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On December 20 2013 00:07 SolarFlare93 wrote: I've been enjoying gyrocopter as a carry lately - his skills make him really potent early game in a lane and thus in pubs I can contest many lanes I am against. More importantly, he synergizes so well with many supports and our lockdown is enough to kill anyone out of position in lane. I find in many of my games I never get free farm (due to contesting supports and often people who pick more cores after we already have enough, etc). Under these circumstances I generally get treads, aquila and drums into BKB if there's alot of magical damage or a manta and typical carry items. I was wondering if there are other reasonable builds I can go when I'm behind in farm. I really dislike Shadow Blade on gyro as I feel he can't really initiate with it.
Well, will just address the boots choice.
I almost always see good players getting phase boots on gyro. The later the game goes (and it's even strong early on as well) your most important ability is flak cannon, so you want to maximize your damage somewhat more so than your attack speed as flak hits for a predetermined number of hits regardless of your attack speed. It also gives you some nice additional mobility.
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On December 17 2013 19:54 Whole wrote: What are some general item progressions on Sniper? I know you eventually want Butterfly and Crit, but how do you get there. And I know it isn't the same every game, but I'm truly lost and I just need a general outline.
Is Shadow Blade necessary for positioning and mobility (even if they get detection?) or did the nerfs on the item make it bad unless the enemy doesn't have protection.
Is Phase Drums Yasha into whatever a good build on Sniper if you're needed for early game fighting and/or can't farm a lane.
If you don't need the early game power of Phase Drums Yasha, what are some items to get to help you farm?
I player Sniper fairly often. Grabbing him means you will always be balancing your steps on a sharp knife. One step forward could mean death... or it could mean a kill. Likewise, one step backward (in a fight or otherwise) could mean survival and a kill, whereas standing still gets you killed. Sometimes, just standing still and holding your ground pays huge dividends. These are the keys to Sniper. Having a keen sense of positioning is crucial.
Now to your question about items. I like to mid with him. Against almost any solo mid, you can get all the last hits you want. When you get good, you can have treads and a deso around 17-18 mins. If I can obtain treads/deso by that time, I know the game is already over. It's only a matter of team-pushing at that point. Sometimes I will pick up (1) wraith band inbetween, situationally. After the deso, I like to grab a yasha. The extra run and atk speed is just what Sniper needs at that point to get in position and turret. Remember, every second you're running to get in position, is a second you're not dps'ing. Let someone else get drums, you need to craft the big items. Because, once you get powerful enough, there isn't a hero in the game you should give 2 craps about. Not even void.
If the game isn't over, you can go anywhere from there. I've been known to finish the yasha into manta usually, but sometimes the sny is just too good to pass up. Don't underestimate the effect a few extra points of run speed and maim can have on the enemy carry. You'll be 3-shotting the supports at this point, so who cares about them.
At this point, get whatever you want. Monkey King Bar if the enemy has a Butterfly, Daedelus for max damage, Butterfly for a little bit of survivability. Sometimes you'll even want to back pedal and grab a Shadowblade. I don't usually recommend it, because if you have to grab one, 1 of 2 things is happening. 1, your team isn't fighting as a team and not warding/defending you/being aware AND/OR 2, you haven't ascertained that keen sense of positioning you must have as Sniper. Why ever SB? The Shadowblade can be good for those times when the only possible way you could lose at this point is if their Void pops in, ulti's, and kills you before you can do anything. In that scenario, pop the SB as he flies in and he will be a lonely Void in his bubble. If he has treads/mask of madness/butterfly and a gem, well, I don't know what you've been doing all game because all his towers should be down and he should not have those items. Sniper farms much, much faster than Void in my opinion.
If you've read this far, I expect people to disagree with me, because they usually do on Sniper, but I've played him many times and if I go mid with him, I always feel confident that we will win. He's just such a good mid and it's almost impossible for the enemy to keep you from farming. There's just too much more to say, so I'll end here, hah.
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On December 20 2013 01:18 danl9rm wrote: Why ever SB? The Shadowblade can be good for those times when the only possible way you could lose at this point is if their Void pops in, ulti's, and kills you before you can do anything. In that scenario, pop the SB as he flies in and he will be a lonely Void in his bubble. This is actually an awful example because Chronosphere reveals invisibility. As long as he ults in your general direction, you'll still be caught in the bubble and revealed.
