True Dota 2 - With the new patch(7.02), Windranger seems to be in a good place


With the new patch(7.02), Windranger seems to be in a good place

Posted: 09 Feb 2017 06:51 AM PST

  • Powershot damage from 120/220/320/420 to 180/260/340/420

  • Powershot cooldown from 9 to 12/11/10/9

  • Windrun slow AoE from 300 to 325

  • Windrun manacost from 100 to 75

  • Level 10 Talent from +15 Damage to +25% Windrun Slow

  • Level 15 Talent from +16 Intelligence to +20 Intelligence

  • Level 15 Talent from +200 Health to +40 Movement Speed

  • Level 20 Talent from +12% Magic Resistance to +20%

  • Level 20 Talent from +12% Spell Amplification to +15%

  • Level 25 Talent from -5s Powershot Cooldown to -6s

Why WindRuWindRanger seems to be in a good place? Well first of all lets talk about the changes, there is 3 big changes for her:

  1. Her powershot now in low levels its very strong while her maxed its the same as before

  2. Windrun now cost very little mana and it also buffed the area of the slow

  3. Windranger now got a very strong lv 10 talent, the 25%+ Windrun

I think that with those changes, maxing the windrun and get the 25%+ slow seems the best way to play her in this patch, with maxed windrun + 25% talent makes you have a 55% slow in area for 6 seconds, and this in early/mid game is very strong

Looking at this makes me think that WindRanger can also be played in other roles like support or offlaner, With powershot dealing more dmg in low levels means that you can do more with few lvls and the time you get lv 10 you get a powerfull CC(55% AoE slow for 6 sec while makes you invulnerable for right clicks is no joke) and if you play as sup or off you can get more points in shackles instead of powershot for even more CC, and as mid as you get lv 10 earlier, you get a good powerspike at this time, you have a good team fight presence thanks to you slow it would makes you very hard to kill at this stage

submitted by /u/kinkosan
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Naga Siren on 7.02

Posted: 09 Feb 2017 08:50 AM PST

With the new patch giving her a nice 4s downtime on her ensnare I wanted to try her out on more of a supporty role. Do you think it can work? I'm not sure how laning would work but I think she can provide nice utility with her illusion stacking and her disable.

submitted by /u/real_amnz
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Dota 7.02

Posted: 08 Feb 2017 07:49 PM PST

7.02

General Changes:

  • Shrines are now vulnerable after a T3 tower dies (same as the Shrines inside the base), rather than after all T2 towers die
  • Sentry Wards now come in packs of 1 for 100 gold (instead of 2 for 200)
  • Added Lycan to CM

  • Satyr Trickster Purge slow from 100/80/60/40/20% over 5 seconds to 50/40/30/20/10%

  • Helm of the Dominator All Stats from 6 to 4

  • Helm of the Dominator creeps now give a constant 125 gold bounty

  • Shadow Walk damage for Silver Edge from 225 to 200

  • Tome of Knowledge additional XP per used Tome from 100 to 135

  • Blademail damage return no longer spell lifesteals off of returned damage

  • Dragon Lance agility from 14 to 13

  • Battle Fury Radius from 280 to 300

  • Battle Fury Distance from 520 to 570

  • Bloodthorn cooldown from 11 to 13

  • Solar Crest Armor from 10 to 12 (same for transferring to Ally/Enemy)

  • Sange maim chance from 24% to 30%

  • Sange and Yasha Greater Maim chance from 30% to 35%

  • Heaven's Halberd maim chance from 24% to 35%

  • Heaven's Halberd cooldown from 30 to 22

  • Regen Rune now has the same damage dispel rules as Healing Salve

  • Aegis expiration regen now has the same damage dispel rules as Healing Salve

  • Observer Wards now have a Fog of War simulator to show you the area the ward will reveal (taking into account trees and terrain height)

  • Towers no longer attack neutral team units

  • The following abilities cause neutrals to temporarily not draw aggro: Meat Hook, Telekinesis and Toss

  • Added more trees for TP cover around the dire towers

  • Swapped the dire secondary jungle ancients and medium camp spots (and improved spawn boxes/stackability)

  • The Dire ward spot to the left of the Ancients no longer gives vision over the rune area infront of Roshan

  • Slightly adjusted the dire secondary jungle bounty rune further back

  • Reduced spawnbox size for both Dire hard camps

  • Shifted down the spawnbox for the ancient camp (formerly medium camp) in the Dire secondary jungle (so a high ground ward does not block the camp)

  • Fixed a rare case where Dire ancients could be stuck between trees when spawning

Hero Changes:

Abaddon:

  • Level 10 Talent from +15% XP Gain to +20%

Alchemist:

  • Level 15 Talent from +15 Movement Speed to +80 Unstable Concoction Damage

  • Level 25 Talent from -4 Acid Spray Armor to -5

Ancient Apparition:

  • Level 15 Talent from +25 Health Regen to +30

  • Level 15 Talent from +15 Intelligence to -1s Ice Vortex Cooldown

  • Level 20 Talent from -30s Respawn Time to -35s

Antimage:

