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On May 30 2014 11:01 Belisarius wrote: Overpower + flak counts each additional target as an attack, doesn't it? So it's gone instantly.
I agree overpower is strong on ranged heroes in general, but I'm pretty sure that specific combo is a fail.
I looked into it and found this: http://dev.dota2.com/showthread.php?t=133910
On Gyrocopter at least the flak projectiles are slow enough so that, while they count down the overpower when they hit, you can usually get several attacks off in the meantime which will still flak, so it's not really a fail combo if you've got a situation like that.
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Yeah that's the one.
You're right, if you have it on lina or something you might even get the whole stack off before anything hits. If you're wisp or even like WD it's not so great. At the very least you have to be mindful of your positioning, because if there's a creepwave next to you they eat all the stacks asap and it does nothing.
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On May 30 2014 16:35 Belisarius wrote: Yeah that's the one.
You're right, if you have it on lina or something you might even get the whole stack off before anything hits. If you're wisp or even like WD it's not so great. At the very least you have to be mindful of your positioning, because if there's a creepwave next to you they eat all the stacks asap and it does nothing.
Flak has no target limits, it hits all enemy units in the 1000 range around the caster. The good thing with overpower + flak is the sudden burst of 6 autoattacks on everything though without dmg behind those attacks it's nothing special. Also they're at least in my mind different types of skills that can work together to some extend, but benefit more paired with other skills that buff their strength. For instance I'd say flak cannon is in the same category as enchant totem or tidebringer in the sense that you have a limited number of attacks that you want to do as much dmg as possible in the limited window so buffing your right-click dmg with things like crit or flat dmg increases like lunar blessing even will benefit you greatly. With overpower on the other hand you have good constant dmg even though it also has a limited window, it's still quite spammable so it would fall in the same category as say strafe, maybe alch ult and others, so you'd want to increase your constant dmg with orbs and stackable dmg sources. Burning spears, fury swipes and nethertoxin especially work very well with overpower in that regard. Also you might want to consider what heromodel you have to play with picking overpower, if the hero has a poor BAT overpower can be a bit underwhelming. Tried it with a treant once, and you do get more attacks of with it, but the swings take ages still.
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OP might also want to make a sidenote on Marksmanship to make sure you know your hero's attack range if you pick it, even if it's a ranged agi hero. Gyro, Luna and Venge all have their attack range shorter or at the same mark as the deactivation range is. So without take aim you won't be able to use it fully.
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On May 30 2014 18:31 Taters_ wrote:Show nested quote +On May 30 2014 16:35 Belisarius wrote: Yeah that's the one.
You're right, if you have it on lina or something you might even get the whole stack off before anything hits. If you're wisp or even like WD it's not so great. At the very least you have to be mindful of your positioning, because if there's a creepwave next to you they eat all the stacks asap and it does nothing.
Flak has no target limits, it hits all enemy units in the 1000 range around the caster. The good thing with overpower + flak is the sudden burst of 6 autoattacks on everything though without dmg behind those attacks it's nothing special. Also they're at least in my mind different types of skills that can work together to some extend, but benefit more paired with other skills that buff their strength. For instance I'd say flak cannon is in the same category as enchant totem or tidebringer in the sense that you have a limited number of attacks that you want to do as much dmg as possible in the limited window so buffing your right-click dmg with things like crit or flat dmg increases like lunar blessing even will benefit you greatly. With overpower on the other hand you have good constant dmg even though it also has a limited window, it's still quite spammable so it would fall in the same category as say strafe, maybe alch ult and others, so you'd want to increase your constant dmg with orbs and stackable dmg sources. Burning spears, fury swipes and nethertoxin especially work very well with overpower in that regard. Also you might want to consider what heromodel you have to play with picking overpower, if the hero has a poor BAT overpower can be a bit underwhelming. Tried it with a treant once, and you do get more attacks of with it, but the swings take ages still.
We're talking about burning overpower stacks. There's a bug whereby projectiles landing on non-main targets due to flak reduces your remaining overpower charges. If your flak projectiles are slow (like gyro's), then you can still get off many of the overpower shots before the flak projectiles land and burn all your overpowers.
