In-Game Standard Hero Builds Project - Page 12
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a slow decay
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Nevuk
United States16280 Posts
Agh's should be removed from luxury. There's never* a point in getting it on her. It adds less damage than a level 1 dagon at all levels. * - it adds 300 range, but I really fail to see the point in spending 4200 gold for 300 extra range/damage on level 3 single target ultimate that already has 600 range. The range may very occasionally be worthwhile, but for the guide's intended audience I would prefer if the item wasn't even mentioned for her in situational, it's frustrating to see the Lina go for it instead of ... any other item in the game. On medusa, I personally think she's a completely useless ranged creep but divine rapier should definitely be mentioned. On kunkka, I think phase and lothars have very poor synergy. He has a pathetic mana pool that can be helped by treads or drums. BKB definitely needs a mention. I don't think desolator makes sense on him. Or even AC for that matter. (Tidebringer ignores armor value, just not armor type (ie siege creeps). I have to quote the dota 2 wiki to explain this satisfactorily to me - Damage done is determined by the actual damage of the attacking unit, not the damage that the primary target takes from the attack. Damage dealt by cleave is reduced by armor type and damage block, but not armor value. Kunkka is reliant on burst damage from his tidebringer, stacking damage items is generally the preferred route after finishing crit. (Rapiers or extra crits are what I most frequently see). If survivability is an issue a heart or bkb are viable options. AC is really only if he's against a pure physical damage team and no one else is getting it, it does very little for him (I would say a vlad's offer's him more, short of the 10 armor, kunkka isn't generally utilizing the attack speed). Something to add on to kunkka's boat commentary - One of the most important parts of kunkka's boat is the damage reduction it grants his team, it doesn't matter if you completely miss the enemy team as long as you get it flying over yours in a teamfight. (The stats on the damage reduction are insane - 50% less damage for 8 seconds that is then reapplied as non-lethal damage over time). edit - battlefury is a controversial item on kunkka, but it was an extremely frequent pickup when he was a high level pick. The new shadowblade is probably superior in every aspect. | ||
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Germany38463 Posts
I'm also looking at Lina, Medua, Kunkka | ||
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TheYango
United States47024 Posts
On March 01 2013 06:54 Nevuk wrote: For lina- is it really traditional to take a point in fiery soul at 5? I've never seen it, the extra nuke damage seems much better. (people who play lina more than I should comment on that). No, you are correct. The most common times to take Fiery Soul are at 8 or 10. On March 01 2013 06:54 Nevuk wrote: Kunkka is reliant on burst damage from his tidebringer, stacking damage items is generally the preferred route after finishing crit. (Rapiers or extra crits are what I most frequently see). If survivability is an issue a heart or bkb are viable options. AC is really only if he's against a pure physical damage team and no one else is getting it, it does very little for him (I would say a vlad's offer's him more, short of the 10 armor, kunkka isn't generally utilizing the attack speed). Deso is indeed questionable. AC is for games where your one-shot burst doesn't cut it and you need the extended teamfighting power of having AC (AC's usefulness in extended fights from the armor differential is tantamount to Butterfly for Strength carries). The thing is, you can't always play "perfectly" to the way you want. Your 1-shot burst isn't always going to be adequate, which is what creates those scenarios where AC is good. It doesn't take a "pure physical damage team" to make AC good--it just takes one farmed carry that you actually have to man-fight against and can't take out with a Tidebringer crit. On March 01 2013 06:54 Nevuk wrote: edit - battlefury is a controversial item on kunkka, but it was an extremely frequent pickup when he was a high level pick. The new shadowblade is probably superior in every aspect. Again, different items for different games. Battle Fury is still a superior farming item overall, so in a game where you're forced to farm it out, Battle Fury is still a situational pickup. | ||
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Germany38463 Posts
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Cragus
Canada144 Posts