  • Level 10 Talent from +6 Strength to +150 Health

  • Level 15 Talent from +250 Health to -1s Blink Cooldown

  • Level 25 Talent from -2s Blink Cooldown to -50s Mana Void Cooldown

Arc Warden:

  • Level 10 Talent from +125 Health to +20 Flux DPS

  • Level 15 Talent from +8 Strength to +200 Health

Axe:

  • Level 20 Talent from +30 Movement Speed to +35

Bane:

  • Level 20 Talent from +35 Movement Speed to +75 Enfeeble Damage Reduction

  • Level 25 Talent from +120 Enfeeble Damage Reduction to +75 Movement Speed

Batrider:

  • Level 15 Talent from +175 Health to +200

Beastmaster:

  • Level 10 Talent from +15% XP Gain to +20%

  • Level 15 Talent from -30s Respawn Time to -35s

  • Level 20 Talent from +300 Health to +350

  • Level 25 Talent from +175 Wild Axes Damage to +250

Bloodseeker

  • Level 10 Talent from +5 Armor to +200 Health

  • Level 15 Talent from +250 Health to +75 Blood Rite Damage

  • Level 20 Talent from -30s Respawn Time to +14% Rupture Damage

Bounty Hunter:

  • Scepter now also increases Shuriken Toss ministun duration from 0.1 to 0.75

  • Level 10 Talent from +15% XP Gain to +20%

  • Level 20 Talent from +100 Damage to +120 Damage

  • Level 20 Talent from 8% Spell Amplification to +75 Shuriken Toss Damage

  • Level 25 Talent from +20% Evasion to +25%

Brewmaster:

  • Fire Spirit now has phasing movement

  • Level 10 Talent from +25 Attack Speed to +30

  • Level 15 Talent from +20 Movement Speed to +75 Thunder Clap Damage

  • Level 20 Talent from -25s Respawn Time to -35s

  • Level 25 Talent from 14 Primal Split Unit Armor to +20

Bristleback:

  • Quill Spray Max damage from 450 to 550

  • Viscous Nasal Goo Scepter range from 700 to 750

  • Level 15 Talent from +20 Movement Speed to +4 Max Goo Stacks

  • Level 20 Talent from -30s Respawn Time to -35s

  • Level 25 Talent from +4 Max Goo Stacks to +20 Quill Stack Damage

Broodmother:

  • Level 10 Talent from +15% XP Gain to +25%

  • Level 10 Talent from +10 Agility to +60 Spawn Spiderling Damage

  • Level 15 Talent from +7 Armor to +250 Health

  • Level 20 Talent from +300 Health to +8 Spiders Attack Damage

Centaur:

  • Level 10 Talent from +30 Damage to +35

Chaos Knight:

  • Level 10 Talent from +7 Intelligence to +8

  • Level 15 Talent from +15 Movement Speed to +20

Chen:

  • Level 10 Talent from +15 Movement Speed to +25

  • Level 15 Talent from +25% Spell Amplification to -10s Test of Faith Cooldown

  • Level 15 Talent from +200 Health to +250

Clinkz:

  • Level 15 Talent from +12 Strength to +15

Clockwerk:

  • Level 15 Talent from +40 Damage to +50

  • Level 15 Talent from +15 Movement Speed to +75 Rocket Flare Damage

Crystal Maiden:

  • Level 10 Talent from +50 Damage to +60

  • Level 15 Talent from +200 Health to +250

  • Level 25 Talent from +200 Crystal Nova Damage to +250

Dark Seer:

  • Movement speed reduced from 300 to 295

  • Ion Shell manacost from 70/90/110/130 to 100/110/120/130

  • Level 15 Talent from +90 Damage to +120

  • Level 20 Talent from +25 Intelligence to +75 Vacuum AoE

  • Level 20 Talent from +12 Strength to +10% Cooldown Reduction

  • Level 25 Talent from +12% Cooldown Reduction to +25 Strength

  • Level 25 Talent from +70 Ion Shell Damage to +80

Dazzle:

  • Level 15 Talent from +40 Damage to +60

Death Prophet:

  • Level 10 Talent from +7 Strength to +8% Magic Resistance

  • Level 15 Talent from +8% Magic Resistance to -1s Crypt Swarm Cooldown

  • Level 15 Talent from +75 Cast Range to +100

Disruptor:

  • Level 15 Talent from +200 Health to -3s Kinetic Field Cooldown

  • Level 20 Talent from 15% Cooldown Reduction to +400 Health

Doom:

  • Level 10 Talent from +8 Intelligence to +80 Devour Bonus Gold

  • Level 10 Talent from +150 Health to +250

  • Level 15 Talent from +6 Armor to +15 Scorched Earth Damage/Heal

  • Level 15 Talent from +15 Movement Speed to +20

  • Level 20 Talent from +65 Damage to +35 Doom DPS

Dragon Knight:

