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On January 31 2014 20:16 Mataza wrote: The strongest combination I had in this mode was Enchant Totem + Flak Cannon + Teleportation. Ultimate didn't matter at all.
I learned though, that casting time is seen as a characteristic of a skill rather than a characteristic of a hero model. Also I learned the hard way that Huskar has abysmal stats and he is only good because of how good his skills are.
cast depends on which slot the skill is (seriously valve?) i had a slardar with crush as his first spell (instead of sprint) and could crush everything without cast animation.
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fiery soul and warpath with quill or goo is pretty hilarious on a ranged hero. Add like a bash and you win the game by yourself :D
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So got the impetus take aim combo, with gush, but team fed
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enchant totem(/jinada) + bloodrage + tidebringer + god's strenght is something else :D
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Rearm and sacrifice. I was level 14 at 16 minutes. Unfortunately our riki fed hard despite having possibly the best abilities of anyone. I also couldn't really farm because of that and the fact that I didn't really have any other good abilities so my plan of getting a huge level advantage and facerushing them ended up not working but it was hilarious.
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Silliest ones I've played:
(On Legion Commander) Napalm, Bladefury, ET Aura, Lesh Ult. Anything with 3+ stacks of napalm instantly died to bladefury. Had a 20 charge bloodstone at 20 minutes. Could solo their team twice and be fine. Utterly broken.
(On Storm Spirit) Napalm, Essence Aura, Overload, Chakram. Infinite mana, spam napalm and chakram all day, every attack is overloaded.
Just played a game of Spirit Breaker with Greater Bash and Chemical Rage. Rage on such an innately tanky hero is insane.
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I played a game last night against a Huskar who managed to secure Berserker's Blood, Flaming Spear and Flesh Heap.
It was very, very painful.
Although not as painful as the CK with Chemical Rage and Reality Rift.
I really wish you could talk to teammates in the draft. I played one game where I had two really mana expensive normal spells and a mana expensive ult. Sacrifice was in the pool so I figured I'd get that to fuel it all. Instead the Death Prophet on my team right before me picked it up, and she had a cheap ult and one cheap normal spell. -_-
I also discovered that OD's high Int growth is a key factor in Arcane Orb/Essence Aura being viable. I tried it on Warlock but his stat growth wasn't quite good enough to rely on the procs to keep manad up. So despite maxing Essence first I was still constantly out of mana.
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Got Rearm + Nature's Guise + Shrapnel + March of the Machines....
Unfortunately it was on a venomancer and my mana pool was terrible. I knew it was going to be a problem, but my whole team agreed I should take rearm as first pick and by time the pick got to me a 2nd time there were no stun-nukes or any other rearm-gank combos left in the pool.
I ended up with Boots, bottle, force staff, linken's and manta which was almost enough to really be a pushing powerhouse, but I still needed like 300 more mana or just have had everything come online sooner. I probably should have gone soul ring, but I just way under-estimated the mana costs early on. I thought with Shrapnel being cheaper to cast I could easily push/farm the mid game with that and transition to a later on motm + shrapnel strategy.
Also played against someone with sniper & fiery soul, take aim, and venomancer wards.... ouch.
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I'd say sticky napalm combined with DoTs with many instances are one of the strongest combinations. Played a clinkz with napalm + ion shell earlier today, there was nothing the opposing lane could do. At level 2, one point in napalm one in ion shell, the ion shell deals 130 damage/second with one stack, and adds 100 dmg/second per stack of napalm. Its impossible to go near a ioned creep, and with a lvl 4 napalm you add 250 dmg/second per stack. If you get one shell off and two stacks in a fight your opponents can only run.
Darc pact(10 instances) and diabolic edict(32 instances) are also very potent with napalm.
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given there are snipers headshot and voids timelock, and they are united on one hero. how would htey interact? not connected at all, so we have 40%sniper and 25%void bash? or would htey add up to 65%bash + the sum of their both dmg?
