True Dota 2 - What comprises a 6 slotted Necrophos?


What comprises a 6 slotted Necrophos?

Posted: 17 Jun 2017 04:09 AM PDT

One problem I find is that having bought early items like veil, euls and blademail, I find it difficult to replace them late game simply because their actives are such high value. This is especially true since my team isn't likely to suddenly buy them to compensate. What items is a fully stacked necrophos likely to go for?

submitted by /u/DeathOnion
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Some things to think about when drafting.

Posted: 17 Jun 2017 11:35 AM PDT

I've been playing this game for about 3 years now and have been thinking about how complex drafting is. It's very important to not be redundant with the heroes you draft, but rather have heroes that synergise with one another.

Now the hero I've been thinking about is earth spirit. This heroes skill set is very focused around control and set ups. I've never played an earth spirit game and found myself 5-0-3, but mostly 1-1-7. This made me come to the conclusion that many heroes are classified into subgroups. IE, a hero like earthspirit does a great job at enabling his teammates, but definitely is an awful hero on his own. Same thing with heroes like io, clockwerk, enigma, and even puck to some extent.

When I watch pro games, I find that drafts that contain 2 or more of heroes in this specific classification as "enabler" tend to fall short. I don't have the resources to link said games since I'm on my phone, but I will in the near future.

To put this into perspective, let's say you had a draft with a roaming es, mid puck, and offlane enigma and maybe something like a safelane dazzle with an antimage doing his thing. I feel like those heroes will do a whole lot of nothing once their respective nuke damage has fallen off. And antimage is out split pushing.

Now lets say you drafted, earth spirit, Magnus and ember spirit. These 3 heroes are totally able to destroy alot of games on their own until antimage gets his farm. This is simply because each of those heroes fulfill the weakness of their partners, hence, where I'm going with this classification thing.

Now I'll try to list some heroes in their classification and see if you agree.

Enablers;

Io Earth spirit Elder titan Puck Clockwerk Dazzle Night stalker Brewmaster Nyx Drow

Heroes that benefit from said enablers:

Huskar Lifestealer Drow ember spirit Storm spirit Invoker

Heroes that are fine on their own

Juggernaut Luna Spectre Venomancer Necromancer Lycan

Then you have heroes that are in a bit of a grey area where there are too many variables to classify them.

Axe Abaddon Drow (Can't think of many ATM, will add more)

So Ive been using these things to kind of measure how good a draft is. And when drafting, avoid putting 2 heroes from the same tier.

One inconsistency is drow ranger, who has a super unique mechanic which buffs all ranged hero's when she's alive. This means that alot of resources must be made to ensure she has a good game (enabled) as well as indirectly getting other heroes to have a good game (enabler)

So I don't really understand what to make of this, but it's something to think about. Maybe there are more specific subgroups that breaks heroes down even further. The point is to try to find as much middle ground with heroes to put them together, and try to diversify drafts through this.

Thoughts?

Sorry for being a little all over the place, I'm typing this while working out, and sorry for any grammar/spelling errors, will edit them out in the near future.

submitted by /u/HowIsBuffakeeTaken
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How does my friend's aggro minus armor Anti-Mage build sound?

Posted: 17 Jun 2017 01:22 PM PDT

He says the lane would be offlane

Skill build would be 2 - 3 - 0, maxing W followed by Q, and E, skilling ult when available.

Talent tree would be +150 health, +30 attack speed, +10 all stats, +25 agility.

Item build says would be Vlads, Yasha, Medallion, Deso, Blightstone, SnY, and Solar Crest.

He believes that with effective farming and a few kills you can have the first four items pre 25 minutes.

His argument for this build is that this build is to allow AM to snowball, not to hard carry. As many Dota 2 games are now ending around the 40 minute mark. Instead of farming, Anti-Mage will be using mobility to kill.

My counterargument was that any team who turtles basically nullifies the aggro aspect of this build and then you are an anti mage with -19 armor attacks and 3 items you do not need. (Blightstone, Solar Crest, Desolator)

Anyway I wanted to open up his idea to you guys to see if this build isn't as bad as I believe it to be.

submitted by /u/CertifiedWizFul
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Questions for Experienced Lina players!

Posted: 17 Jun 2017 02:11 PM PDT

4k Mid Player here, Never really got into Lina until lately ( mostly played TA, ember, SF, Qop etc )

I feel that I have her mid and late game down fairly well, in terms of positioning etc.

However I usually don't dominate the laning phase even in match ups where I think I should.

Any high level experienced lina players can shed some light on first 10 mins?

1- Item build up? starting items, into bottle? or double null, how many Clarties?

2- Rune control/ and or Dragon slave spam?

3- In what situations do you try to abuse her range over her Dragon slave, etc

Just not really sure how to get the most of the hero in lane, usually am only coming out with 40 LH's at 10 mins which is terrible.

submitted by /u/_spenman
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