  • Level 10 Talent from +6 Strength to 7

  • Level 15 Talent from +25% XP Gain to +35%

  • Level 25 Talent from +50 Movement Speed to +60

Drow:

  • Level 25 Talent from +350 Gust Distance/Knockback to +400

Earth Spirit:

  • Level 25 Talent from -35s Respawn Time to -45s

Earthshaker:

  • Base HP regen from 0.25 to 0.75

  • Level 20 Talent from +10% Spell Amplification to +40 Echo Damage

  • Level 25 Talent from +500 Health to +600 Health

Elder Titan:

  • Natural Order AoE from 325 to 350

  • Level 15 Talent from +25% XP Gain to +30 Echo Stomp Damage

  • Level 25 Talent from +80 Astral Spirit Hero Attack to +100

Ember Spirit:

  • Root now disables Activate Fire Remnant

  • Level 10 Talent from 15% Spell Amplification to 12%

Enchantress:

  • Level 10 Talent from +5 All Stats to +6

  • Level 10 Talent from +20 Movement Speed to +25

  • Level 15 Talent from +40 Damage to +50

  • Level 15 Talent from +8s Nature's Attendants Duration to +10

  • Level 20 Talent from -30s Respawn Time to +60 Untouchable Slow

  • Level 25 Talent from +25 Intelligence to -50 Respawn Time

  • Level 25 Talent from +10 Nature's Attendants Wisps to +12

Enigma:

  • Level 20 Talent from -30s Respawn Time to -40s

Faceless Void:

  • Level 10 Talent from +5 Strength to +7

Gyrocopter

  • Level 10 Talent from +150 Health to +200

  • Level 15 Talent from +10% Magic Resistance to +12%

  • Level 20 Talent from +25 Movement Speed to +35

Huskar:

  • Level 10 Talent from +15 Movement Speed to +5 Burning Spears DPS

  • Level 10 Talent from +150 Health to +175

Invoker:

  • Level 15 Talent from +25% XP Gain to +30%

  • Level 25 Talent from -15s Tornado Cooldown to -18s

Io:

  • Level 25 Talent from -40s Respawn Time to -50s

Jakiro:

  • Level 10 Talent from +15% XP Gain to +20%

  • Level 15 Talent from +250 Health to +25 Dual Breath Burn Damage

Juggernaut:

  • Healing Ward now has a 25 gold bounty

  • Level 10 Talent from +150 Health to +175 Health

  • Level 15 Talent from +6 Armor to 7

Keeper of the Light:

  • Level 10 Talent from +6 Strength to +7

  • Level 25 Talent from +300 Cast Range to +400

Kunkka:

  • Tidebringer Cleave Distance from 675/750/825/900 to 650/800/950/1100

  • Tidebringer Cleave Radius from 450/500/550/600 to 500/550/600/650

  • Level 10 Talent from +150 Mana to +40 Torrent Damage

  • Level 10 Talent from +20 Damage to +25

  • Level 25 Talent from +25% Magic Resistance to +35%

Legion Commander:

  • Level 10 Talent from +15% XP Gain to +20%

Leshrac:

  • Level 15 Talent from +8% Magic Resistance to +10%

  • Level 20 Talent from +12 Strength to +15

Lich:

  • Level 15 Talent from +100 Cast Range to +125

  • Level 15 Talent from +5 All Stats to -3s Frost Blast Cooldown

  • Level 25 Talent from +25 Frost Armor Structure Armor to +35

Lifestealer:

  • Level 15 Talent from +200 Health to +250

Lina:

  • Level 10 Talent from +20 Damage to -25s Respawn Time

  • Level 10 Talent from +250 Mana to +60 Light Strike Array Damage

  • Level 15 Talent from -30s Respawn Time to +40 Damage

Lion:

  • Level 10 Talent from 175 Health to -25s Respawn Time

  • Level 15 Talent from -30s Respawn Time to +80 Earth Spike Damage

Lone Druid:

  • Level 10 Talent from +200 Attack Range to +175

  • Level 15 Talent from +65 Damage to +55

  • Level 20 Talent from +7 Spirit Bear Armor to +12

  • Level 20 Talent from -50s Respawn Time to -40s

Luna:

  • Base attack damage reduced by 6

  • Lunar Blessing Night Vision bonus from 1000 to 250/500/750/1000

  • Level 10 Talent from +4 Armor to +15 Movement Speed

Lycan:

  • Added to CM

  • Agility gain from 1.5 to 1.0

  • Howl manacost from 30 to 40

  • Level 15 Talent from -20s Respawn Time to -25s

Magnus:

  • Level 15 Talent from +50 Damage to +12 Strength

  • Level 20 Talent from +15 Strength to +15% Empower Damage/Cleave

  • Level 20 Talent from +20 Movement to +40

Medusa:

  • Level 10 Talent from +10 Intelligence to +12

  • Level 15 Talent from 10% Evasion to 15%

  • Level 20 Talent from +15 Agility to +1 Split Shot target

  • Level 20 Talent from +500 Mana to +600

Meepo:

