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On January 14 2010 14:43 GhostKorean wrote:Show nested quote +On January 13 2010 15:31 Alventenie wrote:On January 13 2010 13:21 GhostKorean wrote: When you break out of invis from an assassin's shroud with an attack you get extra damage. Puppet Master has a skill that causes him to crit in an aoe every fifth attack. His ult makes him do extra damage to a target when he attacks the puppet. When you factor all the +dmg apparently he does a fuckton of damage, so much that he one shots most squishies (from what i've heard) yes people have done that, but its not really that great. You spend alot of money on a gimmick, and leave yourself with little hp, less survivability imo in team fights (because you will have no hp still) and it gives no substantial bonus's. One shot a glacius? sure, but eventually you will be countered by wards/dust or even a gem, and you have to cast your ult before the lothars anyway, so you really leave yourself to a gimmick with no survivability. Isn't the standard PM build a whispering helm into a shieldbreaker or something of that sort? At least you're getting increased move speed when you go invis with your lothars. If that isn't what most people build on puppet master, whats the build people follow for survivability?
Testie is probably the best puppet player in the game right now, and i think he goes steamboots with 2 bracers hotd then gets whatever the game dictates, manta/deso/bkb/satanic. ive seen him do alot of different builds in other games like puzzle box and stuff, but when he is hard carrying, he goes manta/satanic i think. You'd have to see if he will post here to tell you.
A big problem with lothars, is its easily counterable by strong teams with wards/dust or even a gem. Not to mention you want to use it as a gimmick, rather than overall use. Eventually the shroud will be put out of use as they will have someone carry a gem in all team fights and you wont get to use it.
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On January 14 2010 11:16 Nitrogen wrote: testie tygs and i are having an argument.
to prove that i am right i need you to answer this question.
do you live in huntsville?
Huntswhatnow?
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But yes I live in Huntsville. wtf why do you even argue with tygs he's ALWAYS WRONG.
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man HoN engine is too gay for dota. i only play pubs but one of the parts that dota is better than HoN is the orb and buff. Granted its because of the wc3 engine so stuff can't stack but in Hon, no one needs to think, i'll just get life leech after frost after main before feedback and shieldbreaker. i mean wtf?
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BECAUSE THEN YOU HAVE A FROSTY ATTACKED LIFE STEALING MANA BURNING MAGEBANE CHASING YOU DOWN
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Playing hon seriously since recently, what do u guys think about new hellbringer? better or worse?
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Still really good .the aoe nuke makes ur aoe heal still effective enough to be imba:|
and the buff to harkons sure didnt hurt.
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I'm trying to learn to play this competitively (didn't play dota) and was wondering now that reps are out, what exactly should I be looking for in replays? Do I want to just watch a particular hero that im interested in or am I supposed to focus on more team movements and junk? Man there is so much to know hey..
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Cayman Islands24199 Posts
you should have an idea of different roles for different heroes and see what they do at different phases of the game. carries and gankers don't do the same things and have different priorities, for example.
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On January 14 2010 18:56 Zoler wrote: Playing hon seriously since recently, what do u guys think about new hellbringer? better or worse? i hate laning against him as he has more of an gay aoe dot that takes a bunch of life away early on.
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the most retarded thing about hellbringer change is people think he is just as good, or say so because now he can life void after casting deathboil..
the thing is that requires a lot of mana, one of the powerful things about life void lvl 1, was the low mana cost allowing you to go 4 +3 int items and basically nonstop cast it early.
he basically drops from banned tier to not picked in one patch. Moon Queen becomes first pick/banned material.
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Hey guiz i heard new 6.66 dota is out.
+ Show Spoiler +
Batrider - Flaming Lasso cooldown decreased from 130/90/50 to 90/70/50
Beastmaster - Wild Axes now properly hits invisible units
Bounty Hunter - Jinada cooldown improved from 22/17/12/7 to 21/16/11/6
Clockwerk - Rocket Flare cooldown decreased from 30/25/20/15 to 20/18/16/14
Dirge - Added Aghanim's Scepter for Undying.
Regular Plague Aura - Plague Aura amplifies up to 20% / 25% / 30% max and heals for 6% of heroes and 2% of creeps Scepter Upgraded Plague Aura - Plague Aura amplifies up to 25% / 30% / 35% and heals for 10% of heroes and 3% of creeps
Doom Bringer - Reworked and rebalanced most of his abilities
Old Devour: =========== Creeps: Up to level 1/2/4/6 Bonus Gold: 10/20/30/40 cd: 30/25/20/15 manacost: 50/45/40/35
New Devour: =========== Creeps: Up to level 2/4/5/6 Bonus Gold: 40/60/80/100 cd: 60/55/50/45 manacost: 60
Gains the abilities of the target neutral creep has until you devour another creep with abilities to replace it
Old Scorched Earth: ==================== Large aoe castable.