Just going through a few random ones as a break from working on stuff: Pudge Wards and smoke should be added to situational. It's pretty underused, but smoke's dispel radius is a good deal shorter than pudge's level 4 hook, which can lead to crazy easy kills. Lesh This looks like a carry leshrac build, which I'm fine with personally, but it isn't that popular of a way to play lesh currently. I think if people are expecting a leshrac to play "standard", they're going to expect to see a support with wards, smokes, courier, mek, etc. not a bloodstone rush. Nyx Necrobook should be added in situational. The burst damage reduction from going necro instead of dagon isn't that large as the creeps do pretty huge damage, and will burn a bunch of mana from your target (synergizes nicely with mana burn leaving them with nothing). The cooldown is a lot longer than dagon, but necro also gives you truesight (at level 3 warrior), a nice teamfight aura, sustained mana burning, a lot more pushing power, and a nice way to hurt aoe heroes with last will. Lycan Necrobook again. If I remember correctly, lycan is the fastest pushing hero in the game, and with feral impulse+howl buffing the already impressive necro units, it just gets ridiculous. Additionally, necro units will get 522ms from lycan ult, which can make your pushing pretty out of control (or help you chase and kill someone, depending). | ||
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Firebolt145
Lalalaland34492 Posts
+ Show Spoiler [Drow] + You should not start with just 1 tango 1 salve and 1 agi slipper. Simplest starting items would be Tango + Salve + 2 slippers + 2 iron branches. Rest of items are fine, though I'd slip a Ring of Aquila into situational (if no one else gets one). Skill build is fine. Your item note on wraith band is worded slightly weird. How does her agi gain make a single wraith band required? It's more of a 'might as well get some HP + mana and possibly convert it to an aquila'. Good to note that you should never get more than one. Should mention that 1 level of silence is generally enough at the beginning, wait until you max your other skills before putting more points in silence. + Show Spoiler [Undying] + Stout shield is generally best gotten at the beginning of the game. Starting items should therefore be Tango + Salve + Clarity + Stout shield + 2 gg branches. Take Aghanims out of situationals, the upgrade to your ult is not worth its cost. Blademail is also a really 'meh' situational compared to others. Throw in a few more situational items like urn, necrobook, force staff, ghost scepter. Wards as well. Skill build is fine, it's incredibly flexible anyway. Should mention that if you have to pick between healing or dealing damage with soul rip, pick heal 99% of the time. Also that you can soul rip your tombstone to heal it. + Show Spoiler [Nightstalker] + I'd argue phase >>>>>> treads for more chasing power. Treads still have a situational place but I'd say phase is better as a core item. Abyssal blade should be there instead of basher. Heart may have a place as well. Cookie cutter skill build really should have ult at 6 rather than 10+11 due to its importance as an escape skill during the second day. Should mention that once you have lvl 2 or 3 of your ult, you should just use it on every cooldown bar certain situations. + Show Spoiler [Wisp] + Bleh, you do not need so much regen at the start of the game. 1 tango + 1 salve + 1 clarity + gg branches (obviously courier/wards) is enough to start with, you can ferry yourself more later if necessary. Arcanes should be left in core but Tranquils should be situational. Wand should also be core. Other situational items include Vlads for a melee team (better if you started with tranquils since you can disassemble). You may want to include 'luxurious items' such as sheep or even heart. Skill build is wonky. First point should be in tether but after that priority should be given to Spirits. It is even worth leaving tether only at lvl 2 and maxing overcharge first, though for simplicity's sake you should probably stick to Spirits > Tether > Overcharge. Add notes to arcane boots and mek to remind people ALWAYS to tether someone when using them so your target gets 1.5x or whatever the gain. Spirits note - you don't need to hold them down to move them in/out. Just have to toggle them once each, like Morphling's morph. Your relocate note really should give increased importance to the fact that you bring your tethered ally with you. It sounds obvious but it really should be plainly stated. + Show Spoiler [Clockwerk] + Starting items are fine. Get rid of vanguard and blademail from the core items, vanguard has no place on any hero in Dota right now. Blademail is also situational at best. Put Mekansm there instead Situational items should include a Pipe, necrobook and sheepstick. Build is...okay I guess, though I'd argue that cogs > rocket at level 1. Item notes, once again vanguard just doesn't belong there at all. Nor does Blademail. Just mention that 'once