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I'm curious how much of this still applies. From the original guide, if I may summarize: Sticks, Stout, Tangoes & salve -> Boots -> Bottle Get Arcane boots, phase boots clear losers unless mid, power treads loser compared to casual vit Get Mek ... Mek before even wand. If Mek claimed, go casual Vit/Point/or Plate. Plate favorite unless you really need the HP.
Anything changed from this? I still don't see too many vanguards in pro play, though a stout shield firstpick and a recommendation for casual vit booster puts this tantalizingly in reach. Bottle crow still viable as offlaner post-nerf, particularly in the pub courier clusterflux? Mek before Wand still viable?
Author is mixed feelings Pipe/Blade Mail. Changed to very good or still same? Author likes Vlad's 3rd big item, but I have never really seen this? Changed opinion? Author is negative on Agh's (More situational, only get if you can give up HP regen, armor, and utility). Changed? New item strats in midgame?
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I would only get arcanes on clock if you're the mek carrier, otherwise treads or phase into force and aghs. Casual plate or vit is pretty unusual. I would say force aghs is a good standard
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in progames he usually gets blademail first! i dont know about public games though!
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I think you undervalue Force Staff, imo it's one of the best items on Clockwerk and synergizes amazingly well with his spells.
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Looking at the match history, it seems to be Tranquils > Blademail > Orchid > Dagon.
Sounds fun, i'll try it. Not sure how viable it is if you're not bone7 though
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It could be that he picks TQ boots when he goes for an orchid early, they synergize well against escape heros that ruin your combo. If they dont have an escape blademail+phaseboots seems better to me.
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One of the big selling points of Blade mail is that it allows you to solo kill enemy cores that would otherwise have crushed you, like Luna and Gyrocopter. However, if you're having a rough game and cannot pick it up before they get their BKB, then Blademail loses much of its usefulness.
Building an Orchid on Clock hurts your team-fighting a lot as you have to get into the thick of things with no natural escape. It is good for getting solo pick offs, but synergies terribly with Blade mail. You should not even consider the possibility of building an Orchid if the enemy does not have a slippery hero like Weaver or Ember, and preferably they should not be going BKB.
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treads give you sick attack speed, sick hp, sick dmg, and like +100 mana if you need it (just figured this out LOL)
i go bottle treads blademail ags/heart. i tried havent mek yet
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United States47024 Posts
You pretty much have to go Arcanes if you go Mek to be able to support the mana.
It's a playstyle of Clock that has fallen out of favor since the Agi buff because with not-terrible Agi gain, Clock has less need for armor and does a noticeable amount more right-click damage. It's still situationally good if your team needs it though.
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mek's better than vanguard, but that forces you into arcane boots so it's not ideal. only do that if nobody else can get the mek. bottle, point booster + phase is better than both. treads are also better than arcane boots. tranquils aren't worth it unless you are dirt poor.
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On March 04 2014 09:28 FFGenerations wrote: treads give you sick attack speed, sick hp, sick dmg, and like +100 mana if you need it (just figured this out LOL)
i go bottle treads blademail ags/heart. i tried havent mek yet Force staff is also good to get as your first core item if you are playing up against heroes such as Nature's Prophet, Lifestealer and Venomancer. Generally a good pickup all-round.
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Was casually reading this thread while waiting for a AR match and got clock. It was very helpful =)
I've also fallen in love with the little battle robbit. HOOKS <3 I don't have to fear pudge killing my teammates anymore, i'll just follow them <3 to victory!
I've gone mek once (had a really good lane, got it under 10 minutes) and aghs once (yeah, it IS stupid, you don't have the mana sustain to keep it up early, i was lucky to have teammates helping me with manaboots the second time). saving people with a hook-mek is such a good feeling 
would have to try and go for urn next game, i just can't seem not to get kills and fast gold with this dude for now...
I can't comment much on the quality of the guide except that it's helping me win so far... I'm too bad with this dude yet but i'll be reading this while practicing him and comment back when i will have more to add.