MS Bonus: 10/15/20/30% AS Bonus: 10/15/20/30% Deals: 1/2/3/4 dps Heals: 1/2/3/4 dps
Duration: 20 CD: 10 Manacost: 60 Cast Range: 800 AOE: 700
New Scorched Earth: ==================== Temporary effect around you. Earth is scorched wherever you are walking.
MS Bonus: 20% Damage: 15/20/25/30 Heals: 15/20/25/30
Duration: 8/10/12/14 Cooldown: 60/50/40/30 Manacost: 60 AOE: 600
Old Doom: ========== Regular -Duration: 12/14/16 -DPS: 40/60/80 -Cooldown: 160/130/100
Scepter -Duration: 14/16/18 -DPS: 50/70/90 -Cooldown: 90/80/70
New Doom: ========== Regular -Duration: 14 -DPS: 30/50/70 -Cooldown: 110
Scepter -Duration: 14 -DPS: 50/80/110 -Cooldown: 110
Earthshaker - Echo Slam no longer counts corpses for damage Echo damage (They used to count them for partial damage) - Aftershock AoE from 280 to 300 - Enchant Totem damage increased from 50/100/150/200 to 75/150/225/300 - Added Aghanim's Scepter to Earthshaker's Echo Slam (echo bounces twice for each hero it hits) - Echo Slam's Echo damage increased from 35/45/65 to 40/55/70 - Echo Slam's unit search aoe increased by 75 (this is not the damage aoe, just the initial unit search aoe) - Note: The main idea with most of these changes is to emphasis the timing aspect of the echo slam more. Some other buffs are done to compensate for the reduced power from the corpse count loss.
Enchantress - Movement speed increased from 295 to 305 - Enchant's slow effect increased from 10/20/30/40% to 20/30/40/50% - Enchant's slow effect duration decreased from 7 to 5.5 seconds
Faceless Void - Timewalk slow increased from 10/20/30/40% to 25/30/35/40% - Timewalk cooldown rebalanced from 13 to 19/17/15/13
Invoker - Invoke cd from 30/25/12/5 cd to 22/17/12/5 - Invoke manacost from 20/50/80/110 to 20/40/60/80 - Alacrity bonus damage increased from 20-80 to 30-90 - Alacrity duration increased from 8 to 9 - Chaos Meteor damage improved: Main damage from 40-130 to 55-145 every 0.5 seconds Burn damage from 8-26 to 11-29 per second - Cold Snap now applies an initial ministun on cast - Forged Spirits Armor is now based on Exort and Range is now based on Quas - Ghost Walk manacost reduced from 300 to 200 - Ghost Walk slow rescaled from 10-40% to 20-40% - Ice Wall manacost increased from 125 to 175 - Ice Wall cooldown increased from 20 to 25 - Sun Strike damage rescaled from 75-450 to 100-475 - Tornado range increased from 700-3100 -> 800-3200 - Tornado duration increased from 0.6-2.2 -> 0.8-2.5 - Tornado damage increased from max of 375 to 400 - Quas per instance regen from 0.75 to 1
Juggernat - Blade Fury cooldown reduced from 30 to 30/28/26/24
Kaldr - Cold Feet manacost increased from 90 to 90/100/110/120 - Ice Blast impact delay is a little slower now - Ice Blast no longer pierces Shallow Grave - Ice Blast debuff is now purgable
Ogre Magi - Fireblast Multicast upgraded cooldown improved from 15/12/9/6 to 12/10/8/6
Obsidian Destroyer - Essence Aura no longer has a lower chance to trigger when autocasting Arcane Orb
Priestess of the Moon - Moonlight Shadow manacost from 200/250/300 to a constant 175
Pugna - Decrepify cast range increased from 550 to 550/600/650/700
Queen of Pain - Scream of Pain now affects Decrepified units
Spirit Breaker - Nether Strike now makes Spirit Breaker magic immune for the second that he is fading out during its cast - Charge of Darkness decreased manacost from 120 to 75 - Charge of Darkness cast mechanic reworked
Charge of Darknessnow charges up in place for up to 4 seconds and then you move out at a speed relative to how long you charged it for. (Total movement bonus is the same as before, it just depends on chargeup time now instead of increasing slowly over time)
Slark - Pounce Leash now gets removed if the target blinks or teleports away - Shadow Dance passive no longer works if Slark is Doomed
Ursa Warrior - Undid previous cast animation change on Overpower - Fixed a bug in the recent Overpower rewrite that prevented it from being removed by purge/euls
Visage - Soul Assumption damage per charge decreased from 130 to 110 - Soul Assumption manacost from 100/120/140/160 to 100 - Soul Assumption cooldown from 7/6/5/4 to 4 - Familiars Bounty reduced from 150 to 100 - Familiars now magic reduction from 70/95/95% to 95% at all levels - Familiars bonus damage attack bonus attack damage from 72/90/100 to 84/105/126 - Familiars now have a small (160) ranged attack instead of melee - Gravekeeper's Cloak recharge time improved from 14/12/10/8 to 10/9/8/7
Warlock - Fatal Bonds damage increased from 3.75/7.5/11.25/15% to 15% - Fatal Bonds link count reduced from 5 to 2/3/4/5
Aghanim's Scepter - Added Undying and Earthshaker
