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Ability Draft Thread - Page 36

Forum Index > The Tavern
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Prev 1 34 35 36 37 38 Next All
nomel
Profile Joined September 2010
115 Posts
November 12 2014 09:18 GMT
#701
Lots of stuns on one hero will usually work wonders, as long as it's an INT hero so you can afford it. Like someone mentioned earlier, 3x stuns means you can gank extremely well. Sure it's not some OP combo, it's just very effective. I also think a fun build is Furion's teleport + lots of nukes. Good global ganking.
SKC
Profile Joined October 2010
Brazil18828 Posts
Last Edited: 2014-11-12 18:30:35
November 12 2014 18:26 GMT
#702
Any hero can afford 3 stuns if you somehow can draft it. Even Mortred is fine after mana boots, and you will keep building mana items anyway. This is one of most common mistakes people make, picking good skills is far more important than the starting int of your hero and it is the one base stat that is very easy to fix.

Also people tend to look too much into the primary attribute over the stats the hero actually have. People will for some reason be more confortable picking high mana cost spells for CM or enchantress than for heroes like Alchemist or Undying.
SoylentGamer
Profile Joined August 2014
United States250 Posts
November 12 2014 20:12 GMT
#703
Rearm and Dragon tail is always good. Just build mana and something to close distance like blink. I got Rearm, Dragon Tail, and Sacrifice, those were good times.
CK is the strongest hero in all of Dota 2, lore wise.
gOrdi
Profile Joined July 2012
France17 Posts
November 12 2014 22:21 GMT
#704
Got overpower, fury swipes and moon glaives with clinkz. Went 16-1

17 minutes, game over.

Either overpower or fury swipes on a range carry is really good, but both + moon glaives, that was was just a massacre.
Blackspikes
Profile Joined August 2014
United States51 Posts
Last Edited: 2014-11-13 16:41:35
November 13 2014 16:41 GMT
#705
Just get greevil's greed on any carry and decent ulti. I got sven and his ulti with greevil's greed Meant that I got 45min items at 20 min, people never mess with you while you jungle. Just pick up a midas and sit and farm, ez mode. Also got abbadon and his ult with greevil's greed, destroyed everything.

Also got Dark Seer with broods ult, fury swipes, blink, and overpower, that was really fun.
Be sure the light at the end of the tunnel is not an oncoming train
Buckyman
Profile Joined May 2014
1364 Posts
November 13 2014 17:26 GMT
#706
On November 11 2014 06:57 Belisarius wrote:
Those stats are actually pretty interesting. No surprise that silencer is owning. Warlock and gyro are kinda dark horses. Like I'd be happy if I got them, but I wouldn't have put them top5/10.


Gyro is the ranged Agi hero with the highest Int. So he gets to go for a full right-click carry build and still spam spells.
theaxis12
Profile Joined March 2011
United States489 Posts
November 13 2014 17:57 GMT
#707
I went teleport, lightning bolt, shockwave, and reaper's sythe with a dagon 5 for the ultimate assassin build, but got owned by a magnus that was essentially huskar with spirit breaker's ulti. Berserker's blood too stronk TT.
Shut your mouth and put your head back in the clouds.
SoylentGamer
Profile Joined August 2014
United States250 Posts
November 13 2014 19:55 GMT
#708
I once went a game as brood with SK abilities, except greevil's greed instead of caustic finale, jungled to a 10 minute blink, late game had aghanims, veil, and shiva's, so many wipes.
CK is the strongest hero in all of Dota 2, lore wise.
TheYango
Profile Joined September 2008
United States47024 Posts
November 13 2014 20:47 GMT
#709
On November 13 2014 03:26 SKC wrote:
Any hero can afford 3 stuns if you somehow can draft it. Even Mortred is fine after mana boots, and you will keep building mana items anyway. This is one of most common mistakes people make, picking good skills is far more important than the starting int of your hero and it is the one base stat that is very easy to fix.

Also people tend to look too much into the primary attribute over the stats the hero actually have. People will for some reason be more confortable picking high mana cost spells for CM or enchantress than for heroes like Alchemist or Undying.