you cog, straightaway attack one of your cogs to get away from the people you trap' or something. Your battery assault note is weird: 'stun momentarily escaping heroes' is a little confusing. Should really read 'cast it while walking along side an enemy running away to let allies catch up. Make sure you don't autoattack while following or your enemy will run out of range.' Mention that rocket gives you 20 seconds of vision at the landing area. Note that your ult doesn't work on neutrals, and add that it is pretty much instantaneous and doesn't need leading on like pudge's hook would. + Show Spoiler [Dazzle] + Why no tangos/salve? Starting items should have at least a tango and/or a salve in there. You can get a ring of regen at the side shop instead. Pipe should probably go in situationals. Take aghanims out of luxurious (it's actually really rubbish as well on dazzle, the ult upgrade is badly designed), sheep is THE item you want if you can afford anything that expensive. I dislike this skill build, it's incredibly passive. Healing wave should be left at lvl 1, after that it doesn't scale very well compared to poison touch or grave. Poison touch is a huge deal when you get it to lvl 3 due to the stun, and the cd reduction and range increase per level of shallow grave are a huge deal. If I was forced to make a cookie cutter build, it'd be 1 point in shadow wave, 1 point in grave, then get poison touch to lvl 3, then max grave, then lastly max shadow wave. Item notes - take out aghanims, add sheepstick as a 'what to do if you have money!' Spell notes - mention that shallow grave also vastly reduces the cd of it. Shadow wave shouldn't be maxed first in 90% of situations unless you're playing with a naga siren or something similar where you can easily surround the enemy to maximise damage. The scaling is really quite poor beyond lvl 1. + Show Spoiler [Axe] + Starting and early items are fine. Take vanguard out of core, put a vitality booster there instead. Aghanims and heart should be in situational. Skill build looks fine. Should note that berserker's call goes through magic immunity like bkb etc. Mention that battle hunger is basically the support heroes' hell since it's near impossible for them to get last hits lolol. Also mention that culling blade goes through absolutely everything, even dazzle's shallow grave. + Show Spoiler [Broodmother] + Should just make soul ring 'early game' and not in core. Other than that items look great. Skill build looks fine. Item notes - should mention that as a general rule of thumb, if your soul ring is off cooldown, use it and cast spawn spiderlings on either a creep or enemy hero for harass. Ability notes - mention to remember to use spiderites to farm the jungle. Mention that your ult has a really low cooldown so you can use it to heal up etc as well. + Show Spoiler [Bloodseeker] + Really don't feel SnY has a place as core, put it as situational instead. Force staff is a much better item to rush instead, followed by the BKB. Abyssal instead of basher. Rest seem fine I guess. Rest of the guide is good. + Show Spoiler [Ursa] + Should put vlads in core instead of early, you want people to start with the tranquils and then disassemble them to make vlads. Right now people will look at this and make both the tranquils and vlads, then sell the tranquils and make the phase (since they'll have an extra RoP/RoR). Abyssal and butterfly for situational. Everything else looks good. + Show Spoiler [Bounty Hunter] + Items look perfect. Skill build should be windwalk, jinada, toss, toss, jinada, track, leaving you with 2/2/1/1 at 6. Toss scales the best till level 2. After level 6 I guess you can get windwalk to 2 (so you have perma invis) then max toss > jinada. Item notes - should include bottle. Even if your mid already has a bottle it's worth getting one and bottle crowing. Ability notes - mention that toss is best getting to 2 asap then is optional leave as is due to how the scaling works. Windwalk is also important to get to lvl 2 since that allows you to stay permanently invisible when necessary. Holy shit this is gonna take a while, props on doing it all in the first place. + Show Spoiler [Templar Assassin] + Starting seem fine. I'd argue that BKB should be in Core alongside blink and deso. Manta and butterfly should be in situational. Ability notes - mention that traps are incredibly spammable and long ranged as well. Mention that mastering using psiblade spillover to harass is a huge part of playing TA mid. Add that denying also causes spillover. | ||
SilverStar
Sweden18511 Posts
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TheYango
United States47024 Posts
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BurningSera
Ireland19621 Posts
I am also making my own version of guides whenever i am bored in office rofl. I didnt even bother to make guide for most support heroes because almost all of them have at least 2 ways to play them and the core items for them running on po5 is pretty much the same. | ||
