Soloing middle with Lich, getting FB 3 minutes in, and having their first tower down five minutes in.
It's pretty neat, I guess.
It's terrifying is what it is.
Heroes I would never let solo (if they're not on my side):
- Huskar: one time we had a Huskar soloing and he took everyone. In the end, he had 5 reavers and a bracer, which is slowly turned into 5 tarrasque hearts. Yesch.
- Terrorblade: a strong terrorblade is something you want to avoid, even without amazing items. This guy is hard to stop because he can lifesteal from enemies. Thankfully it's a channeling spell.
- Geomancer: I've never seen a more powerful hero than when I saw a level 18 Geomancer among a group of level 13-15s. He could solo towers and entire waves with ease.
Soloing middle with Lich, getting FB 3 minutes in, and having their first tower down five minutes in.
It's pretty neat, I guess.
It's terrifying is what it is.
Heroes I would never let solo (if they're not on my side):
- Huskar: one time we had a Huskar soloing and he took everyone. In the end, he had 5 reavers and a bracer, which is slowly turned into 5 tarrasque hearts. Yesch.
- Terrorblade: a strong terrorblade is something you want to avoid, even without amazing items. This guy is hard to stop because he can lifesteal from enemies. Thankfully it's a channeling spell.
- Geomancer: I've never seen a more powerful hero than when I saw a level 18 Geomancer among a group of level 13-15s. He could solo towers and entire waves with ease.
Geo vs. any spell caster like lich is pretty much fucked.
Meepo is a quirky hero.
He gains levels at a much faster rate then other heroes.
It's really nice, until the Axe/Bloodseeker/Pudge realize that you give almost twice as much experience then the other heroes when you die, and you die rather easily.
Having an enemy tower down in five minutes is poor lane control. If anything you want to do as little damage to the enemy tower in a solo lane as possible. Lich is perfect for this because with Dark Ritual and deny the creep wave should hardly leave the safety of your side of the river. This way you don't give the opposing heroes the safety of their tower to farm at, increasing the chance they'll either lose experience by not being able to stay in the lane with you (from nuking) or be killed by your teammates.
Pushing a tower down is not hard to do when it needs to be done. A simple team push can knock a tower down in one go. Having to cross the river the effectively farm creeps at level 5, however, is dangerous. At that point in the game two or three nukes will kill any hero and the mobility of the other team on their side of the map is too risky. Ideally you'll keep a Level 1 tower up until level 9-11. At that point the damage a Level 1 tower does to a hero is so miniscule that it might as well not be there.
If by level 11 or so the enemy team hasn't knocked down your level 1 tower, they're either doing something wrong or you're playing Pit Lord correctly.
zanetheinsane on
0
The Black HunterThe key is a minimum of compromise, and a simple,unimpeachable reason to existRegistered Userregular
edited July 2007
Zane is right. We had a soloing voidwalker hit level 11 while we were at level 5.
Because we pushed him right back to his tower so he was in the thick of it and we had to hang back.
We didn't realise to pull back until he had left to pull some ganks.
Soloing middle with Lich, getting FB 3 minutes in, and having their first tower down five minutes in.
It's pretty neat, I guess.
It's terrifying is what it is.
Heroes I would never let solo (if they're not on my side):
- Huskar: one time we had a Huskar soloing and he took everyone. In the end, he had 5 reavers and a bracer, which is slowly turned into 5 tarrasque hearts. Yesch.
- Terrorblade: a strong terrorblade is something you want to avoid, even without amazing items. This guy is hard to stop because he can lifesteal from enemies. Thankfully it's a channeling spell.
- Geomancer: I've never seen a more powerful hero than when I saw a level 18 Geomancer among a group of level 13-15s. He could solo towers and entire waves with ease.
Geo vs. any spell caster like lich is pretty much fucked.
wait, are you aruging for or against Geomancer? Because I'm pretty sure Lichs' ulti would utterly destroy Geomancer.
The lessened need for healing is great.
And transforming then illusioning is a great tactic. At about level 20 you could easily take out a tower.
Is doom bringer any good though?
I wouldnt mind trying him at some point
Oh my god yes. His ultimate can kill most spell casters without flinching. It's also a DoT, so one cast and they better be running back to base for a heal.
He takes a lot of technical skill, especially with his scorched earth ability, but he's fun.