  • Base armor reduced by 2

  • Level 15 Talent from +20 Movement Speed to +25

Mirana:

  • Level 20 Talent from +8 Armor to -4s Sacred Arrow cooldown

  • Level 20 Talent from +40 Damage to +50 Damage

Monkey King:

  • Base armor reduced by 3

  • Jingu Mastery bonus damage from 80/120/160/200 to 75/100/125/150

  • Jingu Mastery lifesteal from 20/30/40/50% to 15/30/45/60%

  • Wukong's Command no longer continues while reincarnating

  • Level 15 Talent from +20 Movement Speed to +75 Jingu Mastery Damage

  • Level 20 Talent from +15 Strength to 20% Magic Resistance

  • Level 25 Talent from +25% Magic Resistance to +25 Strength

Morphling:

  • Level 25 Talent from +30% Replicate Damage to +50%

Naga Siren:

  • Level 15 Talent from 15% Evasion to -3s Ensnare Cooldown

Nature's Prophet:

  • Level 10 Talent from +20 Damage to +30

  • Level 10 Talent from +175 Health to +225 Health

  • Level 20 Talent from +8 Armor to +10

Necrophos:

  • Agility gain from 1.7 to 1.2

  • Movement speed from 290 to 285

  • Level 15 Talent from +15 Movement Speed to +20

Night Stalker:

  • Level 25 Talent from -6s Crippling Fear Cooldown to -8s

Nyx Assassin:

  • Level 15 Talent from +10 Strength to +50 Impale Damage

  • Level 15 Talent from +25 Agility to +12% Magic Resistance

  • Level 20 Talent from +15% Magic Resistance to +40 Agility

Ogre Magi:

  • Intelligence growth from 2.4 to 2.0

  • Level 15 Talent from +40 Damage to +50

Omniknight:

  • Level 10 Talent from +15% XP Gain to +20%

Oracle:

  • Level 10 Talent from +15% XP Gain to +20%

Outworld Devourer:

  • Level 20 Talent from +250 Health to +275 Health

Phantom Assassin:

  • Level 15 Talent from +15 Movement Speed to +20

Phantom Lancer:

  • Level 10 Talent from +150 Health to +75 Spirit Lance Damage

Phoenix:

  • Level 15 Talent from +12 Strength to +50 Fire Spirits DPS

Puck:

  • Level 10 Talent from +150 Health to +175

  • Level 15 Talent from +20 Movement Speed to +15% Magic Resistance

  • Level 20 Talent from +20% Magic Resistance to -3s Waning Rift Cooldown

  • Level 20 Talent from +8% Spell Amplification to +10%

Pudge:

  • Movement Speed reduced from 285 to 280

  • Fixed Meat Hook sometimes landing the target behind your hero (requiring you to sometimes turn to dismember)

  • Level 20 Talent from -35s Respawn Time to -40s

Pugna:

  • Level 15 Talent from +10 Strength to +12

  • Level 20 Talent from +10 All Stats to +0.5 Netherward Damage Per Mana

  • Level 20 Talent from +100 Cast Range to +150

  • Level 25 Talent from +100 Nether Blast Damage to +125

Queen of Pain:

  • Level 10 Talent from +5 Strength to +6

  • Level 25 Talent from +35 Intelligence to -3s Shadow Strike Cooldown

Razor:

  • Level 15 Talent from +5 Armor to +130 Unstable Current Damage

  • Level 20 Talent from +250 Health to +275

Riki:

  • Level 15 Talent from +20% XP Gain to +30%

Rubick:

  • Level 10 Talent from +50 Damage to +60

Sand King:

  • Level 10 Talent from +200 Mana to +10% Magic Resistance

  • Level 15 Talent from +12% Magic Resistance to +50 Sand Storm DPS

  • Level 15 Talent from +15 Movement Speed to -30s Respawn Time

Shadow Demon:

  • Disruption illusion damage taken from 200% to 300%

  • Level 25 Talent from -1s Shadow Poison Cooldown to -6s Soul Catcher Cooldown

Shadow Fiend:

  • Level 20 Talent from 15% Evasion to 15% Lifesteal

Shadow Shaman:

  • Level 15 Talent from +20% XP Gain to 30%

Silencer:

  • Level 25 Talent from +20% Curse Slow to +25%

Skywrath Mage:

  • Level 15 Talent from +50 Damage to +75

  • Level 15 Talent from +60 Gold/Min to +90

Slardar:

  • Slithereen Crush stun duration from 1.6/1.9/2.2/2.5 to 1.5/1.75/2/2.25

  • Level 15 Talent from +200 Health to +225

Slark:

  • Movement speed reduced from 305 to 300

  • Level 15 Talent from +10 Strength to +15

  • Level 20 Talent from +250 Health to +10% Cooldown Reduction

Sniper:

  • Level 10 Talent from +4 Mana Regen to +5

Spectre:

