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Strategy / Mirana Nightshade - Priestess of the Moon« on: May 18, 2010, 16:12 »
Mirana has a well established presence in the DotA competitive scene, often times a pick. Dominantly used a Ganker/Roamer (which this guide will cover), Mirana is a capable Carry given the right conditions. Just do not expect to go into every game thinking you can Carry a team with a Hero like Mirana. Mirana is one of the few Heroes that have recieved little to no balancing acts by IceFrog. Why? Most likely because she is already balanced. Her unique skillset can be deadly when used properly and they can provide you plenty of gold via Starfall. A complete package is what Mirana is, and I hope you guys enjoy this guide. Before you read this guide, I will not hold your hand. You should know certain aspects of DotA already, and I will not tell you things that you can find for yourself. This guide focuses on Mirana, not how to play DotA.
Mirana Nightshade Mirana Nightshade - Priestess of the Moon Range: 600 | Move Speed: 300 Primary: AGI Str: 17 + 1.85 | Agi: 20 + 2.75 | Int: 17 + 1.65 Damage: 38 - 49 | HP: 473 | Mana: 221 HP Regen: 0.76 | Mana Regen: 0.69 Attack Speed: 0.71 | Armor: 2 Starfall Starfall (T) Calls down a wave of meteors to damage each nearby enemy. One random enemy unit within 200 aoe will get hit again for half the damage. Level 1 - 75 damage per wave. Level 2 - 150 damage per wave. Level 3 - 225 damage per wave. Level 4 - 300 damage per wave. • Damage type: magical • This skill is not blocked by Linken's Sphere. • Area of Effect: 600/900 Mana Cost: 100/120/140/160 Cooldown: 12 Elune`s Arrow Elune`s Arrow (R) Fires an arrow to a location with deadly precision, dealing large damage and stunning the first unit it strikes. Stun duration increases based on how far the target is, ranging from 0.5 to 5 seconds. Has 3000 range. Level 1 - Deals 90 damage. Level 2 - Deals 180 damage. Level 3 - Deals 270 damage. Level 4 - Deals 360 damage. • Damage type: magical • For every 150 distance the arrow travels, the stun duration upon impact increases by 0.5 seconds. For example, an arrow that travels for 300 range stuns for 1 second, and an arrow that travels at least 1500 range stuns for 5 seconds (which is the maximum stun duration). • The stun duration is determined by the distance between where Mirana fired the arrow and where the arrow hits its target. • Invisible units will not be stunned, but will still take damage. • Casting range: 3000 • Area of Effect: 140 Mana Cost: 100 Cooldown: 25 Leap Leap (E) Mirana's wild Frostsaber leaps forward into battle, empowering allies with a ferocious roar upon landing. Movement and Attack Speed bonus lasts 10 seconds. Level 1 - 630 range, 4% IAS and MS increase. Level 2 - 690 range, 8% IAS and MS increase. Level 3 - 780 range, 12% IAS and MS increase. Level 4 - 840 range, 16% IAS and MS increase. • Leap uses a 0.01 second Wind Walk to dodge any projectiles currently in route to Mirana, so if the enemy has true sight of Mirana she won't be able to dodge projectiles using Leap. • Area of Effect: 800 Mana Cost: 40/35/30/20 Cooldown: 40/35/30/20 Moonlight Shadow Moonlight Shadow (W) Turns Nightshade and all allied heroes invisible. If Invisiblity is broken, it gets restored after the fade time during the shadow duration. Level 1 - 2.5 second fade time, lasts 7 seconds. Level 2 - 2 second fade time, lasts 9 seconds. Level 3 - 1.5 second fade time, lasts 11 seconds. • Units affected will not auto attack enemies. • Magic immune allies will be affected. • Area of Effect: Global Mana Cost: 175 Cooldown: 160 6
Strategy / Roshan's Nightmare« on: May 17, 2010, 20:31 »
Hello everyone.Ulfsaar, the Ursa Warrior. This teddy bear can be one of the most deadly hero killers as well as one of the most powerful tanks. A very versatile and balanced hero. I hope this strategy will help some players who want to try the teddy bear. Note: The guide contains some mathematical calculations for those who want a better idea. For those who don't like math, you can skip them, as they are usually followed by a conclusion, which is all you need to know.
