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@laserist.
Ty for this constructive critic. I know i'm posting this build on TL, i'm glad to be part of this community in all aspects.
All the separate points you've made are basically true. But sadly you didn't understand the build in it's integrity.
I've worn the reader that he will jump from his sit: you have to test it to see what i mean. Most of the late game carrys i exploded were completely astonished from the burst damage they took more than 3200 hp with dagon 5 at lvl 25.
I took the time to study all the heroes separatly, i know a good deal about Dota.
You will find any basic intel you need in the simplequestion/simple answer threat.
Even if i spoke a bit of my early game tactics, the purpose of this build was to introduice my ultimate suggestion of late game items, with the detailed execution that will blow appart most carrys.
I know Akasha pretty well by now, i couldn't be really satisfied about the mainstream build because of her mana issues early game, this build gives a great time playing her throughout all the game length.
I suggest you post 900+ posts like that to make me change my mind
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@synapse.
You yourself should read EDIT 2.
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I am glad that you took my criticism as constructive and positive.
I am not convinced to use your item build but maxing ss would be useful to shut down the lane and spare mana for ultimate. At least I will give a chance to maxing ss build. Thanks.
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For those doubting how good this build is, I tried it.
![[image loading]](http://i.imgur.com/yrqSq.png) The conclusion that I have come to is that it's very good. Akasha is not one of my best heroes, and I am not confident I will have a good KD on her, but this game I was positive, even though I was on a losing team. The only reason my team ended up losing is because we had Russians, and that Alchemist is the latest imbalanced new meta carry that will be nerfed next patch.
Early game, there was a dual lane mid of invoker+alchemist, and with maxed shadow strike I was able to get a kill on them early. Also their cold snap+unstable concoction couldn't kill me because I had maxed blink.
Also, before you guys say that I am low skill, bad, etc., this game was in the HIGH skill bracket, which puts me in the top 20% of all players. This guide is intended for PUBS, so it should work very well for the majority of players.
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Lalalaland34486 Posts
One ?decentish game does not a good build make.
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Firebolt, lmao, don't fall for that ahaha
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Lalalaland34486 Posts
On December 12 2012 22:22 Erasme wrote: Firebolt, lmao, don't fall for that ahaha I'm like 90% sure it's a troll but the 10% is keeping me from playing along.
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my issue is still the lack of balls, if you're going to style on people, you should be going straight up null talisman with your 600 gold and go straight dagon, what's the point of getting roundabout items like aghs and orchid when they only add as much burst as dagon. After dagon just go straight eblade since that also adds more far more damage than orchid or aghs, this is just such an indirect way to get medicore dmg
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Wooaa! Just woke up. :z
Thank you very much for reading, especially for commenting. I see that the subject is somehow tickling you guys, so i'm gonna help you a bit with a well deserved EDIT 3.
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This 'guide' reeks of being based on anecdotal evidence over good reasoning.
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Why would anyone opt for phase boots on a hero that's passive is a "blink" and is a mana based hero with little str gain?
", it makes [u]allot of sense in pub games."
In my opnion stick with power / steam boots and just change them in and out of str/agil/mana and they will be alot more effective.
Also Dagon 5 at 30 minutes? If your snowballing with 20 plus kills sure, but in most cases this is a stupid idea.
Sheep stick / skadi etc are way better tha picking up and etheral blade and going into dagon so late in the game...
Also on another point even if people do actually know juking spots and how to have good positiong it still doesn't help the fact that you are suggesting items that even with amazing postioning still leave you vunerable to pretty much the entire team. Even if this is just a pub focused guide it just gives the impression your playing games at the bronze level equivelent where if I was to build 5 ogre clubs on qop I would still dominate the game
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I did not read your guide thoroughly, because the skill build and item build transitions pains my eyes deeply.
I believe that the whole idea is to reach the point where you get burst anyone down via Orchid + EB + your nukes and Dagon. This option is not new to many QoP players who are flexible with their builds. I wouldn't say that the end item build is bad, but I would say the progression to it (skillbuild and itembuild wise) is utter rubbish.
