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[Hero] Clockwerk - Page 2

Forum Index > Dota 2 Strategy
Post a Reply
Prev 1 2 3 4 5 9 10 11 Next All
Nevuk
Profile Blog Joined March 2009
United States16280 Posts
February 22 2013 20:46 GMT
#21
Something to note for any offlane hero, the xp range for creeps that are being denied is 1000.
Kupon3ss
Profile Joined May 2008
時の回廊10066 Posts
February 22 2013 21:15 GMT
#22
i feel like urn is superior to gauntlet in many situations and should at least be considered, otherwise very nice guide
When in doubt, just believe in yourself and press buttons
r.Evo
Profile Joined August 2006
Germany14080 Posts
February 22 2013 21:37 GMT
#23
I love this guys clock. Zero puns intended. Imagine if that thing could cut down trees, Yango!

Thanks for the guide. =)
"We don't make mistakes here, we call it happy little accidents." ~Bob Ross
scorch-
Profile Joined January 2011
United States816 Posts
February 22 2013 21:56 GMT
#24
I think you should talk more about clockwerk's role in team-fighting situations. It can be confusing for new players to decide how to pick targets, and I know it's difficult to explain because it is totally dynamic and will change based on the situation, but it's important to understand how you decide who to hook and when and I certainly am not sure of my decisions when I do it until after the fight is over. Then I usually decide whether I fucked up or how I could have played better, haha. Since he's not the kind of hero where you can lock a hero down and kill them and he doesn't exactly stun people and he doesn't really do a lot of targeted damage or a lot of aoe damage, he does both, sort of uncontrollably too and it depends a lot on the other team's positioning, more experience and advice is always good.
MrHoon *
Profile Blog Joined April 2008
10183 Posts
Last Edited: 2013-02-22 22:07:03
February 22 2013 22:00 GMT
#25
On February 23 2013 06:56 scorch- wrote:
I think you should talk more about clockwerk's role in team-fighting situations. It can be confusing for new players to decide how to pick targets, and I know it's difficult to explain because it is totally dynamic and will change based on the situation, but it's important to understand how you decide who to hook and when and I certainly am not sure of my decisions when I do it until after the fight is over. Then I usually decide whether I fucked up or how I could have played better, haha. Since he's not the kind of hero where you can lock a hero down and kill them and he doesn't exactly stun people and he doesn't really do a lot of targeted damage or a lot of aoe damage, he does both, sort of uncontrollably too and it depends a lot on the other team's positioning, more experience and advice is always good.

yeah I'm trying to finish that part for tonight, i left out so many things that I kinda feel uncomfortable reading my own thing


Also kupon Urn is really nice on clock, but as an offlaner Yango and I talked about this alot and we just decided an offlane Clock urn wasn't just a good investment.


VVVVVVVVVVVVVVVVVVV Yango why arent u on steam i need to harass you even more
dats racist
TheYango
Profile Joined September 2008
United States47024 Posts
February 22 2013 22:04 GMT
#26
I wouldn't say it's "not a good investment", it's just not as predictable whether you'll be able to get charges.
Moderator
Kupon3ss
Profile Joined May 2008
時の回廊10066 Posts
Last Edited: 2013-02-22 23:12:39
February 22 2013 23:09 GMT
#27
To me, it feels like your inventory isn't so filled early game that you couldn't buy a pair of gauntlets. So since you have mek in your core build with no mana regen and no intention o building drums 2x gauntlet into urn feels like a no-brainer to me

At the very least I feel like its worth a mention since you go into detail even about items as questionable as force and vanguard
When in doubt, just believe in yourself and press buttons
wairai
Profile Joined May 2012
Malaysia1000 Posts
February 22 2013 23:20 GMT
#28
i pick clock and goes 1-12-20 on every game, so fking hard clock!