Often I'd take 2 nukes+lategame focused passive over 3 nukes for regular skills. It's not just a mana issue--you can't max out all 3 skills until level 14 anyway, and the difference in effectiveness of having two nukes you max out as 4-4-0-1 vs. having a 3rd nuke you can put a value point in doesn't always favor getting a 3rd nuke--it depends on what nukes are in the pool and their relative scaling by ranks. If the pool doesn't favor the effectiveness of taking a 3rd nuke (e.g. by your 3rd/4th skill pick the remaining nukes tend to have poor rank 1 value, or poor value overall), a strong scaling passive that gives you a smooth transition into stat/item-based fighting strength like Flesh Heap or Fiery Soul is often just better than taking a weak 3rd nuke.

The problem is there's always a few people who prioritize those passives early in the draft, so it's often the case that there are no good passives left before there are no good nukes.
Moderator
Birdie
Profile Blog Joined August 2007
New Zealand4438 Posts
November 13 2014 20:53 GMT
#710
Recently played against someone who went sticky napalm + fatal bonds, by the mid game she could instagib my entire team with that combo + one right click. Turns out sticky napalm + any other damage-over-time is super strong, pretty much broken.
Red classic | A butterfly dreamed he was Zhuangzi | 4.5k, heading to 5k as support!
SoylentGamer
Profile Joined August 2014
United States250 Posts
November 13 2014 22:15 GMT
#711
On November 14 2014 05:53 Birdie wrote:
Recently played against someone who went sticky napalm + fatal bonds, by the mid game she could instagib my entire team with that combo + one right click. Turns out sticky napalm + any other damage-over-time is super strong, pretty much broken.

that sounds hilariously brokenly strong.
CK is the strongest hero in all of Dota 2, lore wise.
SpiritoftheTunA
Profile Blog Joined August 2006
United States20903 Posts
November 13 2014 22:37 GMT
#712
my easiest ad game involved my dragon knight body getting sticky napalm, rocket barrage, dark pact, and poison nova (though i didnt really have the mana to support the ult)

level 2 i walked up to the other mid and 100-0'd them with rocket barrage and like 3 napalm stacks
posting on liquid sites in current year
Belisarius
Profile Joined November 2010
Australia6233 Posts
Last Edited: 2014-11-14 02:09:12
November 14 2014 02:08 GMT
#713
On November 14 2014 07:15 SoylentGamer wrote:
Show nested quote +
On November 14 2014 05:53 Birdie wrote:
Recently played against someone who went sticky napalm + fatal bonds, by the mid game she could instagib my entire team with that combo + one right click. Turns out sticky napalm + any other damage-over-time is super strong, pretty much broken.

that sounds hilariously brokenly strong.


It is. As in, it's actually broken and a hilarious bug. There's no "by the midgame". Any tick of damage causes an infinite loop which kills everything bonded.

Behold: + Show Spoiler +



As far as I know it hasn't been patched yet.
SKC
Profile Joined October 2010
Brazil18828 Posts
November 14 2014 02:51 GMT
#714
On November 14 2014 05:47 TheYango wrote:
Show nested quote +
On November 13 2014 03:26 SKC wrote:
Any hero can afford 3 stuns if you somehow can draft it. Even Mortred is fine after mana boots, and you will keep building mana items anyway. This is one of most common mistakes people make, picking good skills is far more important than the starting int of your hero and it is the one base stat that is very easy to fix.

Also people tend to look too much into the primary attribute over the stats the hero actually have. People will for some reason be more confortable picking high mana cost spells for CM or enchantress than for heroes like Alchemist or Undying.

Often I'd take 2 nukes+lategame focused passive over 3 nukes for regular skills. It's not just a mana issue--you can't max out all 3 skills until level 14 anyway, and the difference in effectiveness of having two nukes you max out as 4-4-0-1 vs. having a 3rd nuke you can put a value point in doesn't always favor getting a 3rd nuke--it depends on what nukes are in the pool and their relative scaling by ranks. If the pool doesn't favor the effectiveness of taking a 3rd nuke (e.g. by your 3rd/4th skill pick the remaining nukes tend to have poor rank 1 value, or poor value overall), a strong scaling passive that gives you a smooth transition into stat/item-based fighting strength like Flesh Heap or Fiery Soul is often just better than taking a weak 3rd nuke.

