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Dota 2 Weekend!; CAUSE YEAH
Topic Started: Feb 12 2014, 02:32 AM (18,079 Views)
DarkFlashlight
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it will take a toll
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Thinking about what Ghost said and I decided to make a list of heroes I feel like we should try to learn, because they could be useful, but no one (disregarding Oli) seems comfortable with them:


Bloodseeker-I don't feel like the problem is that none of us can play BS, we just don't. Now that we're actually in low level matches is the time to exploit him for all the noobseeking goodness he offers.

Broodmother-Probably some of the best pushing a carry can offer, plus unimpeded movement over cliffs/trees while in webs (plus invis and bonus regen) is sort of crazy unfair.

Enigma-Basically just because he's a good jungler with a fantastic teamfight ult.

Keeper of the Light-Chakra.

Phantom Lancer-Everyone hates playing against him for a reason. He's a moderately hard to counter carry with hilarious harass and escape potential.

Pudge-The ultimate in both ganking and bulkiness and none of us really ever bothered with him. I hate him too, but he would honestly probably be pretty useful.

Queen of Pain-A fairly rare mid (which means the enemy is less sure how to deal with her) in pubs and all dat damage output.

Sand King-This guy keeps coming up and I honestly don't recall any of us ever playing him. He's hugely versatile with a tremendous ult and an easy mode button for pushing creep waves.

Vengeful Spirit-Kinda the same as BS in that I don't think that no one can play her, we just don't, and we should, because Venge = OP.
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dwestfan13
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Out of those, I dig BS, BM, QoP, SK, and VS but I have limited games with them. I could probably do Enigma as well since I feel like I'm somewhat proficient when it comes to jungling.
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tfghost92
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swag on this dick, bitches
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I told you guys, I *can* play Pudge. I have been serviceable at worst as him in every pub I've played. If you guys wanna learn pudge as well, go for it. I'm just saying, if we need a Pudge, I can very well play him in a pub. the only weakness I have is sometimes my hook timing sucks or I just totally miss. but more often than not, I'll land the gank
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tfghost92
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swag on this dick, bitches
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Here is a list of all the heroes I know I can play at least serviceably in a pub.

Carries:

Sven, Tiny, Drow Ranger, Luna, Sniper, Legion Commander, Troll Warlord, Razor, Wraith King, Phantom Assassin, Necrophos, Spirit Breaker, Slark, Meepo, Abaddon, Invoker


Supports: Earthshaker, OmniKnight, Tidehunter, Necrophos, Ancient Apparition, Treant Brotector, Jakiro


Mid heroes: Pudge and Puck are the only heroes I've had extensive mid experience with but if necessary, any of the heroes mentioned above I can mid as (that can mid, that is)
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Olinea
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No finesse
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That pub is still the best Dota experience I think we've ever had.

Context: We played Captain's Mode. Draft Lion/Spirit Breaker for dwest/me, then Omniknight for ghost and Luna for Darkie or Snow. At this point my mom's telling me I need to drive my brother to grad nite (something after graduation where the graduates party really late into the night) so I rush the drafting phase so I can leave. Draft Meepo and quit out of Dota to find my mom pulling out of the garage with my brother in the car saying "No actually I'll take him". I rush back to boot up Dota and inform everyone I can play. Unfortunately because we had assumed the game was over, we now had:

~Darkie playing Meepo for probably the 2nd-3rd time
~Snow on Luna mid, opening with 4 couriers
~ghost playing Omniknight with a 6-salve opener, having fought Roshan at level 1 and burned several of them already.

AND WE WON SO HARD

http://dotabuff.com/matches/702889755

WHAT EVEN
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tfghost92
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swag on this dick, bitches
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I wasn't a fan of enigma. nothing I did was even remotely good enough to kill bots, let alone playing him in pubs? I'll get destroyed. I'm pretty sure I did an awful job at jungling too. meh
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Olinea
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No finesse
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Such is Enigma. He's not a hero that puts out massive amounts of damage (unless you're stacking Midnight Pulse and they're foolish enough to stand on it for a while) but he has what I'd probably consider the best teamfight ultimate in the game and that thing wins games. Let me watch the replay - your build is overall really solid so let me watch the replay and see how you could've improved.

