True Dota 2 - 7.18 |
- 7.18
- Back from meta graveyard, winning with Dark Seer
- Skywrath Mage Mid Skillbuild discussion
- What's the offlane advice noone ever mentions?
- Enigma Talent discussion
- How important is targeting tombstone in a teamfight?
- Question regarding Meepo's item build
- Ward Area Preview missing
- Any other services like GameLeap or PVGNA out there?
- Would someone be able to give me a run down on how to play Meepo effectively ?
Posted: 25 Jun 2018 06:12 PM PDT 7.18Items
HeroesAbaddon
Alchemist
Ancient Apparition
Bane
Beastmaster
Bloodseeker
Centaur Warrunner
Chen
Clinkz
Clockwerk
Crystal Maiden
Dark Willow
Dazzle
Death Prophet
Doom
Dragon Knight
Earthshaker
Earth Spirit
Ember Spirit
Enchantress
Enigma
Invoker
Io
Legion Commander
Leshrac
Lich
Lycan
Meepo
Mirana
Morphling
Naga Siren
Nature's Prophet
Necrophos
Night Stalker
Nyx Assassin
Oracle
Phantom Lancer
Pudge
Riki
Sand King
Shadow Shaman
Skywrath Mage
Slark
Sniper
Sven
Templar Assassin
Terrorblade
Tidehunter
Timbersaw
Tiny
Ursa
Vengeful Spirit
Warlock
Weaver
Windranger
Witch Doctor
Wraith King
[link] [comments] |
Back from meta graveyard, winning with Dark Seer Posted: 26 Jun 2018 07:34 AM PDT In my opinion, there is only one reason to play dark seer in the current meta, and that reason is Helm of the Dominator (HotD). If you do not wish to micro with HoTD, you can turn around now, do not continue with Dark Seer, because he's fairly underwhelming offlaner without HoTD and why I think his win percentage overs around 49%. Since I've been spamming him I'm at a 64% win percentage, I've gone from 4500 to 4900 mmr in a litter over 2 weeks. My dotabuff. With that out of the way let's begin. Dark Seer strengths: High base armor (good for tanking creeps). Good escape/initiation with Surge and blink dagger. Good late game team fight (The stronger the rightclick of enemies, the stronger your wall illusions become). The ability to take "dangerous" farm fast and safely. The ability to solo kill enemies with HoTD. Very easy hero to pull creep aggro. Dark Seer weaknesses: Can be countered (KOTL, Shadow Shaman, Oracle, Chaos Knight). Terrible last hit animation (foreswing). Doesn't off much kill potential early game until HoTD and Level 12 (level 3 vacuum, level 2 wall). Very item and level dependent. Early Game: I start off when stout shield, 1 set tangos, 1 salve, 2 clarities, and one mango. Beg for a ward to place around their small camp pull spot behind T1. The laning phase for Dark Seer ranges immensely in terms of play style. To be good at this hero you have to figure out how much you can get away with. Being passive when you should be aggressive is game losing. However, push the limits of this hero and you'll be rewarded with tilted enemies and +25mmr's. So laning phase situations starting from the most aggressive to most conservative. In a 1v1 matchup dark seer can aggro the enemy creeps into their own jungle small/medium neutral creeps and farm both, this means you're getting more GPM than their carry as he tries to last hit under his own tower. In a 1v2 or 1v3 you must know whether the enemy supports can stop you from pulling creep waves. Heroes like lich, treant, crystal maiden, ogre magi, and pudge can't stop you once you hit lvl 2 and get surge (getting lvl 2 is your first power spike because you can pull creep waves and kill them). Shadow shaman, bane, oracle, can stop you from pulling waves. So if you can pull the creep wave from behind the enemies t1 towards their t2 and make a loop in the jungle so that you stack enemy waves. With 2 enemy creep waves chasing you 1 ion shell placed on a melee creep can kill 2 waves of creeps. You can also pull the waves back to the other side of river between your own T1/T2. The important thing to remember is if the support can't stop you, make them invisible in your own mind, focus on where the carry and mid player are, because if they leave creeps in their own lanes, it's for only one reason, to kill you. Aggroing 2-3 waves of creeps around the enemies jungle is about the most fun you can have playing this