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BOSS Guide to Juggernaut - Page 4

Forum Index > Dota 2 Strategy
Post a Reply
Prev 1 2 3 4 All
UltimateHurl
Profile Blog Joined September 2010
Ireland591 Posts
January 21 2013 10:14 GMT
#61
Great stuff, have been meaning to learn Juggernaut!
AveiMil
Profile Joined May 2010
Norway138 Posts
January 21 2013 11:08 GMT
#62
Starting items are silly, that being slippers instead of 3x branches... whaa? You can pick up both slippers in the side shop and 3+ to all stats is far better than +3 to agility.

If you're really going to be killing a lot in your lane early and need a slot for boots very early, simply sell a branch, only puts you back a massive 25g. I generally buy the PMS first myself as it gives you a bit better damage making last hitting easier (depends on the lane though).

I also don't agree with going drums first, I'd rather go Vald's first and drums after unless I have good farm, in which case I'll go straight for a Yasha/Manta. Vlad's grant you much needed mana regeneration letting you stay active continuously, the lifesteal and extra armor (and damage) in an aura for your entire team is also excellent.

But most importantly, stats before wards? This is ridiculously stupid. Wards are such a great tool and even if you can’t make great use of them at level 6 due to mana problems you certainly will be able to use them to great effect at level 8 and beyond. Wards have enabled me to stay in several difficult lanes though instead of going back and loosing valuable experience. Enables you to push down towers with ease not to mention how powerful wards are in a team fight situation come mid game.
ilve
WTFRhapsody
Profile Joined August 2010
Netherlands5 Posts
Last Edited: 2013-01-22 00:06:35
January 22 2013 00:06 GMT
#63
Its not at all stupid and actually pretty basic for juggernaut to go stats before other skills, he explains why in the video pretty well.

Ive missed these guides for their awsome humor, hope they will be coming out more frequent now.
WTF
AveiMil
Profile Joined May 2010
Norway138 Posts
January 22 2013 09:34 GMT
#64
Going into midgame without healing wards with Juggernaut is nearly a wasted hero slot. He's not going to carry, you need to maximize his strenghts for the mid game.
ilve
SkelA
Profile Blog Joined January 2007
Macedonia13032 Posts
January 22 2013 14:19 GMT
#65
I can understand theese guides are ment for the pubs but i would take at least 1 skill in healing wards over stats any day.

Pls make more boss guides !
Stork and KHAN fan till 2012 ...
AirbladeOrange
Profile Blog Joined June 2010
United States2573 Posts
January 23 2013 04:54 GMT
#66
These are always great. Thanks!
fuzzy_panda
Profile Blog Joined November 2010
New Zealand1681 Posts
January 23 2013 08:42 GMT
#67
On January 21 2013 20:08 AveiMil wrote:
Starting items are silly, that being slippers instead of 3x branches... whaa? You can pick up both slippers in the side shop and 3+ to all stats is far better than +3 to agility.

If you're really going to be killing a lot in your lane early and need a slot for boots very early, simply sell a branch, only puts you back a massive 25g. I generally buy the PMS first myself as it gives you a bit better damage making last hitting easier (depends on the lane though).

I also don't agree with going drums first, I'd rather go Vald's first and drums after unless I have good farm, in which case I'll go straight for a Yasha/Manta. Vlad's grant you much needed mana regeneration letting you stay active continuously, the lifesteal and extra armor (and damage) in an aura for your entire team is also excellent.

But most importantly, stats before wards? This is ridiculously stupid. Wards are such a great tool and even if you can’t make great use of them at level 6 due to mana problems you certainly will be able to use them to great effect at level 8 and beyond. Wards have enabled me to stay in several difficult lanes though instead of going back and loosing valuable experience. Enables you to push down towers with ease not to mention how powerful wards are in a team fight situation come mid game.


Stats early on is pretty standard as jugg. It allows you to ulti and blade fury at lvl 6. If you need ward that badly get it at like lvl 8 or something. I don't know how many kills that were made possible due to the early stats.
sandyph
Profile Joined September 2010
Indonesia1640 Posts
January 23 2013 09:17 GMT
#68
at level 1 healing wards heal 2% per second for 80 mana.
in order to have the same effect as salve (40 hp per second) you need to have 2000 hp which you obviously wont have at level 6.

so its better to have early points in stats to make sure you can pull off that bfury + omnislash combo from full mana at level 6 and have ward at later level when it's more cost effective or during a specific timing
Put quote here for readability
Ydriel
Profile Blog Joined September 2010
Italy516 Posts
January 24 2013 07:33 GMT
#69
On January 23 2013 17:42 fuzzy_panda wrote:
Stats early on is pretty standard as jugg. It allows you to ulti and blade fury at lvl 6. If you need ward that badly get it at like lvl 8 or something. I don't know how many kills that were made possible due to the early stats.


Don't quote me on this, but I think you can get enough mana to spin+ult at 6with 2 branches + circlet.
I'm not a fan of grabbing Healing Ward too early, but it's situational, in some lanes it might be necessary. Levelling it early means you get to stay in lane and not fall behind in levels.
<3 SC2 <3<3 Dota 2. Steam ID: HellS
EvilZergling
Profile Joined September 2010
United States194 Posts
January 25 2013 15:04 GMT
#70
We ned a BOSS GUIDE to ALL Heroes .

Love these video series, so entertaining lol.
CC first, or die trying. [http://www.teamliquid.net/forum/viewmessage.php?topic_id=438152#11]
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