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On February 01 2014 01:12 Rodberd wrote: given there are snipers headshot and voids timelock, and they are united on one hero. how would htey interact? not connected at all, so we have 40%sniper and 25%void bash? or would htey add up to 65%bash + the sum of their both dmg? Most likely they would just have separate calculations each hit, and if they both hit, one should have priority over the other.
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On February 01 2014 01:13 SKC wrote:Show nested quote +On February 01 2014 01:12 Rodberd wrote: given there are snipers headshot and voids timelock, and they are united on one hero. how would htey interact? not connected at all, so we have 40%sniper and 25%void bash? or would htey add up to 65%bash + the sum of their both dmg? Most likely they would just have separate calculations each hit, and if they both hit, one should have priority over the other. Doubt there is much priority, I expect that both effects proccing simply means that both occur, which means the damage stacks but the stuns obviously wouldn't. Only when both proc of course. Yes you would end up with over 50% chance to cancel TP's on hit though.
PS: I got Windranger ulti and Void bash on one hero. Permabash was gud
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On February 01 2014 01:21 Sn0_Man wrote:Show nested quote +On February 01 2014 01:13 SKC wrote:On February 01 2014 01:12 Rodberd wrote: given there are snipers headshot and voids timelock, and they are united on one hero. how would htey interact? not connected at all, so we have 40%sniper and 25%void bash? or would htey add up to 65%bash + the sum of their both dmg? Most likely they would just have separate calculations each hit, and if they both hit, one should have priority over the other. Doubt there is much priority, I expect that both effects proccing simply means that both occur, which means the damage stacks but the stuns obviously wouldn't. Only when both proc of course. Yes you would end up with over 50% chance to cancel TP's on hit though. PS: I got Windranger ulti and Void bash on one hero. Permabash was gud  Well, in wc3 Dota, bashes didn't stack, at least on ranged heroes. It's not something Ability Draft should break, it already exists ingame if you pick Basher/MKB with Sniper. Stuns stacking actually is relevant. If they stack, the longest one will apply, if they don't, it may be the shortest one. IIRC in wc3 it was the one you adquired last.
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First game I got Ench but manned up and went Timber Chain + Slithereen Crush + Whirling Death.
It would have worked 10x better on a tankier hero, and if I didn't pick up Nether Strike for ult... But it was still fun as hell.
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Netherlands45349 Posts
I think they should either make sure there is an even composition of ranged vs melee or change the random factor of the draft. Right now if you are melee against ranged you are pretty much just fucked unless there are orbs in the pool.
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United States47024 Posts
Animation should honestly matter as much as range, so even if you evened out ranged/melee composition, you'd get fucked by having a hero with a shit cast animation. Laning shouldn't actually matter that much, it's just that people try to play this too much like normal DotA, but when you get to cherry pick the best skills from a pool of heroes like this, you should end up with powerful fighting heroes that are just running around killing each other from the beginning.
The best way would actually be for you to draft your hero model from the pool, either as your first or last pick.
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I'm like 90% sure that the skills come with their original cast animations, not using those of your hero.
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On February 01 2014 02:36 Sn0_Man wrote:Show nested quote +On February 01 2014 02:29 Mataza wrote: I'm like 90% sure that the skills come with their original cast animations, not using those of your hero. Well then you are 90% wrong Cuz while certain abilities don't use their hero's cast animation, most do. Sniper, for example, takes around a second to use enchant totem    Some abilities have set animations tho it's true (gale always instant for example). I had enchant totem with 4 different heroes, and it always took the same time as it does with Earth Shaker. Also Sniper's cast animation is only 0.3 seconds, while Shaker's is 0.69 seconds. Enchant Totem always takes 0.69 seconds.
You chose exactly the wrong example.
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It took fucking forever as sniper tho I played that shit. Way longer than ES 
I'll admit that I don't really have definitive proof that most spells adopt their new hero's cast times.
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