Wow, it has been a while since I made one of these and there are so many new people here now most people probably have no idea what these are; but basically I try to make video guides for my favorite heroes that are (hopefully) entertaining and fun to watch but also informative, because I tend to get bored when watching or reading a hero guide.
I started my "Dota Career" with HoN a couple years ago and have been playing Dota 2 at the "Very High" skill level since very early beta when there was about 50 people max online at any one time.
Any feedback is appreciated, and I hope these guides are like none you've ever seen. Cheers!
If you like this one or want to see some more, I've begun to build up a little library of these now.
Previous BOSS Guides: BOSS Guide to Storm Spirit: + Show Spoiler +
I liked this one a lot more than your previous ones. Nice job.
My biggest quip is starting with a Slippers of Agility rather than 3 branches. You make a big point about taking Stats early on to supplement your mana, but the tradeoff for starting with 3 extra intel from Branches as opposed to Slippers is even better than the tradeoff between Stats and Crit.
The only advantage of starting with the Slippers is being able to have PMS 150 gold sooner, but you can't usually go to the side shop on the first creep wave anyway because of the creep positioning, so that doesn't actually do you any good. Not to mention that you generally don't want to immediately buy PMS like that since you want to judge whether the lane is most suitable for boots first, RoH first, PMS first, etc, which should take a couple waves.
Not sure how I feel about leaving out healing ward that late and prioritizing stats for the imba 5% heal. I usually take a point in ward at 2 and then stats at 4. And my preferred item build is stout shield + 2 branches, a set tangos, a salve, and a clarity. 2 branches is enough to give an extra point of armor at level 1 and the clarity comes in handy for the early healing ward.
Although true in dota 1, I don't think it's possible to use items during omnislash in dota 2 just yet. Last I checked it was on the known bugs list. I'm not sure they fixed it yet.
No real sense in starting a clarity. In most practical cases, you can't stay off the creep wave for 20 seconds waiting for a clarity. The times when you'd actually get to clarity are when enemy heroes are off the lane for an extended peirod of time due to roaming or being dead, in which case you can just mooch one from a support or ferry one out.
Ward before 6 means you opted for a defensive lane because you need healing against harass and can't kill the enemy lane like you want to (casting ward even once basically ties up so much mana that you probably won't be able to combo at 6). In those scenarios though, I'd rather just get Stats/Crit anyway and just get Tranquil Boots rather than leveling ward pre-6.
I'm not a guide guy at all. I usually make fun of people that read them because it stifles their own learning and exploration of the hero, but I much enjoy yours. I generally play high -> very high games anyway, but it's fun to see other perspectives on heroes and love passing these on to friends.
On December 29 2012 16:00 TheYango wrote: No real sense in starting a clarity. In most practical cases, you can't stay off the creep wave for 20 seconds waiting for a clarity. The times when you'd actually get to clarity are when enemy heroes are off the lane for an extended peirod of time due to roaming or being dead, in which case you can just mooch one from a support or ferry one out.
Ward before 6 means you opted for a defensive lane because you need healing against harass and can't kill the enemy lane like you want to (casting ward even once basically ties up so much mana that you probably won't be able to combo at 6). In those scenarios though, I'd rather just get Stats/Crit anyway and just get Tranquil Boots rather than leveling ward pre-6.
I find the clarity to be more versatile than another branch since you already get another point of armor for 2. Leveling ward early with the clarity basically gives you another salve if you need it. If you attempt to kill with level 1 bladefury and it fails then you still end up trading a clarity for their flask, which is pretty decent. There's more life-saving potential with ward than the extra stats too.
On December 29 2012 16:00 TheYango wrote: No real sense in starting a clarity. In most practical cases, you can't stay off the creep wave for 20 seconds waiting for a clarity. The times when you'd actually get to clarity are when enemy heroes are off the lane for an extended peirod of time due to roaming or being dead, in which case you can just mooch one from a support or ferry one out.
Ward before 6 means you opted for a defensive lane because you need healing against harass and can't kill the enemy lane like you want to (casting ward even once basically ties up so much mana that you probably won't be able to combo at 6). In those scenarios though, I'd rather just get Stats/Crit anyway and just get Tranquil Boots rather than leveling ward pre-6.
I find the clarity to be more versatile than another branch since you already get another point of armor for 2. Leveling ward early with the clarity basically gives you another salve if you need it. If you attempt to kill with level 1 bladefury and it fails then you still end up trading a clarity for their flask, which is pretty decent. There's more life-saving potential with ward than the extra stats too.
If your level 1/2 kill fails, you miss more creeps than the clarity is worth waiting for the regen.
In the guide you say that omnislash is physical damage, it's magical damage with the chance to do regular attacks in between the slashes Else neat enough guide.
On December 29 2012 19:48 Unleashing wrote: In the guide you say that omnislash is physical damage, it's magical damage with the chance to do regular attacks in between the slashes Else neat enough guide.
No, Omnislash is physical damage. It's listed as such both on Playdota and on DotA 2 Wiki.
On December 29 2012 19:48 Unleashing wrote: In the guide you say that omnislash is physical damage, it's magical damage with the chance to do regular attacks in between the slashes Else neat enough guide.
No, Omnislash is physical damage. It's listed as such both on Playdota and on DotA 2 Wiki.
Huh, for some reason i always thought the slashes were magical. Oh well, the more you know.
On December 29 2012 19:48 Unleashing wrote: In the guide you say that omnislash is physical damage, it's magical damage with the chance to do regular attacks in between the slashes Else neat enough guide.
No, Omnislash is physical damage. It's listed as such both on Playdota and on DotA 2 Wiki.
Huh, for some reason i always thought the slashes were magical. Oh well, the more you know.
not sure if you knew this or not but ill remind you incase. ghost scepter cancels jugg ulti so theres your answer lol
i liked the older vidoes better, this one tried to be more serious and actually teach people which is kinda....... since skill/item choices are all pretty bad and doesnt allow you to play like a BOSS.
about time to get a new boss before new year!!! keep the good work up!
and ya you should mention that spinning allows you to hit tower/structure. And medal such a good item on hardlane jug or when your early game is fcked up.