• Dota 2 General Chat - ALCHEMIST IS BACK BABY
    3,878 replies, posted
[QUOTE=Amaurus;38120594]I would pay to see this.[/QUOTE] [url=http://i.imgur.com/L5aZZ.jpg]Close enough?[/url] (nsfw?)
[QUOTE=Banned?;38118755][url]http://i.imgur.com/vv6xv.jpg[/url] I think not just esports, but civilization as a whole became less advanced because of this picture.[/QUOTE] 2nd from the right is uber cute
I just tried my hand at Jungling as Doom and compared it to my Jungling as Enigma. I am quite shocked by the results... I play Enigma all the time, same with Doom, but rarely ever Jungled as him. He farms a [i]lot[/i] faster than Enigma. We're talking about like 30% faster at nearly all times. Within the first few minutes of the game though no-one I've seen can farm faster than Enigma. But after the 5/6 minute mark Doom's farm goes into Nature's Prophet level and just overtakes Enigma by far. Having a Vanguard, Ring of Basilius, Phase Boots, Hand of Midas, and a Quelling blade by 11 minutes in is absolutely ridiculous. I got my Radiance after all of that by 17 minutes, and my heart not too long after. I've never seen a hero farm like this before in my life (besides a mid/late game Alchemist). [editline]20th October 2012[/editline] The game ended at 40 minutes and I had about 300 last-hits.
Doom IS a farmer, isn't he? Which is good seeing as he's farm dependent. I mean, he can one hit creeps every 30 seconds for 100 gold [editline]21st October 2012[/editline] [img]http://puu.sh/1h0xA[/img] god im good at ursa
I know, but these are levels of farm I've never seen before. And this was a [i]Jungling[/i] Doom Bringer. It is retardedly effective. [editline]20th October 2012[/editline] Wow, a Crystal Maiden player. You don't see many of those. I tip my hat to you sir, playing the squishiest support in the entire game.
Hey, I'm looking for an extra Dota 2 invite. I know they've been giving them out to some people after the last patch so I'm just wondering if anyone still has an extra available. I'm looking for one for a friend.
[QUOTE=Eonart;38114311]This was in Dire jungle so it might not be the same as Radiant for whatever reason. Quelling Blade, Stout Shield and Salve. Level up Empower first. Rush Tranq boots and Poor Mans Sheild after, you may need to buy one more salve if you're not blocking enough. Level Empower whenever you can, get one level of Skewer and Shockwave while doing so. When you're done with those, rush MoM or Blink if your team isn't doing well. If you get MoM, you'll be able to clear all camps and ancient fast as shit. Do not use any skill but Empower, otherwise if your team needs you, you won't have mana. The problem with jungling as Magnus is that you'd be doing a better job harassing and fucking things up in lane. This is only good if your teammate purposely wants to go the lane solo and get more exp and farm faster. You won't have a deficit in exp or gold unless your team has been ganking without you. edit: Also, only kill the small camp until you get both rings for the Tranq boots. Try to pull to get gold and exp from medium camps. After Tranq, kill medium camps. When you have Morbid and level 4 Empower, kill large camps.[/QUOTE] i didn't see your reply for whatever reason, oops how bout the jungling part itself though? do you just do shit normally or do you stack some camps first or something?
Streaming some. Need to play more support heroes. [url]http://www.twitch.tv/thebrassthief[/url] With beardy too.
^what server do you guys play in?
hi watch me and brass lose some more games [url]http://www.twitch.tv/beardyduck[/url]
[QUOTE=BeardyDuck;38120908]hi watch me and brass lose some more games [url]http://www.twitch.tv/beardyduck[/url][/QUOTE] God DAMN that Undying juke.
pudge is pretty damn stupid imo [editline]21st October 2012[/editline] beardy spam your shit more when your mana is full!
I can verify that some of these were working earlier today as I know one person who got in with a key from this list. I cannot promise that any of them still work, or that all of them are actually dota 2. *snipped* Most if not all of these have been used.
how did you acquire a list like that
is shadow amulet on venomancer a new thing now i've seen like 3 venomancers get it now and i don't really understand the reasoning behind it
They're building Shadowblade. Seriously, why else would they get it? Shadowblade is a very common item to get for Venomancers.
they changed the item recipe for shadow blade? ok then that makes more sense i guess
[QUOTE=l l;38121002]how did you acquire a list like that[/QUOTE] I cannot say.
[QUOTE=l l;38121002]how did you acquire a list like that[/QUOTE] I'm wondering this too.