Ulfsaar Ulfsaar - The Ursa Warrior Range: 100 | Move Speed: 310 Primary: AGI Str: 23 + 2.9 | Agi: 18 + 2.1 | Int: 16 + 1.5 Damage: 45 – 49 | HP: 587 | Mana: 208 HP Regen: 0.94 | Mana Regen: 0.65 Attack Speed: 0.69 | Armor: 5 Earthshock Earthshock (E) Slams the ground, dealing damage to and slowing the movement speed of nearby enemy land units. Lasts 4 seconds. Level 1 - 70 damage, 25% slow. Level 2 - 120 damage, 35% slow. Level 3 - 170 damage, 45% slow. Level 4 - 220 damage, 55% slow. Mana Cost: 75 Cooldown: 7 seconds Comment: Very powerful skill. Your slow for chasing/escaping at a low mana cost (75 at all levels). You should understand that its main purpose is the slow effect (55% slow at level 4!!!), so don't be bothered by its moderate damage. However, I only put 1 point early game, only to gain a helpful 25% slow effect. Overpower Overpower (V) Sends Ulfsaar into a rage until he can expend his energy on a target. Lasts 15 seconds. Level 1 - 400% increased attack speed for 3 attacks Level 2 - 400% increased attack speed for 4 attacks Level 3 - 400% increased attack speed for 5 attacks Level 4 - 400% increased attack speed for 6 attacks • It gives the maximum increased attack speed possible. • Overpower is not removed when Black King Bar is activated. Mana Cost: 45/55/65/75 Cooldown: 10 seconds Comment: One of your best skills. Very low mana cost, and a pretty decent cooldown (actually it is 10 seconds). However, never forget it is a 0.75s casting time spell. 1 or 2 points early game should be enough as the 5 strikes will often occur before the buff is over. Fury Swipes Fury Swipes (W) Each attack opens the wound deeper in the target, causing subsequent attacks to deal increased damage. Level 1 - 10 bonus damage per attack. Level 2 - 15 bonus damage per attack. Level 3 - 20 bonus damage per attack. Level 4 - 25 bonus damage per attack. Orb effects do not stack Buff placers do not stack Buff duration: 5 seconds Passive Mana Cost: N/A Cooldown: N/A Comment: Perhaps one of the most deadly orb effect in the game, especially when coupled with Overpower. This wound lasts for 3 seconds and the damage is aggravated on each hit. At level 4 and with a high AS, your 5 overpower hits will deal the following BONUS damages: +24, +48, +72, +96, +120 Enrage Enrage (R) When activated, greatly increases Ulfsaar's damage based on his current life. Lasts for 15 seconds. Level 1 - 4% of Ulfsaar`s current life is dealt in damage. Level 2 - 5% of Ulfsaar`s current life is dealt in damage. Level 3 - 6% of Ulfsaar`s current life is dealt in damage. • Doubles the damage dealt by Fury Swipes. Mana Cost: 0 Cooldown: 25 seconds Comment: In the current version, this spell has NO MORE MANA COST!!! Also, the cooldown has been reduced to 25. On the other hand, the damage has been reduced to 4%/5%/6%. Despite damage being reduced, this skill has become more powerful overall. I will explain later. Imporant: 4%/5%/6% of Ulfsaar's CURRENT life. All that you need for him is lifesteal,hp,attack speed,blink other items depends on your enemy.
