True Dota 2 - 7.18


7.18

Posted: 25 Jun 2018 06:12 PM PDT

7.18


Items

  • Aeon Disk: Cooldown increased from 90 to 115
  • Echo Sabre: Strength bonus increased from 10 to 12
  • Echo Sabre: Damage bonus reduced from 15 to 12
  • Echo Sabre: Slow duration increased from 0.7 to 0.8
  • Hand of Midas: Cooldown reduced from 95 to 90
  • Orb of Venom: Damage per second reduced from 5 to 3 on ranged heroes
  • Maelstrom: Chain Lightning damage reduced from 170 to 160

Heroes

Abaddon

  • Abaddon: Base movement speed increased from 305 to 310

Alchemist

  • Alchemist: Greevil's Greed Gold Bonus Cap increased from 16/20/24/28 to 20/24/28/32
  • Alchemist: Greevil's Greed Stack Duration increased from 30 to 40

Ancient Apparition

  • Ancient Apparition: Ice Blast duration increased from 8/9/10 to 9/10/11

Bane

  • Bane: Fiend's Grip cooldown increased from 100 to 120/110/100

Beastmaster

  • Beastmaster: Wild Axes manacost increased from 80 to 80/85/90/95
  • Beastmaster: Primal Roar cooldown increased from 80/75/70 to 90/80/70
  • Beastmaster: Level 10 Talent reduced from +25 Movement Speed to +20
  • Beastmaster: Level 15 Talent reduced from +7 Armor to +6
  • Beastmaster: Level 20 Talent reduced from +100 Wild Axes Damage to +80

Bloodseeker

  • Bloodseeker: Level 10 Talent reduced from +8 Armor to +6
  • Bloodseeker: Level 15 Talent reduced from +300 Health to +275

Centaur Warrunner

  • Centaur Warrunner: Base strength increased by 2

Chen

  • Chen: Holy Persuasion cast range reduced from 900 to 600
  • Chen: Holy Persuasion send back delay rescaled from 6/5/4/3 to 6
  • Chen: Holy Persuasion cooldown increased from 10 to 32/24/18/10

Clinkz

  • Clinkz: Strafe cooldown reduced from 45/35/25/15 to 30/25/20/15
  • Clinkz: Strafe manacost reduced from 90 to 75/80/85/90

Clockwerk

  • Clockwerk: Power Cogs burn/damage reduced from 80/120/160/200 to 50/100/150/200

Crystal Maiden

  • Crystal Maiden: Crystal Nova damage increased from 100/150/200/250 to 130/170/210/260
  • Crystal Maiden: Arcane Aura self mana regen increased from 1.6/2.4/3.2/4 to 1.8/2.6/3.4/4.2

Dark Willow

  • Dark Willow: Bramble Maze total damage increased from 100/150/200/250 to 140/180/220/260
  • Dark Willow: Cursed Crown manacost reduced from 100/120/140/160 to 80/100/120/140

Dazzle

  • Dazzle: Base damage spread reduced from 41-59 to 47-53
  • Dazzle: Poison Touch damage rescaled from 10/24/38/52 to 16/28/40/52

Death Prophet

  • Death Prophet: Base armor reduced by 1

Doom

  • Doom: Base movement speed reduced from 285 to 280

Dragon Knight

  • Dragon Knight: Level 15 Talent reduced from +35 Damage to +30

Earthshaker

  • Earthshaker: Base HP regen increased from 2 to 2.5
  • Earthshaker: Base movement speed increased from 305 to 310
  • Earthshaker: Enchant Totem Scepter cast range increased from 900 to 1100
  • Earthshaker: Echo Slam Echo damage increased from 60/85/110 to 70/90/110
  • Earthshaker: Echo Slam waves are no longer disjointable

Earth Spirit

  • Earth Spirit: Strength gain increased from 3.2 to 3.5

Ember Spirit

  • Ember Spirit: Fire Remnant charge restore time increased from 35 to 38

Enchantress

  • Enchantress: Attack range increased from 550 to 575
  • Enchantress: Untouchable attack slow increased from -20/60/100/140 to -20/70/120/170
  • Enchantress: Impetus damage increased from 14/18/22% to 16/20/24%

Enigma

  • Enigma: Midnight Pulse damage increased from 3/3.75/4.5/5.25% to 3.75/4.25/4.75/5.25%
  • Enigma: Midnight Pulse duration rescaled from 11 to 9/10/11/12
  • Enigma: Midnight Pulse cooldown rescaled from 35 to 50/45/40/35
  • Enigma: Midnight Pulse manacost rescaled from 95/110/125/140 to 75/95/115/135
  • Enigma: Level 15 Talent increased from +120 Gold/Min to +150
  • Enigma: Level 20 Talent increased from +400 Health to +500 Health
  • Enigma: Level 25 Talent increased from +4 Malefice Instance to +5

Invoker

  • Invoker: Level 10 Talent increased from +0.5s Tornado Lift Time to +1.25s
  • Invoker: Level 15 Talent changed from +2.5s Cold Snap Duration to -12s Cold Snap Cooldown

Io

  • Io: Relocate now has channel time instead of a cast delay

Legion Commander

  • Legion Commander: Duel bonus damage increased from 10/14/18 to 10/18/26

Leshrac

  • Leshrac: Split Earth cast range reduced from 750 to 650

Lich

  • Lich: Sacrifice 25 manacost removed
  • Lich: Ice Armor increased from 3/5/7/9 to 4/6/8/10
  • Lich: Chain Frost cast point reduced from 0.4 to 0.3