SkyGheNe on
0
The Black HunterThe key is a minimum of compromise, and a simple,unimpeachable reason to existRegistered Userregular
Doom is a direct target silence as well. As a side note, Stealth Assassin's Permanent Invisibility does not trigger while he is silenced, so it's a good way to get him killed.
Also, about banlist, almost all the ones you will encounter are personal banlists, which mean jack shit. Only TDA Approved hosts can get their banlists into the official banlist program by default, as you can easily turn that off. Alot of Clan TDA members will ban people just because they feel like it.
zanetheinsane on
0
The Black HunterThe key is a minimum of compromise, and a simple,unimpeachable reason to existRegistered Userregular
edited July 2007
Yeah, i had one guy (playing tinkz, no less) say that the rules in the map info mean nothing and that he bans people because he feels like it.
ALSO: Notice how pudge, tinks, and techies are always total assholes?
The good thing about doom over other single damage spells is that it does a ridiculously large amount of damage. His ulti can easily do around 1000+ damage on opponents, and I believe with the scepter (which you would never want to get with doom anyway) does near 1,700 before damage reduction.
The good thing about it is most heroes freak out and run when it gets cast on them. It's also a good finisher as they are running away.
Bradwarden the Centaur Warchief is starting to become one of my favorite Tank/STR heroes. His ultimate is simply +STR (+12/+24/+36 I believe) but it really ups his damage/health/regen. His damage reflect aura really helps against early game harassment by ranged heroes and continues to help until the end of the game. Hoof Stomp is great for quick stun, and his Return ability which does 400 damage to himself and his enemy at level 4 is not too bad either since he has so much health.
My build that I've been messing with for him has been something like:
Bracer
Vanguard
Treads
Satanic
2x Basher
and if the game continues I sell the bracer and get a Hyperstone or something.
Some things I was thinking of experimenting with would be exchanging the Satanic for a Vladmir's which, while offering less life steal, gives increased armor and helps my team out with a life steal aura. Since I'm a tank, that should help them in team battles. I haven't tried a Battlefury on him either, but was thinking of trying it out; not sure it would be necessary though since his damage reflect aura already decimates creep waves. And if I really wanted to be a pure tank, I could probably get rid of the Bashers and try for some Hearts. Replacing the Treads with Boots of Travel would help get around as well.
Liquidator on
0
The Black HunterThe key is a minimum of compromise, and a simple,unimpeachable reason to existRegistered Userregular
Bradwarden the Centaur Warchief is starting to become one of my favorite Tank/STR heroes. His ultimate is simply +STR (+12/+24/+36 I believe) but it really ups his damage/health/regen. His damage reflect aura really helps against early game harassment by ranged heroes and continues to help until the end of the game. Hoof Stomp is great for quick stun, and his Return ability which does 400 damage to himself and his enemy at level 4 is not too bad either since he has so much health.
My build that I've been messing with for him has been something like:
Bracer
Vanguard
Treads
Satanic
2x Basher
and if the game continues I sell the bracer and get a Hyperstone or something.
Some things I was thinking of experimenting with would be exchanging the Satanic for a Vladmir's which, while offering less life steal, gives increased armor and helps my team out with a life steal aura. Since I'm a tank, that should help them in team battles. I haven't tried a Battlefury on him either, but was thinking of trying it out; not sure it would be necessary though since his damage reflect aura already decimates creep waves. And if I really wanted to be a pure tank, I could probably get rid of the Bashers and try for some Hearts. Replacing the Treads with Boots of Travel would help get around as well.
From what you've written he doesnt seem to have any chaining spells, eg. Spell 1 then spell 2 then spell 3 in quick succesion for massive damage, so you would want the attack speed bonus that treads give you.
Bradwarden the Centaur Warchief is starting to become one of my favorite Tank/STR heroes. His ultimate is simply +STR (+12/+24/+36 I believe) but it really ups his damage/health/regen. His damage reflect aura really helps against early game harassment by ranged heroes and continues to help until the end of the game. Hoof Stomp is great for quick stun, and his Return ability which does 400 damage to himself and his enemy at level 4 is not too bad either since he has so much health.
My build that I've been messing with for him has been something like:
Bracer
Vanguard
Treads
Satanic
2x Basher
and if the game continues I sell the bracer and get a Hyperstone or something.
