|
Tranquil boots on WD seem pretty weak if you feel like you can afford even 1 point in heal when compared to arcanes.
Now, I get that arcanes are really expensive, and don't give you as much movespeed, but their active gives you more heal than tranquils, they don't break in battle, they help any allied mana requirements, they help your own mana even when you are at full hp, etc etc.
Other than that, yes I can see a defensive build with stun and heal on WD, but WD is a pretty weak defensive support when compared to some others (Dazzle). Dunno.
|
usually i solo que in pubs, so i dont know what my lane-mate will be.
but so far the stun/heal early was quite succesful. the stun can save the and the heal makes him fit again. thats what a good mana-regen needs. the heal gets stronger but quite expensive, the stun also goes up to 140mana from 100.
i dont see the usage of a forcestaff on WD, looks a bit suicidal on my eyes ^^ bkb is the same, since i try to stay behind my team or just poke out to throw casks.
the early maledict ... hmm afaik it cant kill when used on a healthy hero, so i have to inflict additional dmg to him to tick him down. and the range is so damn short, looks really risky to me.
stuff like ghost-scepter, i would only get one if my team deals more magical dmg than physical. not sure if i would use it for disable some1.
|
If your team doesn't need mana boots, then it's a no go on witch doctor IMO, he does not need that bonus mana himself at all. And no, WD is a pretty decent defensive support, not weak at all for it, he is amazing at babysitting.
Tranqs give cheap self-regen, good move-speed and are cheap and can be disassembled into forcestaff later.
How is forcestaff suicidal though? Does not comprehend.
And maledict is gotten if you want to go for kills, which implies having follow up damage.
And you can't use ghost scepter on enemies, it's self use only.
And BKB is for late game to channel your ulti, it's not standard to get, but if you can get it then it's far from bad.
Also it's not about knowing who your lane-partner will be when starting the game, it's about judging from it when you are IN the lane. Are you laning with a hero like CK or sven? Go maledict for easy kills.
And as already stated, WD barely needs any mana regen items, he has amazing base int and int growth, even just an urn gives him some crazy regen and you shouldn't really be spamming your skills everytime they're off cooldown.
|
ok, i got some new ideas so far
maledict: usually i babysit my lane partner so he gets bigger, so i havent used maledict early. i might give it a try. my problem is the lack of communication in pubs, so even if i might ping my lanepartner might not understand whats going an. typing would take forever and voice requires them to understand (seems to be the biggest problem ).
forcestaff: suicidal because the jump for me is sth i would like to do by walking because walking is a bit more flexible. maybe im not fimiliar enough with it. using the forcestaff to pull out a mate or enemy, well i would say that needs some practise
ghostscepter: use it on me? hm prevent phys dmg but im slow as a rock i would say (again maybe not enough experience with it)
bkb: ok havent thought about that point. i might give it a try.
usually im not using my skills at all in the early game. when i have to save my lanepartner i spam all i got. but than i just rightclick again. working well when the lanes are not too agressive. vs 2 ranged its not working so well due to lack of mana or manaregen.
ok, my thirst of WD-knowledge is satisfied for the moment  BIG thx to you guys
one more question: - is there a good replay-source so i might watch some WD-vod (he semmes not so popular)? - sth like a contact-thread (or do i have to use the TL-channel ingame?)
|
you want to max cask first most of the time, extra bounces is usually much more useful than a little bit extra maledict damage or a little bit extra heal
just go straight aghs after upgrading your boots and grabbing a wand, the buildup is nice and his ulti is really good with aghs smaller items like jango or urn or force or ghost are acceptable as well
wd is usually better in a defensive lane, he can be used in an offensive lane but his stun is awkward and he doesn't deal very much damage, though the 600 range is nice
|
On November 30 2012 08:10 Rodberd wrote: forcestaff: suicidal because the jump for me is sth i would like to do by walking because walking is a bit more flexible. maybe im not fimiliar enough with it. using the forcestaff to pull out a mate or enemy, well i would say that needs some practise You don't need it to jump into battle, you could use it to escape conflicts. And help allies escape as well. It's like the 101 support escape mechanism most of the time.
On November 30 2012 08:10 Rodberd wrote:ghostscepter: use it on me? hm prevent phys dmg but im slow as a rock i would say (again maybe not enough experience with it) You don't seem to understand, ghost scepter ONLY works on you and doesn't slow yourself at all. It gives +7 to all stats and the following active effect: "Makes you unable to attack or be attacked, but take 40% extra damage from spells" It ONLY works on yourself. No slow at all, all it does is making you immune to physical damage with some nice stats on it. Does the enemy have a n'aix, sven, CK or something like it that jumps into your face and murders you? Get this and suddenly they aren't very effective against you, obviously it's a double edged sword if you get nuked while using it, but it has nice stats and the active is a life saver in certain games.