game in my opinion. The enemy supports freak out because they're powerless. They may leave lane, they may call in for backup, you have to be able to read the situation and change your play style. If you can't pull creep aggro safely against the enemy supports you're facing, you're gonna have to hide in the trees and run back towards your T1, trying to double stack the ion shells on your own creep wave so you are more likely to get CS. This is the worst situation but make the most out it. I feel like 95% of the time you should shell the creeps over yourself in the laning phase. Typically in 2v2 or 2v3 you'll play the lane a little bit more aggressively around the creeps. Choosing to put an ion shell on your teammate if he is a melee hero for that extra harass. Mid Game. You should get your soul ring by 2-3 minutes and HoTD by 10-13 minutes. With soul ring and HoTD you're now a farming machine. This is your second power spike. You can ion shell your large HoTD creep (any of the large melee creeps are good here) and surge it towards the oncoming enemy creep wave behind their t1 and farm that, meanwhile Dark Seer can farm the neutral camps. A ward is nice but not needed if you keep track of enemy heros on the minimap. Typically they will need 2+ heroes to kill you as you can surge away. You can walk right at most enemies with two ion shells (one on you, one on the HoTD creep) and a vacuum and have kill threat. If you're very micro-skilled you can right click the enemy with your hero and body block with the creep. Your goal is to keep farming and take the enemies T1 tower. This turns the enemy safelane into a deadlane. You farming their camps takes gold away from the enemies cores. This is Dark Seer's strength, is that he can rotate between the enemies' jungle and his own jungle farming away neutrals fast, while also farming the enemies safelane with the ion-shielded HoTD creep. Late game. Dark Seer wants to always take dangerous farm with his ion shelled creep. Always give your hard carries safe farm! Always shove-in lanes safely. Shoved lanes = map information and delay of enemy's ability to take objectives. Communicate with your team on team fights. Prioritize the enemy right click carries in vacuum wall combos. The walled replicas default to hit the enemies that they originated from, but any many cases you want to target the squishiest heroes with wall replicas. Make sure before taking teamfights all your melee teammates have ion shells on them, this is easy to do with the 15% cooldown reduction talent. It's also good to ion shell wall replicas too. Blink+ vacuum+ wall + shiva combos are game winning if you do them correctly. Timing and vision are key. Items: After soul ring and HoTD the next item I look to get is arcane boots, then blink and Greaves. Sometimes getting BKB before Greaves if I'm up against a team with a lot of magic lockdown like Elder Titan, Leshrac, or Invoker. I generally always get Shivas, and situationally I get Syth of Vise, Lotus Orb, Crimson, or Pipe. The other item that is situational is Boots if Travel. Dark Seer can farm half the map, but that does zero good if your team 4v5's and gets whipped on the other side of the map. If the enemy has a Luna or a Medusa, Agh-Scepter may be called for that extra wall damage. Talents: I usually go +90 damage, +75 aoe vacuum, 15% cool down reduction, and +150 ion shell damage. If I'm playing against a tinker I will go +12 hp Regen. If I'm playing against a Luna/Medusa I may go double wall. I hope that helps you guys. Icefrog has been buffing this guy's vacuum and wall and he's been getting more action in the pro scene. Hopefully he leaves him alone for awhile until I hit Divine 0. Good luck playing the purple pointed-head hero. Watch Optic.33 play him, he's one of the best in the world on him. That's who I try to emulate. [link] [comments] |