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Germany38463 Posts
On March 02 2013 00:42 SilverStar wrote: is there a easy way to find your guides ingame? Look for the word "Standard" and TDL. I need people to rate up my guides or they don't show in-game. | ||
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Germany38463 Posts
On March 01 2013 23:15 Firebolt145 wrote: Editing as I go along, I'm basically going through each guide. + Show Spoiler [Drow] + You should not start with just 1 tango 1 salve and 1 agi slipper. Simplest starting items would be Tango + Salve + 2 slippers + 2 iron branches. Rest of items are fine, though I'd slip a Ring of Aquila into situational (if no one else gets one). Skill build is fine. Your item note on wraith band is worded slightly weird. How does her agi gain make a single wraith band required? It's more of a 'might as well get some HP + mana and possibly convert it to an aquila'. Good to note that you should never get more than one. Should mention that 1 level of silence is generally enough at the beginning, wait until you max your other skills before putting more points in silence. + Show Spoiler [Undying] + Stout shield is generally best gotten at the beginning of the game. Starting items should therefore be Tango + Salve + Clarity + Stout shield + 2 gg branches. Take Aghanims out of situationals, the upgrade to your ult is not worth its cost. Blademail is also a really 'meh' situational compared to others. Throw in a few more situational items like urn, necrobook, force staff, ghost scepter. Wards as well. Skill build is fine, it's incredibly flexible anyway. Should mention that if you have to pick between healing or dealing damage with soul rip, pick heal 99% of the time. Also that you can soul rip your tombstone to heal it. + Show Spoiler [Nightstalker] + I'd argue phase >>>>>> treads for more chasing power. Treads still have a situational place but I'd say phase is better as a core item. Abyssal blade should be there instead of basher. Heart may have a place as well. Cookie cutter skill build really should have ult at 6 rather than 10+11 due to its importance as an escape skill during the second day. Should mention that once you have lvl 2 or 3 of your ult, you should just use it on every cooldown bar certain situations. + Show Spoiler [Wisp] + Bleh, you do not need so much regen at the start of the game. 1 tango + 1 salve + 1 clarity + gg branches (obviously courier/wards) is enough to start with, you can ferry yourself more later if necessary. Arcanes should be left in core but Tranquils should be situational. Wand should also be core. Other situational items include Vlads for a melee team (better if you started with tranquils since you can disassemble). You may want to include 'luxurious items' such as sheep or even heart. Skill build is wonky. First point should be in tether but after that priority should be given to Spirits. It is even worth leaving tether only at lvl 2 and maxing overcharge first, though for simplicity's sake you should probably stick to Spirits > Tether > Overcharge. Add notes to arcane boots and mek to remind people ALWAYS to tether someone when using them so your target gets 1.5x or whatever the gain. Spirits note - you don't need to hold them down to move them in/out. Just have to toggle them once each, like Morphling's morph. Your relocate note really should give increased importance to the fact that you bring your tethered ally with you. It sounds obvious but it really should be plainly stated. + Show Spoiler [Clockwerk] + Starting items are fine. Get rid of vanguard and blademail from the core items, vanguard has no place on any hero in Dota right now. Blademail is also situational at best. Put Mekansm there instead Situational items should include a Pipe, necrobook and sheepstick. Build is...okay I guess, though I'd argue that cogs > rocket at level 1. Item notes, once again vanguard just doesn't belong there at all. Nor does Blademail. Just mention that 'once you cog, straightaway attack one of your cogs to get away from the people you trap' or something. Your battery assault note is weird: 'stun momentarily escaping heroes' is a little confusing. Should really read 'cast it while walking along side an enemy running away to let allies catch up. Make sure you don't autoattack while following or your enemy will run out of range.' Mention that rocket gives you 20 seconds of vision at the landing area. Note that your ult doesn't work on neutrals, and add that it is pretty much instantaneous and doesn't need leading on like pudge's hook would. + Show Spoiler [Dazzle] + Why no tangos/salve? Starting items should have at least a tango and/or a salve in there. You can get a ring of regen at the side shop