game is that he is not very threatening except in a supporty kind of way. MoM + Chronosphere makes him a legitimate threat from the moment he gets MoM.
Armlet does give a very good all-around collection of stats, but it does not provide the level of threat that MoM does to let Void fight. Armlet + Chronosphere is not even comparable to MoM + Chronosphere. The regen is not very effective if you're using the armlet all the time (same as on almost every other hero) and really what results is that your non-toggled HP is always going to be well below 100%. MoM has you at 100% HP all the time if you're farming, and there's no reason not to spam the ability if you're just jungling.
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On November 28 2013 04:32 idscy wrote: Firstly, on power treads:
There has been a bit of a debate about antimage and battlefury which is a bit telling regarding the usefulness of power treads as a farming (and sustaining a la switching) tool. Classically the argument has been to 'always' rush battlefury, the -farming- item as fast as possible, going back for treads later. However due to the pace of the game becoming much faster... especially now with the first night coming at 4:00, it is MUCH riskier to sit around for the next 6-10 minutes in lane farming (although can still be done if picks, strategy, vision, dedicated babysit support, etc exist for you, but this is rarely the case nowerdays with more greedy and active support play, the 'position 4' has become a pseudo-core of sorts)
So it seems like there would be some time where lots of enemies are off the map, antimage the highest priority target, etc...
It then becomes not only prudent, but necessary for any high level antimage to get his ass into the woods. Farming the woods take a fucking long time if you have basic boots, quelling, maybe pms, and a perse. It goes MUCH faster when you have treads. Furthermore it is easier to pressure lanes with treads, and farm waves faster (allowing you to go back to the jungle), and you can even 'participate' in fights earlier with the added agi/health.
So the theory is that getting treads before battlefury doesnt slow down your farm (you get them immediately after anyway) and allow you to be a bit more flexible than the classic afk farm antimage.
This is entirely applicable to void--even moreso because am has a sick animation whereas void is slow.
So that being said, power treads after midas seems optimal, obtaining your first core after this rather than keeping regular boots and 'rushing' the core item (theory holds that the timing doesnt change much on the item after the first core item if you go treads->core or core->treads BUT the former is much safer and more practical).
What exactly made you think I would advocate Midas -> Treads? I prefer having Tread Switching in almost every scenario.
AM's animation has zero to do with farming. His BAT is lower (1.4 compared to 1.7). FV compensates with higher base damage.
On November 28 2013 04:32 idscy wrote: On armlet:
There are reasons this item appears attractive on void, but there are also numerous ones outlining why it is not.
Firstly, void is a hero that is VERY strapped on items. The hero does not farm very quickly, and doesnt want to buy 'setup' items like drums because it severely delays his ability to have the teamfight impact he wants (read: get more than 4 attacks off during chrono before 20minutes).
Therefore he requires the bigger items faster, or at least items which allow his ias to become usuable (MoM).
"Very strapped on items" is a nonsensical term unless you mean that his item slots are precious so he cannot afford to fill them with suboptimal items. If that is the case, then I agree. However, rushing for late game items is not practical for a character with as many issues as Void. Yes, not practical. It's fine for other carries who can naturally compensate, as their skill sets let them do some things well without items. Gyro will always clear jungle stacks as long as he gets levels. Weaver can always chase and avoid ganks as long as he has mana. Void can run away and throw an ultimate out. You can't
His "teamfight impact" consists of Chronosphere. How you want to exploit it to up to you.
On November 28 2013 04:32 idscy wrote:This build midas->armlet->mael->dps item is simply WAY too slow to be applicable in contemporary comp dota, and is even a bit risky in pubs because you are waiting too long to get up any 'farming dps' item. Your bkb timing will be slower than if you went midas->treads->battlefury->X (bkb) or (eaglesong/hyperstone/baby crit/demon edge/deso/etc)->bkb because battlefury kills mad creeps while armlet lets you maybe not die once or twice when you would have with proper micro.
You don't need to get items that are inappropriate for the situation. Roughly 75-80% of the time I simply won't buy Midas because of common sense reasons. I am not getting free farm; my lanes are not winning hard enough; my team does not contribute enough to a Chrono to skip raw DPS items. You know, the same reasons other characters don't get Midas.
If you're good with Armlet toggle, you'll be saved a lot more times within a single game. You can take greater risks in a team fight when you get 475 health on demand.
On November 28 2013 04:32 idscy wrote:Armlet is giving you meager damage output in a nonactive state, and its strength gain during active state is being almost totally wasted on void who is not a strength hero, so armlet is not amplifying his dps even close to the same level as it would a niax.
While active: +31 damage, +10 attack speed, and +25 strength, 31 damage good, 10 attack speed okay, 25 str.........well maybe thats ok since void doesnt have much hp, but armlet is draining his limited hp pool and this str doesnt contribute to his damage (it does with ck, niax, alche, etc)
Armlet giving you meager damage output without toggle is fine. Mask gives you worse damage output and less sustain while farming creeps.
+475 HP is amazing for a carry hero whose STR gain is so abysmal he barely cracks 1000 health at level 15. And this is a carry who traditionally does not buy stats items like Weaver or Medusa. Armlet is his best way of addressing this issue without committing to a very expensive item like Linkens. He doesn't need more health when farming creeps; the HP regen + armor takes care of that. Having an optional increase in health whenever he needs it is great.
On November 28 2013 04:32 idscy wrote:While nonactive:
+7 HP regeneration +9 Damage +5 Armor +15 Attack speed
Compared to maelstrom (nonproccing) :
+24 Damage +25 Attack speed
okay so armlet is giving you more sustain with the armor and hp regen, but doesnt provide even close to the same passive damage/ais--things which void really needs. (void has reasonable sustain just from backtrack or even better if youre a hacking piece of shit like me :DDD)
Getting midas->treads/armlet->mael is more greedy than battlefury and your bkb timing is going to be very late unless lots of tower gold etc are coming in (that is a special case, if you team is winning so hard you can argue for a dagon, and this case is not relevant to our discussion).
Not really. Of course Midas is the definition of greedy but the items in total make him pretty well rounded (as well rounded as he can be without completely committing to a midgame build). He'll have 100 IAS + natural AGI gain, reasonable transition into Mjollnir/AC/BKB depending on situation, and a lot more survivability in scenarios where he is getting attacked.
Backtrack doesn't give him reasonable sustain. Since the 25% chance applies to individual instances instead of operating via PRD, the description only applies when you're getting pelted by peashooters. Sometimes you dodge Laguna Blade and get away scot-free, sometimes you eat Soul Assumption + Dragon Slave + Venom Gale and dodge that one spit from a Plague Ward. Also remember that Backtrack does not remove secondary effects.