EDIT: Oh, game doesn't show up in your match history since it was only with bots. Eh. Takes practice but one of us learning Enigma can open up a LOT of doors for us.
Edited by Olinea, Jun 7 2014, 06:33 PM.
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tfghost92
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swag on this dick, bitches
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Olinea
Jun 7 2014, 06:30 PM
Such is Enigma. He's not a hero that puts out massive amounts of damage (unless you're stacking Midnight Pulse and they're foolish enough to stand on it for a while) but he has what I'd probably consider the best teamfight ultimate in the game and that thing wins games. Let me watch the replay - your build is overall really solid so let me watch the replay and see how you could've improved.

EDIT: Oh, game doesn't show up in your match history since it was only with bots. Eh. Takes practice but one of us learning Enigma can open up a LOT of doors for us.
I played enigma fine, I just couldn't jungle at all.
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Outlaw454
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Rocks Fall, Everyone Dies
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Finally grabbed my compendium. Rolled Clinkz, Razor, PA, Shadow Shaman, Troll Warlord, Tusk, Rubick, Undying, Witch Doctor, and Invoker for the ten hero challenge. Tips guise? Guise? Bueller?
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Olinea
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No finesse
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Outlaw454
Jun 8 2014, 11:40 PM
Rolled Clinkz, Razor, PA, Shadow Shaman, Troll Warlord, Tusk, Rubick, Undying, Witch Doctor, and Invoker for the ten hero challenge. Tips guise? Guise? Bueller?
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Clinkz

Ranged agility carry like Sniper. He has some pretty massive damage output and bullies well early on since Searing Arrows add 30 damage at level 1 (you do 37-43 damage by default at level 1 without any items). One facet of him which seemed weird when I had learned about it in Allstars, but makes total sense now, is that Orchid Malevolence, an Intelligence-based item, is core on him. It provides damage, attack speed, much-needed mana to continually walk around invisible/spam Searing Arrows/keep his health topped off with Death Pact, and a silence ability for ganking. He pushes super hard and is very hard to catch without invisibility detection and lockdown, so a hit-and-run strategy is probably your best bet on him. In a straight-up fight he might not do so well but if you can abuse your invisibility and mobility you create giant amounts of space and time for your team or push down structures hard.

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Razor

Another ranged agility carry. Razor is special in that a lot of his damage is built right into the hero, and building full damage items isn't always as necessary as just keeping yourself alive and letting his abilities control the flow of a fight. Granted, if you get ahead, a Butterfly or something can make you dominate even further, but items like Mekansm and Aghanim's Scepter bulk you up and let you passively deal more damage as a fight drags on (think Viper). Hell, he steals damage with his W, the longer you stay alive the longer you can cripple your target and more damage you can do overall. Not to mention his ult continually reduces armor of things it strikes, so as you survive longer fights you'll further and further weaken your targets. He can still carry but his role is more suited as an anti-carry, choosing to counter opponent carries rather than outfight them.

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Phantom Assassin

Melee agility hero. You can play her in two different ways, depending on your style. The first abuses her "assassin" archetype and continually picks off weaker targets (think supports or other squishy targets with little self-defense) by using Phantom Strike and going for gigantic bursts of damage with her crit. The second revolves around capitalizing on her massive critical strike by building damage/attack speed items to chunk people down - very reliant on RNG, but it's not uncommon to see a crit 100-0 people - with Battle Fury you can make sure they all feel it. She's pretty luck-based and you should always be looking for opportunities to utilize your aggressive abilities.