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On December 20 2013 00:53 Jonoman92 wrote:Show nested quote +On December 20 2013 00:07 SolarFlare93 wrote: I've been enjoying gyrocopter as a carry lately - his skills make him really potent early game in a lane and thus in pubs I can contest many lanes I am against. More importantly, he synergizes so well with many supports and our lockdown is enough to kill anyone out of position in lane. I find in many of my games I never get free farm (due to contesting supports and often people who pick more cores after we already have enough, etc). Under these circumstances I generally get treads, aquila and drums into BKB if there's alot of magical damage or a manta and typical carry items. I was wondering if there are other reasonable builds I can go when I'm behind in farm. I really dislike Shadow Blade on gyro as I feel he can't really initiate with it. Well, will just address the boots choice. I almost always see good players getting phase boots on gyro. The later the game goes (and it's even strong early on as well) your most important ability is flak cannon, so you want to maximize your damage somewhat more so than your attack speed as flak hits for a predetermined number of hits regardless of your attack speed. It also gives you some nice additional mobility. Treads + drum is a really big HP boost early game, +23 strength with aquila and wand. It does not have the farming potential of phase + hotd. The big question is if you will have nice setups from your supports and freefarm or if you will be forced to tank some nukes. It really depends of the game.
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On December 20 2013 01:49 NotYango wrote:Show nested quote +On December 20 2013 01:18 danl9rm wrote: Why ever SB? The Shadowblade can be good for those times when the only possible way you could lose at this point is if their Void pops in, ulti's, and kills you before you can do anything. In that scenario, pop the SB as he flies in and he will be a lonely Void in his bubble. This is actually an awful example because Chronosphere reveals invisibility. As long as he ults in your general direction, you'll still be caught in the bubble and revealed.
Lol, I forgot, whoops! It didn't always, right? Whatever, thanks for the catch.
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On December 20 2013 01:18 danl9rm wrote:Show nested quote +On December 17 2013 19:54 Whole wrote: What are some general item progressions on Sniper? I know you eventually want Butterfly and Crit, but how do you get there. And I know it isn't the same every game, but I'm truly lost and I just need a general outline.
Is Shadow Blade necessary for positioning and mobility (even if they get detection?) or did the nerfs on the item make it bad unless the enemy doesn't have protection.
Is Phase Drums Yasha into whatever a good build on Sniper if you're needed for early game fighting and/or can't farm a lane.
If you don't need the early game power of Phase Drums Yasha, what are some items to get to help you farm? I player Sniper fairly often. Grabbing him means you will always be balancing your steps on a sharp knife. One step forward could mean death... or it could mean a kill. Likewise, one step backward (in a fight or otherwise) could mean survival and a kill, whereas standing still gets you killed. Sometimes, just standing still and holding your ground pays huge dividends. These are the keys to Sniper. Having a keen sense of positioning is crucial. Now to your question about items. I like to mid with him. Against almost any solo mid, you can get all the last hits you want. When you get good, you can have treads and a deso around 17-18 mins. If I can obtain treads/deso by that time, I know the game is already over. It's only a matter of team-pushing at that point. Sometimes I will pick up (1) wraith band inbetween, situationally. After the deso, I like to grab a yasha. The extra run and atk speed is just what Sniper needs at that point to get in position and turret. Remember, every second you're running to get in position, is a second you're not dps'ing. Let someone else get drums, you need to craft the big items. Because, once you get powerful enough, there isn't a hero in the game you should give 2 craps about. Not even void. If the game isn't over, you can go anywhere from there. I've been known to finish the yasha into manta usually, but sometimes the sny is just too good to pass up. Don't underestimate the effect a few extra points of run speed and maim can have on the enemy carry. You'll be 3-shotting the supports at this point, so who cares about them. At this point, get whatever you want. Monkey King Bar if the enemy has a Butterfly, Daedelus for max damage, Butterfly for a little bit of survivability. Sometimes you'll even want to back pedal and grab a Shadowblade. I don't usually recommend it, because if you have to grab one, 1 of 2 things is happening. 1, your team isn't fighting as a team and not warding/defending you/being aware AND/OR 2, you haven't ascertained that keen sense of positioning you must have as Sniper. Why ever SB? The Shadowblade can be good for those times when the only possible way you could lose at this point is if their Void pops in, ulti's, and kills you before you can do anything. In that scenario, pop the SB as he flies in and he will be a lonely Void in his bubble. If he has treads/mask of madness/butterfly and a gem, well, I don't know what you've been doing all game because all his towers should be down and he should not have those items. Sniper farms much, much faster than Void in my opinion. If you've read this far, I expect people to disagree with me, because they usually do in Sniper, but I've played him many times and if I go mid with him, I always feel confident that we will win. He's just such a good mid and it's almost impossible for the enemy to keep you from farming. There's just too much more to say, so I'll end here, hah. Sniper is a terrible mid. Easy to gank, no rune control, terrible base damage. Any decent mid player will be able to completely dominate a sniper in last hits except for RNG ones. Basically all he has going for him is harassment potential and can eventually kill that mid tower, which is nice. But if i'm supporting in a game against a mid sniper, i'm buying 3 smokes and killing you over and over.