  • Level 20 Talent from +12 Strength to +15

Spirit Breaker:

  • Level 10 Talent from +15 Movement Speed to +20

Storm Spirit:

  • Level 15 Talent from +175 Health to +200

  • Level 20 Talent from +7 Armor to +8

Sven:

  • Level 25 Talent from -5s Storm Hammer Cooldown to -6s

Techies :

  • Proximity Mines bounty increased from 30 to 50

  • Level 15 Talent from +25% XP Gain to +30%

  • Level 25 Talent from +25% Cooldown Reduction to +20%

Templar Assassin:

  • Level 10 Talent from +15 Movement Speed to +20

  • Level 20 Talent from +250 Health to +275

Terrorblade:

  • Level 15 Talent from +175 Health to +200

  • Level 20 Talent from +15 Movement Speed to +25

Tidehunter:

  • Level 15 Talent from +30% XP Gain to +35%

  • Level 25 Talent from -5 Gush Armor to -6

Timbersaw:

  • Level 10 Talent from +10% XP Gain to +20%

  • Level 15 Talent from +15 Intelligence to +20

  • Level 20 Talent from +125 Cast Range to +150

Tinker:

  • Level 10 Talent from +5 Armor to +6

  • Level 15 Talent from +200 Health to +225 Health

Tiny:

  • Level 10 Talent from +10 Intelligence to +12

  • Level 15 Talent from +15 Movement Speed to +20

Treant Protector

  • Leech Seed slow from 28% to 22/24/26/28%

  • Nature's Guise Bash duration from 0.7/1.2/1.7/2.2 to 0.4/1.0/1.6/2.2

  • Nature's Guise movement bonus from 16/22/28/34% to 10/18/26/34%

  • Level 20 Talent from +65 Damage to +90

Troll Warlord:

  • Level 10 Talent from +6 Strength to +7

  • Level 20 Talent from +300 Health to +350

Tusk:

  • Level 10 Talent from +20% XP Gain to +35%

  • Level 10 Talent from +30 Damage to +35

  • Level 15 Talent from +15 Strength to +150 Snowball Damage

  • Level 20 Talent from +10% Magic Resistance to +12%

  • Level 25 Talent from +500 Health to +700

Underlord:

  • Movement speed reduced from 305 to 290

  • Atrophy Aura Damage Reduction from 10/20/30/40% to 4/16/28/40%

  • Level 15 Talent from +200 Health to +35 Movement Speed

  • Level 20 Talent from +100 Cast Range to +125

  • Level 20 Talent from +50 Attack Speed to +60

Undying:

  • Level 15 Talent from +30% XP Gain to +35%

  • Level 20 Talent from +20 Movement Speed to +25

  • Level 20 Talent from +10 All Stats to +50 Tombstone Zombie Damage

  • Level 25 Talent from +40 Tombstone Zombie Damage to -2s Decay Cooldown

  • Level 25 Talent from +12 Armor to +15

Ursa:

  • Level 10 Talent from +8% Magic Resistance to +10%

Vengeful Spirit:

  • Level 20 Talent from +20 Movement Speed to +35

  • Level 20 Talent from +50 Damage to +65

Venomancer:

  • Level 15 Talent from +175 Health to +200

Viper:

  • Level 10 Talent from +125 Health to +150

Visage:

  • Level 10 Talent from +15% XP Gain to +25%

  • Level 10 Talent from +60 Gold/Min to +90

  • Level 20 Talent from -30s Respawn Time to -40s

  • Level 20 Talent from +250 Health to +300

Warlock:

  • Level 10 Talent from +15% XP Gain to +20%

  • Level 15 Talent from +20 Movement Speed to -4s Shadow Word Cooldown

  • Level 15 Talent from +125 Cast Range to +150

Weaver:

  • Base damage reduced by 2

  • The Swarm damage from 20 to 14/16/18/20

  • Level 25 Talent from +20% Magic Resistance to +25%

Windranger:

  • Powershot damage from 120/220/320/420 to 180/260/340/420

  • Powershot cooldown from 9 to 12/11/10/9

  • Windrun slow AoE from 300 to 325

  • Windrun manacost from 100 to 75

  • Level 10 Talent from +15 Damage to +25% Windrun Slow

  • Level 15 Talent from +16 Intelligence to +20 Intelligence

  • Level 15 Talent from +200 Health to +40 Movement Speed

  • Level 20 Talent from +12% Magic Resistance to +20%

  • Level 20 Talent from +12% Spell Amplification to +15%

  • Level 25 Talent from -5s Powershot Cooldown to -6s

Winter Wyvern:

  • Level 10 Talent from +5 Strength to +6

Witch Doctor:

  • Level 10 Talent from +20% XP Gain to +25%

  • Level 15 Talent from +75 Damage to +90

  • Level 15 Talent from -35s Respawn Time to -40s

Wraith King:

  • Level 10 Talent from +8 Intelligence to +10

  • Level 15 Talent from +200 Health to +50 Wraithfire Blast DPS

Zeus:

  • Scepter strike interval from 2.5 to 2.25

  • Scepter cooldown from 50 to 40 seconds

  • Scepter duration from 50 to 40 seconds

  • Level 10 Talent from +150 Health to +175

submitted by /u/Thetwinmasters
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How to lane Zeus?