instead. Pipe should probably go in situationals. Take aghanims out of luxurious (it's actually really rubbish as well on dazzle, the ult upgrade is badly designed), sheep is THE item you want if you can afford anything that expensive. I dislike this skill build, it's incredibly passive. Healing wave should be left at lvl 1, after that it doesn't scale very well compared to poison touch or grave. Poison touch is a huge deal when you get it to lvl 3 due to the stun, and the cd reduction and range increase per level of shallow grave are a huge deal. If I was forced to make a cookie cutter build, it'd be 1 point in shadow wave, 1 point in grave, then get poison touch to lvl 3, then max grave, then lastly max shadow wave. Item notes - take out aghanims, add sheepstick as a 'what to do if you have money!' Spell notes - mention that shallow grave also vastly reduces the cd of it. Shadow wave shouldn't be maxed first in 90% of situations unless you're playing with a naga siren or something similar where you can easily surround the enemy to maximise damage. The scaling is really quite poor beyond lvl 1. + Show Spoiler [Axe] + Starting and early items are fine. Take vanguard out of core, put a vitality booster there instead. Aghanims and heart should be in situational. Skill build looks fine. Should note that berserker's call goes through magic immunity like bkb etc. Mention that battle hunger is basically the support heroes' hell since it's near impossible for them to get last hits lolol. Also mention that culling blade goes through absolutely everything, even dazzle's shallow grave. + Show Spoiler [Broodmother] + Should just make soul ring 'early game' and not in core. Other than that items look great. Skill build looks fine. Item notes - should mention that as a general rule of thumb, if your soul ring is off cooldown, use it and cast spawn spiderlings on either a creep or enemy hero for harass. Ability notes - mention to remember to use spiderites to farm the jungle. Mention that your ult has a really low cooldown so you can use it to heal up etc as well. + Show Spoiler [Bloodseeker] + Really don't feel SnY has a place as core, put it as situational instead. Force staff is a much better item to rush instead, followed by the BKB. Abyssal instead of basher. Rest seem fine I guess. Rest of the guide is good. + Show Spoiler [Ursa] + Should put vlads in core instead of early, you want people to start with the tranquils and then disassemble them to make vlads. Right now people will look at this and make both the tranquils and vlads, then sell the tranquils and make the phase (since they'll have an extra RoP/RoR). Abyssal and butterfly for situational. Everything else looks good. + Show Spoiler [Bounty Hunter] + Items look perfect. Skill build should be windwalk, jinada, toss, toss, jinada, track, leaving you with 2/2/1/1 at 6. Toss scales the best till level 2. After level 6 I guess you can get windwalk to 2 (so you have perma invis) then max toss > jinada. Item notes - should include bottle. Even if your mid already has a bottle it's worth getting one and bottle crowing. Ability notes - mention that toss is best getting to 2 asap then is optional leave as is due to how the scaling works. Windwalk is also important to get to lvl 2 since that allows you to stay permanently invisible when necessary. Holy shit this is gonna take a while, props on doing it all in the first place. + Show Spoiler [Templar Assassin] + Starting seem fine. I'd argue that BKB should be in Core alongside blink and deso. Manta and butterfly should be in situational. Ability notes - mention that traps are incredibly spammable and long ranged as well. Mention that mastering using psiblade spillover to harass is a huge part of playing TA mid. Add that denying also causes spillover. I'm not doing all of these changes because they're exactly what I had BEFORE someone else argued differently. Drow for instance is exactly my previous build. | ||
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Firebolt145
Lalalaland34492 Posts
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Torte de Lini
Germany38463 Posts
So now I'm in a conundrum where I am constantly changing things that were ok before and then resuggested back. It makes figuring what's in the "accepted" threshold very difficult. If Steam Cloud didn't blow so hard in loading up each page (50 seconds each), this could go so much faster. Steam Cloud won't even load anymore, goddamn. I just want to update them after a shitty night. | ||
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Germany38463 Posts