I feel like deso doesn't really help cover his other weaknesses. And you don't mention BKB at all either, which I think is pretty core on him. I guess its fine in "bleh" pubs, but otherwise I don't agree with you much here.
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On December 20 2013 02:34 danl9rm wrote:Show nested quote +On December 20 2013 01:49 NotYango wrote:On December 20 2013 01:18 danl9rm wrote: Why ever SB? The Shadowblade can be good for those times when the only possible way you could lose at this point is if their Void pops in, ulti's, and kills you before you can do anything. In that scenario, pop the SB as he flies in and he will be a lonely Void in his bubble. This is actually an awful example because Chronosphere reveals invisibility. As long as he ults in your general direction, you'll still be caught in the bubble and revealed. Lol, I forgot, whoops! It didn't always, right? Whatever, thanks for the catch. It has done so since 6.72 (basically since DotA 2 existed), and even before then, the Pause state reveals Permanent Invis (Brood, Mirana, Riki, Slark).
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On December 20 2013 02:35 Comeh wrote:Show nested quote +On December 20 2013 01:18 danl9rm wrote:On December 17 2013 19:54 Whole wrote: What are some general item progressions on Sniper? I know you eventually want Butterfly and Crit, but how do you get there. And I know it isn't the same every game, but I'm truly lost and I just need a general outline.
Is Shadow Blade necessary for positioning and mobility (even if they get detection?) or did the nerfs on the item make it bad unless the enemy doesn't have protection.
Is Phase Drums Yasha into whatever a good build on Sniper if you're needed for early game fighting and/or can't farm a lane.
If you don't need the early game power of Phase Drums Yasha, what are some items to get to help you farm? I player Sniper fairly often. Grabbing him means you will always be balancing your steps on a sharp knife. One step forward could mean death... or it could mean a kill. Likewise, one step backward (in a fight or otherwise) could mean survival and a kill, whereas standing still gets you killed. Sometimes, just standing still and holding your ground pays huge dividends. These are the keys to Sniper. Having a keen sense of positioning is crucial. Now to your question about items. I like to mid with him. Against almost any solo mid, you can get all the last hits you want. When you get good, you can have treads and a deso around 17-18 mins. If I can obtain treads/deso by that time, I know the game is already over. It's only a matter of team-pushing at that point. Sometimes I will pick up (1) wraith band inbetween, situationally. After the deso, I like to grab a yasha. The extra run and atk speed is just what Sniper needs at that point to get in position and turret. Remember, every second you're running to get in position, is a second you're not dps'ing. Let someone else get drums, you need to craft the big items. Because, once you get powerful enough, there isn't a hero in the game you should give 2 craps about. Not even void. If the game isn't over, you can go anywhere from there. I've been known to finish the yasha into manta usually, but sometimes the sny is just too good to pass up. Don't underestimate the effect a few extra points of run speed and maim can have on the enemy carry. You'll be 3-shotting the supports at this point, so who cares about them. At this point, get whatever you want. Monkey King Bar if the enemy has a Butterfly, Daedelus for max damage, Butterfly for a little bit of survivability. Sometimes you'll even want to back pedal and grab a Shadowblade. I don't usually recommend it, because if you have to grab one, 1 of 2 things is happening. 1, your team isn't fighting as a team and not warding/defending you/being aware AND/OR 2, you haven't ascertained that keen sense of positioning you must have as Sniper. Why ever SB? The Shadowblade can be good for those times when the only possible way you could lose at this point is if their Void pops in, ulti's, and kills you before you can do anything. In that scenario, pop the SB as he flies in and he will be a lonely Void in his bubble. If he has treads/mask of madness/butterfly and a gem, well, I don't know what you've been doing all game because all his towers should be down and he should not have those items. Sniper farms much, much faster than Void in my opinion. If you've read this far, I expect people to disagree with me, because they usually do in Sniper, but I've played him many times and if I go mid with him, I always feel confident that we will win. He's just such a good mid and it's almost impossible for the enemy to keep you from farming. There's just too much more to say, so I'll end here, hah. Sniper is a terrible mid. Easy to gank, no rune control, terrible base damage. Basically all he has going for him is harassment potential and can eventually kill that mid tower, which is nice. But if i'm supporting in a game against a mid sniper, i'm buying 3 smokes and killing you over and over. I feel like deso doesn't really help cover his other weaknesses. And you don't mention BKB at all either, which I think is pretty core on him.
