DOTA: Warcraft III DotA AI Maps 6.59 AI+ v1.52

5 05 2009

latest DOTA AI Maps 6.59 AI+ v1.52 from BuffMePlz

Click on the link below to download

DotA v6.59 AI+ v1.52 (r1)



DotA AllStars v6.59d Map Download

23 03 2009

Latest updates on v6.59 Map.. DotA AllStars v6.59d map released

DotA AllStars v6.59d Map Download Link : http://www.getdota.com/

Changelog for DotA v6.59d Map

* Fixed some item exploits
* Fixed a rare memory related bug
* Temporarily changed switch voting system. It requires 100% of the vote for now. There will be a better -switch implementation in the next version or two
* Fixed a few other misc bug/exploits




DotA: Official Warcraft III DotA All-Stars v6.59c Map Download

10 03 2009

Latest download for  Warcraft III DotA All-Stars 6.59c Map and latest updates on the v6.59c Map include Fixes on a couple of recently discovered exploits

Download  Official Warcraft III DotA All-Stars 6.59c Map here  at http://www.getdota.com/

Changelog for DotA All-Stars v6.59 Map
* Some performance improvements
* You can no longer attack items you do not own if they are in the fountain area
* Fixed some rare memory corruption bugs that could cause random abilities/items to malfunction or result in a fatal error
* Added a new subtle cooldown effect to make it a little clearer when spells are in cooldown and when they finish. This is mainly for long cooldown spells where it is sometimes difficult to tell. More work will be done in this area soon, but it needs a bit more time to make sure that anything extra is not visually intrusive. (PGRu-Unexpect3D)

* Reworked Enigma’s Conversion (see details below)
* Fixed a bug with Towers AI not defending heroes properly
* Reduced Ironwood Branch cost from 57 to 53 gold
* Increased Blademail duration from 4 to 5 seconds
* Improved Chaos Knight’s cast point
* Added a new experimental mode -er (-ExperimentalRunes, see details below)
* Improved Surge duration from 2/3.5/5/6.5 to 3/4.5/6/7.5 seconds
* Decreased Wrath of Nature manacost from 200/380/610 to 150/175/200
* Improved Antimage’s Strength by 2 points
* Increased model size of hexed units a bit
* Increased Curse of the Silent AOE and reduced cooldown slightly
* Decreased Powershot cooldown from 12 to 9 seconds
* Decreased Lightning Storm cooldown from 7 to 6 seconds
* Fixed Acid Spray from affecting Tombstone Zombies
* Spectral Dagger no longer gives vision
* Rebalanced Necrolyte’s Heartstopper from 250/500/750/1000 AOE with 1% drain to 700/800/900/1000 AOE with 0.5/0.75/1/1.25% drain
* Increased Fury Swipes buff duration from 3 to 5 seconds
* Fixed an issue with unit selection when respawning with Aegis while controlling other units
* When a player leaves, the state of his inventory is now recorded in the replay for easier parsing (Same 8_# actions)
* Improved Eidolons magic resistance a bit
* Fixed some minor technical issues with Mask of Madness

* Fixed scoreboard player names when a player switches with a leaver
* Switch no longer works when only 1 person agrees in a 1v1 situation
* Fixed Zombies continuing to spawn when the game is over
* Fixed Eidolon Acquire range and reduced collision size a bit
* Fixed -switch with frozen leaver heroes
* Abaddon now uses the Death Knight model instead of the Evil Arthas one (practically the same, but commonly requested)
* You now have vision over the area you cast Blackhole in (260562)
* Fixed Aegis dropping when using -switch
* Ball Lightning now gives a proper error message when casting without the required mana
* Fixed allied hero visibility when using -switch in -ah mode
* When players swap heroes, the new player/heroid data for replay parsers are updated
* Changed the model on Eidolons and adjusted the scales a bit
* Fixed some issues with Blackhole’s silence mechanism when applied to magic immune units
* Fixed some bugs when using -switch with Meepo



Skill Guide for Mercurial, the Spectre

5 03 2009

spectre

Skill Build:

1. Spectral Dagger
2. Desolate
3. Spectral Dagger
4. Desolate
5. Spectral Dagger
6. Haunt
7. Spectral Dagger
8. Desolate
9. Desolate
10. Dispersion
11. Haunt
12. Dispersion
13. Dispersion
14. Dispersion
15. Attribute Bonus
16. Haunt
17-25. Attribute Bonus

Explanation of Skill Build:

1. Spectral Dagger is the first skill to be maximized because it is your main source of getting kills in the early to mid game. It is worth bringing to Level 4 before Desolate not only because the extra move speed/slow gives you more hits on your target, but also because the extra 37.5 damage (after magic resistance) that it does per Level is nearly as good as 4 hits from an extra Level of Desolate (40 damage). The damage is also not dependent upon having your opponent alone, and you can hit multiple targets for extra Dagger damage.

2. Desolate is the second skill to be maximized, and is chosen over the also awesome Dispersion to significantly increase the Spectre’s chances of getting some early to mid game kills. Though Dispersion is far superior to Desolate for early game laning purposes, getting a few Levels of Dispersion over Desolate would impede the early-mid game hunting done by Spectre.

3. Haunt is taken at every chance possible because it is one of the most powerful and versatile Ultimates in the entire game.



Skill Guide for Nevermore, the Shadow Fiend

2 03 2009

nevermore

Skill Build:

1. Necromastery
2. Shadowraze
3. Necromastery
4. Shadowraze
5. Necromastery
6. Requiem of Souls
7. Necromastery
8. Shadowraze
9. Shadowraze
10. Presence of the Dark Lord
11. Requiem of Souls
12. Presence of the Dark Lord
13. Presence of the Dark Lord
14. Presence of the Dark Lord
15. Attribute Bonus
16. Requiem of Souls
17-25. Attribute Bonus

Explanation of Skill Build:

1. Shadowraze vs. Attribute Bonus. With Necromastery clearly being the first skill brought to Level 4, and Presence of the Dark Lord not doing much until the mid game when you actually have a chance to land multiple physical attacks on your opponents, the only question is which helps you more for early game laning purposes: Shadowraze or Attribute Bonus. And, in my opinion, Shadowraze, though difficult to aim, is nonetheless far superior to Attribute Bonus. To prove this, let’s first examine what Attribute Bonuses give to you:

A ) Intelligence. Since Attribute Bonuses will be taken over Shadowraze, the Shadow Fiend will have absolutely no use for the Intelligence. 0. It’s useless without Shadowraze.

B ) Agility. The main purpose of Agility early game would be to increase the Shadow Fiend’s damage, but he’s already got an insane damage output with Necromastery. More damage never hurts, but he’s already got plenty to last hit with ease.

C ) Strength. The 38 Hit Points per Level of Attribute Bonus is certainly helpful for the vulnerable Shadow Fiend who lacks an escape mechanism, and this would be the only reason to get Attribute Bonuses early.

So, the only that that Attribute Bonuses gives you is some extra survivability, but in my opinion, it is better to be able to retaliate versus your opponent’s harassment with Shadowraze than to make yourself slightly less vulnerable to it. Thus, Shadowraze is chosen over Attribute Bonuses.

2. Requiem of Souls is in fact taken at Level 6. Requiem of Souls is the best chance that Shadow Fiend has to score early game kills, and though it will be difficult to get close enough to cast it without the help of an ally, its radius is rather wide and with some finesse you may be able to ambush with it from out of the forest. The slow that is tacked on to it is also the only way that the Shadow Fiend has to keep his opponents’ from running from him, so it is crucial that you get this spell as soon as possible.