Time to roll up my sleeves.
In-Game Standard Hero Builds Project - Page 44
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Torte de Lini
Germany38463 Posts
Time to roll up my sleeves. | ||
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Torte de Lini
Germany38463 Posts
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Sn0_Man
Tebellong44238 Posts
DO NOT MAX BACKTRACK FIRST if the lane is that awful you actually should be getting stats over backtrack. Now, you need at least 2 in time walk early game because level 1 doesn't have enough range to reliably escape. Usually it goes something like Leap/Backtrack/Bash/Leap/Bash/Ult/Bash/Bash/Leap/Leap/Ult to 11 then max backtrack, get ult when you can, etc. Also get armlet off of situational its awful no matter what cosmicspiral says. Yango's on my side here. Also I don't think anything changes about lone druid with this patch. The orb on root isn't that big a deal. | ||
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Torte de Lini
Germany38463 Posts
Thanks, I'm a bit swamped with the amount of things to change and consider. Changes won't be updated until thursday, so it is saved as a draft. | ||
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Duckvillelol
Australia1255 Posts
Relying on MoC to net you the first creep waves is risky at best on level 1. | ||
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Torte de Lini
Germany38463 Posts
On January 28 2014 07:52 Duckvillelol wrote: I'd also suggest changing the LC jungle build - getting a level of Press the Attack before Moment of Courage seems like a far stronger way to do it. Reliable health regen, attack speed, and LC easily has the mana for a few usages of it. Helps you get to level 2 quicker to grab MoC, and then level 3 perhaps another point in MoC is nicer. Relying on MoC to net you the first creep waves is risky at best on level 1. Done, thanks. | ||
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TheYango
United States47024 Posts
On January 28 2014 07:21 Sn0_Man wrote: Also I don't think anything changes about lone druid with this patch. The orb on root isn't that big a deal. The changelog is ambiguous. The thing is, if it's no longer an orb but still a buff placer (which it should be, logically) the only thing it stacks with now that it didn't before is lifesteal. All other orbs interact the same way as before because pretty much all non-lifesteal item orbs are buff placers. | ||
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Torte de Lini
Germany38463 Posts
We've got plenty to change and update unfortunately. | ||
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SKC
Brazil18828 Posts
On January 28 2014 08:35 TheYango wrote: The changelog is ambiguous. The thing is, if it's no longer an orb but still a buff placer (which it should be, logically) the only thing it stacks with now that it didn't before is lifesteal. All other orbs interact the same way as before because pretty much all non-lifesteal item orbs are buff placers. I think it's far more likely it's neither. I don't remember buff placers even being mentioned in official documentation in Dota 2, even though the behavior still exists. Would be weird to remove the interaction only with lifesteal. When other abilities were change I believe the changelog also only stated they were no longer an orb effect. | ||
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TheYango
United States47024 Posts
So no. On January 28 2014 08:40 SKC wrote: I think it's far more likely it's neither. I don't remember buff placers even being mentioned in official documentation in Dota 2, even though the behavior still exists. Would be weird to remove the interaction only with lifesteal. When other abilities were change I believe the changelog also only stated they were no longer an orb effect. The term "orb effect" isn't even a DotA 2 term though. The appropriate DotA 2 term is UAM. As usual Icefrog's documentation is really sloppy. | ||
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SKC
Brazil18828 Posts
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Torte de Lini
Germany38463 Posts
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synapse
China13814 Posts
On January 28 2014 08:42 TheYango wrote: As usual Icefrog's documentation is really sloppy. then step it up yango ![]() | ||
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idonthinksobro
3138 Posts
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Torte de Lini
Germany38463 Posts
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Torte de Lini
Germany38463 Posts
Axe has Arcane, but with blink costing nothing. Is Arcane still suggested or is there a decent alternative? | ||
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-Celestial-
United Kingdom3867 Posts
Edit: What was the reasoning behind no Mjollnir possibility on Void, may I ask? I'm curious. | ||
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Torte de Lini
Germany38463 Posts
If I can remove some other items for it; I can add it. | ||
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-Celestial-
United Kingdom3867 Posts
I bring it up because in general when I play Void I always seem to end up going one of three routes: - Supercarry if I can get total freefarm and space. Midas into Battlefury into farming absolutely everything. Classic 6-slot lategame position 1. - Early fights. Which is MoM if my team is yelling about fighting RIGHT NOW. Its probably the single item that gives you the most killing power the fastest as Void. But leaves you incredibly vulnerable. I'm not a fan but needs must sometimes. - Somewhere in the middle. If I think its likely to go late-ish and I can get some sort of farm I tend to look for Maelstrom. This provides some early power so you can get involved if needed but also provides a little extra farming ability. And builds into Mjollnir which is a useful lategame item for Void anyway. Probably the safest route. | ||
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Torte de Lini
Germany38463 Posts
On January 29 2014 01:02 -Celestial- wrote: Fair enough. Just seemed an unusual one to leave out. I bring it up because in general when I play Void I always seem to end up going one of three routes: - Supercarry if I can get total freefarm and space. Midas into Battlefury into farming absolutely everything. Classic 6-slot lategame position 1. - Early fights. Which is MoM if my team is yelling about fighting RIGHT NOW. Its probably the single item that gives you the most killing power the fastest as Void. But leaves you incredibly vulnerable. I'm not a fan but needs must sometimes. - Somewhere in the middle. If I think its likely to go late-ish and I can get some sort of farm I tend to look for Maelstrom. This provides some early power so you can get involved if needed but also provides a little extra farming ability. And builds into Mjollnir which is a useful lategame item for Void anyway. Probably the safest route. I am looking to remake the guide to be similar to Slardar where I have three "types" of builds. But I don't have enough items to really validate it. I like how you divided it, but are they diverse enough to warrant a break-up of the guide into three "types"? If you can make it in a way that offers three "tabs" of builds in one guide, I can do it. | ||
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