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Shadow Shaman

Shadow Shaman's a support with a mixed bag, but he's notable for packing two high-duration disables in Shackles and Hex. These add to some 9-10 seconds of pure disable on a single target if you stack them up well, and I think you can recognize that spells death for someone. His ult is also an extremely powerful area-controlling skill that drops a ton of serpent wards at a point. If they're ignored then the damage massively adds up, and since they're units they can attack towers so he has awesome pushing potential. If you drop them blindly or abandon them, they do give about 300-350 gold altogether to someone who kills all 8, so it's not enough to drop them down and run away. Still, his huge-duration disables put in a lot of work themselves, and make him either able to solo kill by pinning someone down near his wards, or completely locking down a target to set up an easy kill for a teammate.

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Troll Warlord

Ranged agility carry, basically attack speed incarnate. Troll was the primo "permabash" hero back long ago - "permabash" being attacking so fast that the luck-based Bash skill (gives a chance to stun a target on your attack) almost always procced and you permanently stunned a target with constant attacks until they died. Since he can't build Basher anymore it's not as effective of a strategy, but he still puts out crazy amounts of damage with items because he can naturally attack so damn fast. He doesn't have the nuking potential of someone like Sniper or Luna so his self-defense leaves a bit to be desired but if you need damage he will bring it.

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Tusk

Tusk is one of the few melee mids. He needs mid because it allows him to gank the easiest, having access all over the map, and he can abuse a level advantage with a combination of nukes and just being flat-out stronger than a target. You're fairly mobile, you can trap people, and Walrus Punch deals giant amounts of damage in one guaranteed crit. He's capable of snowballing (literally and figuratively) by successive kills and building that advantage. You're going to have most success finding a squishy target and trying to obliterate them, since he doesn't have the best sustained damage output.

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Rubick

Rubick's a support whose claim to fame is his ult Spell Steal which copies the spell last used by the target. So he loves fighting people like Tidehunter, Enigma, etc. who have game-changing ultimates that he can steal and use against targets, and suffers against someone like, for example, Phantom Assassin whose power relies in passive abilities which he's not capable of stealing. His other 3 skills are still very strong in their own right, but a successful Rubick knows what his enemies are capable of and needs to be quick on the draw to get the spell he needs. Nothing sucks more than thinking you're stealing Pudge's Meat Hook and ending up copying his Rot instead.

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Undying

I recently "rediscovered" Undying and fell in love once again because he has that "aggressive-from-the-get-go" style I enjoy. Decay is stupidly strong early on, stealing 4 Strength from each target it hits (which means if you hit both lane opponents at once you're gaining some 100+ health and not only damaging but reducing an enemy's max health by ~50, and you can repeatedly cast this to just be this hulking zombie juggernaut) so he is really tanky in the early game - additionally he's got a tombstone which spawns more miniature zombies which, if left unattended in a teamfight, add up and mob targets, Soul Rip (heal/damage spell which powers up based on how many people are nearby) and an ult that amplifies damage done and keeps his health topped off when things die. So not only does he severely weaken enemies in the early game with Decay, he thrives in teamfight environments where he can let his zombies swarm, steal craploads of Strength, and buff all of the damage his teammates do. Mana-hungry but oh so fun when you get the hang of him.

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Witch Doctor

One of my personal favorite supports. He's got great kill potential against unaware opponents, and goes great with disablers. His general kill combo is to stun a target, drop Maledict (which deals damage based on how much damage the Maledicted target has taken), then drop Death Ward and channel it. Death Ward keeps launching powerful attacks at them, and even if they do manage to escape Death Ward, its high damage output makes Maledict tick huge bursts of damage and finish off fleeing enemies. Death Ward's power even goes beyond just dropping it and dealing damage, but as a way to control an area, because if it's ignored it's going to chop through EVERYTHING. Your team can use this to secure areas it needs to control - area near a tower you're pushing, Roshan pit, escape paths, etc. He, too, is mana-hungry and your combo will take practice but for a support (he's got a healing ability too, so he's not just about damagedamagedamage) you may find you're doing more damage to heroes than anyone else on your team.

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Invoker

Hooooooooo boy alright.

