Ability Draft Thread - Page 20
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Panzamelano
Colombia248 Posts
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LuckoftheIrish
United States4791 Posts
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Svetz
Australia311 Posts
![]() But it turns out Spirit Lance works really well with any hard carry, so I was still able to do a lot of damage (with drow ulti/passive to finish off my skills) | ||
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Dubzex
United States6994 Posts
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levelping
Singapore759 Posts
1) Be familiar with your basic hero stats Some heroes are butt awful without their iconic skills. So if you get Weaver but can't get any of his skills, he is most probably going to suck. Same with alchey without his ulti, Night stalker without his passive, etc. On the other hand, some heroes have great stat growths and you should bear these in mind (e.g. Punga with any int scaling spell). If you have shitty hero, don't wory. Go support. Normally in AD no one wards so you'll be contributing to your team a lot more than trying to gank with lousy stats. You should also try to block the opponent's draft by taking skills they want. When blocking skills, remember you don't need to take the whole combo to block, just the key skill. This allows you to block more stuff by selectively taking skills. 2) Skills generally: mobility>initiation/stuns/disables>farming>passives Public AD games are usually decided in the first 30 minutes. If your build takes level 12 and 2 expensive items to get online, you're probably useless. Also, focus on skills that have great gains for 1 skill point. That way you can start being active as soon as possible. If in public games, picking a huge amount of passives is almost a sure way to lose because you never get to the point where all your auras come online AND you will need a team mate/item to hold someone in place so you can kill them. If you have the luxury of playing with friends, then having one farmer/carry (again figure out who has the best stat growth) would be good. Warning though, EVERYONE is going to try and take the carry passives, which makes building a good set difficult. Specific Skills that are great: I just want to highlight two that most people don't talk about: Borrow Strike. This is a blink AND a stun AND a nuke, and it is a great initation skill. Pair it with another or nuke and you're good to go. 3) Roles Generally, play aggressively and try to gank as much as possible. This is why initation and mobility skills are so great. Keep in mind that focusing on particular roles is generally going to get you no where. For exmaple, lots of people think that they are going to build a hero that is tanky as shit, and so pick a skill set like reactive armour, dragons blood, bristleback, or evasion. Sure you'll be super hard to kill, but you also contribute nearly nothing to fights (unless you can farm up items). So what is going to happen is that people will just ignore you since there is no need to kill you. Similarly focusing on being super DPS is uselss if you don't have a stun or disable, since everyone will just run away from you. | ||
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Staboteur
Canada1873 Posts
On February 05 2014 13:44 levelping wrote: If anyone wants a guide, there are really just 3 things to take note of: 1) Be familiar with your basic hero stats Some heroes are butt awful without their iconic skills. So if you get Weaver but can't get any of his skills, he is most probably going to suck. Same with alchey without his ulti, Night stalker without his passive, etc. On the other hand, some heroes have great stat growths and you should bear these in mind (e.g. Punga with any int scaling spell). If you have shitty hero, don't wory. Go support. Normally in AD no one wards so you'll be contributing to your team a lot more than trying to gank with lousy stats. You should also try to block the opponent's draft by taking skills they want. When blocking skills, remember you don't need to take the whole combo to block, just the key skill. This allows you to block more stuff by selectively taking skills. 2) Skills generally: mobility>initiation/stuns/disables>farming>passives Public AD games are usually decided in the first 30 minutes. If your build takes level 12 and 2 expensive items to get online, you're probably useless. Also, focus on skills that have great gains for 1 skill point. That way you can start being active as soon as possible. If in public games, picking a huge amount of passives is almost a sure way to lose because you never get to the point where all your auras come online AND you will need a team mate/item to hold someone in place so you can kill them. If you have the luxury of playing with friends, then having one farmer/carry (again figure out who has the best stat growth) would be good. Warning though, EVERYONE is going to try and take the carry passives, which makes building a good set difficult. Specific Skills that are great: I just want to highlight two that most people don't talk about: Borrow Strike. This is a blink AND a stun AND a nuke, and it is a great initation skill. Pair it with another or nuke and you're good to go. 3) Roles Generally, play aggressively and try to gank as much as possible. This is why initation and mobility skills are so great. Keep in mind that focusing on particular roles is generally going to get you no where. For exmaple, lots of people think that they are going to build a hero that is tanky as shit, and so pick a skill set like reactive armour, dragons blood, bristleback, or evasion. Sure you'll be super hard to kill, but you also contribute nearly nothing to fights (unless you can farm up items). So what is going to happen is that people will just ignore you since there is no need to kill you. Similarly focusing on being super DPS is uselss if you don't have a stun or disable, since everyone will just run away from you. That last paragraph seems so backwards. Drafting