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In-Game Standard Hero Builds Project - Page 288

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tehh4ck3r
Profile Joined August 2013
Magrathea6236 Posts
March 04 2016 18:15 GMT
#5741
idk on Sven I think id rather have the extra mana
AdministratorIn those days, spirits were brave, the stakes were high, men were real men, women were real women, and small furry creatures from Alpha Centauri were real small furry creatures from Alpha Centauri.
TheYango
Profile Joined September 2008
United States10886 Posts
March 04 2016 18:47 GMT
#5742
It's not really a big deal by the time you're 1-4-4-2 and deciding between Stats and Hammer, especially since Sven doesn't make items like MoM that cost mana anymore. It matters more earlier on but nobody does that anymore anyway.
Moderator
BluemoonSC
Profile Joined November 2010
SoCal7988 Posts
Last Edited: 2016-03-04 18:56:07
March 04 2016 18:49 GMT
#5743
the reason you don't take points in storm hammer is because you're hoarding them to dump into cleave when you want the wave to push. that way you can take that farm and clear a jungle camp/stack without missing any lane CS.

should a kill happen to present itself, the points are there for you to drop into storm hammer but since you're otherwise not using them and don't have a need for them, why put them into something that may or may not be as useful as 2 branches you could get from the shop.

problem is, if you put that into the guide, ppl would never do it bc they never read. the box turns yellow and they click it lol

think of stats this way - ideally when you hit 8 on a hero, you're expected to have a certain toolkit. if you don't have a spell correctly leveled, you're gonna be stuck with that slightly underlevelled tool kit until you make that large xp jump
Sellout@BluemoonGG_ | The past is your lesson. The present, your gift. And the future.. your motivation.
Logo
Profile Joined April 2010
United States4569 Posts
Last Edited: 2016-03-04 19:00:27
March 04 2016 18:59 GMT
#5744
On March 05 2016 03:49 BluemoonSC wrote:
the reason you don't take points in storm hammer is because you're hoarding them to dump into cleave when you want the wave to push. that way you can take that farm and clear a jungle camp/stack without missing any lane CS.

should a kill happen to present itself, the points are there for you to drop into storm hammer but since you're otherwise not using them and don't have a need for them, why put them into something that may or may not be as useful as 2 branches you could get from the shop.

problem is, if you put that into the guide, ppl would never do it bc they never read. the box turns yellow and they click it lol


Would something like 2 hammer 2 warcry build be a possible way to make a guide safe build? It'd avoid recommending cleave until 5, gives some minor kill potential if it's there, but still gives you good mid-game farming once you get to 7 or 8. I know it's not really an ideal build for either function (kills or farm), but it seems like a possibly safe split between the two.

I guess I don't really know how big the ramifications are if you have cleave 3 at 8 instead of 4.
Logo
Verniy
Profile Joined May 2015
Canada3360 Posts
March 04 2016 19:10 GMT
#5745
On March 05 2016 03:59 Logo wrote:
I guess I don't really know how big the ramifications are if you have cleave 3 at 8 instead of 4.

doing some quick (and probably incorrect) math on it, it seems like having level 4 cleave (66% damage) instead of level 3 cleave (54% damage) means you need 1-2 less autoattacks to kill creeps that you're not hitting directly
Heaven's Halberd is the most criminally underbought item in Dota. Together we can stop this.
BluemoonSC
Profile Joined November 2010
SoCal7988 Posts
Last Edited: 2016-03-04 20:11:08
March 04 2016 20:09 GMT
#5746
the point I was making is that the xp required to go from level 8->9 is a gap much larger than the prior lvls, xp to level is not linear and this is one of the several levels that are abnormally large compared to the rest.

so when you talk about lvl 8 builds you're stuck with that build for a long time. forget the skill you like to stick a value point in? hope you can live without it for a bit. assuming that Veriny's math is correct, 1-2 more autoattacks to kill creeps you're not hitting directly means that you're slowing down your farm by several creeps per minute..and that's neglecting ancient stacks which you can take with your ult.