On November 30 2012 08:10 Rodberd wrote: - is there a good replay-source so i might watch some WD-vod (he semmes not so popular)? - sth like a contact-thread (or do i have to use the TL-channel ingame?)
WD has faded out of popularity, not that he's a bad hero per se, just that he doesn't fit the current way the game is played.
Also as mentioned above, WD is an amazing defensive lane-support, so if you feel that works out for you, it's cool, no need to go for an aggressive killer-lane, it works if you have means to communicate with your lane partner and can harvest kills if executed properly, but if you just want to be defensive, that's cool.
And remember, LOOK AT IT GO.
|
Ghost sceptre doesn't slow yourself down. It is a very good item to get on many supports vs auto attackers *cough get this item vs ursa/huskar*, as well as some abilities (juggernaught ultimate and naga net are examples, and are also decent auto attackers).
And you need to try using force staff. It is an amazing item. For escape it lets you go over cliffs etc, which is often a get out of dunking free card, but often the distance alone is enough to escape many foes. Also, it allows you to get out of many AoE abilities *cough riki smoke cough*.
|
ha, learned sth new again :D i messed up the ghostscepter with the ethereal blade ...
ok, next mission, more forcestaffs ... same for the ghstsecpter, if the other team is more physical focues ... which should happen quite often when i look at huskars, rikis bounty and all these mainstream-picks.
thx again guys 
On November 30 2012 08:23 Unleashing wrote: And remember, LOOK AT IT GO.
wait for it, wait for it ....
|
Around lvl 7 WD can be a great ganker assuming you max maledict first as you should, stun -> maledict -> ult with smart positioning, if you can catch a hero near one or two creeps this will almost be a guaranteed kill. I take one point in heal somewhere around 8-10 then leave it there and max it last (sometimes even after stats).
|
quick question:
why are drums a good item? and when should you get it on a hero? and when should you use the active? multiple drum holders is okay, right?
|
On November 30 2012 10:40 kainzero wrote: quick question:
why are drums a good item? and when should you get it on a hero? and when should you use the active? multiple drum holders is okay, right?
Drums are a good item because the stats they provide for the cost are incredibly good. 9 to all stats is good on practically every hero in the game and is never that bad. You shouldn't be scared to waste the charges. Just use them whenever you think they'll benefit you/your team. Generally speaking, when a teamfight breaks out or you want some additional chasing power are some moments you can't go wrong with. You can also use them to give yourself a small speed boost to run away if you get ganked. The on use aura is relatively weak and not really important to the greatness of the item so feel free to waste them. Better they get used than end the game with unused charges.
|
I have been seeing a lot of pro Beastmasters building Necro book and I don't understand why. Can someone please explain.
About WD used to max cask, but recently I have been maxing Maledict and it has been working great. I build the force staff to make it easier to land, and really by the time that is suicidal all WD really can do in a fight is land the Maledict and stun so I don't really care about dying instantly. Maledict is one of the most powerful spells in the game (take 40% more damage and a DoT) so don't think that dying to land it is worthless.
|
United States47024 Posts
On November 30 2012 11:33 theaxis12 wrote: I have been seeing a lot of pro Beastmasters building Necro book and I don't understand why. Can someone please explain.
Necrobook is a good item to leverage an advantage as Beastmaster. Arcanes->Mek is "safer" but is more team-oriented. Necronomicon has incredible usefulness for pushing, teamfight, and map control. For pushing, the Necronomicon+Inner Beast double aura takes down towers incredibly fast, both solo, and with a team. In teamfights, the Necronomicon+Inner Beast aura also work together to enhance the Minions' usefulness. With the increased attack speed, they burn through a hero's mana incredibly quickly, and the 2 Necro warriors + Quillbeast can more or less kill a support by themselves if you get the Necro early enough. For map control, the Hawk's flying vision and the Necronomicon warrior true sight lets you take out wards safely and reliably, without the danger of having to carry a gem or go kill wards yourself.
This coupled with the fact that the combination of Str+Int is generally what Beastmaster needs at that point in the game, and it's fairly good for him to get. Again, Mek+Arcanes is safer and smoother to build (Necrobook has more awkward parts to buy, and is only really strong at Nec 3), but in a game where you're ahead, an early Nec really lets BM shut down the game.
|
So I started playing DOOOOOOOOOOOOOOOOOM today for the first time. I always thought he was a pretty useless hero, and then I played him. Oh my god, got Hand of Midas and my farm was just completely out of this world. A problem I was having though was just dying. All the damn time. It took me forever to get my vanguard because the Nyx just kept wrecking my shit with their Gyro. I got no escape, really no true initiation or means to hold someone in place. As a STR hero I kept trying to play as a "conventional" STR hero, but it just lead to me dying and getting my shit stomped on. Am I supposed to be in the middle just taking the blunt of the damage, or am I more supposed to just be on the edges dooming an important hero and picking people off with my nuke + AoE? I understand Vanguard is pretty standard on him due to that survivability issue, but when I get midas should I basically be just farming like mad until I can get my Radiance or should I be going around helping gank and the like? I understand it really does depend at times game to game, but on a more general level.
