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i win last 7 games lol last game they had sb so i went orchid and tried to be with team and it worked well
orchid actually hits just as hard as deso actually and only costs 500 more.....
eating cour literally every game helps too (even if you get to see some spectacular feeds to do it)
im saving the replays where i do something cool so i can make another video sometime
(like my lina one here )
i mean like i blocked this invoker for literally 10 minutes it was WTF lol
also it helps that i can do this every time i buttfuck someone
+ Show Spoiler +
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SoCal8910 Posts
deso would be better on heroes that have higher armor, but don't need to cast spells to be effective, making them more vulnerable to not only your right click, but others as well.
orchid is better against heroes that have important spells to cast, to render them useless.
its up to the game to determine which is "better" given the situation. both force specific reactions from the enemy, so each are situational and (side note), I would argue, should not be purchased together
oh and if you wanna get real cheeky, tp out and plant a ward in front of the enemy fountain so you know exactly when its leaving the base as well as who is leaving, where they're walking towards, etc
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i saw a clip on utube where he done that during my lunch break yesterday but i havent dared to try it yet incase its out of date and you cant do that anymore lol (not sure where ancient/fountain vision range is but ill have another look)
instead ive been running like a spaz to get a ward behind their tier 1 every game . it sort of works until i run into 5 tryharders or if im too tired and forget i done it LOL
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you have to smoke yourself for it to work. or else you'll just be wasting money...
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iirc in the video clip he tped into the trees next to fountain then placed ranged ward i gotta go to work now
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ah okay i get what you mean
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It's pretty easy, as long as you're behind a completely enclosed set of trees they won't see you and you can place the ward easily.
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I always liked Mek rushing on Furion. If you're confident you're not going to get fucked with in the jungle based on their picks you can go headdress with starting gold (if your team doesn't need sentries or something). You should be able to get level 3 before you tp home, enabling you to use level 2 treants from full mana in fountain before you head back.
You can very easily finish Mek by 7 minutes and just immediately start pushing a lane. You can apply a lot of pressure with your offlaner or mid, especially if the other support joins as well. The Mek heal is usually healing 33% of people's max hp at this time, and most of the damage output is from burst damage, so once you erase the damage with Mek active there's no resistance left.
The downside to Mek rushing is there's more pressure on your to stay with team over split pushing, which may not be appropriate. However building the Mek doesn't necessarily lock you in to any specific build progression or strategy.
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SoCal8910 Posts
On March 23 2016 19:00 Birdie wrote: It's pretty easy, as long as you're behind a completely enclosed set of trees they won't see you and you can place the ward easily.
youre actually the reason I remembered to post this for him lol
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I'm so bad at NP, courier sniping is the only thing I am good at. I lose too much focus and just walk around the map trying to troll the other team if I'm NP
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SoCal8910 Posts
i think that's a problem common to high mobility heroes, especially when you know your team needs to make a play to get back into the game.
and with the changes to kill/assist bounties, its not a bad choice
personally im a huge fan of teleport max first instead of the "NA pub special" 1 point in teleport until lvl 8 never leave the jungle strat
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The higher the armor, the least desolator provides compared to other items. It's math.
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SoCal8910 Posts
Actually that's not entirely true. The higher the armor, sure the less dmg is dealt. But how are you going to make an armorer target squishier if you don't reduce his armor?
It's math!
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what he's saying should be taken to heart, it's actually pretty important and also another reason why weave can be such a sick spell.
20 armour -> 15 armour is 7% difference in resist 15 -> 10 is 10% 10 -> 5 armour is 14%
0 armour -> -5 is 23% -5 armour -> -10 is, again, 14%
so once again, that is why low armour heroes are seen and felt as so squishy when any negative armour can be applied. it's nice having a buffer on high armour heroes like sven, fat agi carries like drow because minus armour does not affect you as much as it would lower armor heroes.
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On March 26 2016 20:29 BluemoonSC wrote: Actually that's not entirely true. The higher the armor, sure the less dmg is dealt. But how are you going to make an armorer target squishier if you don't reduce his armor?
