Skill Guide for Azwraith, the Phantom Lancer

26 02 2008

pl

Skill Build:

1. ]Dopplewalk
2. Spirit Lance
3. Spirit Lance
4. Dopplewalk
5. Spirit Lance
6. Dopplewalk
7. Spirit Lance
8. Dopplewalk
9. Phantom Edge
10. Juxtapose
11. Phantom Edge
12. Juxtapose
13. Juxtapose
14. Juxtapose
15. Attribute Bonus
16. Phantom Edge
17-25. Attribute Bonus

Explanation of Skill Build:

1. Spirit Lance is maximized first; I wouldn’t normally mention this since it’s so obvious, but of all the Guides written on Phantom Lancer, only two also maximized Spirit Lance first.

2. Dopplewalk is in fact taken all the way to Level 4 even though all that does is reduce its mana cost; though it is true that each additional Level only reduces its mana cost by 30, and each Level of Attribute Bonuses gives 28 mana, that only covers the first Doppelwalk that you cast. Phantom Lancer players ought to be using Doppelwalk every time its 30 second cooldown is finished, to confuse opponents in the early game, and assist in farming/image production later in the game.

3. At Level 9, learning 1 Level of Juxtapose will only give you a 3% chance to spawn some pretty worthless images, so instead 1 Level of Phantom Edge is learned to give you a 5% Evasion. Also, at Level 10, one Level of Phantom Edge and one Level of Juxtapose is better than two Levels of Juxtapose, with the 2nd Level in Juxtapose only offering 1% more chance to spawn an Image, but the Phantom Edge allowing your Images to reproduce and giving you 5% Evasion. For the same reason, Phantom Edge is learned again at Level 11 over Juxtapose, and then Juxtapose is maximized after that.



DotA: Official Warcraft DotA-AllStars v6.50b FREE Map Download

25 02 2008

Check out the Latest DotA-AllStars v6.50b Map from Official DotA Allstars. Quite abit of changes in this version

DotA AllStars 6.50b Map Changelog
* Fixed a bunch of bugs reported

DotA AllStars 6.50 Map

Hero Changes:
* Removed manacost on Mana Shield activation
* Changed Leap’s cooldown to scale with levels
* Improved Juggernaut’s movement speed
* Implemented a better silencing mechanism in the Black Hole area to prevent spell execution regardless of cast animation time
* Lowered Drow Ranger’s Agility gain per level
* Changed Drow Ranger’s Marksmanship ultimate
* Increased Morphling’s base damage
* Macropyre’s cooldown no longer increases per level
* Added an extra bounce to Chain Frost
* Reduced Sprint’s damage amplification
* Increased Maledict’s area of effect by 15
* Changed Spectre’s Dispersion
* Redesigned Visage
* Improved casting range on Acid Spray
* Changed how Song of the Siren levels up
* Reduced cooldown on high level Shapeshift
* Improved armor on Enigma’s Eidolons
* Reduced Expulsion’s cooldown and manacost
* Improved Keeper of the Light’s attack animation
* Improved Scattershot’s damage range from 10-35 to 20-35
* Improved Alchemist’s base Intelligence and growth
* Slightly improved Psi Blades’ spill width and range
* Improved Chemical Rage
* Increased Phantom Lancer’s Strength gain
* Increased cooldown on Psionic Trap from 7 to 14 seconds
* Improved lifesteal on level 2 and 3 Insatiable Hunger
* Reduced Replicate’s manacost and cooldown
* Improved Troll’s base movement speed
* Decreased Rampage’s movement speed bonus and cooldown
* Improved Spirit Bear’s Demolish
* Increased Lightning Storm’s cooldown by 2 seconds
* Reduced cooldown on level 4 Metamorphosis from 135 to 110 seconds
* Reduced Lina’s movement speed by 5
* Improved Sand Storm
* Reduced the slow on Epicenter
* Improved range on Drow Ranger’s Trueshot Aura
* Improved cooldown progression on Insatiable Hunger
* Reduced Sven’s base armor
* Improved Enigma’s movement speed
* Modified initial projectile speed and effect on Paralyzing Casks
* Improved Enfeeble
* Improved Auto Fire’s area of effect and duration
* Reduced Queen of Pain’s Blink range at early levels
* Improved Earthshaker’s movement speed
* Zombies now give a bit less bounty
* Reduced Gravechill’s cooldown a bit
* Increased Primal Roar’s cooldown a little bit
* Eclipse’s damage is based on Lucent Beam level and doesn’t ministun
* Lucent Beam ministun duration increases per level (0.6 level 4 up from a constant 0.01)
* Lowered Eclipse’s manacost and gave it constant cooldown progression
* Increased Lucent Beam’s casting range and lowered manacost slightly
* Improved cast range on Expulsion and Fire Storm
* Improved Ravage a little (it became slightly less effective with the Impale recodes)
* Reverse Polarity’s cooldown is now the same on all levels
* Changes Queen of Pain’s blink cooldown from 12/9/7/5 to 12/10/8/6 seconds
* Removed true sight from Spin Web
* Added some extra movement bonus on higher level Spin Web
* Improved Keeper of the Light’s movement speed
* Improved Storm Spirit’s base armor
* Lowered Mirror Image’s cooldown slightly
* Improved slow on Drunken Haze
* Improved movement bonus on Witchcraft
* Lowered Searing Arrows’ cooldown
* Improved Reaper’s Scythe’s leveling a bit
* Changed Purification’s damage type to Pure
* Lowered Axe’s starting Agility and increased his starting Strength
* Lowered Death Coil’s cooldown
* Improved Undying’s base armor
* Improved Meepo’s base Strength
* Rebalanced Pit of Malice
* Increased AOE on Firestorm
* Reduced the search area for Omnislash
* Changed Bloodrage’s stats a bit
* Lowered level 1 Mana Void’s manacost
* Lowered Exorcism’s damage return threshold and cooldown
* Restored Bone Fletcher’s old Wind Walk speed bonus
* Lowered Geminate’s attack cooldown
* Slightly improved how Medusa’s Purge levels