personally, I can recall a couple of qop games specifically where I messed up my lvl 8 skill build (2-2-3-1) as opposed to maxing a spell (2-1-4-1). I think there was a sven game where I accidentally took an extra point in his e at lvl 8 bc I dumped my skills too fast and wasn't thinking. played the next game with the 4th level at lvl 8 (1-4-2-1) was the build and I was much speedier.

btw, I'd say 1-4-2-1 or 2-4-1-1 is the safest build like we discussed a couple pages back but im not 100% positive without playing the hero more.
Sellout@BluemoonGG_ | The past is your lesson. The present, your gift. And the future.. your motivation.
Logo
Profile Joined April 2010
United States4569 Posts
March 04 2016 20:16 GMT
#5747
Oh yeah Blue, I definitely agree and I knew what you meant about the 8->9 gap. I was more just wondering which has more impact, the missing cleave point slowing down your creep farm or missing creeps/xp from pushing the lane out with early cleave points. Sounds it's the former that will mess you up more.
Logo
BluemoonSC
Profile Joined November 2010
SoCal7988 Posts
Last Edited: 2016-03-04 20:20:04
March 04 2016 20:19 GMT
#5748
early on your spot is in lane, and you don't really need to worry about the length of time it takes you to go from camp to camp AND farm that particular camp. I think you're right about a 2-0-2-0 into 2-4-2-1.. delays that point until you have something to completely push it and stay in the jungle away from the pain.
Sellout@BluemoonGG_ | The past is your lesson. The present, your gift. And the future.. your motivation.
TheYango
Profile Joined September 2008
United States10886 Posts
Last Edited: 2016-03-04 20:26:18
March 04 2016 20:24 GMT
#5749
On March 05 2016 03:49 BluemoonSC wrote:
the reason you don't take points in storm hammer is because you're hoarding them to dump into cleave when you want the wave to push. that way you can take that farm and clear a jungle camp/stack without missing any lane CS.

The discussion is about whether you take Hammer 2-4 from 12-14 or if you take Stats. Maxing Cleave > Warcry is a given at this point.

I was disputing what Torte said--that Hammer damage is negligible. 75 damage per rank isn't negligible (it's on the high side for AoE nuke scaling), and still usually contributes comparably to a fight compared to +2 All Stats, it's just that it contributes nothing to a farming phase. It's really preference though and depends a fair bit on how the game is playing out.
Moderator
Torte de Lini
Profile Joined September 2010
Germany7680 Posts
March 04 2016 20:28 GMT
#5750
My underlying point was that it is preference.
https://twitter.com/#!/TorteDeLini (@TorteDeLini)
Torte de Lini
Profile Joined September 2010
Germany7680 Posts
Last Edited: 2016-03-04 21:21:45
March 04 2016 21:13 GMT
#5751
Roles:

Core:
+ Applicable to Support Heroes (e.g. Aghs rushers) & Cores/Carries
+ More Offensive Item Carriers

Support:
+ Starving Supports/Utility Heroes/Roamers
+ Meka/Pipe/Defensive Item carriers

Offlane:
+ Initiating Supports
+ Heroes who need levels, not items
+ Solo-Offlane oriented

Jungle:
+ To avoid deleting too many guides
+ Skill/Item Build differentiating

Sub-roles (partial split tabs in guides):
Middle:
Utility (Hard Support)
Safe Lane/Offlane