It's math! the point is it's more worth it to deal with them through other means (other dmg items or mjoll/mkb). Mjoll mkb especially is a massively good combo vs high armor targets. I won't matter shit if you reduce someone's armor from 37 to 30. Well it will matter a bit but it's not the best use of gold. You don't have to make them squishier, you have to kill them. The objective is different.
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More often then not, deso isn't the right item choice for this hero. I'll always prefer Maelstrom becaues it provides much stronger split push, better farming, is a little cheaper, becomes less of a slot burden when you upgrade it. Be open minded when building this hero though, often after drums a right click damage isn't ideal.
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On March 27 2016 07:51 Comeh wrote: More often then not, deso isn't the right item choice for this hero. I'll always prefer Maelstrom becaues it provides much stronger split push, better farming, is a little cheaper, becomes less of a slot burden when you upgrade it. Be open minded when building this hero though, often after drums a right click damage isn't ideal.
Alot of it is highly dependent on how your team is playing and when you are looking to end the game. Going a 3rd core build when you have a Spectre and you are ahead is fine, but if you aren't ahead you should be looking to go teamfight/utility. Contrary to popular opinion, NP is one of the harder heroes in the game to play because you have to find a fine balance between team fighting, farming/split pushing (since he relies heavily on gold advantage to stay relevant), and you have to make key critical item decisions based on the flow of the game rather than going a set item build (and not just key decisions, the timing of your items heavily matter because you are a gold advantage hero rather than a scaling hero).
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On March 24 2016 04:49 BluemoonSC wrote: i think that's a problem common to high mobility heroes, especially when you know your team needs to make a play to get back into the game.
and with the changes to kill/assist bounties, its not a bad choice
personally im a huge fan of teleport max first instead of the "NA pub special" 1 point in teleport until lvl 8 never leave the jungle strat Yeah me too, I mostly go 0:1:1 into 1:1:2 into 1:4:2 or 1:3:3 (sometimes put a third point in treants earlier when I want to push). I really like having a high early game impact with the hero, else you can just play enigma. Global teleport at lvl 2 or global teleport->sprout at lvl 3 is so strong, why not use it.
Always feels to me like the farm on him is so wasted, dunno. It's like Brood, he farms really well, but he doesn't really scale well (not as badly as brood though).
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yeah furion just looks like he's good with carry items because he can get to those items quicker, but he doesn't scale at all towards late game when everyone starts to get items themselves.
play really aggressive with your TP for like the first 30 minutes, then if you guys haven't won or have a commanding lead yet, then just rat for the rest of the game
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i've been practicing this build with veil first with some mixed results.
I feel NP's power spike is his first 2 big items, as his early ricing is far superior to other heros, and at around 10 minutes mark is where he is peaking. Treants are strong tankers, and he is the most farmed hero on the map. Veil is just fucking amazing item on NP, you have almost the same damage output with your ult, for half the price of aghs, plus bunch of great stats such as hp-regen so you don't have to go back to base, and the best part is it builds from 2 null talisman.
There was this trendy 3x null + blademail build awhile back that's great not only because you can kill squishes but because you get those items at a good timing (~10 mins). Now you have veil which is the perfect way of combining 2 nulls together.
A 10 min veil is brutal when you do pushes with team, if your teammates have any sort of nuke they become super potent, and you can proceed to rekt all the towers.
I've also come to realize you absolutely cannot die as prophet. Any death gives a huge amount of gold, so when in doubt always always play conservatively until you have an overwhelmingly amount of gold advantage. All my losses lately have been of the sort where I played too aggro and fed too many kills.
this is my lated solo q game: http://www.dotabuff.com/matches/2363530224
but yeah just try out veil, it feels super good. Like others have said you should be open minded for other items. The core now for me is phase + veil, then depends on situation I either go orchid or mek or blademail or sb. I tried bunch of veil+agh but it seems to not work as well because really the veil is there to win early team fights and to amp your teammate's spell damage more than your own (keeping in the trend of utility role of NP). Agh doesn't really provide much for its price, something like a shadowblade or blademail are both cheaper and can be more effective. Veil + Mjonir is legit af too
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