Skywrath Mage Mid Skillbuild discussion Posted: 26 Jun 2018 08:28 AM PDT I love to play Sky mid as he is pretty strong and I usually go 1, 2, 1, 3, 1, 4 and then max 1, then 3 and last 2. But today I saw the game OG vs WAR where Topson played Sky maxing 1 then 2 then 3 and not leveling ulti at all. Is there a legid readon behind this or is my build better? I usually choose the silence over the the minimal slow and damage increase [link] [comments] |
What's the offlane advice noone ever mentions? Posted: 26 Jun 2018 04:45 AM PDT Besides all the messing with the equilibrium, the pulling, the trading, the dying. What's some offlane advice that noone mentions? [link] [comments] |
Posted: 26 Jun 2018 04:52 AM PDT HeyGuys, Enigma spammer here [https://gyazo.com/8ba6e0a862362fc75b7b3fd3ccdb0df7], apparently top ~100 player too (https://gyazo.com/f1d8ec38bbb973f338289b13fc4b5f48), wanting to discuss enigma and his talents specifically. I just did some math, ive always gone cool down reduction on enigma, because he has 4 active spells and often gets both midas and blink. So my most recent enigma game i got level 15 at roughly 20 minutes into the game, game lasted 53 minutes. With the most recent buff to the other 15 talents, making it 150 g/m, i would have gotten roughly 5000 extra gold by 53 min.However, they also buffed midas, so with the buff taken into account, and you take the cd reduction talent at 15, you get midas once every 76.5 seconds (for an exp boost and 200 gold)33 minutes are 1980 seconds, 1980/76.5 == ~26 times you can use midas. 26x 200=5200So, excluding the midas exp boost, and even excluding all the other things the cooldown reduction talent gives you, its almost always worth still skipping the 150 gold per minuteCrazy how they can buff a talent and it still be significantly worse than its alternative. I've checked the "trends" tab in dota and no matter what bracket youre playing in, it's often 10% or less, of people that pick the gpm talent. Aside from his level 15 talent, I'm glad they buffed his level 20 and 25 alternatives to the zoo enigma eidelon build. Sometimes I just really did not want to choose that option due to the enemy having great wave clear, you'd end up feeding so much gold. 500 health is significant, and 5 malefice ticks is not something to be trifled with either. Thoughts? I also might get a value point in midnight pulse at level 4 now (1-2-1 build) considering how good it is level 1, also only 75 mana is so cheap. I did notice fnatic.universe doing this PRE-patch so im sure its worth it post-patch with all the buffs. Thoughts? What talents do you choose? This hero is so bonkers right now, only down side is that it isnt really good in a 2-1-2 meta, as it excels being alone in the offlane. [link] [comments] |
How important is targeting tombstone in a teamfight? Posted: 26 Jun 2018 07:44 AM PDT I see a lot of replays where carries focus the tombstone in the midst of a teamfight in situations where I definately would have been hitting heroes, even late into the game. Is it really that important to kill? [link] [comments] |
Question regarding Meepo's item build Posted: 26 Jun 2018 01:57 PM PDT I see meepos commonly build Blink, ShadowBlade, EB these days. What happened to the dragon lance blink aghn build? [link] [comments] |
Posted: 26 Jun 2018 02:09 AM PDT Hi all. Until a few weeks ago I was able to preview the area a ward will cover before placed. I had to reset my computer and reinstall everything. Since then this feature isn't working for me. I looked through the patch notes to check if they might have removed it, but couldn't find anything about it so far. I also cked my settings, and they are as before. I'd appreciate some insight as this really bugs me. Thanks in advance. [link] [comments] |
Any other services like GameLeap or PVGNA out there? Posted: 25 Jun 2018 06:54 PM PDT I have tried both of them just wondering if there's any other sites like these. [link] [comments] |
Would someone be able to give me a run down on how to play Meepo effectively ? Posted: 25 Jun 2018 07:12 PM PDT Heroes got a few buffs and seems fun but haven't played him much at all and would like to know about; Laning, farming patterns, and whatnot. [link] [comments] |
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