Some things I was thinking of experimenting with would be exchanging the Satanic for a Vladmir's which, while offering less life steal, gives increased armor and helps my team out with a life steal aura. Since I'm a tank, that should help them in team battles. I haven't tried a Battlefury on him either, but was thinking of trying it out; not sure it would be necessary though since his damage reflect aura already decimates creep waves. And if I really wanted to be a pure tank, I could probably get rid of the Bashers and try for some Hearts. Replacing the Treads with Boots of Travel would help get around as well.
From what you've written he doesnt seem to have any chaining spells, eg. Spell 1 then spell 2 then spell 3 in quick succesion for massive damage, so you would want the attack speed bonus that treads give you.
Not really. He's got a 300 dmg aoe stun (2.75 sec or somethin), a dd that does 400 to both the target and himself, a return dmg and his ult which adds straight strength (+36 at the final lvl). Plus, if you're going bashers, a butter is excellent as it adds more ias than a hyper, plus dmg, armor, and evasion.
Treads are good on him as well. Alot of people get a lothar's/blink for positioning since his stun has a noticeable delay, but he can do fine w/o.
I think people focus too much on ganking heroes. It's really annoying when all you fight in Night Stalker, Gondar, Clinkz, Techies and Pudge.
Part of the game. Early hero ganking makes late game pushing much easier.
No no, I know that, but when have you played an -apem pub that didn't consist if purely ganking heroes? There are other heroes worth playing. Hell, gankers are pretty much useless for pushing and base destroying. I've been on teams full of gankers and we crushed the other heroes, but you know what? They could push effectively and work as a team. Fact is, gankers are lone wolves, and they're really fragile.
I think people focus too much on ganking heroes. It's really annoying when all you fight in Night Stalker, Gondar, Clinkz, Techies and Pudge.
Part of the game. Early hero ganking makes late game pushing much easier.
No no, I know that, but when have you played an -apem pub that didn't consist if purely ganking heroes? There are other heroes worth playing. Hell, gankers are pretty much useless for pushing and base destroying. I've been on teams full of gankers and we crushed the other heroes, but you know what? They could push effectively and work as a team. Fact is, gankers are lone wolves, and they're really fragile.
Hardly.
Techies is an amazing defender and properly placed Stasis traps can change the game.
Pudge is a beast late game thanks to flesh heap. Throw a manta on him and its glorious in team fights. Hook can be used to save teammates. Even late game it works for ganking (pull one in to you and a teammate and smoke him).
NS. Well, I fucking hate him. He gets vicious towards the end of the game and can push just fine. His ult allows him to be at full power for a push or defense at a moment's notice.
Clinkz and Gondar are more than just gankers as well. Clinkz, well, he's arguably my worst hero (up there with Furion and KotL) so there's not much I can say for him, but natural crits and evasion give gondar survivability until he can item out. That's the whole mid stage: get enough items to push effectively.
Just cause they have a good early game doesn't mean they're useless endgame.
I pretty much play -ar's for the reasons you listed, though.
The Black HunterThe key is a minimum of compromise, and a simple,unimpeachable reason to existRegistered Userregular
edited July 2007
I love soul keeper.
I was 1v1ing a friend (Playing Dirge) and by the end of the match i could take him out in 5 hits without any abilities, and i could take out roshan without abilities with 2/3rds health remaining.
Boots of travel
Buriza do kyonan
hyperstone
hood of defiance
sacred relic
Vitality Booster
My only issue was when he ran, i couldnt catch him in time.
I was 1v1ing a friend (Playing Dirge) and by the end of the match i could take him out in 5 hits without any abilities, and i could take out roshan without abilities with 2/3rds health remaining.
Boots of travel
Buriza do kyonan
hyperstone
hood of defiance
sacred relic
Vitality Booster
My only issue was when he ran, i couldnt catch him in time.
A skadi and manta on him makes him brutal. Seriously, try it.
Docshifty on
0
PiptheFairFrequently not in boats.Registered Userregular
edited July 2007
Got to play Harbinger for the last time last night
Got to play Harbinger for the last time last night
talk about a glass cannon
Yeah, he needs a Guinsoo badly. Maybe even a blink dagger too. But he scales better with items than almost any other hero, certainly better than any other int hero, and has the capacity to oneshot certain low-hp agility heroes even lategame.