but i like this hero.. TT___TT
Yungin' Leanin' with Pourple Drink
eTcetRa
Profile Joined November 2010
Australia822 Posts
Last Edited: 2013-02-23 07:26:13
February 23 2013 07:25 GMT
#29
Covering my favorite hero in dota! <3
Retired Mapmaker™
BurningSera
Profile Blog Joined September 2010
Ireland19621 Posts
Last Edited: 2013-02-23 07:48:53
February 23 2013 07:47 GMT
#30
I have seen some aggressive clock playstyle that goes with phase+urn and then go for agha core and an early Vanguard is by all means an OK item on clock because the hp boost is nice and a clock is probably not going to have the farm for a heart. Nice guide overall because Mek really benefits clock alot in most situations and Arcane is a too nice to give up on.

Forcestaff Clock is trollish but actually situationally good on against range carry (chasing or running from them) but obviously it is almost like the case of getting forcestaff on BH (rofl).

I'd like to see some carry clock build where you are forced to have more carry power in some situations, something like when a hardlane WR needed to get dps items etc.

edit:

ohya, does anyone feel like the rocket vision is different from dota1? I havent really tested it but dota2's rocket vision feels weird and some other clock users i know feel the same.
is 2017, stop being lame, fuck's sakes. 'Can't wait for the rise of the cakes and humanity's last stand tbqh.'
maru~
Profile Joined February 2013
2345 Posts
Last Edited: 2013-02-23 13:43:23
February 23 2013 10:11 GMT
#31
I think you are underestimating damage a bit. Of course there are far more important stats to look out for, but when you trap someone in cogs you get up to 8 seconds to smack their face, where the 24 damage from Phase (for example) can add some good damage. Also chasing with Battery you can usually get a few extra hits in, so extra damage would help too. Maybe you could add a more aggressive build as an alternative (such as Phase + Urn for example), and say something about solo mid and dual lane Clock.
Force Staff can be used for some fun stuff like catching up to enemy Force Staff users, or to trap someone in Cog and then force yourself out, though it's kinda gimmicky.

Have you tried maxing Cog first? The manaburn could be worth it in some lanes, maybe. The extra duration would probably be more useful than bonus damage from Battery/Rocket in some games (i.e. when your team has tons of ranged dps/nukers but lacking lockdown).

Nice guide, I especially liked the item section. But I agree with the guy who said some explanation on when and how to use Hookshot in teamfights would be nice, plus maybe some more information on how to use his skills, how to go for solokills at different stages of the game, different usages for Cog etc. Clock is kind of tricky to play, it's not just about getting the right items.
SmackSmack
Profile Joined February 2013
United Kingdom6 Posts
Last Edited: 2013-02-24 00:45:47
February 24 2013 00:44 GMT
#32
On February 23 2013 06:56 scorch- wrote:
I think you should talk more about clockwerk's role in team-fighting situations. It can be confusing for new players to decide how to pick targets, and I know it's difficult to explain because it is totally dynamic and will change based on the situation, but it's important to understand how you decide who to hook and when and I certainly am not sure of my decisions when I do it until after the fight is over. Then I usually decide whether I fucked up or how I could have played better, haha. Since he's not the kind of hero where you can lock a hero down and kill them and he doesn't exactly stun people and he doesn't really do a lot of targeted damage or a lot of aoe damage, he does both, sort of uncontrollably too and it depends a lot on the other team's positioning, more experience and advice is always good.


Just something I like to do, and I've no idea if it's the best way to play Clock, but I tend to go along this order of targets:

1st: Melee carry if we have a ranged carry, or enough nukes to kill him off. The carry is killing me, while my carry and team is killing him stuck in the cogs for 8 seconds. Sure, I might die, but so will their main carry.

2nd: Anyone out of position. Probably should be first, but I always try to isolate their carry first if possible. Other than hook and cogs to punish anyone that's out of position.