Posted: 09 Feb 2017 09:03 AM PST

What early game builds have you found successful? I went null tally into bottle but with 65 mana restored in each bottle charge I felt horribly constrained especially since I then completed the veil. Last hitting against a lot of current mid laners with Zues' attack animation is obviously incredibly difficult so you rely in arc lightning. How do you guys handle your early game mana issues (euls, soul ring, etc)?

submitted by /u/ProudBlackMatt
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The Problem with Battle Fury

Posted: 09 Feb 2017 12:30 PM PST

So with the recent patch Battle Fury saw a slight buff but it probably won't change the usage rate of the item. So with this post I want to discuss what Battle Fury is and what it's meant to do and why it's bad in it's current state.

So first of all let's go over what Battle Fury gives you. It gives you 55 damage, 150% Mana Regen, 6 HP Regen, the Quell Passive, and the Cleave Passive for 4500 Gold and only usable on Melee Heroes. So what type Hero benefits from these things? The Cleave passive gives increase farming and splitpushing potential along with the Quell Passive, HP Regen is better for farming than fighting as it lets you to sustain while you farm or splitpush, damage benefits Agility heroes or heroes with good attack speed as the item farms much slower with no attack speed, finally Mana Regen is just generally useful. So what we get out of those is that this item is good on Agility heroes who want to farm and split push.

So why is it bad? Well two major reasons; 1 without attack speed the item is not nearly as beneficial and 2 there is no room in the meta for a 4500 Gold farming item. The first reason is why Battlefury is so bad on Strength Heroes; they lack the attack speed to be able to properly utilize the item even though they do benefit from the Mana Regen. The majority of heroes that want to build this item to begin with have steroids within their kit that already increase their damage and benefit far more from attack speed for farming. Jugg has his crit, AM has his Mana Break, CK has his crit, Void has his bash, etc. You can go through any hero that you might consider Battle Fury on and they will probably have a steroid that benefits from Attack Speed for farming. The second reason is a meta related one. The game in it's current state is very fast paced and kills are currently outweighing farming as the better way to achieve farm and snowball the game.

I wanted to just bring up the discussion on why the item is not very good in it's current state and maybe toss around ideas that could fix the item to become a far better farming option.

submitted by /u/tymandude1
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Did Miracle- have a bad game or was the Meepo pick overhyped by the casters ?

Posted: 09 Feb 2017 02:21 PM PST

Hey,

I really like to analyze pro matches to learn about strategies and drafting, I was wondering if the Meepo pick wasn't an outdraft pick like the casters were saying.

They had alot of good lockdown: shackleshot, impale,...etc. and a savage roar

They had good aoe damage:

  • 2 early Mael which turned to 3 Mjol late game
  • Good aoe spells like powershot and Mirana aghs

or maybe miracle- did not perform so well and a player like W33/Abed/Notail/chappie would have performed much better

submitted by /u/ace-s
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Need tips for 1v1 early lane vs Phoenix as right click carry

Posted: 09 Feb 2017 01:37 PM PST

So I got trashed by a phoenix in lane as a TB early. Everything was fine until 4 minutes in, when phoenix got tranquils and a few levels in fire spirits. At this point he could kill me solo in lane.

I died, asked for support, didn't get any, returned to lane, and died a few more times. Finally jungled after 10 minutes, but it was too late at that point.

What should I have done here? Did I get the right items?

I think my biggest error was getting PMS, QB and basilus for my first few items instead of getting stats and regen. Next mistake was returning to lane after dying a couple times, just to die more. And another mistake very well could have been my hero choice, but I didn't know I'd be soloing safe lane.

I'd love any tips or suggestions on items or strategy here.

Also this has happened to me on morph to a lesser extent, for what it's worth. Morph can stay alive in this matchup but it slows down his farm substantially.

https://www.opendota.com/matches/2986531299/overview

submitted by /u/BUCKETOFHORSEGUMS
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Really feeling Viper has gotten strong.

Posted: 09 Feb 2017 01:58 AM PST

We all know Viper the boring, lane dominating hero that gets jumped and bursted by physical damage.

With the introduction of hurricane pike, he has a great first item that lets him scale while still doing his thing. It fixes some major deficiencies: low starting agi, low attack range, low mana pool and immobility. It also gives him things he wants like modest hp regen and strength. When he's jumped on he can hurricane pike away. It makes his corrosive skin more valuable because you have to commit more skills to lock him down or chase him and means he can slow heroes more often in fights. Raindrops help this even further. He can now commit to tower pushes safely, and reposition if initiated on.