Thanks for making a guide for him btw
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played 2 games in pub, won. Something tells me dagon is not a bad choice, all that hard work and people kill stealing makes me mad.
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i understand that question might be kinda stupid, but when you should make force stuff as 1st item on clockwerk? i saw someone on WePlay was making it as 1st time, but i cant understand why should you do that, mostly i am trying to get aghanim 1st, any suggestions?
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On March 05 2014 20:46 fastandfury wrote: i understand that question might be kinda stupid, but when you should make force stuff as 1st item on clockwerk? i saw someone on WePlay was making it as 1st time, but i cant understand why should you do that, mostly i am trying to get aghanim 1st, any suggestions?
As much as I love aghs (and usually get it early), I don't see the usefulness of it really. Apart from the stats gain (which is negligible considering the cost) what does it do really? You have close to zero cd on your hook. It's nice to always have an escape ability, but force staff does that trick as well and is a lot cheaper obv. And how many times in a very short time span are you really going to use your hook offensively? In close games (or ones I don't feel miles ahead in the mid game), Aghs is one of the last items I get nowadays and it works much better for me that way. In fact, in games I (or my entire team) am significantly behind, I don't try to buy Aghanims at all and focus purely on disabling the opponent's biggest threat without dying (force staff, ghost scepter, halberd are pretty good items for that matter).
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On March 06 2014 21:18 Mandalor wrote:Show nested quote +On March 05 2014 20:46 fastandfury wrote: i understand that question might be kinda stupid, but when you should make force stuff as 1st item on clockwerk? i saw someone on WePlay was making it as 1st time, but i cant understand why should you do that, mostly i am trying to get aghanim 1st, any suggestions? As much as I love aghs (and usually get it early), I don't see the usefulness of it really. Apart from the stats gain (which is negligible considering the cost) what does it do really? You have close to zero cd on your hook. It's nice to always have an escape ability, but force staff does that trick as well and is a lot cheaper obv. And how many times in a very short time span are you really going to use your hook offensively? In close games (or ones I don't feel miles ahead in the mid game), Aghs is one of the last items I get nowadays and it works much better for me that way. In fact, in games I (or my entire team) am significantly behind, I don't try to buy Aghanims at all and focus purely on disabling the opponent's biggest threat without dying (force staff, ghost scepter, halberd are pretty good items for that matter).
I find agh's situational too, but look at it this way... level 3 agh's hook has almost the same cd, stun duration, and damage as a storm bolt while still being a hook (25 less damage and 1s less cd on hook). Then on top of that hook also pauses the unit until clockwerk connects with them for the stun so it's even got that going for it.
That said I agree with your reasoning about when you get it and why.
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United States47024 Posts
Making Aghanim's useful has a couple requirements. Two are on you, third is something that depends on the game:
1) You have enough survivability to stay in a fight long enough to get additional Hookshots (lower Hookshot CD doesn't matter if you're dead or have to suicide to use it)
2) You have enough mana from items to cast additional Hookshots without restricting your other spells (lower Hookshot CD doesn't matter if you can't cast them)
3) Fights go long enough for you to need additional Hookshots (lower Hookshot CD doesn't matter if there's nothing to use it on).
If all those 3 things are true, Agh's is appropriate. It's almost never true at 1st item. Usually it's 3rd or 4th item when you've satisfied the 2 requirements you can control.
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Most of the posts are old so i'm not sure how much has changed. what's the preferred role for clock these days? should i just start roaming as soon as i hit 6? i've been skilling 2-1-2-1 and maxing cogs last, not sure if that's the common build though. typically im just building forcestaff and maybe blademail if called for, otherwise just utility items as needed.
my main objective in team fights is to just solo out a hero, yeah? like i'm not sure if i play a role similar to vengeful spirit in getting myself killed is typically a worthwhile result for my team, etc. thanks for the help
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Northern Ireland22208 Posts
in teamfights you generally want to hookshot into a high value target, then move past them and cogs so that you push them into your team, and cut them off from their team. a lot of people just hook and trap in cogs, but that makes it more likely for you to die, and it also makes it difficult for your team to attack them
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