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Dirge the Undying Any lane; often trilane short/long I prefer: 2 points in soul rip by level 3, max tombstone, then 1 decay at level 8, then max rip. Reasoning: Soul rip at rank 1 and 2 are incredibly cost effective ways to heal / harass Arcane boots or Tranquil Boots Soul ring (if no arcane boots), ultimate scepter.
This just hit me. I know on an intellectual level that 5-s is a much much much better player then I am.
...but my gut still hates this. (not that i disagree with his characterization of soul rip but just the very late point in decay.)
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United States47024 Posts
The guides are good for when they were written, but they're heavily outdated. The utter lack of Drums even on core Drums heroes like CK suggests that at least some major portions of the guide predate 6.67.
The guides were already quite out of date when he posted it in 6.72, and we've had several major versions since then.
On February 08 2013 15:36 Firebolt145 wrote: Apparently it has battlefury as a suggested item on Bounty Hunter.
5-s what have you done T_T Track didn't give team bonus gold till 6.68 (and even then, it was a flat +50 gold per hero on all ranks, rather than a scaling amount per rank), and Drums weren't in the game until 6.67. If the guides are as old as I think they are, BFury BH was actually the way to play him back then.
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Lalalaland34503 Posts
Yeah I'm aware. I've PM'd him, he said he should be able to work on it this weekend.
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Why is radiance considered such a standard item for weaver?
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On February 09 2013 03:24 dudeman001 wrote: Why is radiance considered such a standard item for weaver? Weaver is expert at surviving in fights and staying close to the enemy. It significantly amplifies his damage output as well as speeding up his farm
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Shukuchi Lvl 4 has a 6 seconds cd and 4 sec duration. If gives you very good mobility and good positioning. If the enemy has no true sight you can poke/burn them to death while they have only 2 sec when they can attack you. During all that radiance burns them even more. That is the idea. But if you go radiance first you have close to no surviabilty/hp which makes this build vulnerable if you dont get it before 20 mins.
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On February 08 2013 15:39 PassiveAce wrote:Show nested quote + Dirge the Undying Any lane; often trilane short/long I prefer: 2 points in soul rip by level 3, max tombstone, then 1 decay at level 8, then max rip. Reasoning: Soul rip at rank 1 and 2 are incredibly cost effective ways to heal / harass Arcane boots or Tranquil Boots Soul ring (if no arcane boots), ultimate scepter.
This just hit me. I know on an intellectual level that 5-s is a much much much better player then I am. ...but my gut still hates this. (not that i disagree with his characterization of soul rip but just the very late point in decay.)
There is literally noway its possible to think not getting decay at 1 is correct. If you hit a hero twice with it they lose 8 strength. Most heroes dont even have 20 strength to start, thats almost half their fking half bar. Insanity.
Not to mention if you're vsing a trilane, the chance of hitting 2+ with decay, you become basically UNDYING. Yes soulripe is good but odds are you wont have the full 10 creeps/heroes around to get the full effect of a level 2 rip anyway. Even if you do its not worth NOT having decay, or a higher level tombstone.
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United States47024 Posts
On February 09 2013 05:25 Entertaining wrote: Not to mention if you're vsing a trilane, the chance of hitting 2+ with decay, you become basically UNDYING. Yes soulripe is good but odds are you wont have the full 10 creeps/heroes around to get the full effect of a level 2 rip anyway. Even if you do its not worth NOT having decay, or a higher level tombstone.
As a solo or as/against a duo lane, its possible to not have enough targets for Soul Rip. But in a 3v3 lane, you have 6 heroes + 8 creeps per wave--getting 10 is fairly reasonable.
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How does storm spirit ult interact with rupture and mana leak?
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United States47024 Posts
On February 09 2013 14:12 synapse wrote: How does storm spirit ult interact with rupture and mana leak? He doesn't take damage/mana loss during flight (since Storm is invulnerable during his ult), but he retains the debuff even after he lands.
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he actually loses mana due to mana leak while in flight
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theyango clearly hasnt watched the finals of team liquid community pasture league where we had a storm against europe kotl lol ive forgotten how the interaction is in dota 1 maybe its a bug haha is he not supposed to lose mana while ulting?
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United States47024 Posts
On February 09 2013 14:28 Kupon3ss wrote: he actually loses mana due to mana leak while in flight That's odd, I just tested it. I was sure Rupture didn't damage you, but I wasn't sure about Mana Leak, which is why I went and tested it.
I flew the same distance with or without Mana Leak on me, and ended with the same amount of mana regardless.
EDIT: Yeah I just confirmed again. Start ult from the same spot just outside of fountain, and ult for max distance in a fixed direction. You fly the same distance regardless of whether or not Mana Leak is on you.
EDIT 2: Apparently in DotA 1 you DO lose mana from Mana Leak during Storm ulti, but you don't in DotA 2.
On February 09 2013 14:48 FinestHour wrote: theyango clearly hasnt watched the finals of team liquid community pasture league where we had a storm against europe kotl lol ive forgotten how the interaction is in dota 1 maybe its a bug haha is he not supposed to lose mana while ulting? He IS supposed to in DotA 1, but DOESN'T currently DotA 2.
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Lalalaland34503 Posts
I demand admins revoke caonima's title, disqualify them and give it to wBiPtt. Usage of such a bug is obvious grounds for this.
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did beastmaster axes kill another courier somewhere
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Is there a way to select all units of a certain type (and only them) 1) on the screen and 2) within your control group in dota2. In warcraft 3, control would do what I mentioned.
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what pros/cons does SF have over other hard carries? as in, what reason do I have to pick SF over Sniper/Drow/Viper/other mid hard carries with no escape mechanism
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Lalalaland34503 Posts
Amazing flash farm, can come back very quickly in the midgame if he doesn't have that great of an early game provided the rest of the team can make space for him. Very strong early game once he hits level 5 or 7 with good raze usage, can gank quite well.
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United States47024 Posts
On February 10 2013 08:54 hooahah wrote: what pros/cons does SF have over other hard carries? as in, what reason do I have to pick SF over Sniper/Drow/Viper/other mid hard carries with no escape mechanism SF has higher inherent damage because of his nukes. Sniper and Drow rely on autoattack damage and so require more items to get rolling. SF is weaker in lane but snowballs harder with an advantage because of how strong he is in the level 7-11 range if he gets ahead.
Viper isn't a hard carry.
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On February 10 2013 08:42 igotmyown wrote: Is there a way to select all units of a certain type (and only them) 1) on the screen and 2) within your control group in dota2. In warcraft 3, control would do what I mentioned. This is a big deal with broodmother, since you might have a big push of spiderites and spiderlings, but the spiderites have 175 hp and don't have the passive toxin so they will just feed vs aoe. You can tab through your spiderites and spiderlings, but it will not separate them from your control group.
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