In-Game Standard Hero Builds Project - Page 318
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Birdie
New Zealand4438 Posts
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Torte de Lini
Germany38463 Posts
On June 16 2016 08:23 Birdie wrote: How fixed, just back to their previous state or with all the bugs you have listed in dev forums fixed too? As previous state, meaning only the publishing bug is fixed. They've been made aware of the dev.dota forum link I've been keeping updated and will evaluate it. All I can really ask for. | ||
Torte de Lini
Germany38463 Posts
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Birdie
New Zealand4438 Posts
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Torte de Lini
Germany38463 Posts
On June 16 2016 10:11 Birdie wrote: I'm sure you don't build drums on non-int heroes anymore I'm not sure if that's a hard-rule, but Drums is decent on Kunkka for that needed intelligence and movement speed. | ||
VandenPlause
United States37 Posts
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Torte de Lini
Germany38463 Posts
On June 16 2016 14:23 VandenPlause wrote: Thanks Torte de Lini, I always use your builds as a starting point for every hero I play. I'm subscribed to all of them and I always give it a thumbs up since they are always up to date. I appreciate it, thank you (: | ||
Torte de Lini
Germany38463 Posts
The Hero Builds Project has officially transitioned to patch 6.88 and the new (Core/Support/Offlane/Jungle) Classification System ![]() Almost 2 million unique. The only two guides to even be remotely close to it in the entire Steam database. | ||
Belisarius
Australia6231 Posts
I mean it's minor because it's just a matter of where you draw the situational cutoff, but with the amount of evasion around at the moment you can make a case for mkb on every carry in dota. A stick-on hero like LS is one of the more desperate cases, too. | ||
Torte de Lini
Germany38463 Posts
On June 17 2016 06:53 Belisarius wrote: I would personally buy ac on kka and mkb on ls way more often than I bought heart on either. I mean it's minor because it's just a matter of where you draw the situational cutoff, but with the amount of evasion around at the moment you can make a case for mkb on every carry in dota. A stick-on hero like LS is one of the more desperate cases, too. It's been the opposite for me and late-game: Lifestealer melts whereas we have 3 damaging items if we include MKB. | ||
Belisarius
Australia6231 Posts
I would drop daedalus for MKB. He should have at least a stick somewhere as well, and probably oov/blight. | ||
BobMcJohnson
France2916 Posts
Shouldn't you either reclassify it to Support and remove the offlane items part, or split it two different guides? (Offlane and Support). also the skill build seems more geared towards core play (max passive second and heal last) | ||
Logo
United States7542 Posts
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Torte de Lini
Germany38463 Posts
![]() http://steamcommunity.com/sharedfiles/filedetails/?id=129191918 On June 17 2016 19:23 Belisarius wrote: I agree heart has a place in his 6-slot, I just rarely get there. I would drop daedalus for MKB. He should have at least a stick somewhere as well, and probably oov/blight. Daedalus is the next damage step after Desolator. It is usually: Armlet -> Echo Sabre -> Deso -> Assault Cuirass Heart or Daedalus. You six-slot too far for either Magic Stick and Blight Stone We can include Blight stone after Armlet if Deso was core. On June 17 2016 23:27 Logo wrote: What's the point of getting a 2nd point in earth shock on Ursa (Core) at level 4? It's less overall damage in a kill attempt than a point in either of the other two skills. Do you just get it for the extra 10% slow? yes, I can remove it. On June 17 2016 22:43 BobMcJohnson wrote: Your Abaddon build is weird, it's classified as Core, but has courrier and wards as starting items, and then mostly supporty items Shouldn't you either reclassify it to Support and remove the offlane items part, or split it two different guides? (Offlane and Support). also the skill build seems more geared towards core play (max passive second and heal last) Can't split into two guides as that would be adding onto the work (and I am stretched as it is) Ideally yes, the current Skill Build delays Mist Coil due to early mana issues that is a common issue with players. It is not a more passive build, but one that accommodates better mid-game/after the laning phase. It is what Manila mirrors right now. I can remove Animal Courier/Ward. Ward is for offlane regardless, so the cost is mitigated. | ||
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BluemoonSC
SoCal8910 Posts
On June 17 2016 23:27 Logo wrote: What's the point of getting a 2nd point in earth shock on Ursa (Core) at level 4? It's less overall damage in a kill attempt than a point in either of the other two skills. Do you just get it for the extra 10% slow? it depends on what you're doing. safe lane, i go for early points in q for kill potential. r>w>q>e otherwise in the jungle I'm going 0-4-4-1, roshing, then maxing q. On June 17 2016 22:43 BobMcJohnson wrote: Your Abaddon build is weird, it's classified as Core, but has courrier and wards as starting items, and then mostly supporty items Shouldn't you either reclassify it to Support and remove the offlane items part, or split it two different guides? (Offlane and Support). also the skill build seems more geared towards core play (max passive second and heal last) 1-2-2-1 is best if you're doing the offlane thing. that point in q helps to pop your shield when you're running down their carry that got left because their babysitter thinks you're mostly harmless (and you're not). i still think you need a soul ring even if you're going to be offlane as a core. basi doesn't give you nearly enough mana to consistently pressure the safe lane, especially if its a weak safe lane. you can always ferry more regen out if you feel consistently low, but i think thats the better mana solution for well into the mid-game as % mana regen becomes much better. personally i would build the basi at the beginning of the game (when +mana is better), then disassemble for the soul ring and turn the RoP into an iron talon to jungle later, but that might be too advanced for a guide | ||
Logo
United States7542 Posts
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Nevuk
United States16280 Posts
On June 18 2016 05:01 Logo wrote: How is Q more kill potential than another point in W though? I can't imagine the 50 damage and 10% slow is going to be more damage than 1-2 extra auto-attacks from overpower. It's more about being able to frontload the damage and get larger burst off at levels higher than 4. The theory behind it pretty much is that Ursa almost never has issues doing enough damage with even a single point in his passive, he has issues being able to stick to the target and kill them before they walk to safety. It's why people used to go 4-1-1 on ursa safelane, it's better at speedily blowing people up and for solo kills in general (with sufficient lockdown his q is almost pointless). So you go 4-1-1 and get a fast blink/shadowblade to make it easier to roam around picking off supports or isolated heroes without escapes as with even 0-1-1 and lifesteal ursa should win most 1v1s as long as the enemy doesn't kite him, which is what the extra points in his q are to prevent. With that said, the current build of earth shock at 2 + 4 and then delay until much later doesn't seem ideal for much. A quick glance through the top few dotabuff players shows a preference for an early point and then levelling it last as the most common. For example mvp players - http://www.dotabuff.com/matches/2416637106 (febby) Note that there are some that still do the max q build, and there are plenty that do pretty much every imaginable build, including stats over earth shock. | ||
Reonordo
1 Post
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Logo
United States7542 Posts
On June 19 2016 04:57 Reonordo wrote: A lot of offlaners such as Tidehunter have difficulty with last hitting and need to use the side camp often, so I would suggest putting Iron Talon as their core or utility items. It's such a great item and helps them farm faster to get those core items that they need to succeed. You don't need Iron talon on Tide to get last hits. You can just stack the camps and clear them out later with kraken + anchor smash for better efficiency without spending gold on an item. | ||
Torte de Lini
Germany38463 Posts
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