for a specific role seems like -exactly- what you want to be doing. The problem arises when there are holes in your team's skillset overall - For example, if three of your teammates all drafted "Passive-heavy farm-dependent carries" Then you're kind of fucked. Even if none of their builds are individually bad, the fact that you've now got to fit three essentially position-one cores into three lanes leaves extremely little space for your remaining two members to draft, and -chances are- at least one of the remaining two drafted more nukes and spells than their set can contain, so they -also- need farm to get themselves online. So you end up with awkward greedy teams that can't get the money they need and end up with a bunch of shitty timings. So it isn't that you shouldn't draft for a specific role, it's more that you should lean away from drafting a skillset that requires farm most of the time, because most of the time you're not going to be able to rely on getting it. There -really- needs to be a way to communicate before / during drafting, so you can give your allies some idea of what you're going to try and do, so you can coordinate. | ||
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NeonFlare
Finland1307 Posts
Another one I got OD with Skywrath's spam nuke, essence aura and manashield, enemy Skywrath got so angry that after few deaths he started to jungle, died to neutrals and started to intentionally feed/cruise around the map being useless. Ranged orbs on melee and some ridiculous passives on ranged like-wise seems pretty insane, though I personally enjoy getting bunch of good stuns/nukes and blink. | ||
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WakaDoDo
Sweden1183 Posts
1st Pick is almost always a skill on the board that just look too good to pass up and/or too good to give to the opposistion. Perm invis/grow/chemical rage/living armour/reactive armour/take aim. 2nd 90% of the time a projectile stun, unless I took the only one as 1st pick. Then this is probably an OP passive. 3rd Would be a passive, some sort of low-cost aoe nuke or more lockdown. 4th Is almost always one of the leftover ultimates. I've found that most are situational utility, but no matter which one I get it's easy to put it to good use. If im one of 4 last ones picking then I get all stuns/lockdown and push skills. How do you draft? | ||
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Tobberoth
Sweden6375 Posts
On February 05 2014 16:54 WakaDoDo wrote: This game mode caught my interest by a far larger amount then I expected. As someone whos only been playing for 6months it is quite the learning experience feeling different heroes stat gains and how important some of their skills really are to them. I also found that I can't find a taste for dexterity heroes in this mode. 1st Pick is almost always a skill on the board that just look too good to pass up and/or too good to give to the opposistion. Perm invis/grow/chemical rage/living armour/reactive armour/take aim. 2nd 90% of the time a projectile stun, unless I took the only one as 1st pick. Then this is probably an OP passive. 3rd Would be a passive, some sort of low-cost aoe nuke or more lockdown. 4th Is almost always one of the leftover ultimates. I've found that most are situational utility, but no matter which one I get it's easy to put it to good use. If im one of 4 last ones picking then I get all stuns/lockdown and push skills. How do you draft? I usually try to look for combos which look interesting (two ability combos, I think it's unreasonable to expect getting the really ridiculous 4 ability combos people like to theorycraft). After that, I look at what hero I got. If I get an int hero, I will almost always go for stun combos, so I can stunlock and gank a lot early. If I'm strength, I try to go for annoying initiation/tank style. If I'm agility, I start looking at carry passives. If there is a good ultimate I want, I will usually go for it second pick, first pick is almost always a stun, regardless of my hero, stuns are just so god damn good in Dota. Otherwise, I do like you and just last pick a remaining ulti, I feel like the strength of ability draft comes more from your combination of normal skills than ultimates anyway. | ||
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toemn
Germany915 Posts
passives op in this mod. or lowcost nukes. | ||
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RiZu
Singapore5715 Posts
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wuhan_clan
United States5609 Posts
I will first pick a spammable stun 100% of the time. Chain stunning/nuking that used to require 2-3 people can now be done with a single hero. It's just way too good to pass up. Most people in AD try to draft a super hard carry so instead of trying to do the same, I let them farm and draft hero killing abilities and get gold that way. It's more fun and far more effective. Like the guy a few posts above mentioned, Burrowstrike is probably the #1 spell in the game to take first. There is just way too much utility in the spell for either a support/ganker or a carry. The spammable combos that you can create through burrowstrike or similar aoe disables really allow you to control fights and the game. As a tip for drafters, really look at all the options during that time before picking begins. Have a plan ready and secondary options/combos if your spell gets taken. Also be aware of where in the pick phase you are. If you are blue/pink or orange/brown you have a double pick (or close enough) at some point so use that to your advantage. | ||
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Xxazn4lyfe51xX
United States976 Posts
Was a hilarious game too, as burrowstrike, earth spike and spiked carapace were all on our Ursa, who dubbed himself the Spike Lord. We also had a void, and I had chrono, so whenever I chrono'd, we had 2 heroes running around killing things in it. | ||
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saltywet
Hong Kong1316 Posts