He "really needs" health so he doesn't play the lottery when faced with high burst damage. He "really needs" mana regeneration so he can use Time Walk to farm as quickly as possible. He "really needs" MS so he's not useless once Chronosphere ends. People only choose to emphasize damage/IAS because they are convinced he has to be the main damage-dealer within Chronosphere. It's one of his top concerns but it is not his only one.
On November 28 2013 04:32 idscy wrote:Furthermore I argue that MoM is strictly better than armlet. +100 attack speed and +30% movement speed but causes you to take extra 30% damage and 17% lifesteal
The sustain away from fights is good (lifesteal) and the 100 attack speed is superior to both armlet and mael. The 30% extra damage is maybe a bit more severe than armlet's life drain, but armlet doesnt provide lifesteal.
The idea is that MoM minimizes the time it takes void to fight (armlet still seems more of a transition item) while providing him passive sustain. It also relies a bit more on positioning and skill with chrono whereas armlet is more of a blunt object (I WILL HAVE 25 STR; I CHRONO WHERE I WANT------ BITCH) :D
Yes, Armlet is a transition item. That is the entire point of getting it.
The Lifesteal passive is a poor feature as it scales based on damage; it takes a very long time for it to be useful in a direct engagement with, well, anything. It is also inconsequential in scenarios where you are not actively bashing away at someone's face.
Your argument doesn't take into account all the other features that make Armlet the superior choice.
- Actually being toggable with 0 cooldown.
- Easier to retreat from failed fights.
- Easier to deal with right-click damage and DoT spells.
- Many more useful applications of Unholy Strength passive.
- Far superior item during downtime.
- Far superior item when you are getting initiated on.
- Overall better for jungling once the laning phase ends due to superior EHP.
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On November 28 2013 07:19 CosmicSpiral wrote: I really do love the item and I don't understand the rationale of "it's awful" on him. He's not a strength hero so clearly he fails to get the sheer damage output that a Lifestealer would with toggle. That's not why you buy it though. There are plenty of good reasons to buy it; none of them are apparent if you buy into the traditional philosophy of "Void should only be built with DPS items". I should probably just explain all the reasons why I prefer Armlet/Maelstrom over all his other builds.
I dont argue that void should ONLY be build with dps items. Agha is a decent item on him if you have a team to justify it, as is the rather hilarious refresher euls veil build (with agha) but these are mostly for fun (although including agha in a serious build is certainly okay and legitimate and even good).
Unfortunately other than that there really isnt any other way to play void except with dps items. Furthermore armlet is precisely that, a dps item, and is simply a subpar and ineffective one when compared to all of the other options for void.
The item is not a time-effective expenditure of your early game money. It delays more important core items, and frankly if you are arguing that it is nice for the sustain, just get a vlads because it will be better for your whole team. Armlet has the niche of giving you more hp, and evading death in some cases. This is not necessary on void, a hero which has two natural escapes. And finally unlike natural armlet buyers, which are strength heroes (or cm :DDD) the strength does not go towards damage, making it further subpar.
oo Edit: did not see above post, will respond now!
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On November 28 2013 08:46 DefMatrixUltra wrote: I usually stay out of these discussions, but:
Saying that Midas + MoM "delays your fighting potential" as Void is completely nuts and could hardly be farther from the truth. MoM is the best single early fighting item you can build on Void. Void's biggest problem early game is that he is not very threatening except in a supporty kind of way. MoM + Chronosphere makes him a legitimate threat from the moment he gets MoM.
Armlet does give a very good all-around collection of stats, but it does not provide the level of threat that MoM does to let Void fight. Armlet + Chronosphere is not even comparable to MoM + Chronosphere. The regen is not very effective if you're using the armlet all the time (same as on almost every other hero) and really what results is that your non-toggled HP is always going to be well below 100%. MoM has you at 100% HP all the time if you're farming, and there's no reason not to spam the ability if you're just jungling.
It delays your fighting potential because you buy Midas before MoM. It's not like Midas would "quicken your fighting potential" in any other situation either. I do feel it's counter-intuitive to build a passive farming item prior to a item almost exclusively for fighting. Why not go straight Treads -> MoM or straight Midas into something else?
Yes, I know. He has no type of lane control whatsoever until he gets Chronosphere.
I never said they were comparable. I said they served completely different functions. If you want to build MoM and aggressively bring the fights to people, that's fine. It's a perfectly legitimate strategy. I don't see how one can say MoM is straight up better than Armlet by using the questionable criteria of 'he must be built to kill people caught in Chrono as soon as possible'. When things go well they go very well; when things go bad they go very badly. Would people recommend item choices like this on any other character in the game?
On November 28 2013 07:41 Sn0_Man wrote: The fact that you imply anybody in any lane would level backtrack past level 1 indicates a lot about how well you understand... things.
If you feel like you are getting harassed unduly in lane, stats are better than backtrack for damage mitigation (after level 1 backtrack).
Beyond that, if you are being harassed in lane then YES you have an issue but NO helm of iron will is not the way to fix it. Grab a poor mans shield. Ferry yourself a set of tangoes. Realize that without a free lane you probably shouldn't be playing void.
Anyway, the deal is that armlet sucks mostly since it doesn't give you the damage to kill them in chrono and it doesn't give you the survivability to kill them out of chrono. The regen sucks compared to lifesteal (if you don't like mom go HoTD on the way to satanic) and hurting yourself makes it uniquely bad at farming since void lacks the kind of innate regen that most armlet heroes have. Void needs items that help him farm.
Wodota armlet toggles got worse not better and are a terrible reason to use the item in the first place. Void doesn't need to extricate himself from fights at 1hp or whatever. Void needs ways to make sure the fight works out.
I'd take blink dagger void over armlet void every time I think. At least theres a key reason why you would get blink (Better chronos that are harder to respond to). Armlet's just inefficient.
ALL THAT SAID yeah whatever void works with most items. As long as you can keep farming most games armlet doesn't just lose you the game. Just be aware that it is STRICTLY suboptimal and realistically you shouldn't ever actually get it.
Normally you get 1 point in Backtrack, 1 point in Time Walk and put everything else in Time Lock before level 6. Sometimes you can't do that because there's too much pressure coming from the enemy supports.
If he was someone who really needed stats to survive, then I would agree with you. But he has a reasonable shot of surviving as long as he has Walk. I'm more concerned about how he can't do anything against harass and heroes can push him out of the lane just with autoattacks. Stats won't help him much with regen or armor either. It's not like he needs extra HP or mana until he starts getting into big fights.
I always get PMS. Often times it's not enough.
I find the regen far more reliable than Lifesteal. At least the regen works in all situations. Nothing's more pathetic than seeing Void vainly flail about trying to catch a kiting opponent.
