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Posted on 01-23-13, 11:56 am in Dotabuff rating poll results
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I'm for it, I'm not sure if I'd like it to be public. But oh well, I doubt it will be as bad as it was in the HoN community... Hopefully not anyway!
Posted on 01-23-13, 12:00 pm in New player, got recommended from Reddit.
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Welcome to the club! Stop by TS and hang out with us!
Posted on 01-23-13, 12:01 pm in Coming to you via DotaInsider
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Hello there!
Posted on 01-23-13, 07:18 pm in Dotabuff rating poll results
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Shane will be bronze. Plz bronze pick a support and try not to feed them.
Posted on 08-23-13, 03:53 pm in THROW MONEY HERE!
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Posted by fallenelf86

Rule #460- You need to travel to play in LANs. #road2ti4


LOL
Posted on 09-09-13, 03:55 pm in The Doobs Chart 2013
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Grievous fits perfectly
Posted on 10-01-13, 04:22 pm in Some Hero Guides
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I thumbed through a few guides and I'll add a few things to what fallen said. Below are suggestions based on my experience. I find them to be optimal builds through math and stupid shit like that. Above all I agree with what fallen said. Saving up for big items often isnt very effective in dota (as the game is already won or lost by the time you have them) so cheap, cost effective items often are better to win games with.

Enigma - Probably the strongest early game pushing jungler. If you dont have anybody on your team building a mek, often times it's much smarter to delay your blink dagger and get a mekanism.

Additionally, if the enemy team has heros like sven, invoker, and puck is rushing a blink really the most effective item in the situation? If you have a DS going mek, it's probably smarter to build a bkb first so that your hole can't be interrupted (unless you're a champion and can get 5 man holes all game with the blink)



Gyro - PMS is quite ineffective on gyro. He's a ranged hero. Dont build PMS (or stout) on a ranged hero unless youre playing against a broodmother. Rushing hotd is very ineffective in most situations. While lifesteal is great later on in the game when you have a fair bit of damage - lifesteal does almost nothing for you in early-mid game teamfights. Stacking ancients is often not an option as long lane T1 towers are often pushed down (as it's easy for most lineups to push against an offlaner), so you end up stacking ancients for the enemy carry to clear.
I'd include drums as a core item on 90% of carries. Drums are actually imbalanced. They let you fight incredibly early in teamfights and provide a ton of dirt cheap stats that help you be the "deciding factor" in early-midgame skirmishes.
A lot of people will disagree with me here, and that's okay (because I know the math!) But AC is quite bad on agility carries. AC is designed for strength carries (as they don't get attack speed or armor from items they build for damage - like agi heros do from butterfly, manta, ect).

If youre playing a carry gyro, dont build missile. One point is plenty. Go flak/barrage, maybe one point in missile then go stats afterward. On paper missile looks like a good skill - but it's quite awkward on gyro. It has absolutely no synergy with his skillset.



Lion - Dont build aghs on lion, no matter what role youre playing. you dont have the mana to support two ults in the same teamfight.


Slardar - Desolater is not a carry item. It's for utility. Don't build desolater unless youre a weaver. It's a pretty mediocre item on most heros as it scales linearly AND uses an orb effect in the process. On a late game carry (as you have slardar marked under) you want an item like satanic. You cant get satanic and deso. MKB is a better alternative to deso 9/10 times, including on natures prophet. Again i'd include drums to be situational on basically every carry.

Alch - Don't build greed and go shadow blade. If youre going shadowblade it's because you want to kill heros - not creeps. So put 1-2 points in greed then level your stun and acid spray. Dont so soul ring on carries. It delays your core items for too long. Wand will often solve your mana problems. With alch, you get a ton of mana regen from your ult anyway.

Tiny - for carry. Treads -> Drums (optional) -> Aghs -> manta -> crit. As fallen said, dont get mana boots. Just tread switch.

Manta's too good on tiny to waste your gold on an AC. You get plenty of armor and attack speed from manta, and the illusions are imbalanced for killing towers.

Abba - Dont build bloodstone. Dont build soul ring. Get mana boots (he's a support after all, mana boots help your team).

CK - Dont build AC. Get manta instead. If you ult + manta + reality rift you can kill one person instantly. Same reasoning as on tiny besides this.

Wisp - Soul ring + bottle are situational on wisp. You can soul ring bottle your carry to keep him in lane farming, and to heal him during teamfights. Take 1 point in overcharge at level 4 or 8. Do not max tether. Max your spirits to make those level 6 relocate ganks more effective by having more damage.
Posted on 10-20-13, 02:53 pm in Gambit gets nerfed
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I think phase -> mek is the new ghost scepter huskar. Mek first item is unreal on huskar.

I know it doesn't sound good, but just try it
Posted on 12-08-13, 07:38 pm in Shane's Massive Inaugural Stream!
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