His strength gain has been modestly buffed, but he gets tanky through hurricane pike and his +150 hp talent. That hp is golden early on. His next talent allows him to get decent agility or strength -whichever stat he needs in a particular game. Again, the third talent is perfect - armor to fix his deficiency or added range to lay into heroes from afar.

Other recent buffs include: his poison attack not being an attack modifier, a minor aghs buff and better agi gain (same as am).

I've been going hurricane pike, vlads (which sounds bad but works really well) into manta. With manta and hp he can just lay in serious right click dmg. In this meta, he can group and push really well, and works even better with heroes like sniper or drow or a melee carry. The armor helps him and the lifesteal actually makes him last longer in fights. Afterwards he can go many different builds.

I haven't tried aghs, but with his level 25 ability he can do 1500 magic dmg to a hero every 10 seconds from 900 range. Pretty insane. AC works well, but I haven't tried deso, which seems like it would work well with his nethertoxing + dmg.

He still farms slow but you win your lane hard and get towers and can farm the map at your pace.

submitted by /u/sunofagundota
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How legit is a "catch-up" Midas for carries?

Posted: 09 Feb 2017 03:22 PM PST

In 2 separate games within the past 2 days, I've experienced being both with and against a position 1 carry who decided to buy a Midas to catch up from a horrible start.

In one game (https://www.dotabuff.com/matches/2985808423) with a friend, he had a difficult laning stage as Slark.. and decided to just go build an 18 minute Midas, since he said he didn't think he'd be able to fight even if he went for the usual combo of Shadowblade + Echo Sabre. We lost the game, but his decision to get the Midas did allow him to almost turn the game. TBH, I felt it was me who was most ineffective in that game on my offlane LC, and we would have won that game if I was more on point.

In a separate game (https://www.dotabuff.com/matches/2986199872).. this time in a stack - the enemy team just kept camping our midlane Ember Spirit and secured TA's early game, and pretty much just sacrificed their safelane Morphling's farm and left our safelane Antimage to free farm. The Morphling also got a roughly 18-minute Midas, and the enemy team basically just tried to keep up pressure with their 4-man. We still won the game, but the Morphling was still able to become a dominant force and I feel that their loss was more on them not doing anything about our Antimage rather than the Morphling getting destroyed early.

In both games, the team with the catch-up Midas did lose, but I felt that it wasn't so much because the carry was "useless" so much so as because the winning team was so far ahead anyways.. and that the Midas pickup actually gave them a better chance of turning the game.

2 games isn't that big of a sample pool, especially when they're below 5k average.. but I also remember a recent progame (I think it was Na'Vi), where they pretty much sacrificed their position 1's farm and just had him get a Midas later on.

So how legit is the catch up Midas? And what factors should you be taking into consideration when going for it?

submitted by /u/Tortugato
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BH Aghs viability

Posted: 08 Feb 2017 09:11 PM PST

Bounty has a 375 damage nuke that bounces across tracked targets within 1200 range of each other, and Aghs increases that to 750. When Aghs was introduced, I thought "hey, this looks nice, maybe it'll get popular" but that didn't happen.

7.02: Level 20 brings him to 450 base Shuriken Toss, and 900 with Aghs. That's an insane amount of damage applied to all heroes he has track on, and he doesn't even have to be close to them to start the ability. Also it "ministuns" for 0.75 (which is a pretty long-ass ministun)...

I'm not one to jump to conclusions, but I do see that Icefrog might be pushing BH back into magic nuker territory, away from roamer territory. Don't get me wrong, he's the wrong hero to hard farm with, since as soon as he hits level 6 he should be fighting nonstop. Additionally, I believe you can disjoint Shuriken Toss, which is probably the single biggest reason for it to suck. If the first person the Shuriken is tossed at has Blink off cooldown, then it's not gonna bounce further, thus making it useless.

Maybe the Aghs is good, maybe it's not, but I think it's worth investigating a bit. Remember back when Mirana Aghs was introduced and nobody caught onto it for a few weeks (my memory might be foggy)? Then the hero was the hottest shit (alright, maybe LS is in contention too) of that patch. I'm not saying BH is automatically in "Mirana circa 6.87" territory of strength as a nuker, but it could be alright.

submitted by /u/TheAce_
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PL and Deso?

Posted: 09 Feb 2017 02:01 AM PST

Now now lads, before you flame, I'm just theorycrafting here.

I was thinking of this build before 7.02, but that sort of helped it with the lance talent. Anyhow:

  • Go standard early game: Aquila, boots, raindrops

  • Finish PTs (or leave as brown if going really well) then go Aghs. Aghs is PLs "battle fury" it helps him farm and fight.

  • After Aghs get Deso.

  • Afterwards you can go more standard items, you can stack diffu onto illus and deso on main PL, or go Skadi.

Why deso you might think. It has no synergy with illus, except that it boosts their damage more than a yasha! You need to hit a hero once and all illus get more efficient. Also the desolator helps you take objectives.

In team fights it should play out at Lance for some illus, then charge 1 opponent and micro your illus onto them.