All absolutely fair and valid points. Like I said, I expected people to disagree. The people I queue with even disagree.
I feel like you can get away without a BKB on him, so I don't consider it core, but it's always an item worth considering on any hero.
Also, your smoke ganks will no doubt be effective against someone unprepared. A good sniper should have the creep wave always under his tower though. This will not keep him unkillable, but will allow him enough tree-weaving time (most of the time) for ports from teammates. Like I said, it's a sharp knife, but I love playing him because he's so unpredictably strong with just treads/deso in early teamfights.
To me, after playing so many games with him, I feel like he is a unique hero experience. No other hero is like him.
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On December 20 2013 02:41 NotYango wrote:Show nested quote +On December 20 2013 02:34 danl9rm wrote:On December 20 2013 01:49 NotYango wrote:On December 20 2013 01:18 danl9rm wrote: Why ever SB? The Shadowblade can be good for those times when the only possible way you could lose at this point is if their Void pops in, ulti's, and kills you before you can do anything. In that scenario, pop the SB as he flies in and he will be a lonely Void in his bubble. This is actually an awful example because Chronosphere reveals invisibility. As long as he ults in your general direction, you'll still be caught in the bubble and revealed. Lol, I forgot, whoops! It didn't always, right? Whatever, thanks for the catch. It has done so since 6.72 (basically since DotA 2 existed), and even before then, the Pause state reveals Permanent Invis (Brood, Mirana, Riki, Slark).
Right, which is why Void theoretically "counters" Phantom Lancer. That's another debate, though.
Honestly, Void never has any items in the games I play Sniper so he's usually leaping away rather than initiating. He just takes too long to farm these days it seems. Also, he's not played nearly as often as he used to be, so maybe that's why.
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So does chronosphere also reveal the new slark ult or not?
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1) can you stack linkens? holding a linkens on your own and get the buff from another heros linkens?
2) how do 2 e-blades interact? do they just refresh the effect on the target or do they add up, since the source is different?
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On December 20 2013 03:09 StoRm_res wrote: So does chronosphere also reveal the new slark ult or not? Yes it does. Not because of the true sight, but because of the property I mentioned before where it disables Permanent Invisibility-based forms of invis.
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On December 20 2013 00:53 Jonoman92 wrote:Show nested quote +On December 20 2013 00:07 SolarFlare93 wrote: I've been enjoying gyrocopter as a carry lately - his skills make him really potent early game in a lane and thus in pubs I can contest many lanes I am against. More importantly, he synergizes so well with many supports and our lockdown is enough to kill anyone out of position in lane. I find in many of my games I never get free farm (due to contesting supports and often people who pick more cores after we already have enough, etc). Under these circumstances I generally get treads, aquila and drums into BKB if there's alot of magical damage or a manta and typical carry items. I was wondering if there are other reasonable builds I can go when I'm behind in farm. I really dislike Shadow Blade on gyro as I feel he can't really initiate with it. Well, will just address the boots choice. I almost always see good players getting phase boots on gyro. The later the game goes (and it's even strong early on as well) your most important ability is flak cannon, so you want to maximize your damage somewhat more so than your attack speed as flak hits for a predetermined number of hits regardless of your attack speed. It also gives you some nice additional mobility.
Hmm I compared both boots. I see that the extra 24 damage I get from phase as a good bonus giving an extra 96 damage per volley of the flak cannon (excluding the already 24 damage from a normal attack) alongside the increase of movement speed . I'll give it a try next time and see how it works. The reason I got treads is because I wanted more HP to survive in team fights - I've had many close encounters lately where I lived with less than 100 HP in team fights with strength treads. I guess I'll just have to build treads or phase in response to the heroes I'm up against.