The problem is there's always a few people who prioritize those passives early in the draft, so it's often the case that there are no good passives left before there are no good nukes.

Yeah, you will never get a good passive for the last pick. You may get an ok nuke. Specially something like Fiery soul which is most of the time first pick worthy.

Three stuns is also not the same as 3 nukes. 3 stuns stay relevant at any level.
ASoo
Profile Joined November 2010
2865 Posts
November 14 2014 05:51 GMT
#715
On November 14 2014 11:08 Belisarius wrote:
Show nested quote +
On November 14 2014 07:15 SoylentGamer wrote:
On November 14 2014 05:53 Birdie wrote:
Recently played against someone who went sticky napalm + fatal bonds, by the mid game she could instagib my entire team with that combo + one right click. Turns out sticky napalm + any other damage-over-time is super strong, pretty much broken.

that sounds hilariously brokenly strong.


It is. As in, it's actually broken and a hilarious bug. There's no "by the midgame". Any tick of damage causes an infinite loop which kills everything bonded.

Behold: + Show Spoiler +

https://www.youtube.com/watch?v=MDdeI_KNS6s


As far as I know it hasn't been patched yet.

I don't think it's even a bug; it's just the obvious outcome of how the two spells work.

Sticky Napalm: Adds a flat amount of damage every time you deal a tick of damage to a its target.

Fatal Bonds: Shares some percentage of the damage any target takes with its other targets.

So, you Fatal Bonds and Sticky Napalm some people. You punch one of them. He takes your attack damage + Sticky Napalm damage. His friends take some percentage of that; it doesn't matter how much, the point is they take some amount of damage. They're afflicted by Sticky Napalm, so in addition to the damage they take from Fatal Bonds, they take your Sticky Napalm bonus damage. Fatal bonds shares some percentage of the Sticky Napalm damage, so everybody's friends take a new instance of damage...which gets your Sticky Napalm bonus added to it, yadda yadda yadda.

It's brokenly imbalanced in Ability Draft, but I think it's working as intended.
Belisarius
Profile Joined November 2010
Australia6233 Posts
Last Edited: 2014-11-17 13:16:49
November 17 2014 13:13 GMT
#716
Not really. It's obvious why it occurs, but I think calling that "working as intended" is a bit of a stretch. At best it's an unintended consequence.

Napalm has historically been given hardcoded exceptions for its untended consequences, like not stacking with radiance burn. Being consistent with the spell mechanic does not mean something is automatically fine.

I'm not sure if icefrog has bothered doing that for any other cross-hero spell interactions, but none of the previous ones have been capable of instakilling entire teams in actual CM games, either.
hrough
Profile Joined February 2011
Germany212 Posts
November 17 2014 13:44 GMT
#717
Speaking of which: Aftershock + Arcane Orb DO work and permastunning has never been easier...
Make it idiot proof and someone is going to invent a better idiot...
ASoo
Profile Joined November 2010
2865 Posts
Last Edited: 2014-11-17 18:48:00
November 17 2014 18:47 GMT
#718
On November 17 2014 22:44 hrough wrote:
Speaking of which: Aftershock + Arcane Orb DO work and permastunning has never been easier...

You have to get mega-stacked to have the mana to support it unless you also get Essence Aura, though. And getting all three of those is a long shot.
Svetz
Profile Joined April 2010
Australia311 Posts
November 18 2014 01:16 GMT
#719
I mean, I would prefer to have something cheap like goo or quill spray, but people always try and counter pick them while a lot of people don't realise arcane orb works.

And even just 500 mana will keep someone (or more than one) stunned for 7.5 seconds, and you can easily get that with just mana boots.

Last game I played vs they were a low int str hero (cant remember which) but it was still enough stuns to turn around most of the team fights
When I grow up I want to be Harry Dresden ;(
SKC
Profile Joined October 2010
Brazil18828 Posts
November 18 2014 02:34 GMT
#720
Arcane orb is still better than both goo and Quill Spray by themselfs. Neither of them actually permastun, and mana issues in general are way overplayed. You kill enough shit with just mana boots + blink.

Aftershock + Chakram was really broken and not everyone knew about it. You activated the passive every time you pressed R when it was returning to you, so you could do huge amounts of damage in a couple of seconds for little mana by spamming it.
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