If Satanic was a good first item for him.
Armlet toggles got better and worse. No more cooldown remember?
Er...okay.
So what is optimal? I don't see this character in competitive play (for very obvious reasons) and whenever I do, I see one of two things.
1. They get BF and go AFK farming for their big items and when they join fights with only BF, they hit like wet fish. If their team can't hold off all the tower pushes and gank attempts, the Void's team gets steamrolled. 2. They go MoM -> Buriza or some other damage item. They start trying to pick fights everywhere and activate Berserk whenever they get a decent Chrono. If they miss one or two key heroes, they melt like butter. If they can't get a Butterfly they lose the game since they can't survive a fight that lasts more than 7 seconds.
Yes, I know I'm not a good player and therefore my view on what works is wrong.
On November 28 2013 07:41 TheYango wrote:Show nested quote +On November 28 2013 07:19 CosmicSpiral wrote: [*]Accommodates an early Hand of Midas. Midas + Battlefury delays your core items too much for my liking. Midas + MoM delays your fighting potential and the impact of +30 IAS diminishes just due to simple math. This is just wrong. I don't know if it's you that tried to convince people of Orchid Void, but the argument is essentially the same. You don't try to pair a hodgepodge of items that do different things to try and do everything well. You assess the needs of the particular game and get focused, sometimes lopsided item choices that suit those needs. If you need to fight, commit to fighting items. If you need to farm, commit to farming items. Midas + Armlet is just schizophrenic and bad because the Midas weakens your Armlet timing from the fact that it hasn't kicked in yet when you finish Armlet. In fact, this entire discussion seems like you're searching for a one-size-fits-all item that fits every possible scenario, when there is none. Every item seems imperfect and the ones that don't are just bad at everything so they seem well rounded. That's the depth of itemization in this game. You pick from items that are not well rounded to accomplish specific needs, and correctly assessing those needs in a particular game puts you ahead.
I never thought Orchid on Void was amazing. I wanted to know whether it was an acceptable luxury item. According to the majority of people, it was not worth buying. The arguments were pretty sound.
Yes, that's true.
Maybe I am trying too hard to find a perfect way to play him. But this hero's 'standard item choices' seem so weak and exploitable that I question why one would ever try to use him seriously. Even with item builds focused on certain needs, he ends up being devastatingly weak in other areas.
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On November 28 2013 08:57 CosmicSpiral wrote: What exactly made you think I would advocate Midas -> Treads? I prefer having Tread Switching in almost every scenario.
AM's animation has zero to do with farming. His BAT is lower (1.4 compared to 1.7). FV compensates with higher base damage.
Well just by considering the things which you said in that statement: that you prefer tread switching in almost every scenario, leads me to believe that you are advocating for them.
On November 28 2013 08:57 CosmicSpiral wrote: "Very strapped on items" is a nonsensical term unless you mean that his item slots are precious so he cannot afford to fill them with suboptimal items. If that is the case, then I agree. However, rushing for late game items is not practical for a character with as many issues as Void. Yes, not practical. It's fine for other carries who can naturally compensate, as their skill sets let them do some things well without items. Gyro will always clear jungle stacks as long as he gets levels. Weaver can always chase and avoid ganks as long as he has mana. Void can run away and throw an ultimate out. You can't
His "teamfight impact" consists of Chronosphere. How you want to exploit it to up to you.
Strapped: LoO: english; adjective, --short of money "I am constantly strapped for cash"
since money is roughly equivalent to items in dota, this sentence ("very strapped on items") means that void is often short of items.
No where at any point in this thread did I advocate for rushing buriza or some such thing.
This next point seems to be quite literally nonsensical from you: "It's fine for other carries who can naturally compensate, as their skill sets let them do some things well without items. Gyro will always clear jungle stacks as long as he gets levels. Weaver can always chase and avoid ganks as long as he has mana. Void can run away and throw an ultimate out. You can't"
Quite certainly void can always participate in teamfights due to chrono which you seem(?) to allude to, whereas something like weaver might not be able to do that effectively all game (in particular early) when there is too much burst damage coming out. And I am not certain what "I cant"
On November 28 2013 08:57 CosmicSpiral wrote: If you're good with Armlet toggle, you'll be saved a lot more times within a single game. You can take greater risks in a team fight when you get 475 health on demand.
Also not having shit positioning or over-committing can allow you to not die more times in a single game. It turns out that taking risks on a carry is generally a bad idea unless they have some type of facerush mechanic.
On November 28 2013 08:57 CosmicSpiral wrote: Armlet giving you meager damage output without toggle is fine. Mask gives you worse damage output and less sustain while farming creeps.
+475 HP is amazing for a carry hero whose STR gain is so abysmal he barely cracks 1000 health at level 15. And this is a carry who traditionally does not buy stats items like Weaver or Medusa. Armlet is his best way of addressing this issue without committing to a very expensive item like Linkens. He doesn't need more health when farming creeps; the HP regen + armor takes care of that. Having an optional increase in health whenever he needs it is great.
Linkens is awful on void. Armlet does less than a bkb would in a teamfight anyway. Almost every other agi carry has abysmal natural strength gain. There is a reason you do not see armlet gyro or armlet antimage.
The hp regen is entirely equivalent to lifesteal from MoM, however MoM will give you higher dps at any given damage level anyway than armlet. Bash was changed so that it does high damage in chrono when it procs. MoM almost insures that it does.
On November 28 2013 08:57 CosmicSpiral wrote: Not really. Of course Midas is the definition of greedy but the items in total make him pretty well rounded (as well rounded as he can be without completely committing to a midgame build). He'll have 100 IAS + natural AGI gain, reasonable transition into Mjollnir/AC/BKB depending on situation, and a lot more survivability in scenarios where he is getting attacked.
Backtrack doesn't give him reasonable sustain. Since the 25% chance applies to individual instances instead of operating via PRD, the description only applies when you're getting pelted by peashooters. Sometimes you dodge Laguna Blade and get away scot-free, sometimes you eat Soul Assumption + Dragon Slave + Venom Gale and dodge that one spit from a Plague Ward. Also remember that Backtrack does not remove secondary effects.
He "really needs" health so he doesn't play the lottery when faced with high burst damage. He "really needs" mana regeneration so he can use Time Walk to farm as quickly as possible. He "really needs" MS so he's not useless once Chronosphere ends. People only choose to emphasize damage/IAS because they are convinced he has to be the main damage-dealer within Chronosphere. It's one of his top concerns but it is not his only one.
