sorry but CM>all
Last edited by Kuntantee; 2012-07-04 at 10:58 AM.
LevelDeath?? is a great skill if used right, at low levels.
And you be right about getting newbies to play STR Melee heroes. That's how I learnt, and it's how I taught all my friends.
But then they watch you play Carries and think they can do the same, and think they still are armoured up and have enough HP to survive, and fail miserably. Atleast people get better over time.
We stopped searching for monsters under our beds when we realized that they were inside us.
Tell me something, my friend. You ever dance with the devil in the pale moonlight?
That's a lot of strain on Doomy's rather small mana pool, even though LevelDeath is fairly cheap. And it's also rather low on the damage spectrum relative to mana cost if it's not getting the damage boost. 525 is practically a guaranteed kill in the early phases of the game, but you're skipping needed stats and Devour levels in order to get it fast enough for it to matter, and you still have to get to that lvl 3 multiplier before everyone else hits level 7 - meaning you need to hit level 7 before everyone else AND be willing to sacrifice farm in the form of Devour levels in order to get it. You can try again when everyone's at level 9, but by time everyone hits level 12, they should have enough HP to be able to soak a hit and still be able to fight.
I just don't think it's worth a crucial four skill points that early in the game when you need to be focusing on farming. Doomy is a carry, and he needs a lot of farm because of it. I eat a satyr at Devour level 2 and use Mana Burn to shut down enemy heroes in the lane.
If you want to go for fast kills, eat a Satyr Trickster at Devour level 1 and use his Purge. The only reason you should ever get an early rank of LevelDeath is if your team absolutely must have the microstun to interrupt something like Black Hole or Freezing Field... and in those cases, Doom does the same thing and also practically guarantees a kill.
you can level both LVL? and devour at the same time. I'm having hard times to see the point of not giving points into LVL? You don't need to lvl it all the time, just give it two points before 5. level 2 LVL? can deal 400 or so damage(almost full exort sun strike and guess what target lock spell unlike ss)
1 - devour
2 - lvl
3 - devour
4 - lvl
5 - devour
it's matter of choice and depends on enemy lane setup but straightly saying it's useless is stupid.
Last edited by Kuntantee; 2012-07-04 at 12:31 PM.
I don't know this hero...is it added after 6.72f? It kinda looks like nerubian assassin but that's Nerubian Assasin not Nyx
The reason I say you skip lvldeath is because you need that mana for creep abilities, which are a lot more powerful and a lot easier to use. Lvldeath is somewhat underbudgeted if you aren't using it on someone of the correct level, while creep abilities are always good. Doomy has fast movement speed and once you get Phase Boots, you're guaranteed to and centaur stuns. Troll net can guarantee a kill by rooting the target, and skeletons assist with pushing. If you want early kills, you can eat a satyr trickster right at level and get Purge. If you want to make your lane easier, eat a soulcaller at lvl 3 Devour and start spamming Mana Burn. Once you start getting farm, eat an Alpha Wolf for a free Crystalys and never really look back.
There are a lot of other really nice auras... kobold movespeed aura, max level satyr regen aura, wildkin armor aura, centaur attack speed aura, and I think there's a creep that has a 2 mp/sec mana aura, too. You can also eat a ghost at level 1 for an autoslow on your attack. Eating an ogre mage gives you Frost Armor for your team.
There's a lot of things Doomy can do, and they all require mana. You can't use those abilities AND lvldeath AND devour AND doom all at once without a ton of farm, which is why I don't get lvldeath in the early game. If you aren't keeping Devour on cooldown the entire game... you're doin it wrong. Devour is a guaranteed 75 gold/min at lvl 4 (not counting creep bounty, which would be more like, what, 90-100 gold/min?) That's pretty significant and he's balanced around having that extra gold/min to be able to compete.
I usually build Doomy like...
- Leave base with Ring of Protection and consumables.
- Wait for creeps to spawn and go eat a ghost or trickster or gnoll assassin when the opportunity presents itself. Tricksters are more useful, but anything is better than nothing.
- Finish Ring of Basilius. Buy Helm of Iron Will. This gives you a little mana regen, a lot of armor, and some HP regen. You should be able to lane/jungle pretty much indefinitely independent of skills now.