Also, after Radiance + Vanguard I felt kind of lost in my last game. I started building towards an AC, but I feel like a Shiva's might suit him better because of him being a more utility from what I experienced than anything else.
Oh yeah, and best creeps? Alpha Wolf and Troll Warlord stood out the most to me, mainly Troll so I could hold people in place long enough for me to start bashing on them.
|
If there is a roaming Nyx (or any other stealthy assassin) you need to never be farming alone so he can't pick people off and get fed. With proper item development Doom can become a nightmare of a carry due to the additional gold he receives from devour. If you're constantly dying you aren't going to get that development and you're going to feel it by getting stomped on in team fights.
Midas makes you weaker initially to give your hero additional exp/gold. You want to avoid team fighting until it pays off down the road. Melee STR Heroes are weak early on
The frost giant is probably the best level 1 or a wildkin which you can stack a camp and then clear with tornado. Any other time is dictated by what you want to accomplish. The wolf is excellent for pushing or farming while a troll or centaur can give you some additional disables for a teamfight. Late game you want a wolf just because of the way damage scales.
|
On November 30 2012 11:40 TheYango wrote:Show nested quote +On November 30 2012 11:33 theaxis12 wrote: I have been seeing a lot of pro Beastmasters building Necro book and I don't understand why. Can someone please explain.
Necrobook is a good item to leverage an advantage as Beastmaster. Arcanes->Mek is "safer" but is more team-oriented. Necronomicon has incredible usefulness for pushing, teamfight, and map control. For pushing, the Necronomicon+Inner Beast double aura takes down towers incredibly fast, both solo, and with a team. In teamfights, the Necronomicon+Inner Beast aura also work together to enhance the Minions' usefulness. With the increased attack speed, they burn through a hero's mana incredibly quickly, and the 2 Necro warriors + Quillbeast can more or less kill a support by themselves if you get the Necro early enough. For map control, the Hawk's flying vision and the Necronomicon warrior true sight lets you take out wards safely and reliably, without the danger of having to carry a gem or go kill wards yourself. This coupled with the fact that the combination of Str+Int is generally what Beastmaster needs at that point in the game, and it's fairly good for him to get. Again, Mek+Arcanes is safer and smoother to build (Necrobook has more awkward parts to buy, and is only really strong at Nec 3), but in a game where you're ahead, an early Nec really lets BM shut down the game.
Thank you very much. Now that I think of it, I was seeing it in push comps.
|
This isn't a strategy question, but its pretty simple; why are the 'Learn to Play' options under the play tab greyed out? Are they features that are yet to come but on the way?
|
Lalalaland34503 Posts
On November 30 2012 16:25 Quartal wrote: This isn't a strategy question, but its pretty simple; why are the 'Learn to Play' options under the play tab greyed out? Are they features that are yet to come but on the way? Yes.
|
On November 30 2012 13:47 Fruscainte wrote: So I started playing DOOOOOOOOOOOOOOOOOM today for the first time. I always thought he was a pretty useless hero, and then I played him. Oh my god, got Hand of Midas and my farm was just completely out of this world. A problem I was having though was just dying. All the damn time. It took me forever to get my vanguard because the Nyx just kept wrecking my shit with their Gyro. I got no escape, really no true initiation or means to hold someone in place. As a STR hero I kept trying to play as a "conventional" STR hero, but it just lead to me dying and getting my shit stomped on. Am I supposed to be in the middle just taking the blunt of the damage, or am I more supposed to just be on the edges dooming an important hero and picking people off with my nuke + AoE? I understand Vanguard is pretty standard on him due to that survivability issue, but when I get midas should I basically be just farming like mad until I can get my Radiance or should I be going around helping gank and the like? I understand it really does depend at times game to game, but on a more general level.
Also, after Radiance + Vanguard I felt kind of lost in my last game. I started building towards an AC, but I feel like a Shiva's might suit him better because of him being a more utility from what I experienced than anything else.
Oh yeah, and best creeps? Alpha Wolf and Troll Warlord stood out the most to me, mainly Troll so I could hold people in place long enough for me to start bashing on them.
Well. That's the thing with Doom. He has literally NO basearmor, so he's squishy as shit. I think that midas shouldn't work on him basicly due to the fact that when you get your midas and nothing else, you're the easiest kill on the map. A smart team will rape you the way you experienced. As Doom, you get all the extra farm you need from Devour. Get something that will make you survive. I myself like to go for a Mekansm. The armor and extra stats together with the use, are in my opinion way nicer. I like to follow that up with a pipe or possibly a vitality booster and than a pipe.
|
I don't like vanguard, even on doom. I am for midas -> radi -> heart/ac -> heart/ac. Then you can stand like a boss in a teamfight and spam tornado cuz that shit is op.
|
|
|
|
|
|