He does need health at some point but it is not so critical as you seem to think. Not being a retard in how you choose to engage is typically the best trait in a successful void player. He does not need any sort of mana regen at any point in the game. Proper tread micro combined with any arcboots on your team is enough. Movespeed is actually the most useless thing on void. You have a jump skill and 90% of your damage output is going to occur in chrono when your target will not be moving. People emphasize damage/ias because the hero will literally do 90% of his damage inside of chrono. It is also the reason people get bkb on void, to insure that this goes uninterrupted. You have timewalk for any chasing needs. If that isnt enough time to get the job done then you probably had 0% chance to kill the target in the first place.
On November 28 2013 08:57 CosmicSpiral wrote:Yes, Armlet is a transition item. That is the entire point of getting it. The Lifesteal passive is a poor feature as it scales based on damage; it takes a very long time for it to be useful in a direct engagement with, well, anything. It is also inconsequential in scenarios where you are not actively bashing away at someone's face. Your argument doesn't take into account all the other features that make Armlet the superior choice. - Actually being toggable with 0 cooldown.
- Easier to retreat from failed fights.
- Easier to deal with right-click damage and DoT spells.
- Many more useful applications of Unholy Strength passive.
- Far superior item during downtime.
- Far superior item when you are getting initiated on.
- Overall better for jungling once the laning phase ends due to superior EHP.
No armlet is not a transition item. It does not build into anything. It is a commitment of your early game time.
- Actually being toggable with 0 cooldown. --I mentioned this many times already
- Easier to retreat from failed fights. --Timewalk is even better
- Easier to deal with right-click damage and DoT spells. ---So far you have mentioned armlet toggle 3 times.
- Many more useful applications of Unholy Strength passive. --First of all Unholy Strength is the active, not the passive:::: There is literally no other use for unholy strength (other than the meager damage) on void because he doesnt get any attacking bonuses from the strength.
- Far superior item during downtime. ----As opposed to what? It is already worse than MoM, maelstrom, and bfury passively, just because you say this doesnt make it true.
- Far superior item when you are getting initiated on. ---So that you can spend all that time you are stunned/unable to fight losing more health due to the active health drain from armlet? Or do you really think 7 hp/sec and 5 armor is going to make the difference instead of something like bkb? (which is being delayed because you made armlet)
- Overall better for jungling once the laning phase ends due to superior EHP. ---Strictly worse than both maelstrom and battlefury, in farm rate; bfury, like MoM gives you entirely equivalent sustain while maelstrom gives you slightly higher bust damage if there are any procs
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United States15275 Posts
[QUOTE]On November 28 2013 10:30 idscy wrote: [QUOTE]On November 28 2013 08:57 CosmicSpiral wrote: What exactly made you think I would advocate Midas -> Treads? I prefer having Tread Switching in almost every scenario.
AM's animation has zero to do with farming. His BAT is lower (1.4 compared to 1.7). FV compensates with higher base damage. [/QUOTE]
Well just by considering the things which you said in that statement: that you prefer tread switching in almost every scenario, leads me to believe that you are advocating for them.
Well yes, I usually get Power Treads first. I don't even like buying Midas. It's not a realistic pickup most of the time.
[QUOTE]On November 28 2013 10:30 idscy wrote: [QUOTE]On November 28 2013 08:57 CosmicSpiral wrote: "Very strapped on items" is a nonsensical term unless you mean that his item slots are precious so he cannot afford to fill them with suboptimal items. If that is the case, then I agree. However, rushing for late game items is not practical for a character with as many issues as Void. Yes, not practical. It's fine for other carries who can naturally compensate, as their skill sets let them do some things well without items. Gyro will always clear jungle stacks as long as he gets levels. Weaver can always chase and avoid ganks as long as he has mana. Void can run away and throw an ultimate out.
His "teamfight impact" consists of Chronosphere. How you want to exploit it to up to you. [/QUOTE]
[QUOTE]On November 28 2013 10:30 idscy wrote:Strapped: LoO: english; adjective, --short of money "I am constantly strapped for cash"
since money is roughly equivalent to items in dota, this sentence ("very strapped on items") means that void is often short of items.
No where at any point in this thread did I advocate for rushing buriza or some such thing.
This next point seems to be quite literally nonsensical from you: "It's fine for other carries who can naturally compensate, as their skill sets let them do some things well without items. Gyro will always clear jungle stacks as long as he gets levels. Weaver can always chase and avoid ganks as long as he has mana. Void can run away and throw an ultimate out. You can't"
Quite certainly void can always participate in teamfights due to chrono which you seem(?) to allude to, whereas something like weaver might not be able to do that effectively all game (in particular early) when there is too much burst damage coming out. And I am not certain what "I cant"[/QUOTE]
Honestly (not being snarky), don't you mean "item-dependent"?
No, but there's very few other options. He's not a midgame hero so you're not going to stack up on Drums/Yasha or what not. Treads -> MoM/Maelstrom/Battlefury -> expensive stabby things/Butterfly are the common builds.
A lot of carries can afford to go straight for expensive items because they excel in certain areas, so they don't need to buy items to buff those areas. They generally build a nice balance of items to build on strengths and weaknesses. Gyro will never need or even consider a Battlefury. He can push lanes and kill stacked jungle camps with his own abilities. He can easily put out enough damage to kill people early on, so he doesn't demand damage items until later. He does need a BKB to be useful past a certain point. A Weaver's skill set naturally allows him to split-push, escape fights, and chase down opponents. He doesn't need much help with the lane and can usually run around to be a pain in the ass. That gives you the leniency to deal with his weak STR gain. He can buy Linkens first if he pleases and it helps his strengths and weaknesses. Linkens also completely solves mana issues and lets him scuttle from ganks with Spellblock. Then you buy BKB to be relevant, etc. A SF farms well and gradually gets damage, blahblahblah. You get the idea.
Void is designed to be an anti-carry carry. With Chrono he ought to beat anyone 1v1. It's a very specific thing and he can't do anything else well. He needs items to properly farm, survive onslaughts of attacks, not get locked down by spells, etc. Hell, he can't even do his job well without items. It's why you don't see "safe builds" with the character. Almost everything has some sort of gravely inherent "if". BF takes a very long time to produce benefits; MoM requires very good decision-making and positioning to avoid punishment. TheYango tells me that I'm trying too hard to find the perfect build, but I don't see this problem with other carries. They have standardized builds that work to minimize risk.