Stout shield is generally best gotten at the beginning of the game. Starting items should therefore be Tango + Salve + Clarity + Stout shield + 2 gg branches. Take Aghanims out of situationals, the upgrade to your ult is not worth its cost. Blademail is also a really 'meh' situational compared to others. Throw in a few more situational items like urn, necrobook, force staff, ghost scepter. Wards as well. Skill build is fine, it's incredibly flexible anyway. Should mention that if you have to pick between healing or dealing damage with soul rip, pick heal 99% of the time. Also that you can soul rip your tombstone to heal it. + Show Spoiler [Nightstalker] + I'd argue phase >>>>>> treads for more chasing power. Treads still have a situational place but I'd say phase is better as a core item. Abyssal blade should be there instead of basher. Heart may have a place as well. Cookie cutter skill build really should have ult at 6 rather than 10+11 due to its importance as an escape skill during the second day. Should mention that once you have lvl 2 or 3 of your ult, you should just use it on every cooldown bar certain situations. + Show Spoiler [Wisp] + Bleh, you do not need so much regen at the start of the game. 1 tango + 1 salve + 1 clarity + gg branches (obviously courier/wards) is enough to start with, you can ferry yourself more later if necessary. Arcanes should be left in core but Tranquils should be situational. Wand should also be core. Other situational items include Vlads for a melee team (better if you started with tranquils since you can disassemble). You may want to include 'luxurious items' such as sheep or even heart. Skill build is wonky. First point should be in tether but after that priority should be given to Spirits. It is even worth leaving tether only at lvl 2 and maxing overcharge first, though for simplicity's sake you should probably stick to Spirits > Tether > Overcharge. Add notes to arcane boots and mek to remind people ALWAYS to tether someone when using them so your target gets 1.5x or whatever the gain. Spirits note - you don't need to hold them down to move them in/out. Just have to toggle them once each, like Morphling's morph. Your relocate note really should give increased importance to the fact that you bring your tethered ally with you. It sounds obvious but it really should be plainly stated. + Show Spoiler [Clockwerk] + Starting items are fine. Get rid of vanguard and blademail from the core items, vanguard has no place on any hero in Dota right now. Blademail is also situational at best. Put Mekansm there instead Situational items should include a Pipe, necrobook and sheepstick. Build is...okay I guess, though I'd argue that cogs > rocket at level 1. Item notes, once again vanguard just doesn't belong there at all. Nor does Blademail. Just mention that 'once you cog, straightaway attack one of your cogs to get away from the people you trap' or something. Your battery assault note is weird: 'stun momentarily escaping heroes' is a little confusing. Should really read 'cast it while walking along side an enemy running away to let allies catch up. Make sure you don't autoattack while following or your enemy will run out of range.' Mention that rocket gives you 20 seconds of vision at the landing area. Note that your ult doesn't work on neutrals, and add that it is pretty much instantaneous and doesn't need leading on like pudge's hook would. + Show Spoiler [Dazzle] + Why no tangos/salve? Starting items should have at least a tango and/or a salve in there. You can get a ring of regen at the side shop instead. Pipe should probably go in situationals. Take aghanims out of luxurious (it's actually really rubbish as well on dazzle, the ult upgrade is badly designed), sheep is THE item you want if you can afford anything that expensive. I dislike this skill build, it's incredibly passive. Healing wave should be left at lvl 1, after that it doesn't scale very well compared to poison touch or grave. Poison touch is a huge deal when you get it to lvl 3 due to the stun, and the cd reduction and range increase per level of shallow grave are a huge deal. If I was forced to make a cookie cutter build, it'd be 1 point in shadow wave, 1 point in grave, then get poison touch to lvl 3, then max grave, then lastly max shadow wave. Item notes - take out aghanims, add sheepstick as a 'what to do if you have money!' Spell notes - mention that shallow grave also vastly reduces the cd of it. Shadow wave shouldn't be maxed first in 90% of situations unless you're playing with a naga siren or something similar where you can easily surround the enemy to maximise damage. The scaling is really quite poor beyond lvl 1. + Show Spoiler [Axe] + Starting and early items are fine. Take vanguard out of core, put a vitality booster there instead. Aghanims and heart should be in situational. Skill build looks fine. Should note that berserker's call goes through magic immunity like bkb etc. Mention that battle hunger is basically the support heroes' hell since it's near impossible for them to get last hits lolol. Also mention that culling blade goes through absolutely everything, even dazzle's shallow grave. + Show