True Dota 2 - 7.06d - TrueDoTA2 discussion


7.06d - TrueDoTA2 discussion

Posted: 11 Jun 2017 10:06 AM PDT

7.06d:

  • Necronomicon: Duration increased from 45 to 50
  • Helm of the Dominator: Minimum HP increased from 1400 to 1500
  • Echo Sabre: Slow duration increased from 0.6 to 0.7
  • Alchemist: Chemical Rage movement speed increased from 30/40/60 to 40/50/60
  • Alchemist: Level 15 Talent increased from +80 Unstable Concoction Damage to +100
  • Bounty Hunter: Movement speed increased from 315 to 320
  • Bristleback: Strength gain reduced from 2.5 to 2.2
  • Bristleback: Warpath damage bonus from 20/25/30 to 18/24/30
  • Chaos Knight: Base strength increased from 20 to 22
  • Chen: Hand of God Heal increased from 200/300/400 to 225/325/425
  • Clockwerk: Hookshot damage reduced from 100/200/300 to 75/175/275
  • Crystal Maiden: Frostbite manacost increased from 115/125/140/150 to 140/145/150/155
  • Dark Seer: Base intelligence reduced by 2
  • Dark Seer: Wall of Replica slow reduced from 0.6/0.8/1.0 to 0.5/0.75/1.0
  • Doom: Doom duration increased from 15 to 16 seconds
  • Gyrocopter: Movement speed increased from 320 to 325
  • Invoker: Alacrity cooldown increased from 15 to 17
  • Io: Tether movement speed reduced from 13/14/15/16% to 10/12/14/16%
  • Leshrac: Level 10 Talent increased from +15 Movement Speed to +25
  • Leshrac: Level 10 Talent increased from +125 Health to +175
  • Lich: Chain Frost bounce range increased from 575 to 600
  • Medusa: Scepter stun increase per bounce from +0.2 to +0.3
  • Mirana: Agility gain increased from 3.3 to 3.6
  • Monkey King: Level 10 Talent increased from +10% Evasion to +12%
  • Monkey King: Boundless Strike critical damage increased from 1.4/1.6/1.8/2x to 1.5/1.75/2/2.25x
  • Monkey King: Primal Spring Max damage increased from 100/180/260/340 to 140/210/280/350
  • Morphling: Base Attack Time improved from 1.6 to 1.55
  • Nature's Prophet: Treant damage increased from 32 to 36
  • Necrophos: Reaper's Scythe cooldown reduced from 100/85/70 to 90/80/70
  • Necrophos: Level 10 Talent increased from +6 Strength to +8
  • Night Stalker: Hunter in the Night manacost increased from 50 to 80
  • Night Stalker: Void day slow duration reduced from 2 to 1.25 seconds
  • Phantom Lancer: Base HP regen increased from 0.5 to 1.5
  • Pugna: Attack range increased from 600 to 630
  • Shadow Demon: Base strength increased from 17 to 19
  • Skywrath Mage: Concussive Shot damage increased from 60/120/180/240 to 70/140/210/280
  • Tiny: Level 10 Talent increased from +6 Strength to +8
  • Tiny: Level 10 Talent increased from +12 Intelligence to +14
  • Tiny: Craggy Exterior damage increased from 40/50/60/70 to 60/80/100/120
  • Treant Protector: Base movement speed reduced from 280 to 270
  • Underlord: Firestorm Max Health damage increased from 0.8/1.6/2.4/3.2% to 1/2/3/4%
  • Undying: Base armor increased by 1
  • Viper: Viper Strike cooldown reduced from 60/45/30 to 50/40/30
  • Visage: Summon Familiars cooldown reduced from 160/145/130 to 130
  • Windranger: Windrun slow increased from 8/16/24/30% to 15/20/25/30%
  • Winter Wyvern: Arctic Burn health damage increased from 8% to 9%
submitted by /u/dotoent
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Current opinion on Clinkz?

Posted: 11 Jun 2017 12:06 PM PDT

Clinkz, the Bone Fletcher.

Buffed in 7.06 with a strength gain, and ulti changed to: "Cooldown from 45/30/15 to 85 on each level." & "Increased duration from 35 to 65."

Resulting in 20 seconds of unavoidable downtime on the ulti, but a much longer uptime.

Then slightly buffed again in 7.06c:

-Skeleton Walk movement speed bonus from 11%/22%/33%/44% to 15%/25%/35%/45%.

-Deathpact: Increased attack damage bonus from 5%/6.5%/8% to 5%/7%/9% of the target's current health.

-Deathpact: Increased health bonus from 50%/65%/80% to 50%/70%/90% of the target's current health.

What's your guys opinion of him currently? Best times to pick him? Any times when NOT to pick him?

