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On April 27 2013 01:20 Sn0_Man wrote: Midgame DK includes a fast drums, optional soul-ring, and optional pipe. Really it depends on what your team is trying to do. If your team has a "harder" carry and you are merely a 2nd core hero, then drums/pipe/ac are good pickups (also depending on how much pushing you intend to do). Pipe especially can be huge if you want to push since DK is very strong in a 5-man situation with level 1 or 3 ulti, drums and a pipe.
You can also pick up a Sange in preparation to upgrade it to a heaven's halberd. It gives you an enormous amount of survivability and decent damage, with a reasonable upgrade path later.
PS: at level 1 your ult applies a DoT to towers that can push them down pretty quickly if your opponents don't adress you, all you have to do is drop an attack on the tower every 5 seconds or so. Abuse this if you aren't farming ancients by skipping level 2 ulti until you can also get level 3 ulti. Also, worth noting getting an armlet on DK is really popular right now, and a solid alternative to other items (sometimes picking up armlet instead of drums, sometimes going full midgame and going drums and armlet.
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Oh yeah, if you have a way to manage his mana issues, shadowblade is fine on DK as well since it helps you get the melee-range stun off without needing your ulti. And is a reasonable dps item.
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United States47024 Posts
One has to question the effectiveness of Armlet when only Western carries who started picking up on the hero a few weeks ago are getting it, and the Pinoy and Chinese carries that have been playing the hero for years don't use the item.
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I've never been a fan of Armlet on DK. To be fair though, the cd got buffed quite a bit.
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On April 27 2013 02:47 TheYango wrote: One has to question the effectiveness of Armlet when only Western carries who started picking up on the hero a few weeks ago are getting it, and the Pinoy and Chinese carries that have been playing the hero for years don't use the item. Well, the item has gotten a few small buffs overtime while drums received that important damage nerf in 6.75, which makes armlet a tiny bit more attractive.
Essentially, there are a lot of ways to build up DK, and I'm not sure a lot of items are inherently bad on him. I think Armlet is best suited for heroes with lifesteal in their kit (and CK) as the degen makes it difficult to push towers after teamfights, but I could see the argument on it for DK. I mean, what does armlet do for you? It makes you overall a larger threat during teamfight situations for bursts of time (bursts of time due to the degen) and will make you overall tankier and hit harder. I think it fits relatively well in the context of his dragon form, and considering his right click really lacks a lot of damage and attack speed in the midgame, the +65 damage +25 attackspeed is really quite nice on him, and having a passive bonus of 5 health regen means post-teamfight health regen will mitigate the negative effects of it quite a bit.
I think its up to debate, but I think its a pretty effective pickup for a 1 position DK.
Oh, there is also the question of getting a shadowblade on this hero as well, but I think that's another question entirely and focuses on how pinoy teams play DK.
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why towers do regenerate life when i tried to snipe them?
ex: enemy tower its a 2 tier, so its ours, the creeps are now close to my tower, but their tower has really low HP, so i go an try to finish it off, i cant, every hit i do, the tower just regenerates.
Its this some sorf of anti-1vTower snipe mechanic?
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On April 27 2013 03:11 NeoGeoOdin wrote: why towers do regenerate life when i tried to snipe them?
ex: enemy tower its a 2 tier, so its ours, the creeps are now close to my tower, but they tower has really low HP, so i go an try to finish it off, i cant, every hit i do, the tower just regenerates.
Its this some sorf of anti-1vTower snipe mechanic? You need to have friendly creeps near the enemy tower (for T2, T3, and T4) to kill it, or backdoor regen will kick in and regenerate HP on the tower (unless you can out DPS the regen, which is pretty high).
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They have back door protection. If you don't have creeps near the tower, then they have a really high regen
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Just what i thought I dont know if i like this or not .__.
ty TL.
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On April 27 2013 03:20 NeoGeoOdin wrote: Just what i thought I dont know if i like this or not .__.
ty TL.
There used to be none in DotA, the game was subjectively worse. A lot of the time people would just do some small damage to tower and walk away or you had somebody just go in, kill it and then tp out before you could do anything. Everything was like tiny + wisp late game.
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Why is euls not a higher rated item? It solves all mana issues, 10 int a decent ability and 30 plus move speed
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On April 27 2013 03:25 CuddlyCuteKitten wrote: Why is euls not a higher rated item? It solves all mana issues, 10 int a decent ability and 30 plus move speed There are better items / items you want more, and euls isn't that good of a disable during teamfights, and can't really be used to gank.
Great on invoker, however.
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On April 27 2013 03:25 CuddlyCuteKitten wrote: Why is euls not a higher rated item? It solves all mana issues, 10 int a decent ability and 30 plus move speed
Shhh, we can't be giving away secrets like that. Must keep all good doto information to ourselves.
On a serious note, it is good, and is a great support item. The issues (I believe) are that it is pretty slot inefficient, and while the active is good for certain things (like exort invoker combo, or waiting out for the end of the DP ult) getting a faster sheep or orchid will make a bigger impact for the higher priority farm heroes and getting a force staff is generally better for supports.
It is really good though and should be considered when you're trying to take enemy heroes out of the fight for a bit so you can focus down another one, but it has to be used correctly.
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Oh, forgot to mention. Its obviously great on DP... But I REALLY like Euls on Tinker after sheepstick. The amount of control you have in teamfights with tinker with sheep + euls is absolutely ridiculous (also, really good against LD bear), and you'll generally win any teamfight when you have both of these.
My win rate with Euls + sheep + blink on Tinker is absurdly high if I get to that point.
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Seems like Euls would be good versus Axe and Bristleback (mainly BB) because you don't want to focus them/damage them, but you don't want them having free reign over a fight either.
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The thing about euls is that farming heroes might as well rush a sheepstick instead and supportive heroes buy more team-oriented items like mek, as well as more survivability items since euls doesn't really offer any HP.
It's really good if you have extra farm on a lina though.
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On April 27 2013 03:45 Whole wrote: Seems like Euls would be good versus Axe and Bristleback (mainly BB) because you don't want to focus them/damage them, but you don't want them having free reign over a fight either.
Euls is really good against BB, since he will very rarely get a bkb you can take advantage of the euls active and not bother with him for the duration, allowing you to get everyone else without getting quill spammed during the fight.
I'd say he's one of two heroes I would almost always try to have a euls against (the other being LD)
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United States47024 Posts
Eul's is worth it on a few specific heroes that have some synergy with it in their skills and that actually need an item that's almost pure regen + mana. Invoker, Skywrath Mage, etc.
The majority of heroes actually don't have a need for buying a 3k gold item that, in terms of stats, gives only Intelligence and Mana Regen.
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i personally would not get euls on skywrath mage. he has pretty much 0 use for the active, rod of atos is much better as a first item.
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Atos has this problem where it doesn't actually give you mana regen (pure int is incredibly inefficient at giving you mana regen). Skywrath can spend in the environment of 75 mana a second (ad infinitum) without breaking a sweat, assuming he has targets. I actually think atos is good on him but you really need a regen item fast as well.
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