You can't read this sentence because it's invisible! :O
[QUOTE]On November 28 2013 10:30 idscy wrote:[QUOTE]On November 28 2013 08:57 CosmicSpiral wrote: If you're good with Armlet toggle, you'll be saved a lot more times within a single game. You can take greater risks in a team fight when you get 475 health on demand.[/QUOTE]
Also not having shit positioning or over-committing can allow you to not die more times in a single game. It turns out that taking risks on a carry is generally a bad idea unless they have some type of facerush mechanic.[/QUOTE]
Tis a shame that Void has to take the greatest risks just to be useful in a fight. Every other carry can do something other than cast an ultimate to win a team fight. Instead Void has to get really really close to cast Chrono (because if he doesn't, he'll waste precious time walking to his targets or needlessly using Walk). And he has to have faith that his teammates will take care of any stragglers who may or may not be able to disable Void within said Chrono. And he has to quickly weigh pros and cons of trapping his own teammates in exchange for trapping more enemies, something that no other carry hero has to consider. And then he has to prioritize who to attack, who will die the fastest, and how he gets out if he had already used Walk to get within range.
"Shit positioning or over-committing" is relative to the hero. Void's issue is that it's pretty hard to tell the difference in an extended fight. The usual arbiter of success is "good Chrono or bad Chrono"? But sometimes a good Chrono leads to nothing and a bad Chrono nets you some kills. It often falls to your teammates to make the most of it. Also Void doesn't have the luxury of determining the perfect moment to use Chrono. Teams facing Void generally try to kill your team before he reaches the late game. You'll get stuck in lots of situations where you must choose between terrible Chronos and mediocre Chronos just to break even. It's not all 5v5 fights.
Risks on a carry? Sorry I'm not XBOCT.
[QUOTE]On November 28 2013 10:30 idscy wrote: [QUOTE]On November 28 2013 08:57 CosmicSpiral wrote: Armlet giving you meager damage output without toggle is fine. Mask gives you worse damage output and less sustain while farming creeps.
+475 HP is amazing for a carry hero whose STR gain is so abysmal he barely cracks 1000 health at level 15. And this is a carry who traditionally does not buy stats items like Weaver or Medusa. Armlet is his best way of addressing this issue without committing to a very expensive item like Linkens. He doesn't need more health when farming creeps; the HP regen + armor takes care of that. Having an optional increase in health whenever he needs it is great.[/QUOTE]
Linkens is awful on void. Armlet does less than a bkb would in a teamfight anyway. Almost every other agi carry has abysmal natural strength gain. There is a reason you do not see armlet gyro or armlet antimage.
The hp regen is entirely equivalent to lifesteal from MoM, however MoM will give you higher dps at any given damage level anyway than armlet. Bash was changed so that it does high damage in chrono when it procs. MoM almost insures that it does.[/QUOTE]
That's the entire point. You don't buy stats items on Void because they're terrible. Yet on hard carries like Medusa and Spectre, stats items are encouraged because they work with their skill sets. Almost every other carry in the game buys something that helps in that department. Yet Void get stuck in this weird space when his stats are naturally shit but he can't compensate for them since stats items =/= damage/IAS items. And due to that he's one of the few carries in the game who can't tank damage well. He relies on Backtrack and Butterfly, that's about it.
That's not true. Almost every other AGI carry has better strength growth than Void's horrible 1.6 per level. The only ones equal or worse are Meepo, Weaver, and Clinkz. Also every other AGI carry is useful without their ultimate.
You don't see Armlet AM because his skill set lets him exploit Battlefury a lot better than Void. He doesn't need anything else. He can split-push and pressure towers while farming in almost complete safety. You don't see Armlet Gyro because Gyro is way more useful in many different aspects. He can farm well without items; he can push lanes without items; he can fight without running into his opponent's arms; he can actually kill people without relying on his ultimate; he's way more useful in team fights. I would never bother to suggest Armlet on other carries since they would never be in a situation where it would seem remotely attractive over another, more easily accessible item.
HP regen works in all circumstances while Lifesteal doesn't. Lifesteal won't save you if you're fleeing or in an area without easy access to targets.
Yes, MoM is the vastly superior item for fighting.
Even with MoM, you don't proc bashes often. They operate according to PRD and at level 4, Time Lock needs 3 consecutive hits to reach a 25% chance.
[QUOTE]On November 28 2013 10:30 idscy wrote: [QUOTE]On November 28 2013 08:57 CosmicSpiral wrote: Not really. Of course Midas is the definition of greedy but the items in total make him pretty well rounded (as well rounded as he can be without completely committing to a midgame build). He'll have 100 IAS + natural AGI gain, reasonable transition into Mjollnir/AC/BKB depending on situation, and a lot more survivability in scenarios where he is getting attacked.
Backtrack doesn't give him reasonable sustain. Since the 25% chance applies to individual instances instead of operating via PRD, the description only applies when you're getting pelted by peashooters. Sometimes you dodge Laguna Blade and get away scot-free, sometimes you eat Soul Assumption + Dragon Slave + Venom Gale and dodge that one spit from a Plague Ward. Also remember that Backtrack does not remove secondary effects.
He "really needs" health so he doesn't play the lottery when faced with high burst damage. He "really needs" mana regeneration so he can use Time Walk to farm as quickly as possible. He "really needs" MS so he's not useless once Chronosphere ends. People only choose to emphasize damage/IAS because they are convinced he has to be the main damage-dealer within Chronosphere. It's one of his top concerns but it is not his only one. [/QUOTE]
He does need health at some point but it is not so critical as you seem to think. Not being a retard in how you choose to engage is typically the best trait in a successful void player. He does not need any sort of mana regen at any point in the game. Proper tread micro combined with any arcboots on your team is enough. Movespeed is actually the most useless thing on void. You have a jump skill and 90% of your damage output is going to occur in chrono when your target will not be moving. People emphasize damage/ias because the hero will literally do 90% of his damage inside of chrono. It is also the reason people get bkb on void, to insure that this goes uninterrupted. You have timewalk for any chasing needs. If that isnt enough time to get the job done then you probably had 0% chance to kill the target in the first place.[/QUOTE]
Most of the time you don't get a real choice of whether you can pick the perfect Chrono unless you completely out-drafted their team, in which you should win the game anyway. Any opponents with a modicum of sense are not going to group up to make your job easy. But this argument goes both ways. What happens when the opposing team attacks while Chrono is off cooldown?
If he travels with his supports, then it's easy. If he's trying to farm while the other team is off doing other things, then he forces his supports to rotate or he has to rotate. Even then he's not self-sufficient if he's trying to jungle as well as possible.
...and the whole reason people emphasize damage/IAS within Chrono is because he's garbage outside of it. He's not fast and never gets additional MS besides the ocassional Manta. All his damage is right-click. He possesses two passives that don't affect fights in a straightforward manner. He has zero control over a fight without his ultimate. His main defensive skill randomly works. He doesn't have the health to brawl without his ultimate.
The general attitude that we should just make him better at what he does well: hit things when they can't move and dodge stuff outside of your control. That attitude works for most characters because they can do more than two specific things well. Void does two things well and has a thousand other problems that get overlooked in favor of those two things. And those problems are more important than people acknowledge; they all reinforce each other to dissuade players from using him in competitive play.