He is a monster for taking buildings (2nd fastest, only behind TB on dotabuff), but I feel still struggles to fight outside of his ULT (better now I guess though).

Late game I find I am able to take a full HP tower with BD protection during strafe duration. I am often able to force multiple tps back to base to delay enemy push in a losing game, etc.

submitted by /u/LPQ_Master
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Current State of Nature Prophet

Posted: 11 Jun 2017 01:48 PM PDT

Wanted to get some people thoughts on how viable np is right now. For a long time he was terrible but there have been a lot of changes to help bring him back:

Getting more treants and level 15 is really strong and makes you push much harder. Hit a tower with two spawns of treants and it just melts. Treants damage just got buffed in 7.06d so this is even better. God forbid you make it to level 25 and have lots of stronger Treants. While not nearly as cancerous, np kind of feels like the old arc warden because you can create so much pressure on the map without needing to risk your hero. If creeps reach the enemy base you can just tp in, spawn trees, and tp out and you will take a t3 tower unless they respond immediately.

These talent buffs to treant, in conjunction with changes to tower armor make splitpushing extremely strong. The change to siege creeps also factors in. Siege creeps destroy towers alarmingly fast now. Siege creeps are really hard for heroes to take down, so typically the best approach is to clear all of the other creep and let the tower kill the seige creep. However, natures can just put bodies in front the seige creep to keep it alive, which usually means a free tower everytime seige creeps spawn.

submitted by /u/WarmKeystoneIce
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Evasion Alche (Radi but no manta)

Posted: 11 Jun 2017 11:15 AM PDT

So i wanted to post this build for a while but was afraid it might get nerfed. Now that a new patch has arrived with buffs to alche and no nerfs to these items i present you the Evasion Alchemist.

So with all the illusion nerfs (esp. radiance illusions) i feel like manta is not that great on alche. People always think about radi alch like some sort of Naga rat build but forget that its very strong in the early fights.

Alche can get very fast radi+armlet and be very hard to kill. After that the logical thing would be to get manta, but what if you just get solar and halberd so you are pretty much unkillable by right clicks until enemy gets mkb. Enemy supports and squishy cores will just melt from radi burn. With all this evasion armlet toggling becomes a trivial task making you very hard to destroy. And if enemy gets mkb you farm so fast you can replace solar with shivas or ac.

I feel like this build makes the best of alchemists ability to farm fast and creates a very big power spike. You should just snowball against right click heavy teams and take objectives with Armlet radi solar halberd octa.

submitted by /u/podteod
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Is pugna supposed to be a baby?

Posted: 11 Jun 2017 04:11 PM PDT

If you read his bio it kind of sounds like he's only 6 years old. That would explain his stature.

In the realm of Pugna's birth, near the vents of the Nether Reaches, there stood a lamasery devoted to the Arts of Oblivion, which drew its power from the nether energies. The Grandmaster of the temple compound had himself passed into Oblivion several years prior, leaving his academy without a leader. From the moment of their master's death, the regents of the temple began rites of divination to identify their master's reincarnation, and eventually all signs converged on the immediate neighborhood. Several villages squatted in the shadow of the temple, their alleys and plazas full of the laughter of squalling children. Pugna, a mere thirteen months of age, was but one candidate among the local brats, and on the appointed day he was presented at the temple alongside two other promising tots. The lamas offered a jumble of worn relics to the children, treasured possessions of their former grandmaster. One boy reached for a porphyry wand that had belonged to the lama...and put it in his nostril. An impish girl pulled out an amulet that had also been the lama's, and immediately swallowed it. Pugna regarded the other two coolly, gave a merry laugh, and blasted them with gouts of emerald flame, reducing them to ashes in an instant. He then snatched up the wand and amulet, saying 'Mine!' The regents hoisted the beaming Pugna on their shoulders, wrapped him in their grandmaster's vestments, and rushed him to the throne before his mood could change. Within five years, the temple itself was another pile of ash, which pleased Pugna to no end.

submitted by /u/ataraxic89
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Sheep stick on Troll.

Posted: 11 Jun 2017 04:07 PM PDT

I've been experimenting builds with Troll and I found that Hex is one of the best items on him. A 3.5 second lockdown is plenty of time to start permabashing the enemy. Try it out!

submitted by /u/pleasehelpplz
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[Theorycraft] How get the 3 star on last boss on Saltbreaker

Posted: 10 Jun 2017 10:26 PM PDT

Before I start, I want to say that I still haven't tested this strategy and can't say that it will work, but in my head It has the highest in killing him in less than 4 min with no deaths.