Spoiler [Broodmother] + Should just make soul ring 'early game' and not in core. Other than that items look great. Skill build looks fine. Item notes - should mention that as a general rule of thumb, if your soul ring is off cooldown, use it and cast spawn spiderlings on either a creep or enemy hero for harass. Ability notes - mention to remember to use spiderites to farm the jungle. Mention that your ult has a really low cooldown so you can use it to heal up etc as well. + Show Spoiler [Bloodseeker] + Really don't feel SnY has a place as core, put it as situational instead. Force staff is a much better item to rush instead, followed by the BKB. Abyssal instead of basher. Rest seem fine I guess. Rest of the guide is good. + Show Spoiler [Ursa] + Should put vlads in core instead of early, you want people to start with the tranquils and then disassemble them to make vlads. Right now people will look at this and make both the tranquils and vlads, then sell the tranquils and make the phase (since they'll have an extra RoP/RoR). Abyssal and butterfly for situational. Everything else looks good. + Show Spoiler [Bounty Hunter] + Items look perfect. Skill build should be windwalk, jinada, toss, toss, jinada, track, leaving you with 2/2/1/1 at 6. Toss scales the best till level 2. After level 6 I guess you can get windwalk to 2 (so you have perma invis) then max toss > jinada. Item notes - should include bottle. Even if your mid already has a bottle it's worth getting one and bottle crowing. Ability notes - mention that toss is best getting to 2 asap then is optional leave as is due to how the scaling works. Windwalk is also important to get to lvl 2 since that allows you to stay permanently invisible when necessary. Holy shit this is gonna take a while, props on doing it all in the first place. + Show Spoiler [Templar Assassin] + Starting seem fine. I'd argue that BKB should be in Core alongside blink and deso. Manta and butterfly should be in situational. Ability notes - mention that traps are incredibly spammable and long ranged as well. Mention that mastering using psiblade spillover to harass is a huge part of playing TA mid. Add that denying also causes spillover. I'll update the rest when the servers don't blow so hard. A lot of the notes you're suggesting are already there. | ||
a slow decay
150 Posts
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Torte de Lini
Germany38463 Posts
On March 01 2013 12:18 Cragus wrote: An early level in firey soul is pretty decent for killing towers as it does increase your physical dps by quite a bit, but I would agree with the later pickup in general. Just going through a few random ones as a break from working on stuff: Pudge Wards and smoke should be added to situational. It's pretty underused, but smoke's dispel radius is a good deal shorter than pudge's level 4 hook, which can lead to crazy easy kills. Nyx Necrobook should be added in situational. The burst damage reduction from going necro instead of dagon isn't that large as the creeps do pretty huge damage, and will burn a bunch of mana from your target (synergizes nicely with mana burn leaving them with nothing). The cooldown is a lot longer than dagon, but necro also gives you truesight (at level 3 warrior), a nice teamfight aura, sustained mana burning, a lot more pushing power, and a nice way to hurt aoe heroes with last will. Lycan Necrobook again. If I remember correctly, lycan is the fastest pushing hero in the game, and with feral impulse+howl buffing the already impressive necro units, it just gets ridiculous. Additionally, necro units will get 522ms from lycan ult, which can make your pushing pretty out of control (or help you chase and kill someone, depending). | ||
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TanGeng
Sanya12364 Posts
On March 02 2013 01:49 Torte de Lini wrote: I'm not doing all of these changes because they're exactly what I had BEFORE someone else argued differently. Drow for instance is exactly my previous build. I'm guessing if you don't accept criticism or debate, we can always band together and vote down your guides so they don't show up in steam. | ||
Torte de Lini
Germany38463 Posts
On March 02 2013 03:59 TanGeng wrote: I'm guessing if you don't accept criticism or debate, we can always band together and vote down your guides so they don't show up in steam. Rate them down then. I accept nearly all changes or suggestions. I also have nearly never objected to any changes or updates since I started this. When I get several suggestions for a build I take the most credible person I know, their suggestion and then apply any other changes through that. The Bounty Hunter build has been changed back and forth several times. Drow as well, etc. If you want to threaten, do it in private with others, otherwise please go away. | ||
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