Time Walk has the worst cooldown and highest mana cost of any blink/pseudo-blink in the game.
[QUOTE]On November 28 2013 10:30 idscy wrote: [QUOTE]On November 28 2013 08:57 CosmicSpiral wrote: Yes, Armlet is a transition item. That is the entire point of getting it.
The Lifesteal passive is a poor feature as it scales based on damage; it takes a very long time for it to be useful in a direct engagement with, well, anything. It is also inconsequential in scenarios where you are not actively bashing away at someone's face.
Your argument doesn't take into account all the other features that make Armlet the superior choice.
- Actually being toggable with 0 cooldown.
- Easier to retreat from failed fights.
- Easier to deal with right-click damage and DoT spells.
- Many more useful applications of Unholy Strength passive.
- Far superior item during downtime.
- Far superior item when you are getting initiated on.
- Overall better for jungling once the laning phase ends due to superior EHP.
[/QUOTE]
No armlet is not a transition item. It does not build into anything. It is a commitment of your early game time.
- Actually being toggable with 0 cooldown. --I mentioned this many times already
- Easier to retreat from failed fights. --Timewalk is even better
- Easier to deal with right-click damage and DoT spells. ---So far you have mentioned armlet toggle 3 times.
- Many more useful applications of Unholy Strength passive. --First of all Unholy Strength is the active, not the passive:::: There is literally no other use for unholy strength (other than the meager damage) on void because he doesnt get any attacking bonuses from the strength.
- Far superior item during downtime. ----As opposed to what? It is already worse than MoM, maelstrom, and bfury passively, just because you say this doesnt make it true.
- Far superior item when you are getting initiated on. ---So that you can spend all that time you are stunned/unable to fight losing more health due to the active health drain from armlet? Or do you really think 7 hp/sec and 5 armor is going to make the difference instead of something like bkb? (which is being delayed because you made armlet)
- Overall better for jungling once the laning phase ends due to superior EHP. ---Strictly worse than both maelstrom and battlefury, in farm rate; bfury, like MoM gives you entirely equivalent sustain while maelstrom gives you slightly higher bust damage if there are any procs
[/QUOTE]
I don't believe you have addressed its importance. If you are interrupted within the Chrono (and you often will be until you get BKB), you are stuck with 7-8 more seconds of potentially taking 30% extra damage. Once you commit there's no going back, it's completely out of your hands. If you fail to toggle properly and die, that's only the individual's fault.
Walk -> Chrono -> Walk has a 8 second gap between the first and second parts. If you don't have a proper initiator on your team, you will most likely rely on Time Walk to get close. During that period you have no control over the game besides a lucky bash. If the Chrono fails to turn the tide in your favor (which doesn't come down solely to you), you either trust your teammates for crowd control or run away. And in terms of movement, all you have is Treads.
+40 damage and +25 IAS are meager? +65 damage would be better but that's more damage than a Maelstrom.
That has nothing to do with toggle. The basic HP regen and armor go a long way in mitigating stray hits. It won't help much versus high burst damage but neither does MoM.
I made a mistake. I wouldn't have mentioned toggling before if I thought it was a passive.
Why are you comparing Armlet with Maelstrom and Battlefury? Clearly it's worse than them at many things: farming, DPS, etc. MoM is not comparable to Maelstrom and Battlefury in most cases either. Armlet will hope you recover from fights as you walk to another location. Lifesteal does nothing during downtime; you have to be attacking something.
In the same situation with Berserk, you will most likely die because of the extra damage taken; without Berserk, you don't really have anything else except Lifesteal. Meanwhile you will always have the extra armor plus the option of the toggle.
Of course it's worse than Maelstrom and Battlefury at farming. We're not comparing BF and Maelstrom to Armlet though. I don't even want to compare Armlet to MoM. MoM is clearly the superior choice in straight-up fights under Chrono.
If you want to discuss this somewhere else, send me a PM. I don't want to fill this thread with my inane basement MMR ramblings.
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Well I really only have one more thing to say in this thread at the moment.
When you are discussing item builds, the primary reasoning that must happen is the assessment of opportunity cost of the items you choose.
From wikipedia: Opportunity cost of a choice is the value of the best alternative forgone, in a situation in which a choice needs to be made between several mutually exclusive alternatives given limited resources
In dota the concept of opportunity cost not only applies to how you spend your money, but also to how you spend your time. A simple extension of this includes the ratio money/time. In the definition from wiki you see the term mutually exclusive. That is at each buying-choice vertex in the game (points in the game where you have the opportunity to select one of various options for an item, and each selection leads to different 'builds' or edges), you can only choose to spend your money on a select (small number) of items---most optimally all of these items will go towards a larger item (gloves of haste+mithril hammer+recipe=maelstrom, you buy each separately as you amount gold usually) resulting in mutually exclusive selections.
So when you consider the total cost of an item (armlet), and in particular its components (gloves of haste, blade of attack, helm of iron will, recipe), you could assess the various times during the game the item is useful, or even purchasable. Early on in the game there are fewer creeps in the waves, harder to push towers, etc; so it seems unlikely that very large-chunk items that dont immediately build into a 'finished' item would be an effective way to spent your gold (nobody is buying butterfly at 12 minutes). Also early on in the game, for heroes expected to farm a lot you want to choose items that allow you to maximize your farming in anticipation of obtaining more items (as opposed to supports who tend to finish items after some objective on the map is reached or they dont die during a teamfight, and arent expected to spend as much time on top of creep waves; or game flow control heroes like bm, qop, puck, etc that tend to go mid lane need items to maximize teamfight effectiveness or killing potential).
To prevent this from becoming another wall of text I will outline the next points to be made:
1. picking armlet at an early point in the game (when it is most effective as an item) comes at the opportunity cost of one of those other items we have discussed (MoM, maelstrom, battlefury) (farm level in game time ~12-20 mins)
2. Getting armlet after achieving one of those 3 items comes at the opportunity cost of more important items (bkb, bfly, baby crit, demon edge (mkb/buriza uncertainty). Those other items are also more important than armlet because they look towards making void a powerful dps presence to a greater extent than armlet (and look towards a lategame situation). Farm level in game time ~ 15-30 minutes.
3. Getting armlet any later than 30 minutes is really stupid.
4. Opportunity cost is why I am comparing armlet to those other items.
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Okay, let's conclude this!
1) Pick Void 2) Ask your teammates to support 3) Farm 4) Win!
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CosmicSpiral, you keep repeating the same things but you are not responding to the issues brought forward, you are responding to bits and pieces of what people are saying.