devour + rearm for 20 minute 6 slot hero? support with repel, aphotic shield and PtA for stun removal? | ||
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levelping
Singapore759 Posts
On February 05 2014 14:39 Staboteur wrote: That last paragraph seems so backwards. Drafting for a specific role seems like -exactly- what you want to be doing. The problem arises when there are holes in your team's skillset overall - For example, if three of your teammates all drafted "Passive-heavy farm-dependent carries" Then you're kind of fucked. Even if none of their builds are individually bad, the fact that you've now got to fit three essentially position-one cores into three lanes leaves extremely little space for your remaining two members to draft, and -chances are- at least one of the remaining two drafted more nukes and spells than their set can contain, so they -also- need farm to get themselves online. So you end up with awkward greedy teams that can't get the money they need and end up with a bunch of shitty timings. So it isn't that you shouldn't draft for a specific role, it's more that you should lean away from drafting a skillset that requires farm most of the time, because most of the time you're not going to be able to rely on getting it. There -really- needs to be a way to communicate before / during drafting, so you can give your allies some idea of what you're going to try and do, so you can coordinate. I'd have to disagree. My point is that three-passive-and-ult-carry builds are horrible because it is too specialised and depends on all kinds of stuff that won't happen. You will be entirely dependent on your team mates to stun, intitate and chase, and you can't do any of that because you want to be a DPS god. If you look at normal dota, the good carries will have utility spells that help them initiate, avoid damge, or chase. Same for tanky heros - they have annoying abilities that make you need to kill them, isntead of ignoring them. | ||
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MotherOfRunes
Germany2862 Posts
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Kreb
4834 Posts
On February 05 2014 17:02 Tobberoth wrote: I usually try to look for combos which look interesting (two ability combos, I think it's unreasonable to expect getting the really ridiculous 4 ability combos people like to theorycraft). After that, I look at what hero I got. If I get an int hero, I will almost always go for stun combos, so I can stunlock and gank a lot early. If I'm strength, I try to go for annoying initiation/tank style. If I'm agility, I start looking at carry passives. If there is a good ultimate I want, I will usually go for it second pick, first pick is almost always a stun, regardless of my hero, stuns are just so god damn good in Dota. Otherwise, I do like you and just last pick a remaining ulti, I feel like the strength of ability draft comes more from your combination of normal skills than ultimates anyway. I feel much like this too. People should generally look if they're an Agi/Str/Int hero and if Int->Try get at least 2 nukes/stuns/slows with damage, if Agi->At least 1 passive and at most 1 mana intensive skill (the typical 10-12 sec 300dmg stun/slow/nuke), sometimes 1 mana intensive + one not intensive works too. Str should probably be wary of the mana usage too, although it depends a bit on the hero. Timber can do a lot more with mana than many other for example. I've seen a lot of int heroes insta-picking the typical "OP" passives (fiery soul, take aim, bashes, orbs, etc) and falling short because their hero is just not built to use them to do proper right click damage. Then theres of course the picks that overrides all preferences. Shukuchi, Blinks, Perma-Invis, Other invis skills, Chemical rage and a few more. Those are good on all heroes and should probably be picked up asap if you get a chance. Also something I think is good is to find a skill thats good with 1pt in it but doesnt require 4pts to be maxed. Examples would be, say, Doppelwalk (all heroes can use a 1pt escape), Dragon Tail (terrible scaling, awesome with 1pt, everyone can use a good stun), windrun, etc. These skills will very often complement your nukes if you're playing nuker and your passives if you're playing carry. And you just need to dump 1pt into them some time early and then max them lvl 12-14. | ||
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reapsen
Germany559 Posts
Turned out as a pretty deadly combo, initiate with Ice Path, Sprout as many enemy heroes as possible, roast them with Macropyre and lockdown escapers with hex. Too bad in the enemy team there was a Chrystal Maiden with Avalanche, Frostbite, Ensare, Mystic Flare which proved to be totally imbalanced... once caught -> guaranteed dead. Scariest 1v1 Chrystal Maiden you'll ever see. | ||
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Elgar
United States231 Posts
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Belisarius
Australia6233 Posts
On February 05 2014 18:40 levelping wrote: I'd have to disagree. My point is that three-passive-and-ult-carry builds are horrible because it is too specialised and depends on all kinds of stuff that won't happen. You will be entirely dependent on your team mates to stun, intitate and chase, and you can't do any of that because you want to be a DPS god. If you look at normal dota, the good carries will have utility spells that help them initiate, avoid damge, or chase. Same for tanky heros - they have annoying abilities that make you need to kill them, isntead of ignoring them. Those are kind of special cases, though. You've picked the two most useless roles, including one which isn't even a role ("we need a tank!"), and then concluded that targeting a role is bad. Targeting a role isn't bad in and of itself. Ganker, initiator, teamfight utility, snowball and midgame carry are all excellent roles to fill. The problem is that nobody wants to take those roles because omg critzzz. Don't confuse stacking passives with specialisation in general. | ||
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