Lycan

  • Lycan: Base armor reduced by 2
  • Lycan: Base damage reduced by 3

Meepo

  • Meepo: Base armor increased by 2

Mirana

  • Mirana: Level 10 Talent reduced from +20 Damage to +15
  • Mirana: Level 25 Talent reduced from -75s Moonlight Shadow Cooldown to -70s

Morphling

  • Morphling: Waveform cooldown increased from 11 to 14/13/12/11

Naga Siren

  • Naga Siren: Rip Tide damage reduced from 120/160/200/240 to 80/130/180/230
  • Naga Siren: Ensnare cooldown increased from 12 to 14

Nature's Prophet

  • Nature's Prophet: Agility gain increased from 1.9 to 2.4

Necrophos

  • Necrophos: Death Pulse damage increased from 80/120/160/200 to 100/140/180/220
  • Necrophos: Death Pulse unit kill regen duration increased from 6 to 7

Night Stalker

  • Night Stalker: Void now deals half damage during day
  • Night Stalker: Base movement speed reduced from 290 to 285

Nyx Assassin

  • Nyx Assassin: Vendetta manacost decreased from 160/210/260 to 140/200/260

Oracle

  • Oracle: Intelligence growth increased from 3.2 to 3.5

Phantom Lancer

  • Phantom Lancer: Base strength reduced by 3

Pudge

  • Pudge: Meat Hook cast range increased from 1000/1100/1200/1300 to 1300
  • Pudge: Flesh Heap magic resistance increased from 6/8/10/12% to 8/10/12/14%

Riki

  • Riki: Base damage increased by 3
  • Riki: Blink Strike damage rescaled from 55/70/85/100 to 100
  • Riki: Blink Strike cast range rescaled from 800 to 500/600/700/800
  • Riki: Smoke Screen AoE increased from 250/275/300/325 to 325
  • Riki: Smoke Screen cooldown increased from 11 to 17/15/13/11

Sand King

  • Sand King: Burrowstrike cooldown increased from 11 to 14/13/12/11

Shadow Shaman

  • Shadow Shaman: Mass Serpent Ward damage increased from 40/70/100 to 50/75/100

Skywrath Mage

  • Skywrath Mage: Arcane Bolt manacost increased from 70 to 90

Slark

  • Slark: Level 10 Talent reduced from +10 Agility to +8

Sniper

  • Sniper: Headshot physical damage no longer ignores Spell Immmune units
  • Sniper: Headshot damage increased from 15/40/65/90 to 20/50/80/110

Sven

  • Sven: Great Cleave damage increased from 30/42/54/66 to 40/50/60/70

Templar Assassin

  • Templar Assassin: Psionic Traps bounty increased from 1 to 25

Terrorblade

  • Terrorblade: Agility gain increased from 3.7 to 4.2

Tidehunter

  • Tidehunter: Gush armor reduction increased from 3/4/5/6 to 4/5/6/7
  • Tidehunter: Ravage duration increased from 2/2.4/2.8 to 2.4/2.6/2.8
  • Tidehunter: Level 20 Talent increased from -4 Gush Armor to -5
  • Tidehunter: Level 20 Talent increased from +24 Kraken Shell Damage Block to +30

Timbersaw

  • Timbersaw: Whirling Death stat loss percentage increased from 13% to 15%

Tiny

  • Tiny: Strength growth increased from 3.3 to 3.6
  • Tiny: Tree Grab unit attack damage bonus increased from 10/20/30/40% to 25/30/35/40%
  • Tiny: Tree Grab building attack damage rescaled from 90/120/150/180% to 80/120/160/200%
  • Tiny: Toss damage increased from 75/150/225/300 to 90/160/230/300

Ursa

  • Ursa: Overpower attack count increased from 3/4/5/6 to 4/5/6/7
  • Ursa: Level 20 Talent increased from +12 Fury Swipes Damage to +16

Vengeful Spirit

  • Vengeful Spirit: Wave of Terror damage rescaled from 45/70/95/120 to 60/80/100/120
  • Vengeful Spirit: Magic Missile stun duration rescaled from 1.2/1.4/1.6/1.8 to 1.5/1.6/1.7/1.8

Warlock

  • Warlock: Shadow Word manacost increased from 90/110/130/150 to 120/130/140/150
  • Warlock: Shadow Word cast range reduced from 525/600/675/750 to 450/550/650/750 

Weaver

  • Weaver: Agility gain increased from 2.8 to 3.1
  • Weaver: Shukuchi damage increased from 80/110/140/170 to 100/125/150/175

Windranger

  • Windranger: Intelligence reduced by 2
  • Windranger: Powershot reduced from 180/270/360/450 to 150/250/350/450

Witch Doctor

  • Witch Doctor: Voodoo Restoration activation cost increased from 20/30/40/50 to 35/40/45/50

Wraith King

  • Wraith King: Mortal Strike skeletons magic resistance increased from 30% to 50%
  • Wraith King: Vampiric Aura increased from 15/20/25/30% to 18/22/26/30%
submitted by /u/badascii
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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.

submitted by /u/drunk_goat
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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

submitted by /u/derteufelqwe
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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?

submitted by /u/Letalis_
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Enigma Talent discussion

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.

submitted by /u/I_am_MagicMike
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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?

submitted by /u/m00t13
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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?

submitted by /u/arbitergy
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Ward Area Preview missing

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.

submitted by /u/The_Frozen_Duck
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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.

submitted by /u/AegiZ_
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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.

submitted by /u/KieranParsons_
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