The fundamental problem with Armlet is that it's basically never optimal to make it. Is it sometimes optimal to make MoM? For sure. Midas? Definitely. Midas + MoM? Absolutely. When is it optimal to make Armlet, though? When someone is questioning the benefit of Armlet, they're not asking you to list the stats it has - everyone knows that, this isn't BNet forums. They're asking you what it gives when compared with other item choices.
Void as a hero is extremely niche in the metagame because no one is scared of him before he hits level 6. He has nothing to offer threat in a lane before level 6. Can building towards Armlet help him survive early on in this big weakpoint? Sure, but so can other extremely cost-efficient items that don't commit you to such a mediocre jack-of-all-trades item build. When you've got level 6 and Armlet, what is your threat level compared to e.g. level 6 and MoM? It is tiny. Both Armlet and MoM are "fighting" choices that players "rush" toward so they can have a time period of high effectiveness in a fight - that's why the comparisons to MoM are being drawn.
One of the unspoken assumptions we're all working with here is that we pick heroes that make sense. Picking Void in a game where your best option is to build Armlet on him means you should have picked a different hero. Convince us otherwise.
If you respond, try to relax the wall of text, and try not to pick 1 sentence in my post to focus on. Try to respond to the main issue: when is an Armlet an optimal item choice?
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On November 28 2013 06:01 Sn0_Man wrote: Cosmic is obsessed with Armlet void for unknown reasons. Its clearly awful lol.
Honestly though, void is far more about having money and hitting chronospheres properly than he is about "specific" itemization. 20K worth of damage items on void is gonna win you the game, regardless of which items those are (within reason). Just buy whatever kinda fits in that game. If they have a ranged carry consider butterfly for example. If they have a PA or Brew you need to look at MKB.
The hardest balance with void is determining when to buy defensive items (BKB, Satanic), when to buy hybrid items (Manta, butterfly, AC) and when to buy pure offensive items (Mjollnir, Daedalus, MoM). That basically relies upon what other disables your team has and what disables THEY have that you won't be able to chrono reliably. And what their damage looks like.
armlet is not bad at alll. I think having to open with helm of iron will is very good because you get some armor and decent regen so you won't have to go home. You can sneak into fights and farm without going back to fountain. I'm talking sustainability here. It can be argued that Ring of Health into battlefury is better but...damn. BF really kills the purpose of playing void (that's another story). void is not a splitpush farmer.
it finishes later than mask of madness yes, but at least you are able to get some increase damaged or attack speed with its other components. rather than sitting on gold to buy mom later on. With armlet, you can get the value NOW than mask of madness (LATER) because it works exponentially better with more dps items. If you are able to get dps items, its usually looking good for the team anyway.
the late game items should be reactive, as you said. It's not really an issue. Everybody can think for themselves and have their good reasons for them.
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Hm… Imho the Armlet problem is simple? If you want an Armlet on Void, you should most probably not have picked Void.
I mean during the early/midgame all you want to do is farm and show up to teamfights with Chrono to combo it with some other high damage Ults. Void isn’t your DPS at this point and he never should be your main Initiator/Tank, he should be the guy that jumps in after the fight starts, gets key heroes into his Chrono and allows the others to really maximise their own DPS (Chrono + Jakiro, WD, Lich…. You know the stuff) until later in the game… It shouldn’t even be that important if he himself gets disabled during Chrono as Long as he isn't dieing (not at this stage).
The problem is… It’s really all about surviving/getting farm during the laning stage WHITEOUT using Chrono as a defensive tool and most importantly just hitting those damn Chronos… Item choices are really not that big of an issue for him, just get „some“.
All this talk about Heroes that easily disable him during Chrono… Well, if the enemy has many heroes that can easily do that, you most likely should not have picked Void in the first place.
Atm he is just weak .
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Why do so many people get MKB on Void? I see many people (pubs and pros alike) get MKB on Void as the first big damage item. I've always wondered why anyone would get that item on him, let alone rush it as the first damage item. Chronosphere disables evasion, and crit gives a higher DPS increase. Mjollnir and Butterfly are better options too.
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Because it also gives Attackspeed. Not that i like MKB as a first (or second) on him but that seems to be the main reason (if you don't need the truestrike anyway, banking 100% on chrono is stupid)...
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On November 29 2013 19:58 AwfuL_ wrote: Why do so many people get MKB on Void? I see many people (pubs and pros alike) get MKB on Void as the first big damage item. I've always wondered why anyone would get that item on him, let alone rush it as the first damage item. Chronosphere disables evasion, and crit gives a higher DPS increase. Mjollnir and Butterfly are better options too.
Situational, I think. I've thought about this for awhile and found out that: you can't rely ONLY on your Chronosphere. When it's on cooldown, and you happen to be unable to wipeout the carry who uses evasion or anything, MKB is your secondary option that gives you the True Strike ability. The massive damage added (+88) with it is also superb (second highest, obviously after Rapier), and the +100-Minibash coupled with the Time Lock bonus are all heavy.
You can tear up supports just by Time-Walking behind them, pops up your BKB (if you bought one) / Manta, and let them suffer with your mace. Bam.
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I play cm alot, void is one of my favorites to draft if im going for a turtle strat, generally there's turtle, push, or ganking strats. When I draft him for a turtle, I prefer to draft him in a defensive trilane with lich, and either wd or es. they can roam after possibly getting fb or babysitting if needed. Lich sac keeps the lane back and denies them. Timber offlane synergizes well later on, chakram into chrono, lich ult into chrono, wd ult into chorno, etc.
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armlet does kind of suck on faceless. do you really need the hp removal and STR gains? as you should be getting a bkb on him all you want is damage and attack speed. a mask of madness fits the bill quite well at the beginning. he's kind of like a weirder juggernaut in that you'll definitely want some early solo kills so you can wipe teams later.
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sorry for siding with the armlet thing. In theory its really cool but when I played it, it felt so useless.
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Hey guys. I recently became addicted to faceless void and have been trying a lot of different builds trying to figure out which is best. I was surprised to see the debate over armlet vs mask of madness. One of the better builds that I don't see being discussed is
Boots- -> Midas --> Treads --> Maelstrom or Battlefury --> Mjollner or Daedalus or Butterfly.
I've had some good success with this build and it makes void feel a lot more tanky and hard to kill when not using the armlet or mask of madness. You could also add a poor mans shield or skip the midas completely.
If you are looking for a build try this one out. 
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On December 12 2013 10:15 infiniteJest wrote:Hey guys. I recently became addicted to faceless void and have been trying a lot of different builds trying to figure out which is best. I was surprised to see the debate over armlet vs mask of madness. One of the better builds that I don't see being discussed is Boots- -> Midas --> Treads --> Maelstrom or Battlefury --> Mjollner or Daedalus or Butterfly. I've had some good success with this build and it makes void feel a lot more tanky and hard to kill when not using the armlet or mask of madness. You could also add a poor mans shield or skip the midas completely. If you are looking for a build try this one out. 