On December 20 2013 02:00 nojok wrote:Show nested quote +On December 20 2013 00:53 Jonoman92 wrote:On December 20 2013 00:07 SolarFlare93 wrote: I've been enjoying gyrocopter as a carry lately - his skills make him really potent early game in a lane and thus in pubs I can contest many lanes I am against. More importantly, he synergizes so well with many supports and our lockdown is enough to kill anyone out of position in lane. I find in many of my games I never get free farm (due to contesting supports and often people who pick more cores after we already have enough, etc). Under these circumstances I generally get treads, aquila and drums into BKB if there's alot of magical damage or a manta and typical carry items. I was wondering if there are other reasonable builds I can go when I'm behind in farm. I really dislike Shadow Blade on gyro as I feel he can't really initiate with it. Well, will just address the boots choice. I almost always see good players getting phase boots on gyro. The later the game goes (and it's even strong early on as well) your most important ability is flak cannon, so you want to maximize your damage somewhat more so than your attack speed as flak hits for a predetermined number of hits regardless of your attack speed. It also gives you some nice additional mobility. Treads + drum is a really big HP boost early game, +23 strength with aquila and wand. It does not have the farming potential of phase + hotd. The big question is if you will have nice setups from your supports and freefarm or if you will be forced to tank some nukes. It really depends of the game.
I agree with this assessment - I always tend to play a mid-game orientated gyrocopter without free farm (all I can say is pubs... where supports contest farm etc) and thus I see the extra HP as a great way to survive team fights and earn more gold from kills and assists. If I get free farm (never will), phase and hotd is awesome.
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On December 20 2013 02:44 danl9rm wrote:Show nested quote +On December 20 2013 02:35 Comeh wrote:On December 20 2013 01:18 danl9rm wrote:On December 17 2013 19:54 Whole wrote: What are some general item progressions on Sniper? I know you eventually want Butterfly and Crit, but how do you get there. And I know it isn't the same every game, but I'm truly lost and I just need a general outline.
Is Shadow Blade necessary for positioning and mobility (even if they get detection?) or did the nerfs on the item make it bad unless the enemy doesn't have protection.
Is Phase Drums Yasha into whatever a good build on Sniper if you're needed for early game fighting and/or can't farm a lane.
If you don't need the early game power of Phase Drums Yasha, what are some items to get to help you farm? I player Sniper fairly often. Grabbing him means you will always be balancing your steps on a sharp knife. One step forward could mean death... or it could mean a kill. Likewise, one step backward (in a fight or otherwise) could mean survival and a kill, whereas standing still gets you killed. Sometimes, just standing still and holding your ground pays huge dividends. These are the keys to Sniper. Having a keen sense of positioning is crucial. Now to your question about items. I like to mid with him. Against almost any solo mid, you can get all the last hits you want. When you get good, you can have treads and a deso around 17-18 mins. If I can obtain treads/deso by that time, I know the game is already over. It's only a matter of team-pushing at that point. Sometimes I will pick up (1) wraith band inbetween, situationally. After the deso, I like to grab a yasha. The extra run and atk speed is just what Sniper needs at that point to get in position and turret. Remember, every second you're running to get in position, is a second you're not dps'ing. Let someone else get drums, you need to craft the big items. Because, once you get powerful enough, there isn't a hero in the game you should give 2 craps about. Not even void. If the game isn't over, you can go anywhere from there. I've been known to finish the yasha into manta usually, but sometimes the sny is just too good to pass up. Don't underestimate the effect a few extra points of run speed and maim can have on the enemy carry. You'll be 3-shotting the supports at this point, so who cares about them. At this point, get whatever you want. Monkey King Bar if the enemy has a Butterfly, Daedelus for max damage, Butterfly for a little bit of survivability. Sometimes you'll even want to back pedal and grab a Shadowblade. I don't usually recommend it, because if you have to grab one, 1 of 2 things is happening. 1, your team isn't fighting as a team and not warding/defending you/being aware AND/OR 2, you haven't ascertained that keen sense of positioning you must have as Sniper. Why ever SB? The Shadowblade can be good for those times when the only possible way you could lose at this point is if their Void pops in, ulti's, and kills you before you can do anything. In that scenario, pop the SB as he flies in and he will be a lonely Void in his bubble. If he has treads/mask of madness/butterfly and a gem, well, I don't know what you've been doing all game because all his towers should be down and he should not have those items. Sniper farms much, much faster than Void in my opinion. If you've read this far, I expect people to disagree with me, because they usually do in Sniper, but I've played him many times and if I go mid with him, I always feel confident that we will win. He's just such a good mid and it's almost impossible for the enemy to keep you from farming. There's just too much more to say, so I'll end here, hah. Sniper is a terrible mid. Easy to gank, no rune control, terrible base damage. Basically all he has going for him is harassment potential and can eventually kill that mid tower, which is nice. But if i'm supporting in a game against a mid sniper, i'm buying 3 smokes and killing you over and over. I feel like deso doesn't really help cover his other weaknesses. And you don't mention BKB at all either, which I think is pretty core on him. All absolutely fair and valid points. Like I said, I expected people to disagree. The people I queue with even disagree. I feel like you can get away without a BKB on him, so I don't consider it core, but it's always an item worth considering on any hero. Also, your smoke ganks will no doubt be effective against someone unprepared. A good sniper should have the creep wave always under his tower though. This will not keep him unkillable, but will allow him enough tree-weaving time (most of the time) for ports from teammates. Like I said, it's a sharp knife, but I love playing him because he's so unpredictably strong with just treads/deso in early teamfights. To me, after playing so many games with him, I feel like he is a unique hero experience. No other hero is like him.