Thoughts? I was also thinking about just swapping the deso for AC, but AC costs a lot more. However, AC provides more to your illus via attack speed. Flame away! :)

submitted by /u/Ballom
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What kind of heroes should not level up their talent tree when the skill point is avaliable?

Posted: 08 Feb 2017 10:55 PM PST

What kind of heroes should not level up their talent tree when the skill point is avaliable?

I just checked dotabuff hero guide, but it doesn't show when those hero level up the talent tree or a winrate comparsion.

submitted by /u/ICEunicorn
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Salve Tower Diving: The next big thing?

Posted: 08 Feb 2017 09:22 PM PST

With the changes to the interaction of salve with tower damage (no longer dispels salve), I would expect this to be the next big thing we see in play during the early game. It might just be uncommon right now because people aren't used to the interaction.

submitted by /u/skywire_
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Is Hand of Midas dead?

Posted: 08 Feb 2017 09:21 PM PST

Source: 4.8k SEA.

Midas used to be an item that you always needed to consider as your first item pickup, whether you are a core or a support. It was a beautifully conceptualized item, involving taking a risk when building it, in return for an incremental advantage as the game progressed. It required heavy forward planning and decision-making, requiring you to make the correct assessment of the game flow, affecting your playstyle as well as your team's.

As a midas builder in your team, you had to pit your team's lineup versus the enemy, read how the game would be played, account for deviations from expected outcome (eg. some guy fucks up despite supposedly having the laning advantage), then decide whether or not to build it. As an ally with a midas builder on your team, you tried to shore up for your teammate; Having understood the factors that led to his eventual decision to build midas, you altered your playstyle in hopes of accomodating for him becoming stronger later.

HOWEVER, with patch 7.00, together with the rubberband comeback mechanic, everything changed when the fire nation attacked the decision-making aspect behind building midas became moot, in favour of building items that let you fight better and let you gain an advantage that way, instead of gaining gold+xp through midas.

Let's take a look at the ways midas was used last time.

Some good midas pickups included:

  • As a core if you can get it very very early,
  • situational pickup on roaming heroes like slark spirit breaker mirana,
  • uniquely core on certain heroes like invoker, lone druid
  • situationally good pickup on supports like warlock, ancient apparition
  • Comeback midas for xp and gold (arguably dead strategy even before patch 7.00)
  • and more that i can't think of

But now, a midas pickup at any time seems semi-auto lose. The meta now encourages constant fighting over farming, and having 2k gold sunk into an item that doesn't help you fight better. It no longer lets you gain a sufficiently large advantage early enough to justify this tradeoff.

Specifically, of the above mentioned points, the following are nullified, and you would rather get another fighting/core item for yourself:

  • Getting midas on cores early. Get a HotD instead, stack camps + tank up.
  • situational pickup on roaming heroes Get your core items, enabling you to fight better. Slark gets shadow blade, echo sabre, spirit breaker gets mordiggians, echo sabre or works to a faster bkb, mirana works towards her aghs
  • Still somewhat legit on invoker. Lone druid still builds midas effectively. Rare cases here though. Do tell if you think of any heroes that fit this bill.
  • situationally good pickup on supports like warlock, ancient apparition Build your support items like glimmer force atos eul ghost scepter. Aghs is your luxury item, not midas.

What are your experiences with picking up midas? Are there any heroes that should still build midas exclusively, and not risk throw your team behind?

submitted by /u/chowies
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Curving Hooks With Pudge - An In-depth Look At Hook Mechanics (Jenkins of Team Red)

Posted: 08 Feb 2017 07:37 PM PST

https://www.youtube.com/watch?v=Ab_I3232Mpw

Thoughts on how applicable this can be in game? I'm thinking it would be good in lane when you have time to be making those sort of hooks or when sieging, but most spur of the moment hooks won't improve with this.

submitted by /u/BobTheSkrull
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How is HP calculated? I seem to be missing something with the formula and DOTA doesn't explain

Posted: 08 Feb 2017 05:18 PM PST

Total HP = Base HP + STR*20 as per the dota wiki.

So take Sven as an example: level 1 he has 23 STR and his base HP is 200. He gains 2.7 STR/level.

Level 1 his HP should be 200+23(20) = 200+460 = 660HP. When you load up a demo for Sven in client, you see that he has 660HP at level 1 and when you hover over his attributes you see STR gives +460HP so that makes sense.

Level 2 his HP should be 200+25.7(20) = 200+514 = 714HP. However, when you look at Sven in game he has 700HP at level 2. When you hover over his attributes it says 26HP (it rounds) which gives +514HP.

This continues: +622 HP at level 3 which should give 822HP but instead you get 820HP. Etc.

What's going on? Am I missing something obvious here?

submitted by /u/qwortec
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Why Luna has dominated creep always going with her?

Posted: 08 Feb 2017 04:43 PM PST

I understand that Sven before 7.00 used dominated creep to stack ancients. But I don't understand why Luna make creep always go with her.

submitted by /u/Ivansic
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