Uh.. it's not discussed because it's the normal build and we all here really think we are bored with the build ._. Not trying to mock you, but we discuss here everything out of the box. Generally your mentioned build is the easiest build and the most reliable given you have a freefarm 20-25 minutes into the game. But given the situation when you're not freefarming, your team is completely outmanned in every fight, or you're just not in the comfort zone you're supposed to be in, itemizing is one hard job to do.
Oh yea, not to mention, the better build is (in order): Midas (replace this with other damage output item at the later stage of the game) - Treads (replace to Travel) - Mael (Mjoll later) - Daedalus - Butterfly - Defensive item/Attack modifier (Satanic, Manta, Hex, etc)
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Thanks Eriksen I appreciate the more efficient build. Another interesting build I saw while watching a game was a void who was doing very well and his first 3 items were treads mjollner and vanguard. He did not buy midas or mom. Then his next item was butterfly. I'm going to try this build but I haven't yet. I'm trying to find ways that help void participate in more fights without chrono or when it is on cooldown. What are your opinions on vanguard on void? Also possibly Assault Cuirass. Thanks for the help.
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On December 13 2013 03:05 infiniteJest wrote: Thanks Eriksen I appreciate the more efficient build. Another interesting build I saw while watching a game was a void who was doing very well and his first 3 items were treads mjollner and vanguard. He did not buy midas or mom. Then his next item was butterfly. I'm going to try this build but I haven't yet. I'm trying to find ways that help void participate in more fights without chrono or when it is on cooldown. What are your opinions on vanguard on void? Also possibly Assault Cuirass. Thanks for the help. i dont like vg on void. Yes it gives some fighting strength, but i hardly see the advantage of it compared to bkb unless your enemy's team has close to 0 disables. Besides it is only strong early and falls off hard when void should become really strong.
AC is imo a worse BFly on void. Void already has armor as a agi-carry, health is usually better for defensive purposes.
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VG->Mael is ok. Not really great but sort of a hold-out build when you have to go to fights but also need to retain farming power.
It's really hard to compare VG to BKB because generally you need an RoH or similar sustain item in lane. So effectively VG is a 1.1k gold investment on top of two items you were already going to get anyway (Stout, RoH).
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My personal; opinion is to pick him with heros that can use crono to do damage. Sky is an example, he can ulti into crono.
CM can, but more limited in positioning. DK as a carry work good, aoe into crono - nice.
On other hand he is bad with other melee carries.
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On December 14 2013 16:10 Mutineer wrote: My personal; opinion is to pick him with heros that can use crono to do damage. Sky is an example, he can ulti into crono.
CM can, but more limited in positioning. DK as a carry work good, aoe into crono - nice.
On other hand he is bad with other melee carries. Skywrath is incredible with him. Especially for early chrono ganks. And if you are picking up void you shouldnt pick up other melee carries or any other hard carries so you dont have to really worry about carry synergy. Void can do it all by himself late game.
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Void is actually pretty interesting as a semi-carry for the team. You just roam around with him and try to build an aghs, while another ranged dps carry takes on the role of primary hard carry late game. It's worked quite well in the few games I've tried it, but definitely limited to pub games only.
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Ive never tried him like that but i could see how good team comp could make that work
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On December 27 2013 00:37 Dreamer.T wrote: Void is actually pretty interesting as a semi-carry for the team. You just roam around with him and try to build an aghs, while another ranged dps carry takes on the role of primary hard carry late game. It's worked quite well in the few games I've tried it, but definitely limited to pub games only.
You're only using him for chrono? It's going to be pretty difficult to build aghs + damage item in a timely manner on a void that isn't your 1st pos. If you need multi target lockdown, magnus or tide require less farm and also provide ganking/support skills Void is pretty crappy in lane so unless you're devoting the attention of your supports he isn't going to get farmed.
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On December 27 2013 04:42 mizU wrote:Show nested quote +On December 27 2013 00:37 Dreamer.T wrote: Void is actually pretty interesting as a semi-carry for the team. You just roam around with him and try to build an aghs, while another ranged dps carry takes on the role of primary hard carry late game. It's worked quite well in the few games I've tried it, but definitely limited to pub games only. You're only using him for chrono? It's going to be pretty difficult to build aghs + damage item in a timely manner on a void that isn't your 1st pos. If you need multi target lockdown, magnus or tide require less farm and also provide ganking/support skills Void is pretty crappy in lane so unless you're devoting the attention of your supports he isn't going to get farmed. Thats why it only works in pub games
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Question -- how quickly can a Faceless Void get the items necessary to jungle effectively? Once Void has that, there's little need for more babysitting.
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United States47024 Posts
It depends whether you mean "effectively" or "quickly". RoH or Mask of Death let you do so sustainably but you don't farm it fast enough to be relevant until you have ~3-4k in items (BF, Midas+MoM, MoM+Mael, or similar).
EDIT: fuck
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Netherlands45349 Posts
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On December 28 2013 10:45 Severedevil wrote: Question -- how quickly can a Faceless Void get the items necessary to jungle effectively? Once Void has that, there's little need for more babysitting. whataposter
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hahahahahhaha
Yango got destroyed.
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On December 28 2013 11:19 TheYango wrote: It depends whether you mean "effectively" or "quickly". RoH or Mask of Death let you do so sustainably but you don't farm it fast enough to be relevant until you have ~3-4k in items (BF, Midas+MoM, MoM+Mael, or similar).
EDIT: fuck GG! Grats on 20k!
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ROFL. Grats, Yango. What a way to celebrate the 20k.
GG
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Sanya12364 Posts
Best 20000th post troll ever
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Yango ate the bait so hard
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konadora
Singapore66158 Posts
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Well that was underwhelming.
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a wonky pick, that i played against the other day was void WD.. dear god a good void with WD ult is the most retarded thing ever though i know WD is fairly niche pick for pro level dota.
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Russian Federation40190 Posts
On January 03 2014 05:34 sc14s wrote:a wonky pick, that i played against the other day was void WD.. dear god a good void with WD ult is the most retarded thing ever  though i know WD is fairly niche pick for pro level dota. WD?
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Witch Doctor. Presumably he ults when void ults and things die or something.
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The ward isn't affected by Chronosphere but uh the WD should be and if he's hit by the chronosphere it'll disable the channeling I thought?
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The plan would be "hope their entire team are retards and group up, Time walk in and chrono sphere" while WD runs his ass nearby and ults from outside the chrono.
So basically standard Faceless Void theorycrafting.
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