3rd: Split the team. Hook shot onto a support, and cog him or more in with you, splitting the enemy team up. Suddenly you've gone from 5v5 to 4v3 and 1v2, potentially even 4v2 & 1v3. I will gladly trade my life as Clockwerk to ensure 2 or 3 kills on the enemy team, simply for isolate 2/3 people away from the fight. The best way of this is in choke positions, such as Roshan's entrance, up / down ramps, jungle entrances etc.

Edit:

As for items, I've not had much Dota time recently, but I'm quite eager to try Tranquils & Soul Ring instead of Mana Boots + Bottle, before moving on to Mek. Not sure how well it'll work, but I'm going to give it several games to try at least.
aintz
Profile Joined August 2010
Canada5624 Posts
February 24 2013 05:24 GMT
#33
dont get a bottle and treads are just fine. the most important part of this hero is to get level 6 and land those big hooks.
mizU
Profile Blog Joined April 2010
United States12125 Posts
February 24 2013 12:38 GMT
#34
Can you make a ds guide too hoonie
if happy ever afters did exist <3 @watamizu_
MSGHero
Profile Joined December 2012
United States147 Posts
February 27 2013 02:05 GMT
#35
What kind of lanes does clock excel/not die against? Just went up against a gyro drow lane and that wasn't so hot, but then again, this is ap.
jergason
Profile Joined May 2010
United States37 Posts
February 27 2013 13:32 GMT
#36
Whenever I play clock I always prioritize landing sick hooks above actually helping my team. I cannot help it. Gotta tone down the bloodlust.

Also you left out the part where you shout "KOBE" every time you land a hook.
SirMilford
Profile Blog Joined September 2010
Australia1269 Posts
February 27 2013 13:35 GMT
#37
On February 23 2013 19:11 maru~ wrote:
I think you are underestimating damage a bit. Of course there are far more important stats to look out for, but when you trap someone in cogs you get up to 8 seconds to smack their face, where the 24 damage from Phase (for example) can add some good damage. Also chasing with Battery you can usually get a few extra hits in, so extra damage would help too. Maybe you could add a more aggressive build as an alternative (such as Phase + Urn for example), and say something about solo mid and dual lane Clock.
Force Staff can be used for some fun stuff like catching up to enemy Force Staff users, or to trap someone in Cog and then force yourself out, though it's kinda gimmicky.

Have you tried maxing Cog first? The manaburn could be worth it in some lanes, maybe. The extra duration would probably be more useful than bonus damage from Battery/Rocket in some games (i.e. when your team has tons of ranged dps/nukers but lacking lockdown).

Nice guide, I especially liked the item section. But I agree with the guy who said some explanation on when and how to use Hookshot in teamfights would be nice, plus maybe some more information on how to use his skills, how to go for solokills at different stages of the game, different usages for Cog etc. Clock is kind of tricky to play, it's not just about getting the right items.

Cog first works well against jugg. About the only hero that i feel you should do it for, especially because of his crazy mana problems early game.
SmackSmack
Profile Joined February 2013
United Kingdom6 Posts
February 27 2013 18:09 GMT
#38
On February 27 2013 22:32 jergason wrote:
Whenever I play clock I always prioritize landing sick hooks above actually helping my team. I cannot help it. Gotta tone down the bloodlust.

Also you left out the part where you shout "KOBE" every time you land a hook.


I hit a kill with Rocket Flare with someone just between their ancient and their fountain, from my jungle. I then proceeded to scream Hail Mary!
nojok
Profile Joined May 2011
France15845 Posts
February 28 2013 00:13 GMT
#39
Max battery, phase boots, bottle, agha rush is the manly way to play clock.
"Back then teams that won were credited, now it's called throw. I think it's sad." - Kuroky - Flap Flap Wings!
TheEmulator
Profile Blog Joined July 2010
28089 Posts
February 28 2013 08:32 GMT
#40
Great guide Hoon!!!

Don't listen to Hot_Bid, hooks are hard to hit, and you're pro.
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