will update with personal views - see red for personal views

+ Show Spoiler [Jan 21 2016] +
Unchanged, except for renaming
Abaddon Abaddon -> Support
Ancient Apparition Ancient Apparition (Lane) -> Support
Anti-Mage Anti-Mage -> Core
Axe Axe (Jungle)
Axe Axe (Lane) -> Offlane
Bane Bane -> Support
Batrider Batrider -> Offlane
Bloodseeker Bloodseeker (Jungle)
Bristleback Bristleback -> Core
Broodmother Broodmother -> Offlane
Centaur Warrunner Centaur Warrunner -> Offlane
Chaos Knight Chaos Knight -> Core
Chen Chen -> Jungle
Clinkz Clinkz _> Core
Clockwerk Clockwerk -> Offlane
Crystal Maiden Crystal Maiden -> Support
Dark Seer Dark Seer -> Offlane
Dazzle Dazzle -> Support
Death Prophet Death Prophet -> Core
Disruptor Disruptor -> Support
Doom Doom (Jungle)
Doom Doom (Lane) -> Core
Dragon Knight Dragon Knight (Middle) -> Core
Drow Ranger Drow Ranger -> Core
Earthshaker Earthshaker -> Support
Earth Spirit Earth Spirit (Lane) -> Support
Elder Titan Elder Titan (Lane) -> Support
Enchantress Enchantress -> Jungle
Enigma Enigma -> Jungle
Faceless Void Faceless Void -> Offlane
Huskar Huskar -> Core
Invoker Invoker -> Core QW
Io IO -> Support
Jakiro Jakiro -> Support
Juggernaut Juggernaut -> Core
Keeper of the Light Keeper of the Light -> Support
Lich Lich -> Support
Lifestealer Lifestealer (Lane) -> Core
Lifestealer Lifestealer (Jungle)
Lion Lion -> Support
Lone Druid Lone Druid (Lane) -> Core
Luna Luna -> Core
Lycan Lycan (Lane) -> Core
Lycan Lycan (Jungle)
Magnus Magnus -> Core
Medusa Medusa -> Core
Meepo Meepo -> Core
Mirana Mirana -> Core
Morphling Morphling -> Core
Naga Siren Naga Siren (Middle) -> Core
Nature's Prophet Nature's Prophet -> Core
Necrophos Necrophos -> Core
Night Stalker Night Stalker -> Offlane
Nyx Assassin Nyx Assassin (Lane) -> Support
Ogre Magi Ogre Magi -> Support
Omniknight Omniknight -> Support
Oracle Oracle (Lane) -> Support
Outworld Devourer Outworld Devourer -> Core
Phantom Assassin Phantom Assassin -> Core
Phantom Lancer Phantom Lancer -> Core
Phoenix Phoenix (Lane) -> Support
Puck Puck -> Core
Pudge Pudge -> Roam
Pugna Pugna -> Core
Queen of Pain Queen of Pain -> Core
Razor Razor -> Core
Riki Riki -> Core
Rubick Rubick -> Support
Sand King Sand King -> Support
Shadow Demon Shadow Demon -> Support
Shadow Fiend Shadow Fiend -> Core
Shadow Shaman Shadow Shaman (Lane) -> Support
Skywrath Mage Skywrath Mage (Lane) -> Support
Slardar Slardar -> Offlane
Slark Slark (Lane) -> Core
Sniper Sniper (Lane) -> Core
Spectre Spectre -> Core
Storm Spirit Storm Spirit -> Core
Sven Sven -> Core
Techies Techies -> Roam
Templar Assassin Templar Assassin -> Core
Terrorblade Terrorblade -> Core
Tidehunter Tidehunter -> Offlane
Timbersaw Timbersaw -> Offlane
Tinker Tinker -> Core
Treant Protector Treant Protector -> Support
Troll Warlord Troll Warlord (Lane) -> Core
Tusk Tusk -> Support
Undying Undying -> Offlane
Ursa Ursa (Jungle)
Ursa Ursa (Lane) -> Core
Vengeful Spirit Vengeful Spirit -> Support
Venomancer Venomancer -> Support
Viper Viper -> Core
Visage Visage -> Support
Warlock Warlock (Lane) -> Support
Weaver Weaver (Lane) -> Core
Winter Wyvern Winter Wyvern -> Support
Witch Doctor Witch Doctor -> Support
Wraith King Wraith King -> Core
Zeus Zeus -> Core

Minor changes, usually merging a mid/safelane guide into a core guide
Alchemist Alchemist (Middle) -> Core
Arc Warden Arc Warden (Middle) -> Core
Beastmaster Beastmaster (Lane) -> Core
Bloodseeker Bloodseeker (Lane) -> Core
Brewmaster Brewmaster (Middle) -> Core
Elder Titan Elder Titan (Middle) -> Core
Ember Spirit Ember Spirit (Lane) -> Core
Gyrocopter Gyrocopter (Lane) -> Core
Kunkka Kunkka (Middle) -> Core
Legion Commander Legion Commander (Lane) -> Core
Leshrac Leshrac (Middle) -> Core
Lina Lina (Middle) -> Core
Nyx Assassin Nyx Assassin (Middle) -> Core
Phoenix Phoenix (Middle) -> Core
Silencer Silencer (Middle) -> Core
Spirit Breaker Spirit Breaker -> Roam
Tiny Tiny (Middle) -> Core
Warlock Warlock (Middle) -> Core
Windranger Windranger (Lane) -> Core