Item Changes:
* Redesigned Eul’s Scepter of Divinity
* Redesigned Orchid Malevolence
* Redesigned Guinsoo’s Scythe of Vyse
* Added cooldown to Bottle usage and reduced its sell cost
* Bottle is in full state at all the side shops once again
* Changed how Dagger of Escape works. It cannot be activated if you took damage in the last 3 seconds.
* Added Hyperstone to the Goblin Shop
* Changed Unholy Rage’s lifesteal type to be the same as regular lifesteal
* Reduced price on Ultimate Orb
* Added Ring of Health to the Goblin Shop
* Added Quarterstaff to the Goblin Shops
* Increased Perseverance’s damage from 7 to 10
* Added Javelin to the Goblin Shops
* Removed the stack restriction on Shiva’s Guard
* Improved Vanguard a little
* Changed Lothar’s Edge’s recipe and stats
* Reduced Vladmir’s Offering recipe cost
* Reduced Linken’s Sphere’s cooldown
* Removed stacking restriction from Bloodstone and improved its stats
* Improved Helm of the Dominator damage from 10 to 20
* Improved Oblivion Staff mana regen by 25%
* Quarterstaff price reduced
* Hand of Midas can now target level 6 Neutrals (Satyr Hellcaller and Dark Troll Warlord)
* Reduced Void Stone’s cost by 25 gold
* Improved casting range per level of Dagon upgrade
* Improved Sange and Yasha
* Removed Flying Courier Mana and gave it a Mana base upgrade ability
* Wards now require 5 mana to be placed
* Reduced animation time and cooldown on Manta Style
* Ring of Health’s regeneration increased by 1

Neutral Related:

* Change some of the Scourge’s top left forest area
* Changed the locations and distribution of neutral creep camp groups
* Fixed neutral spawn times in various modes
* Reworked the trees and pathing near the small Sentinel creep camp
* Increased neutral creep Centaur’s aura by 5%
* Added an Alpha Wolf with a command aura in the wolves’ creep camp
* Added a new creep camp group (1 Ghost with Frost Attack + 2 Fel Beasts)
* Added a new ancient creep camp group (Jungle Stalkers)
* Added a new creep camp group (1 Enraged Wildken with Tornado + 2 Wildkins)
* Added a new creep camp group (1 Dark Troll Warlord with Raise Dead and 1.5 sec Ensnare + 2 Dark Trolls)
* Changed the Furbolg’s Stomp to a Clap
* Improved Satyr Hellcaller’s Unholy Aura
* Neutral Ogre no longer autocast Frost Armor
* Changed the location of some of the Scourge creep camps
* Redid neutral creep spawner code for some optimizations

