[Hero] Clockwerk - Page 2
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Nevuk
United States16280 Posts
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Kupon3ss
時の回廊10066 Posts
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r.Evo
Germany14080 Posts
Thanks for the guide. =) | ||
scorch-
United States816 Posts
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MrHoon
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10183 Posts
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 | ||
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TheYango
United States47024 Posts
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Kupon3ss
時の回廊10066 Posts
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 | ||
wairai
Malaysia1000 Posts
but i like this hero.. TT___TT | ||
eTcetRa
Australia822 Posts
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BurningSera
Ireland19621 Posts
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. | ||
maru~
2345 Posts
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
United Kingdom6 Posts
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
Canada5624 Posts
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mizU
United States12125 Posts
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MSGHero
United States147 Posts
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jergason
United States37 Posts
Also you left out the part where you shout "KOBE" every time you land a hook. | ||
SirMilford
Australia1269 Posts
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
United Kingdom6 Posts
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
France15845 Posts
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TheEmulator
28089 Posts
Don't listen to Hot_Bid, hooks are hard to hit, and you're pro. | ||
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