Divine Rapier - Can no longer be destroyed by attacking the item - If a player other than the original owner of the Rapier picks it up, they cannot drop it
Force Staff - Double clicking force staff now acts as if you clicked on yourself
Maelstrom & Mjollnir - Increased max bounces from 3 to 4
Phase Boots - Cooldown from 12 seconds to 10 seconds - Duration from 6 seconds to 5 seconds - Movement bonus from 10% to 12%
Scroll of Town Portal - Double clicking on scrolls now automatically targets your fountain
* Switch now only works as long as the items of the leaver remain intact. Once someone leaves, the inventory of that hero becomes locked. Players can use an -unlock command, but once that is done switch cannot be used on that hero anymore. Once this feature is used enough to be considered stable, switch will be usable by default (-so mode won't be required) with the restrictions described above. The gold that the leaver is carrying is also frozen until the hero is either unlocked or swapped.
* Added a new command, "-controloff"/"-controlon", to disable control help in the game (to prevent stuff like adding summoned units to your current selection: Invoker, Techies, Lanaya, etc) * Added a new test command to toggle creeps spawn off and on -spawnoff/-spawnon * Restored -mc, but with more detailed statistics to match up with the recently changed Multicast chance system * To prevent some abuses with -unstuck, it no longer works if your taking damage during the first few seconds after you enter the command
* Doubled Satyr Trickster manapool and purge manacost (primarily affects just stolen ability via Devour) * Fixed the teleport effects sometimes being visually on an angle * Fixed Nightcrawler status buff text format * Fixed Tango visual buff being slightly inaccurate (this is just a cosmetic improvement/fix)
* Added a visual effect for allied players to indicate which creep you infesting * Added a new sound set for Furion (91160) * Added a new sound set for Clockwerk * Added a new visual effect for Spirit Lance * Added new charge icon for Soul Assumption (137459) * Disabled visual charge indication if the cooldown for Soul Assumption is not ready * Added a new overhead indictor for Soul Assumption (137459) * Added an visaul effect when Eclipse misses to help players keep track (109017) * Phantom Assassin images now have the proper fade visual effect (114120) * Improved Eyes In The Forest cast animation (95740) * Added new visual effect for Flesh Golem (51874)
* Game mode status, rune messages and a few other misc strings are now externalized properly to allow for more flexible translation choices * Added replay parsing data for assists (Format: "Assist"+I2S(KillerId),DyingId)
* Fixed a few areas where you could get stuck in using TP scrolls * Fixed Malefice not reliably working if the enemy is fogged * Fixed Last Word from firing off on the precast for Ice Blast and Unstable Concoction * Fixed Ice Blast indicator staying at edge of map until you release it * Fixed Ice Blast debuff from overriding Time Lapse * Fixed some Dark Pact bugs * Fixed Essence Shift from piercing Shallow Grave * Fixed Essence Shift sometimes not registering properly at high attack speeds * Fixed Murloc sometimes not attacking the pounced target * Fixed dispersion damage on creeps * Fixed bugs with Charge of Darkness interaction with euls and ghost scepter * Fixed some mac specific bugs
http://www.playdota.com/changelogs/6.66
Luci can now nom creeps to get their skills.
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why would anyone want to change lucy, he was the best of the best
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On January 15 2010 07:09 xDark.Carnivalx wrote:why would anyone want to change lucy, he was the best of the best 
Still, giving him a choice of purge, stun, slow, ensnare, etc. is actually quite nice. Anyone know if he gets the passives as well? Like the crit or auras.
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On January 15 2010 07:12 deconduo wrote:Show nested quote +On January 15 2010 07:09 xDark.Carnivalx wrote:why would anyone want to change lucy, he was the best of the best  Still, giving him a choice of purge, stun, slow, ensnare, etc. is actually quite nice. Anyone know if he gets the passives as well? Like the crit or auras.
Think he does, though I haven't tried it.
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uhh you don't get crit, but you do get the auras.
and ryugie wtf are you smoking, es is still good. esp now that you can get aghs on him.
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You can't refresh that shit anymore : (
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