Bug Fixes:
* Recoded impale based effects completely, fixing various ramp bugs, stacking issues and a lot of rare problems. (Burrowstrike, Impale (Lion), Impale (Nerubian Assassin), Ravage)
* Fixed Land Mines to properly detect floating heroes
* Fixed a problem with Huskar’s Burning Spears that would cause him to swing incorrectly when the enemy is moving
* Fixed some bugs with Wild Axes
* Fixed some color issues on the load screen (kunkka)
* Couriers can no longer use Scroll of Town Portal to make buildings invulnerable
* Fixed Dark Rift from initiating cooldown when cast incorrectly
* Fixed a bug introduced in the recent Aghanim’s Scepter changes on Crystal Maiden
* Fixed Last Word triggering off of Linken’s Sphere’s usage
* Fixed Berserker Rage triggering Essence Aura
* Insatiable Hunger, God’s Strength and Rampage are no longer removed by Cyclone
* Fixed Javelin’s odds being slightly off
* Fixed an issue with the Cheese drop from Roshan
* Fixed an issue with Forest Troll High Priest’s pathing scale
* Fixed some text display problems when viewing replays (thanks DonTomaso)
* Fixed a very minor bug with Elder Form’s duration
* Fixed Armlet of Mordiggian’s recipe cooldown
* Fixed typo on Psi Blades
* Fixed some creep death time discrepancies (188461)
* Fixed a very minor bug with the damage mechanism on Shukuchi
* Fixed a display bug with Mode Random
* Fixed a possible abuse with Helm of the Dominator
* Fixed Overload from using its charge when attacking an allied unit
* Fixed Last Word from turning off Electric Rave

Others:
* Remade Invoker as promised in 6.49
* Added a new game mode -singledraft or -sd (swiss)
* Improved Sentinel creep pathing on top Sentinel lane
* Adjusted starting gold between all game modes like ap/xl/rd/sd to be the same (all the same as xl) and for randoms to be like ar. Gold is now give at the start and income starts with the first creep wave.
* Income is now distributed in 1 gold intervals instead of in 8 gold intervals (same total gold)
* Added a new experimental command -ah
* Added a new system to detect replays used in -ah and other future applications (thanks PandaMine)
* Changed how the secondary shops work. You can now see their location and click them while in fog.
* Added new visual effect for Orchid Malevolence’s Soul Burn (JetFango)
* -roll now shows the range the person entered (188889)
* Added a new command -clear to clear game messages from your screen
* Reduced model size and changed the look of the non-ancient Golems
* Added a new command -apm to show your actions per minute
* Couriers can now disassemble items (161180)
* Added text descriptions for power ups (68307)
* Delayed the creep spawn time by 30 seconds in -vr
* Made “Helm of Iron Will” item name consistent between recipes and core, using Helm instead of Helmet.
* Centered swap request notice is given to a player (182779)
* Added -afk that displays how long each player has been idle for
* Added a conditionally available -kickafk command to boot players that have been idle for more than 10 minutes (171984)
* Necronomicon icon now changes per level (190183)
* Changed durations of some power ups (Haste 45->30, Illusion 60->75, Regen 45->30)
* Moon Wells now gather water during night and get drained during day. This has no gameplay impact (60920)
* Added new tooltip text on items showing if they can be disassembled
* Improved tooltip for observer wards to detail the stock mechanics
* Added a new command -courier that toggles idle courier icon on and off (Ro-Coco)
* Added a new command -swapall to request to swap for any hero (175040)
* Improved Shackles caster effect
* Added an additional constant (7) Mana regeneration to Fountains
* Removed replenish interval from buying Clarity Potion (like tangos now)
* Changed Heartstopper pure damage type to HP loss (not a nerf or a buff, just works with things like dagger in a more desirable way)
* Improved Electric Rave icon (169997)
* Improved Luna’s orb warning message (113338)

Download DotA v6.50b Maps here:

DotA v6.50b Link 01
DotA v6.50b Link 02
DotA v6.50b Link 03
DotA v6.50b Link 04
DotA v6.50b Link 05



Skill Guide for Mangix, the Pandaren Brewmaster

24 02 2008

pandaren

Skill Build:

1. Thunder Clap
2. Attribute Bonus
3. Thunder Clap
4. Attribute Bonus
5. Thunder Clap
6. Primal Split
7. Thunder Clap
8. Attribute Bonus
9. Drunken Brawler
10. Drunken Brawler
11. Primal Split
12. Drunken Brawler
13. Drunken Brawler
14. Attribute Bonus
15. Attribute Bonus
16. Primal Split
17. Drunken Haze
18. Drunken Haze
19. Drunken Haze
20. Drunken Haze
21-25. Attribute Bonus

Explanation of Skill Build:

1. Thunder Clap is clearly the first skill to be maximized, so the only question is when to get Drunken Brawler and Drunken Haze. Attribute Bonuses are superior to Brawler early for survival, last hitting, and mana purposes; Critical Strike is unreliable for last hitting and you won’t be attacking your opponents physically too much, and Evasion does nothing against spells. Thus, three levels of Attribute Bonuses are taken for early game laning purposes, then Drunken Brawler is maximized.

