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A few thoughts on kunkka:
I like starting with double gauntlet to make into bracers/drum or urn. Double bracer really gives a punch to tidebringer during the laning phase, and adds survivability (which i never bad). Kunkka loses power late game, allowing you to focus more on a midgame build. And he doesn't have inventory slot issues, so he can keep the bracer(s) for quite a while
Lots of people level up X twice, and then stop leveling it. At level two, it is timed so you can cast X->torrent (->boat if necessary), and you should never miss.
I would mentioning the description for the boat that allies hit by it get double hp for a short time (sort of). Even if you hit no enemies, a boat that hits all your allies before a fight is a great boat.
You can score a lot of kills on fleeing enemies with well placed tidebringers. Keep that in mind when you are chasing someone down a lane and a new wave of enemy creeps are coming, or chasing someone through the jungle.
I don't like ac on kunkka, and would rather go for satanic or mkb at that point. But that's just me.
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I need to update Kunkka thanks for reminding me (:
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On July 24 2013 09:27 hacklebeast wrote: A few thoughts on kunkka:
I like starting with double gauntlet to make into bracers/drum or urn. Double bracer really gives a punch to tidebringer during the laning phase, and adds survivability (which i never bad). Kunkka loses power late game, allowing you to focus more on a midgame build. And he doesn't have inventory slot issues, so he can keep the bracer(s) for quite a while
Lots of people level up X twice, and then stop leveling it. At level two, it is timed so you can cast X->torrent (->boat if necessary), and you should never miss.
I would mentioning the description for the boat that allies hit by it get double hp for a short time (sort of). Even if you hit no enemies, a boat that hits all your allies before a fight is a great boat.
You can score a lot of kills on fleeing enemies with well placed tidebringers. Keep that in mind when you are chasing someone down a lane and a new wave of enemy creeps are coming, or chasing someone through the jungle.
I don't like ac on kunkka, and would rather go for satanic or mkb at that point. But that's just me. While urn isnt too bad, i would say double bracer is. Im not a kunkka player, but i probably wouldnt start double gauntlet. I may consider a stout, but thats just me.
Ac is fine -great ehp item, and considering hes usually a 2, it bolsters his team a lot. Deso is bad though.
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United States47024 Posts
On July 24 2013 09:27 hacklebeast wrote: I like starting with double gauntlet to make into bracers/drum or urn. Double bracer really gives a punch to tidebringer during the laning phase, and adds survivability (which i never bad). Kunkka loses power late game, allowing you to focus more on a midgame build. And he doesn't have inventory slot issues, so he can keep the bracer(s) for quite a while Double Gauntlet is generally a poor start. If you're mid, you might start a single gauntlet and bank 100 gold toward Bottle, but otherwise you should be starting with a Stout Shield. Stout Shield as a laning item just vastly outperforms most other options for melees without random gold.
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A bit slow on the kunkka update, I'm really busy today. sorry!
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Great initiative. There is one type of guide I feel the dota community as a whole is lacking though with TI3 incoming, some sort of introduction to the game\heroes from a spectator point of view. Something one could link people who have never played the game before, and who are just tuning into an esport event (the obvious one being TI3, which I am sure will have tons of people who have never played dota before at least stopping by to see what the fuzz is about.)
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On July 24 2013 09:46 TheYango wrote:Show nested quote +On July 24 2013 09:27 hacklebeast wrote: I like starting with double gauntlet to make into bracers/drum or urn. Double bracer really gives a punch to tidebringer during the laning phase, and adds survivability (which i never bad). Kunkka loses power late game, allowing you to focus more on a midgame build. And he doesn't have inventory slot issues, so he can keep the bracer(s) for quite a while Double Gauntlet is generally a poor start. If you're mid, you might start a single gauntlet and bank 100 gold toward Bottle, but otherwise you should be starting with a Stout Shield. Stout Shield as a laning item just vastly outperforms most other options for melees without random gold. I don't see the point of stout shield. Kunkka shouldn't be tanking hits from creeps ever, and if some base 50 attack support wants to trade hits against tidebringer, then kunkka is winning the lane; especially when he is doing +18 from double bracers. For nearly ever other melee carry, sure. But i don't think stout has much value on kunkka.
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United States47024 Posts
Early levels, Tidebringer's CD is long enough that you're not "trading hits" with Tidebringer, you're getting free harass while Tidebringer's 13s/10s CD is rotating. This is especially true because in a lot of cases, you want to be saving Tidebringer because when Tidebringer is active, it actually applies its +damage to denies without consuming the proc--meaning that you want to get as many denies as possible before you HAVE to use Tidebringer to get a lasthit. So someone putting Kunkka in a situation where he has to use Tidebringer to trade damage is actually often better for them at low levels.