The Heroes and Items:

  • Templar Assasin - Desolator - Satanic - Shadowblade/Silveredge - Daedalus - MKB - Travel

  • Drow Ranger - Daedalus - Satanic - Shadow Blade/SilverEdge - MKB - Travel - Skadi

  • Troll Warlord - Daedalus - Satanic - ShadowBlade/ Silver Edge - MKB - Travel - Assalt Cuirass

  • Dazzle - Travel - GlimmerCape/ShadowBlade/SilverEdge - Aghanim - Refresh - Octarine - Solar Crest

Note- You can swap Satanic with BKB in the Sandstorm part as you will PROBABLY not take any damage so you can abuse this timing as much you can

The Strategy:

  1. Start Cast Dazzle's ult twice on Rhyzik

  2. Wait him use his start him his animation to sandstorm

  3. Drow, TA and Troll get close and get as much hits you can

  4. Dazzle cast Grave Aoe

  5. When the Grave is almost ending, use satanic then heal then flee

  6. Avoid fighting him in the Epicshockfissure

  7. You will have a another chance later when he burrows on the ground and try hit him as much you can with the Dazzle ult

  8. Repeat.

Probably you dont need any artifact , but having the right one can increace the chances by a lot:

  • Bogdugg's Lucky Femur - Passive: SKILLSHOT - After an ability is cast, it has a 25% chance to be immediately refreshed. This item is broken with Dazzle and Jakiro, as you have the chance at using you ult 2-4 times in a row. You want this item for Dazzle if you want try this strategy as it increases the chance in killing the Sandking a lot faster and also helps your team to not die(chance to recast grave is huge and grave with octarine have very low cd)

Going for the magical route is close to impossible to kill Rhyzik in less than 4 minutes, so I though in the best physical team possible with the best to burst him down with low chances in dying, this is not tested yet and I will try it tomorrow. If someone can try it post it your experience to make it better as reference later for people trying to get the 3 star later.

submitted by /u/kinkosan
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why doesnt sb see play in competitive dota?

Posted: 10 Jun 2017 09:58 PM PDT

this hero is currently sitting at 56.53% winrate (highest winrate hero)in 5k+avg mmr games, so why dont pros use him? please enlighten. isnt he good in fighting meta?

submitted by /u/ch3rri_
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Has there been a chance lately in how people build Chaos Knight?

Posted: 10 Jun 2017 05:20 PM PDT

Somewhat recently I started playing a lot of games as Chaos Knight, and I noticed that his builds section on dotabuff has changed drastically.

It used to be that his most common build was to delay taking his ult until level 11, instead maxing out his stun and pull, and taking a talent and a point in his passive by level 10. Now, the current build on dotabuff (with a build rate of 43%) shows him getting his ult at 6 and 12 as normal, again maxing out stun and pull before putting points into his passive. The old build is nowhere to be seen in his Builds section.

I know it's easy to be mislead by what you see on dotabuff so I'm trying to not read too much into it, but I'm just curious if something has changed about how he's played. Maybe a new line of thinking or something recent change to the game mechanics. The old build made sense to me, since having 1-2 illusions on a 130 timer seemed underwhelming to me.

I've also noticed that builds that focus on maxing his passive earlier seem to have good win rates but low pick rates. I've kinda wondered about that as a way of having more sustain in the jungle, was wondering what input you guys might have about that.

submitted by /u/chironomidae
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Viper Offlane

Posted: 10 Jun 2017 05:47 PM PDT

What do people think of an offlane viper this patch?

The hero feels generally very strong, being a natural solar crest builder (best item of the patch) and having no long cooldowns which really suits the constant fighting. Build a mek and he's able to sustain pushes with ease. I've had a lot of success doing this this patch, just wanted to see what other people thought.

I should warn you that I'm only 3.5k, so this could well suck in higher mmr brackets.

submitted by /u/Wryds
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Overstacking enemy Ancients, making them unkillable

Posted: 11 Jun 2017 05:36 AM PDT

Could this be a thing? Imagine if you can make a 4-5 stack at 10 min, with those 2 healing creeps. BB, TA, sven can't kill them before getting rooted, at which point they're probably dead. The only way you can deal with it would be to nuke the 3 healing/root creeps, then whittle away at the rest.

Sure they could kill them at ~20 min, but you're at least slowing down their snowball/momentum (unless you're stronger than them, then you can maybe steal it for yourself).

Thoughts?

submitted by /u/holymanager
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Split push heroes

Posted: 10 Jun 2017 05:47 PM PDT

Just wondering which of the following heroes are actually good for split pushing. I know that AM is good but I don't want to play him that much right now. The only heroes I am certain can split push that I want to play are Storm Spirit and Slark.

Windranger

Ember Spirit

Lina

Queen of Pain

Juggernaut

submitted by /u/BigFattyAcids
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