Also I don't think that flak and overpower lack synergy as you're suggesting. Both benefit very strongly from direct damage items. Sure, overpower works well with nethertoxin and fury swipes, but it also work really well with flak. It just depends on whether the single target damage or the AOE is better for your game. At level 8/9 having up to 6x your right click damage in 1000 AOE that comes out in around a second is pretty damn powerful. Even with just phase and aquila on Gyrocopter that's around 600 damage.
In general Overpower is much less exciting on melee heroes, regardless of their BAT. I would go so far as to say that on a melee hero it's likely not even worth picking early unless for some reason you're going to get a powerful orb or the like with it as well.
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On May 30 2014 19:05 Taters_ wrote: OP might also want to make a sidenote on Marksmanship to make sure you know your hero's attack range if you pick it, even if it's a ranged agi hero. Gyro, Luna and Venge all have their attack range shorter or at the same mark as the deactivation range is. So without take aim you won't be able to use it fully. Good point. Added
"Marksmanship is a very solid ability. 80 Agility is insane. However due to the fact that the attack range is a 400 AOE, a lot of heros cannot use the ability. Unless you have a ranged orb (not liquid fire), marksmanship is only good on (Drow Ranger, Clinkz, Medusa, Mirana, Viper, Sniper, Razor (475 range), Venomancer (450 range), Weaver (425 Range). )"
Can someone help me with Lifebreak instakill combos? Like how much magic boost from other skills in needed?
I'm getting Lifebreak + Decrypify + Ags + Ethereal blade needed to instagib. Or LIfebreak + Decrypify + Natural Order + Ags for near instagib.
It doesn't seem practical
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Thanks for doing this! Would it be possible for you to make a list from highest to lowest tier, disregarding heroes? It would be nice to get a broader overview rather than a case-by-case basis for every hero.
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On May 31 2014 00:55 LSB wrote:Show nested quote +On May 30 2014 19:05 Taters_ wrote: OP might also want to make a sidenote on Marksmanship to make sure you know your hero's attack range if you pick it, even if it's a ranged agi hero. Gyro, Luna and Venge all have their attack range shorter or at the same mark as the deactivation range is. So without take aim you won't be able to use it fully. Good point. Added "Marksmanship is a very solid ability. 80 Agility is insane. However due to the fact that the attack range is a 400 AOE, a lot of heros cannot use the ability. Unless you have a ranged orb (not liquid fire), marksmanship is only good on (Drow Ranger, Clinkz, Medusa, Mirana, Viper, Sniper, Razor (475 range), Venomancer (450 range), Weaver (425 Range). )"
Can someone help me with Lifebreak instakill combos? Like how much magic boost from other skills in needed? I'm getting Lifebreak + Decrypify + Ags + Ethereal blade needed to instagib. Or LIfebreak + Decrypify + Natural Order + Ags for near instagib. It doesn't seem practical It's not practical. The best "one shot" combo is Enchant Totem + Walrus Punch (or similar worse skills like Jinada), followed by just having a shitton of nukes, like Decrepfy + Finger of Death/Laguna Blade + other 2 nukes.
Saying Marksmanship is good on 4xx attack heroes is a bit of a stretch, even if it technically works.
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Why is Sven cleave worse than battlefury?
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On May 31 2014 14:50 calh wrote: Why is Sven cleave worse than battlefury? Battlefury provides regen and damage bonus. It's just a reminder that you'll need more than just the skill if you want to farm jungle.
It's a decent late game skill, but compared to something like a simple nuke, for the early game and early farming you'd be much better off with the nuke
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Sticky Napalm + Rupture seems to have an effect, even if the target is not moving. Don't know if this was ever mentioned anywhere.
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On June 07 2014 13:11 Fawkes wrote: Sticky Napalm + Rupture seems to have an effect, even if the target is not moving. Don't know if this was ever mentioned anywhere. Wait, how in the world is this supposed to work? Can anyone confirm this?
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Wow thats pretty ownage although I feel like in saying that "intelligence is good" he's forgetting that int heroes have high int growth and int heroes are (generally) ranged heroes, which IMO is a huge deciding factor. Combined with the fact that ranged agi heroes traditionally have some sort of huge drawback to prevent them from being "too good" generally via low range, or AWFUL stat growth, etc, it makes sense that int heroes would do well.
Sniper and gyro being so high is surprising to me though. I guess animations count for a lot
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