With a low base damage I'm not entirely sure how well you're going to control the creep wave over an opposing ranged mid. Specifically something like an OD or SF who has a high base damage of their own and can just decimate their own units to pull the wave in.
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I'll join in on this sniper discussion.
The story starts with the play styles of my particular gang of friends.
Two of us have the pure carry mindset. Completely unable to buy wards, all they see on the map is $ signs. A low hp hero=$, but a big creepwave=$$$. Two of us have 50,000 ft views. They often force the carries to push by luring them with bags of $ in the form of tower kills and teamfights. They also tend to pick heroes that guarantee a won lane for one of the carries. Finally there's the ward-bitch. They get yelled at for trying to last hit creeps, or for not having enough wards on the map.
I call this strategy the 2-2-1, which has 1 carry, and one playmaker in the safe lane, 1 carry mid, and playmaker offlane, with the wardbitch either supplementing either the offlane or safelane with wards and pulls.
Unsurprisingly, both of the carry's favorite mid hero is sniper, as his ks'ing ability is second to none except maybe axe, and his ability to right-click to victory is unparalleled. Some say he's susceptible to ganks, but he doesn't really have to go out of tower range unless he sees the enemy mid leave the lane. Some say he doesn't have rune control, but he doesn't have a high mana requirement in the first place if you don't level scatter, and he isn't easily harassed as any one shot from the enemy turns into 2-3 headshots from sniper.
He may be a laughing stock in pro-games, but pub stomps he's pretty darn good.
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On December 20 2013 04:47 RoyGBiv_13 wrote: Some say he doesn't have rune control, but he doesn't have a high mana requirement in the first place if you don't level scatter, and he isn't easily harassed as any one shot from the enemy turns into 2-3 headshots from sniper.
This misses the point of rune control. The danger of having no rune control is that it puts a ridiculous amount of pressure on your other lanes if you are not contesting at least some of the runes, because some good runes WILL turn into kills on your sidelanes if the enemy gets all of them.
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On December 20 2013 05:28 NotYango wrote:Show nested quote +On December 20 2013 04:47 RoyGBiv_13 wrote: Some say he doesn't have rune control, but he doesn't have a high mana requirement in the first place if you don't level scatter, and he isn't easily harassed as any one shot from the enemy turns into 2-3 headshots from sniper.
This misses the point of rune control. The danger of having no rune control is that it puts a ridiculous amount of pressure on your other lanes if you are not contesting at least some of the runes, because some good runes WILL turn into kills on your sidelanes if the enemy gets all of them.
QFT.
Not to mention, grabbing runes can directly lead to the (usually more mobile) enemy mid getting kills on the sniper. Imagine, for example, a Puck or QOP grabbing a DD or haste. Sniper has no escape mechanism, no real nuke, his passive gives him range, and he has ult. Those 2 heroes grabbing a haste or a dd can easily dive and take out the sniper who is hugging tower.
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just about any good mid hero will either solo kill or completely zone a sniper at a certain point, since almost every mid hero hits a point where they have a significant power advantage over a equal level sniper. Especially if sniper gives up all rune control.
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SO what happened to slark in competitive games? He's not even banned or picked anymore.
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On December 20 2013 08:46 Kotoko wrote: SO what happened to slark in competitive games? He's not even banned or picked anymore.
He was banned and picked several times last night in Gleague. I'm not sure where you get this idea from.
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