2. Drunken Haze sucks, but I still get it from Levels 17-20. With its short cooldown, you can keep this on any Hero for 50% of a battle, and for any physical-attack based Hero (some Strength Heroes like Rogueknight and Beastmaster, and most Agility Heroes), that’s a full 75% DPS reduction.



Skill Guide for Purist Thunderwrath, the Omniknight

22 02 2008

omniknightSkill Build:

1. Purification
2. Repel
3. Purification
4. Degeneration Aura
5. Purification
6. Guardian Angel
7. Purification
8. Degeneration Aura
9. Degeneration Aura
10. Degeneration Aural
11. Guardian Angel
12. Repel
13. Repel
14. Repel
15. Attribute Bonus
16. Guardian Angel
17-25. Attribute Bonus

Explanation of Skill Build:

1. Purification is clearly the first skill to be maximized first, but most guides split down the middle on Repel and Degeneration Aura. Though I agree with diaz_leon that Omniknight is not an early game killer, Degeneration Aura will nonetheless often net your allies early game kills. Though Omniknight is quite unlikely to do enough damage to a Hero by himself to force the Hero to run, the Omniknight always shares his lane with an ally, and together with that ally, early game kills are much more possible with Degeneration Aura over Repel.

Furthermore, Repel is crap for early game laning purposes. It will not help you fight Lich or Lord of Olympia or Death Prophet or any early game nuker; you can’t cast it on yourself right before their nuke hits you, and if you attempt to keep it on yourself all the times, you will run out of mana very fast. Furthermore, Omniknight already has another spell that is even more of a bane to early game nukers: Purification. Use your mana to heal yourself or your ally whenever you are nuked, and your health is guaranteed to stay in the Green.

One Level of Repel is gotten purely for emergency “save my ally who is about to get chain nuked/disabled” purposes. Also, if you happen to have a Crystal Maiden/Sand King/Enigma/etc. on your team, the one Level of Repel is plenty to allow them to channel their Ultimate without being interrupted.



Skill Guide for Pugna, the Oblivion

21 02 2008

pugna

Skill Build:

1. Nether Blast
2. Decrepify
3. Nether Blast
4. Decrepify
5. Nether Blast
6. Life Drain
7. Nether Blast
8. Decrepify
9. Decrepify
10. Nether Ward
11. Life Drain
12. Nether Ward
13. Nether Ward
14. Nether Ward
15. Attribute Bonus
16. Life Drain
17-25. Attribute Bonus

Explanation of Skill Build:

1. Nether Blast is the first skill to be brought to Level 4, and this is typical of most Oblivion builds. The only thing that I will add about it here is that it is crucial that you master the art of deception when using this skill for early game laning purposes. Most Oblivions will hang out near their Ranged creep, then run up whenever they are ready to cast their Nether Blast. If you do this, your opponents will easily dodge your Nether Blast. Thus, not only should you hang out near your Melee creeps, ready to cast that Nether Blast at a moment’s notice without your opponents knowing, but you should also keep your opponents on their toes at all times by doing “fake” Nether Blasts. A “fake” Nether Blast is running around the creeps slightly closer to your opponents as if to position a good Nether Blast, then suddenly hitting the “H” key for “Hold Position” – this effectively duplicates what the Oblivion looks like right before he casts a Nether Blast, so your opponents will never know when you are going for the real thing.

2. Decrepify vs. Nether Ward. Since Nether Blast is clearly the first spell to be taken to Level 4, and Life Drain is also taken every chance possible, the only question is whether or not to maximize Decrepify first or Nether Ward first, or perhaps even get both. In my opinion, the clear winner is Decrepify, not only because with decent co-ordination with your lane ally you can both land a spell on the Decrepified opponent, but also because having Decrepify at Level 4 helps both you and your allies to catch up to runners during ganks. Though the idea of levelling Nether Ward to disrupt your opponent’s mana flow during early game laning is attractive, the AoE of Nether Ward isn’t going to reach far enough unless you choose to maximize it over Nether Blast, and Nether Blast is far too powerful for that.

Nether Ward is a great spell that really starts to shine in team battles, where it will affect multiple opponents and have little chance of being focused on amidst all the confusion. So, Decrepify is taken over Nether Ward, with both being maximized by Level 14.