- Get your boots. Finish Armlet. By time you're about to finish armlet, you should be hunting for an alpha wolf to eat. I like to finish INT Power Treads next. Buy Mask of Madness. You're now pretty much guaranteed to kill anyone you encounter and in team fights, just hold the MoM until it's safe to use. Assuming you have an alpha wolf, you crit for 2x frequently, treads gives you moderately good attack speed, armlet gives you a pile of health and damage, and MoM can be used to pretty much splatter someone all over the dirt. This "core" is also very cheap and with Doomy's good farming potential you should get it pretty fast.
- Build to counter. BKB is usually a good idea against most teams. If they have a hard carry, Doomy's suprisingly good with Heaven's Halberd. Provides more STR, an automatic snare, and the disarm effectively removes the enemy carry from the fight for 3/4 seconds. Finishing Vlad's is also usually a good idea - combined with MoM you've got a bunch of lifesteal for those crits and high damage and it's a great item if your teammates benefit from it. I usually just focus on items that will benefit the team more than just me at this point... Doomy's not really a hard carry like PA or AM, so I don't build him like one. Your job is to run in and Doom someone and start punching people. With ~3k HP, decent armor, and potentially evasion, you can be really hard to kill on top of your lifesteal and regen.
I always go Devour/Stats/Devour/Stats/Devour/Doom/Devour. You can get LevelDeath starting at level 8, but I usually find Scorched Earth is more useful since it pretty much counters the negative regen on an activated armlet and makes you impossible to chase down/escape from. Again, my early game with Doomy is focused on farming and staying in lane as long as possible. If my teammates need me to gank or they're coming to gank, I can simply Purge the person we're gonna kill.
Morphling is absolutely a caster carry.
int>agility>strength in terms of difficulty. Strength heroes might be easier to *play*, but they are the hardest to maximize. Int heroes don't need farm to do their jobs, this makes them by far the easiest to learn. Agility heroes might need farm, but they don't need as much (AM with as little as manta can start destroying everything) and it's easy for them to get it. Strength heroes in general have to balance farming and ganking with team fights in a way that puts them ahead. They're absolutely the scariest class of hero if played well, but they're also the easiest to shut down.
As primarily a strength player myself, if you want to teach a new friend the ropes, send him toward int heroes like Lich.
Don't ever put skill points into lvl?death, you don't have the time or the mana to be casting it on people. Doom is a right click carry once he eats an alpha wolf, build him that way. I agree that armlet/MoM is pretty core on him. MoM+SE gets you close to max movespeed, I throw in SY to finish it off. You can also get both skadi and lifesteal so that's an easy way to make sure no one ever gets away from you.
Can't wait for loads of feeder Dirge's.
Last edited by Lysah; 2012-07-04 at 07:46 PM.
Finally got around to playing a game as WR today and holy shit I can see why she's in so many pro games. Definitely the best generic carry, doesn't require creeps like Chen/Enchantress do (which means if you ward camps to deny them they're hurting), she's fantastic in lane, hard to kill... and killing people with a well timed Powershot is right up there with killing people with Clockwerk rockets.
The only point I could see getting an early lvldeath is at lvl 4. This gives you the bonus damage on lvl 6 and lvl 12 heroes (it'll be pointless vs lvl 18 and lvl 24 relative to HP pools) for a total of 375 damage for 110 mana - that's actually pretty good, more damage than a maxed, channeled Powershot. The problem is that Dooming a level 6 hero does more damage, locks them out of all spells and items, and it's part of the regular skill build. I just prefer spamming Mana Burn or Purge than wasting points on leveldeath unless I really need that microstun for something.
Mana Burn makes laning so much easier against almost everyone.
Planning on queuing with a buddy tonight in allpick. We're gonna run Lich/Viper or Veno/Viper and just make people hate their lives. It's gonna be grand.
Oh, yes, one point in lvl?death is useful for the stun against people with channels (a good choice against furion ex.).
Most dota players fallow a patterns, builds etc., good dota players never use patterns and always decide according to game's need. The most stupid(no offense) idea in dota(with few exceptions) that saying "that spell is useless". As far as my experience says, every spell has some use.
I'm out of doom discussion.
oh btw try tiny + centaur lane when centaur come out or tiny + alchemist just for the lulz.
Last edited by Kuntantee; 2012-07-04 at 10:59 PM.