You're also just totally ignoring the Xv1 case where you have a support pulling and you want to control the lane, so 1) you would save your skill points to prevent the lane from pushing, and 2) you actually do have to tank creeps in some cases to maintain lane control.
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Hey guys, over 20 guides have become 'undefined', but over the course of this week, a Valve developer will be looking to fix them.
I do not believe they are accessible in-game either, many apologies.
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On July 26 2013 02:50 Torte de Lini wrote: Hey guys, over 20 guides have become 'undefined', but over the course of this week, a Valve developer will be looking to fix them.
I do not believe they are accessible in-game either, many apologies. I was wondering what happened to your silencer guide, because it did not work when I clicked on it earlier today.
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if you guys really want to make a nice and flashy guide, why not use playdota.com? sure, that site has lots of trolls that will slam your guide with a low score, but you can make a really good guide using their forums.
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Because this is TL.net therefore we use TL resources and the dota client to make guides instead of using other websites.
Also whats special about that guide?....
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YES ALL THE GUIDES HAVE BEEN FIXED!!! THANKS TO VALVE, HOLY SHIT!
Let's get back to fixing some mother fucking guides!!
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The following guides are out of order due to their Steam Cloud versions are now missing (lol):
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On July 31 2013 12:18 Torte de Lini wrote: I need feedback on the Chen guide as it doesn't seem right. Shouldn't you get an early level in Penitence instead of two levels in Test of Faith?
One early level in Penitence does nothing useful as it is only a 8% slow & damage amp. It's power comes from being level 3 & 4...but obviously, you need to level Holy Persuasion first. Also, you won't have the mana early on to use all of your spells because Chen is actually limited in mana...hell sometimes I hit level 6 and can't use my ultimate when I'm ganking a lot. A 100 extra mana per gank on top of that would make Chen unsustainable.
And past level 7, Chen's skill points are not nearly as influential, so it is important to get the most use out of your two "extra" skill points pre-7 (because you need to max Holy Persuasion and get Ult @ 6). A 150 (average) pure damage nuke is a lot more influential in the early levels than a 8% or 16% (if you want to ignore ToF) slow & damage amp, unless you're running a lineup that has a ridiculous amount of burst and would make Penitence over Test of Faith worthwhile.
So if you were to get Penitence early, it'd be at the cost of Test of Faith...but even out of my 200 Chen games, I never skilled Penitence over Test of Faith. (I'm sure I should have at some point, but it's actually so situational that I don't think about it.)
Also, if you want some extra feedback: I suggest taking out Shiva's Guard from the item list entirely. Chen is never in the middle of a fight to make use of the active, and typically you'll want to be so far back that even the aura won't reach some of the enemies. This is actually a completely bad item for Chen. I also recommend putting Ult Scepter to extension. Chen players shouldn't want to rush Ult Scepter after Mek every game, which is what having it in core suggests. It is a very good item and is worth it if you can manage to farm it up, but it shouldn't be regarded as core.
I would take out Eul's and Rod of Atos from situational. After a Ring of Basilius, Chen won't have mana issues by the time he would get either of those. Chen also won't need the health from Atos or the movement speed from Eul's because you're just so far back in the fight anyway. The actives are pretty pointless and have no special synergy with Chen either. In it's place, you should add Force Staff because Force Staff's active is actually good enough to justify buying it regardless of stats. While Chen doesn't need any special positioning, it's a lot better for getting away from a melee carry, can be used to help allies, and can disrupt positioning of enemies, while Eul's and Atos are severely limited in their actives. And you should add Ghost Scepter as situational as it is always good against carries who are targeting you.
Personally, I would take off Necronomicon off the item list as well because it has no special synergy with Chen other than "moar creeps." And since these guides are targeted towards newer players, you cannot expect them to micro 5 creeps and the hero...and Necrobook actually requires micro to make it worth its gold. Also, if it is ever actually needed (rather than just, oh hey, I want a necro book), someone with more farm will typically get it.
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I just found two levels in Test of Faith before 6 to be not as useful as one in Penitence for the slow, even if minor. Though, I'm not an avid Chen user.
So I guess the guide is still valid, thanks!
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On July 31 2013 14:35 Torte de Lini wrote: I just found two levels in Test of Faith before 6 to be not as useful as one in Penitence for the slow, even if minor. Though, I'm not an avid Chen user.
So I guess the guide is still valid, thanks! Let's put it this way - I've never seen a pro Chen put a point in penitence at level 3.
(edit just saw the post above you, so uhhhh...) (uhhhhh)
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