Major changes, generally turning a spare mid/safe guide into a support

Arc Warden Arc Warden (Lane) -> Support
Bounty Hunter Bounty Hunter -> Roam
Kunkka Kunkka (Lane) -> Support
Leshrac Leshrac (Lane) -> Support
Lina Lina (Lane) -> Support
Legion Commander Legion Commander (Middle) -> Jungle
Naga Siren Naga Siren (Lane) -> Support
Silencer Silencer (Lane) -> Support
Windranger Windranger (Middle) -> Support


Delete: redundant guides from mid/safe merge with no other use
(check pairs and delete the one with least subscribers)

Bloodseeker Bloodseeker (Middle)
Brewmaster Brewmaster (Lane)
Dragon Knight Dragon Knight (Lane)
Ember Spirit Ember Spirit (Middle)
Slark Slark (Middle)
Sniper Sniper (Middle)
Tiny Tiny (Lane)
Troll Warlord Troll Warlord (Middle)
Weaver Weaver (Middle)

Probably delete: guides that could either be repurposed or ditched, plus some egregiously outdated builds
Alchemist Alchemist (Lane) -> Support?
Ancient Apparition Ancient Apparition (Middle)
Beastmaster Beastmaster (Middle) -> Support?
Earth Spirit Earth Spirit (Middle) -> Core?
Gyrocopter Gyrocopter (Middle) -> Support?
Lone Druid Lone Druid (Jungle)
Oracle Oracle (Middle)
Shadow Shaman Shadow Shaman (Middle)
Skywrath Mage Skywrath Mage (Middle)

New guides
Enchantress Enchantress Offlane
Invoker Invoker Core QE
Mirana Mirana Support/Roam
Vengeful Spirit Venge Core
Zeus Zeus Support


Possible guides

Bounty Hunter Bounty Hunter Offlane
Faceless Void Void Core
Morphling Morph Offlane
Pudge Pudge Core
Pugna Pugna Support
Venomancer Veno Core
Spirit Breaker Spirit Breaker Offlane
Tusk Tusk Core
Wraith King Wraith King Support


It might be worth labelling a few very specific heroes as "roam", like techies, pudge, spiritbreaker and bounty. It would get us around having to create their parallel guides. My instinct is that a lot of 2k players would avoid subscribing to a pudge guide that explicitly labels them a support, but would be comfortable with roam.


BELISARIUS: http://www.liquiddota.com/forum/the-tavern/453377-in-game-standard-hero-builds-120-million-subscriptions?page=282#5636
https://twitter.com/#!/TorteDeLini (@TorteDeLini)
TheYango
Profile Joined September 2008
United States10886 Posts
Last Edited: 2016-03-04 21:23:42
March 04 2016 21:21 GMT
#5752
+ Applicable to Support Heroes (e.g. Aghs rushers)

I don't really agree with this because most of these heroes should still be making contributions to support fundamentals before they acquire these core items. For example and

Overlapping them into "core" is just going to be confusing. Why would you not just make them support? What heroes is this even supposed to cover because an Agh's rush support like WD should and does buy support items for most of the early game?
Moderator
Logo
Profile Joined April 2010
United States4569 Posts
Last Edited: 2016-03-04 21:27:30
March 04 2016 21:27 GMT
#5753
Also in pubs even if you clearly tell your team that your WD pick is a position 4 aghs rushing support/core you're still likely to be stuck as a position 5 solo support and will just need to deal with it. I think it'd be best if people went into the game with a mindset of being a support 1st and aghs rusher 2nd.
Logo
Torte de Lini
Profile Joined September 2010
Germany7680 Posts
March 04 2016 21:37 GMT
#5754
Core that are not hard carries:

Initiators who need Blink or Aghs and do not buy wards/courier:
Supportive Heroes:

Examples:

Pugna
Earth Spirit
Elder Titan
Night Stalker ?? (support/core)
Treant Protector ??
Warlock

Off the top of my head
https://twitter.com/#!/TorteDeLini (@TorteDeLini)
BluemoonSC
Profile Joined November 2010
SoCal7988 Posts
Last Edited: 2016-03-04 21:43:56
March 04 2016 21:42 GMT
#5755
yeah but that would also require you to completely change the mindset of a player who is bent on getting an agha as fast as possible for his ultimate you can do whatever you want in a guide.. but at the end of the day, if people see a bunch of items in the items section, they're not gonna understand what you're suggesting and why you're suggesting it.

all they're gonna see is that agha is in there and because he got stomped by a WD with brown boots and an agha once, hes gonna rush it without thinking, "why?"

On March 05 2016 06:37 Torte de Lini wrote:
Core that are not hard carries:

Initiators who need Blink or Aghs and do not buy wards/courier:
Supportive Heroes:

Examples:

Pugna
Earth Spirit
Elder Titan
Night Stalker ?? (support/core)
Treant Protector ??
Warlock

Off the top of my head


this is why i am in favor of the phrase "Farming" or "Farmer" - it is less ambiguous for new players who have never even heard the word "core" before bc no one uses it, even in game. If you wanted to be consistent with the in-game stuff, "Carry" would be most appropriate.
Sellout@BluemoonGG_ | The past is your lesson. The present, your gift. And the future.. your motivation.
TheYango
Profile Joined September 2008
United States10886 Posts
Last Edited: 2016-03-04 21:45:45
March 04 2016 21:43 GMT
#5756
That still doesn't preclude the possibility of labeling them as support and just including less wards in the guide.

Labeling them as core is going to lead to a lot of confusion, because core usually has some implication on how much farm you're getting. A 4th position hero that doesn't buy wards and lets the other support buy them is still decidedly not a core, and implying that they are is just going to confuse people a lot.

On March 05 2016 06:42 BluemoonSC wrote:
this is why i am in favor of the phrase "Farming" or "Farmer" - it is less ambiguous for new players who have never even heard the word "core" before bc no one uses it, even in game. If you wanted to be consistent with the in-game stuff, "Carry" would be most appropriate.

This is also acceptable.
Moderator
Torte de Lini
Profile Joined September 2010
Germany7680 Posts
March 04 2016 21:51 GMT
#5757
The interior of an item build is still the same. Wards will be in starting item and in a "utility item" section
https://twitter.com/#!/TorteDeLini (@TorteDeLini)
TheYango
Profile Joined September 2008
United States10886 Posts
Last Edited: 2016-03-04 21:58:17
March 04 2016 21:54 GMT
#5758
Which still begs the question of why you'd confuse people by moving non-core heroes to the "core" designation and what purpose it serves.

A 4th position Night Stalker is not a core. Placing it under support does probably create some implicit assumptions on how it's supposed to play, but so does "core" and less of the "support" assumptions are wrong ones.
Moderator
Logo
Profile Joined April 2010
United States4569 Posts
Last Edited: 2016-03-04 22:00:19
March 04 2016 21:58 GMT
#5759
I think that's the opposite of what I'd do maybe? I think keeping the support title should be non-negotiable.

What about:
Starting items: Normal (no wards/courier maybe)
Utility items: standard list but without Observer wards.
Situational: Observer Wards. Possibly regular and/or flying courier.

Like a pos 4 aghs rush only practical difference is they shouldn't buy observer wards... so move it to situational.
Logo
TheYango
Profile Joined September 2008
United States10886 Posts
Last Edited: 2016-03-04 22:02:53
March 04 2016 22:02 GMT
#5760
And the only reason they don't buy observer wards anyway is because it's a more efficient use of resources for the other support to buy them.

If your other support is dumb and doesn't buy wards, or if you get no other support and are solo-supporting, it's still the correct play to just suck it up, delay your core items, and buy wards on most of those heroes (even though you also probably don't want to be playing any of those heroes in that kind of game).
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