Edit: there was a conversation about PotM a page back. Her ult is useless. Worse than useless. It eats up a ton of mana and is so highly situational that I take one rank at level 13 and then get stats, and sometimes I'll never even use it. What you want with her is stacked damage, so that when your arrow contacts the enemy you're leaping in just behind it, using stun time to dish out pain, and toggling Starfall at the split second the stun ends. Treads/Mjolnir/Buriza/MKB is my standard build with her, with a pair of null talismans for a little better mana pool. With her arrow and leap, you don't need MS to chase.
A well-played PotM can absolutely dominate, but it's a good thing most people play her like a caster. They see a spell that can hit twice for 300 damage, and it's not an ult, and they get all excited. She's like Pudge, but without having to wait for enemies to walk into a trap/ignore that you've been missing from your lane. PotM lines up a shot while still in the lane, leaps over creeps, and scores the kill.
Posts
It's terrifying is what it is.
Heroes I would never let solo (if they're not on my side):
- Huskar: one time we had a Huskar soloing and he took everyone. In the end, he had 5 reavers and a bracer, which is slowly turned into 5 tarrasque hearts. Yesch.
- Terrorblade: a strong terrorblade is something you want to avoid, even without amazing items. This guy is hard to stop because he can lifesteal from enemies. Thankfully it's a channeling spell.
- Geomancer: I've never seen a more powerful hero than when I saw a level 18 Geomancer among a group of level 13-15s. He could solo towers and entire waves with ease.
Geo vs. any spell caster like lich is pretty much fucked.
He gains levels at a much faster rate then other heroes.
It's really nice, until the Axe/Bloodseeker/Pudge realize that you give almost twice as much experience then the other heroes when you die, and you die rather easily.
Pushing a tower down is not hard to do when it needs to be done. A simple team push can knock a tower down in one go. Having to cross the river the effectively farm creeps at level 5, however, is dangerous. At that point in the game two or three nukes will kill any hero and the mobility of the other team on their side of the map is too risky. Ideally you'll keep a Level 1 tower up until level 9-11. At that point the damage a Level 1 tower does to a hero is so miniscule that it might as well not be there.
If by level 11 or so the enemy team hasn't knocked down your level 1 tower, they're either doing something wrong or you're playing Pit Lord correctly.
Because we pushed him right back to his tower so he was in the thick of it and we had to hang back.
We didn't realise to pull back until he had left to pull some ganks.
wait, are you aruging for or against Geomancer? Because I'm pretty sure Lichs' ulti would utterly destroy Geomancer.
No dude, you'd be surprised how few BL games dont kick you. I was just unlucky earlier.
And since there are like 3 different banlists you have a good chance of jacking in.
No no, first game I joined afterwards I was immediately kicked before I could even see the screen.
I can check to see if you were added to the banlists if you want. I have mine and I am connected to ASG and another one.
Check here!
They couldnt possibly search you up and kick you that quickly.
Maybe it was one of those dicks who constantly closes and opens the slots
Banlists are automatic. A lot of them boot you instantly.
Well, i had a bit of trouble with my banlist for a few matches, but now i damn near never hear from it
See how long that lasts before some 12 year old bans you for leaving 2 seconds before the ancient is destroyed.
<-- RunsonDudePower
The lessened need for healing is great.
And transforming then illusioning is a great tactic. At about level 20 you could easily take out a tower.
Is doom bringer any good though?
I wouldnt mind trying him at some point
Oh my god yes. His ultimate can kill most spell casters without flinching. It's also a DoT, so one cast and they better be running back to base for a heal.
He takes a lot of technical skill, especially with his scorched earth ability, but he's fun.
Whats that?
EDIT: DW
Isn't one burst of damage better anyway?
Also, about banlist, almost all the ones you will encounter are personal banlists, which mean jack shit. Only TDA Approved hosts can get their banlists into the official banlist program by default, as you can easily turn that off. Alot of Clan TDA members will ban people just because they feel like it.
ALSO: Notice how pudge, tinks, and techies are always total assholes?
Damage over time.
The good thing about doom over other single damage spells is that it does a ridiculously large amount of damage. His ulti can easily do around 1000+ damage on opponents, and I believe with the scepter (which you would never want to get with doom anyway) does near 1,700 before damage reduction.