I'm going to preface this by saying Invoker is generally considered one of the hardest heroes in the game to play/master. Meepo takes a lot of skill, Chen takes some good micro, Tinker has a high skillcap, but nobody will be a good Invoker in their first, or even second, game with him. His difficulty comes from 'mixing' the 3 orbs that circle him to make new spells - so he has 9 spells total at his disposal, and a good Invoker can fluidly tailor his orbs to make the exact spell he needs. If you need to disable an enemy, you need to hit QWW to invoke Tornado and use it. If someone is fleeing, invoke EEE for Sun Strike and hit them with a global-range laser. If your carry needs damage output, WWE for Alacrity to buff someone. If you need to escape a gank attempt, QQW for Ghost Walk to go invisible. If you're pushing a tower and need more damage output, QEE for Forge Spirits. You need to be constantly aware of what you need - Invoker has something for every situation, but committing these combinations to memory is the first step - the next is being able to recognize what spell is going to help you out in a situation and bring it up. An okay Invoker will set up two spells that he relies on and sit on them. A great Invoker can seamlessly bring up spells and will always have a response to a situation. His power lies in having 9 spells. If you only use 2 of them, you're gimping yourself.
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Outlaw454
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Rocks Fall, Everyone Dies
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Oh god Invoker sounds like I should go and play Magicka a bunch first.
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Snowman
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Berserker
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Olinea
Jun 9 2014, 01:46 AM
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Witch Doctor

One of my personal favorite supports. He's got great kill potential against unaware opponents, and goes great with disablers. His general kill combo is to stun a target, drop Maledict (which deals damage based on how much damage the Maledicted target has taken), then drop Death Ward and channel it. Death Ward keeps launching powerful attacks at them, and even if they do manage to escape Death Ward, its high damage output makes Maledict tick huge bursts of damage and finish off fleeing enemies. Death Ward's power even goes beyond just dropping it and dealing damage, but as a way to control an area, because if it's ignored it's going to chop through EVERYTHING. Your team can use this to secure areas it needs to control - area near a tower you're pushing, Roshan pit, escape paths, etc. He, too, is mana-hungry and your combo will take practice but for a support (he's got a healing ability too, so he's not just about damagedamagedamage) you may find you're doing more damage to heroes than anyone else on your team.
I played a game as Witch Doctor earlier with Darkie, and it was the first time I really used Death Ward effectively. We should get him in our Captains Mode games more often.
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tfghost92
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swag on this dick, bitches
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Snowman
Jun 9 2014, 04:16 AM
Olinea
Jun 9 2014, 01:46 AM
Posted Image
Witch Doctor

One of my personal favorite supports. He's got great kill potential against unaware opponents, and goes great with disablers. His general kill combo is to stun a target, drop Maledict (which deals damage based on how much damage the Maledicted target has taken), then drop Death Ward and channel it. Death Ward keeps launching powerful attacks at them, and even if they do manage to escape Death Ward, its high damage output makes Maledict tick huge bursts of damage and finish off fleeing enemies. Death Ward's power even goes beyond just dropping it and dealing damage, but as a way to control an area, because if it's ignored it's going to chop through EVERYTHING. Your team can use this to secure areas it needs to control - area near a tower you're pushing, Roshan pit, escape paths, etc. He, too, is mana-hungry and your combo will take practice but for a support (he's got a healing ability too, so he's not just about damagedamagedamage) you may find you're doing more damage to heroes than anyone else on your team.
I played a game as Witch Doctor earlier with Darkie, and it was the first time I really used Death Ward effectively. We should get him in our Captains Mode games more often.
at least me, lightning, and Oli can play WD. dunno why we never select him
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dwestfan13
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I can WD as well.
Edited by dwestfan13, Jun 9 2014, 05:48 AM.
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tfghost92
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swag on this dick, bitches
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also, its definitely a great idea to focus on getting aghim's scepter because it upgrades your death ward and gives the wards attack a bounce. the attack will hurt whoever its shot at, and then that same damage will bounce to another target. you could get multiple kills in a matter of 5 seconds or less with a well placed Death Ward that is supported by a scepter.
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