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Strategy / Unfinished Rikimaru« on: May 17, 2010, 19:19 »
This guide is inspired by Team mouz gaming A hero easy to get along with, but difficult to master, Rikimaru is one of the old school DotA heroes. From its early form, having a mobile Death Ward, to the currently infamous ganker, Rikimaru has been loved and hated by users and foes alike. Greatly buffed directly and indirectly in the 6.56 map, Rikimaru is now one of the most powerful mid-gamer in DotA rivaled by only heroes like Oblivion and Bane, and can be considered a game breaker late game - if played right. Rikimaru can now be considered as a new, and more powerful Anti-Mage, who can easily outclass the old, and ineffective Magina in team fights with his arsenal of improved spells and improved items which suits him. However, following the famous pick of this guy as a new breed of superhero, the 6.58 map has nerfed the all potent riki. Still, he is a powerfull hero. The aim of this guide is to present, my opinions on how to play Rikimaru, with a kind of old schooled build as the main build, which have been greatly left out especially by pubbies. This guide will be centered on how to make Rikimaru, a click-kill hero. 1 skill build, 1 item build, 1 style. If you are someone who abhor long guides, there is something for you at the very end of this guide(almost) that resembles a summary, so never fear. Also, I am not image-friendly, and therefore, expect minimal screenshots.
Rikimaru Rikimaru - The Stealth Assasin Range: 125 | Move Speed: 300 Primary: AGI Str: 17 + 2 | Agi: 24 + 2.9 | Int: 14 + 1.3 Damage: 48 – 52 | HP: 473 | Mana: 182 HP Regen: 0.76 | Mana Regen: 0.57 Attack Speed: 0.73 | Armor: 6 Smoke Screen Smoke Screen (C) Throws a smoke bomb down in the area, silencing opponents and causing them to miss on most of their attacks. Also slows by 25% at all levels. Doesn`t silence item spells. Lasts 6 seconds. Level 1 - 250 AoE, 40% miss. Level 2 - 275 AoE, 50% miss. Level 3 - 300 AoE, 60% miss. Level 4 - 325 AoE, 70% miss. Mana Cost: 75/ 80/ 85/ 90 Cooldown: 15 Comment: Chasing, escaping and last hitting skill. More in the guide Blink Strike (Stealth Assassin) Blink Strike (Stealth Assassin) (B) Teleports to a unit and strikes it if it is a foe, dealing bonus damage. Level 1 - Deals 30 extra damage Level 2 - Deals 60 extra damage Level 3 - Deals 90 extra damage Level 4 - Deals 120 extra damage • Damage type: physical • Bonus damage is dealt before Rikimaru's regular attack. • Teleports to the back of the target, forcing a backstab on the next attack. • If the target is an ally, no damage will be dealt. Mana Cost: 50 Cooldown: 30/20/10/5 Comment: Sweet anti DPS, anti caster and come with a sweet slow. More in the guide Backstab Backstab (K) The Stealth Assassin isn`t afraid to fight dirty, and specializes in attacking his opponents from behind. Level 1 - Deals .25x the Agility of the SA to the target. Level 2 - Deals .5x the Agility of the SA to the target. Level 3 - Deals .75x the Agility of the SA to the target. Level 4 - Deals 1x the Agility of the SA to the target. • Bonus damage from Backstab can't be evaded. Mana Cost: N/A Cooldown: N/A Comment: Contributes greatly to damage, this is far better than double damage until the remake of this skill into physical type again, except for the fact you need to be backstabbing. Permanent Invisibility Permanent Invisibility (E) Hero becomes permanently invisible when not attacking. Level 1 - 3 second fade time. Level 2 - 2.25 second fade time. Level 3 - 1.5 second fade time. • Rikimaru will not auto attack enemies. • If Rikimaru is silenced this ability will be disabled. Mana Cost: N/A Cooldown: N/A Comment: This is why people hate Rikimaru. Sweet, free ward Whatever,old rikimaru was more funny then new one ![]() Diffusal blade is like the best orb for riki, gives him some int to spam his skills, and the agility from it is just what he needs for more damage out of his backstab, and when you go solo hunting, this gives you a sure kill. ![]()
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