The good thing about it is most heroes freak out and run when it gets cast on them. It's also a good finisher as they are running away.
This is one reason why I hate playing AP games.
Most heroes end up being Sniper, SA, Gondar, Techies, Clinkz; some of the more lame ones that attract really irritating players.
My build that I've been messing with for him has been something like:
Bracer
Vanguard
Treads
Satanic
2x Basher
and if the game continues I sell the bracer and get a Hyperstone or something.
Some things I was thinking of experimenting with would be exchanging the Satanic for a Vladmir's which, while offering less life steal, gives increased armor and helps my team out with a life steal aura. Since I'm a tank, that should help them in team battles. I haven't tried a Battlefury on him either, but was thinking of trying it out; not sure it would be necessary though since his damage reflect aura already decimates creep waves. And if I really wanted to be a pure tank, I could probably get rid of the Bashers and try for some Hearts. Replacing the Treads with Boots of Travel would help get around as well.
From what you've written he doesnt seem to have any chaining spells, eg. Spell 1 then spell 2 then spell 3 in quick succesion for massive damage, so you would want the attack speed bonus that treads give you.
Not really. He's got a 300 dmg aoe stun (2.75 sec or somethin), a dd that does 400 to both the target and himself, a return dmg and his ult which adds straight strength (+36 at the final lvl). Plus, if you're going bashers, a butter is excellent as it adds more ias than a hyper, plus dmg, armor, and evasion.
Treads are good on him as well. Alot of people get a lothar's/blink for positioning since his stun has a noticeable delay, but he can do fine w/o.
Part of the game. Early hero ganking makes late game pushing much easier.
No no, I know that, but when have you played an -apem pub that didn't consist if purely ganking heroes? There are other heroes worth playing. Hell, gankers are pretty much useless for pushing and base destroying. I've been on teams full of gankers and we crushed the other heroes, but you know what? They could push effectively and work as a team. Fact is, gankers are lone wolves, and they're really fragile.
Hardly.
Techies is an amazing defender and properly placed Stasis traps can change the game.
Pudge is a beast late game thanks to flesh heap. Throw a manta on him and its glorious in team fights. Hook can be used to save teammates. Even late game it works for ganking (pull one in to you and a teammate and smoke him).
NS. Well, I fucking hate him. He gets vicious towards the end of the game and can push just fine. His ult allows him to be at full power for a push or defense at a moment's notice.
Clinkz and Gondar are more than just gankers as well. Clinkz, well, he's arguably my worst hero (up there with Furion and KotL) so there's not much I can say for him, but natural crits and evasion give gondar survivability until he can item out. That's the whole mid stage: get enough items to push effectively.
Just cause they have a good early game doesn't mean they're useless endgame.
I pretty much play -ar's for the reasons you listed, though.
that is all.
I was 1v1ing a friend (Playing Dirge) and by the end of the match i could take him out in 5 hits without any abilities, and i could take out roshan without abilities with 2/3rds health remaining.
Boots of travel
Buriza do kyonan
hyperstone
hood of defiance
sacred relic
Vitality Booster
My only issue was when he ran, i couldnt catch him in time.
A skadi and manta on him makes him brutal. Seriously, try it.
talk about a glass cannon
I'm on as rewsky usually.
Yeah, he needs a Guinsoo badly. Maybe even a blink dagger too. But he scales better with items than almost any other hero, certainly better than any other int hero, and has the capacity to oneshot certain low-hp agility heroes even lategame.
Edit: there was a conversation about PotM a page back. Her ult is useless. Worse than useless. It eats up a ton of mana and is so highly situational that I take one rank at level 13 and then get stats, and sometimes I'll never even use it. What you want with her is stacked damage, so that when your arrow contacts the enemy you're leaping in just behind it, using stun time to dish out pain, and toggling Starfall at the split second the stun ends. Treads/Mjolnir/Buriza/MKB is my standard build with her, with a pair of null talismans for a little better mana pool. With her arrow and leap, you don't need MS to chase.
A well-played PotM can absolutely dominate, but it's a good thing most people play her like a caster. They see a spell that can hit twice for 300 damage, and it's not an ult, and they get all excited. She's like Pudge, but without having to wait for enemies to walk into a trap/ignore that you've been missing from your lane. PotM lines up a shot while still in the lane, leaps over creeps, and scores the kill.