You are not able to achieve much control and tempo by going a SS/Blink build. Without the AOE burst, you are trying to play like a DPS hero at the start. You would only be able to slowly take out 1 hero at a time, while being very vulnerable to disables or attacks (you're very squishy early on). The reason why QoP players go for max Scream first is the extreme burst damage, without compromising on position. Basically whatever you are trying to accomplish with SS/Blink build, you would be able to do it much more efficiently via the standard build. Also, poor mana management is a horrible excuse for not going the standard build.
So if you can somehow establish such dominance with SS/Blink build, you would easily do the same with the standard build. You could then just go for straight Dagon and instagibb any hero you feel like. Why worry about taking out a 3.5k HP Sven in the future, when you can just prevent him from getting that HP via early Dagon?
To note that I'm not against the final item build, because it's perfectly alright. But there are much better ways to work towards it, and even so the item build is generally a situational one.
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@Bluehawky and DucK-. why would an Dendi's invoker buy blink on top of phaseboots and force staff ? I have the same love of mobility for qop. I play in high level MMR and i know that mobility gives more momentum than stats, its much harder to master i agree.
QoP happens to be one of the most balanced hero in the game, that means she leaves a good chance for the ennemy to "comeback" even if you did well early, the enemy carry will always catch up on you if you go Hex+ Physical damage. With my build, you stay the "most dangerous player" at any point in the game.
I know my early game build is odd for many of you, but once again, the early game is up to you. I insist on the late game.
The standard build leads to poor mana management in early game. In a gank you spend allot more mana than with my build. I know it does the job, i simply hate to TP base if i still have hp.
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On December 15 2012 04:10 MakyIsME wrote: In a gank you spend allot more mana than with my build. I know it does the job, i simply hate to TP base if i still have hp.
Soul ring is a legitimate option on qop if you have that bad mana issues. Sure it doesn't do much in late game but otherwise it provides a full scream and often helps with blink mana too (especially if you tread toggle with it).
It isn't that QoP can't do well with your build, it is that your build is so single-target focused on a hero who has such effortless and powerful AOE. Its like, sure Lone Druid is a passable jungler but then you are throwing away a free win lane 1v1 or even 1v2.
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Looks like this guy is in the normal bracket from that dotabuff... Any intelligent carry would've gotten BKB before 30 minutes.
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On December 15 2012 04:10 MakyIsME wrote: @Bluehawky and DucK-. why would an Dendi's invoker buy blink on top of phaseboots and force staff ? Because invoker is a hero with very little built in mobiltiy unless you're maxing wex, and even then it's limited. Also dendi goes arcane boots often when he goes blink forcestaff. QoP does not lack this mobility with a low cooldown blink that isn't disabled by taking damage.
I'll be blunt, this build/guide is just bad, and as i said, reeks of anecdotal evidence over good reasoning. "Oh i did X in Y game so obviously Z is good" compared to "X works well with Y which is why Z is good approach is your enemies have Q"
Edit: To be more exact, a guide that relies on your enemies playing poorly isn't a guide, it's just a thread where you tell us about what item progression you used to kill people who didn't play well.
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Hero guides should be more than item builds.
The only real strategy I saw was go for last hits, don't go for kills early, and I think a lot of casters disagree with that (I think luminous said her right click harass is often more important than her spell harass). Doesn't talk about when you should tp, if you should split push, how much farm should you sacrifice for kills (it implies you just get a whole bunch of kills early because people run in to lane against you and feed).
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hi i personally play qop as a more nuky version of anitmage rushing to diffusal with dagon to finish my bkb before the other team gets their pipe. this sets me up for a stellar midgame with many ganks of the supporters of their hardcarry. i then proceed to buy crystalis linkens and powertreads in the given order. lategame i go for divine caus eof the crits. when playing qop you shoud not that mobility is key as the blink can save u in mnany circumstances where a qop without blink would have died, this also creates the synergy between difusal and qops ability blink as the int bonus on diffusal will lead ot u being able to aces more consecutive blinks than u otherwise could. decent guide but i prefer my build  gg wp lahara
User was banned for this post.
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Lalalaland34486 Posts
Has this thread turned into a troll thread or something?
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