[QUOTE=ForgottenKane;38120746]I know, but these are levels of farm I've never seen before. And this was a [i]Jungling[/i] Doom Bringer. It is retardedly effective. [editline]20th October 2012[/editline] Wow, a Crystal Maiden player. You don't see many of those. I tip my hat to you sir, playing the squishiest support in the entire game.[/QUOTE] Someone told me very early that CM was a good player to learn, I had no clue if he was trolling or not but I just kept playing her. Yes indeed she is squishy but her spells are kinda OP early game, especially if you max arcane early so your teammates can spam spells. I've only played a couple games with her that I could have actually said I did well, but yeah if I'm told to play support its either her windrunner or bane. [editline]21st October 2012[/editline] [QUOTE=ForgottenKane;38121154]They're building Shadowblade. Seriously, why else would they get it? Shadowblade is a very common item to get for Venomancers.[/QUOTE] I can see ursa getting it without building it and just standing in lane waiting for solo lane farmers
she's very simple the only difficult thing about her is trying to stay alive (in order to effectively use her ult)
Oh god I checked a game with CM i went 9/0/9 which is kinda cool i guess but i built a vanguard on her WHAT WAS I THINKING [editline]21st October 2012[/editline] [QUOTE=NomadicNinja;38121268]she's very simple the only difficult thing about her is trying to stay alive (in order to effectively use her ult)[/QUOTE] Yup, and I'm terrible at that. Sometimes if I'm half health and I know they're going to kill me anyways I just press R in a teamfight and go grab a drink or something.
honestly you can skip the ultimate entirely and level it later, just because her other spells are just so good
[url=http://www.playdota.com/changelogs/6.76]New Dota patch, 6.76[/url] [code]HEROES Alchemist - Unstable Concoction now explodes around you if you are killed while charging it up - Goblin's Greed cap increased from 26 to 30 Ancient Apparition - Chilling Touch attack count increased from 2/3/4/5 to 3/4/5/6 Arc Warden - Magnetic Field no longer affects units other than Heroes and Structures Bane Elemental - Enfeeble cooldown decreased from 12 to 10 - Bane can now wake himself up from Nightmare with a subability Batrider - Strength gain decreased from 2.7 to 2.4 Centaur - Strength growth increased from 2.6 to 3.8 - Replaced Great Fortitude with a new skill [Stampede: ========== Grants you and all allied player units on the map max movement speed and zero unit collision for a short duration. Any enemy units you or your allies come into collision with take some damage and get stunned. Enemies can only be affected by stampede impact once. Duration: 3/4/5 Damage: 100/150/200 + 2x your str Stun: 1.25 seconds Stampede Collision AoE: 120 Cooldown: 65 Mancost: 50 Note: Does not affect magic immune enemies] Chen - Hand of God cooldown decreased from 120 to 140/130/120 - Penitence damage amplify increased from 7/14/21/28% to 8/16/24/32% (matches the slow values now) Clockwerk - Hookshot now pulls Clockwerk to allies instead of getting blocked by them - Hookshot Aghanim's upgraded cooldown decreased from 15 to 12 Crystal Maiden - Brilliance Aura has twice the effect on Crystal Maiden Dark Seer - Vacuum cooldown increased from 19 to 22 Doom Bringer - Doom duration increased from 13 to 15 (and scepter from 14 to 16) Drow Ranger - Trueshot Aura mechanics reworked [Trueshot Aura: ============== Global Aura. Gives you and all allied ranged units a portion of your agility as bonus damage. Bonus Damage: 14/18/22/26% of your agility as damage Note: Can be toggled on and off to affect creeps or not] - Changed how Marksmanship bonus agility is granted [Marksmanship: ============= Passively provides bonus agility. If there are no nearby enemy heroes, your focus improves and the bonus agility is doubled. Bonus Agility: 20/30/40 Agility AOE: 375 (for double bonus)] Gyrocopter - Homing Missile distance required for max damage reduced from 2000 to 1500 - Homing Missile stun duration rescaled from 2.5 to 2.2/2.4/2.6/2.8 - Rocket Barrage damage increased from 11/14/17/20 to 11/15/19/23 Jakiro - Ice Path creation delay increased from 0.4 to 0.5 - Ice Path manacost increased from 75 to 90 Krobelus - Exorcism base ghost count increased from 4/10/18 to 4/12/21 Kunkka - Tidebringer level 4 AoE increased from 500 to 600 Lina - Laguna Blade cooldown rescaled from 90/70/50 to 70/60/50 Lion - Mana Drain break threshold range increased from 850 to 1100 - Finger of Death cooldown rescaled from 170/105/40 to 160/100/40 - Finger of Death cast range increased from 700 to 900 Luna - Lunar Blessing bonus damage increased from 14/20/26/32 to 14/22/30/38 Magnatuar - Shockwave distance increased from 700 to 1000 - Shockwave cooldown decreased from 11/10/9/8 to 10/9/8/7 - Shockwave cast range increased to match its travel distance (visual thing only) - Skewer AoE increased from 95 to 125 - Skewer range increased from 800 to 1200 - Skewer now only considers heroes a valid target for dragging in consideration with its unit cap Meepo - Poof cooldown decreased from 14/12/10/8 to 12/10/8/6 - Divided We Stand Aghanims upgrade now gives clones 100% stat sharing Mirana - Elune's Arrow cooldown decreased from 20 to 17 - Moonlight Shadow manacost decreased from 175 to 75 Morphling - Cast animation time improved from 0.45 to 0.4 Naga Siren - Rip Tide cooldown rescaled from 10 to 19/16/13/10 Necrolyte - Heartstopper Aura damage increased from 0.6/0.8/1/1.2% to 0.6/0.9/1.2/1.5% Nerubian Assassin - Vendetta damage increased from 225/375/525 to 250/400/550 Nerubian Weaver - Base Damage increased by 4 Obsidian Destroyer - Movement speed increased from 300 to 310 Ogre Magi - Multicast now increases cast range of Ignite by 150 per level, this is in addition to the existing AoE increase Omniknight - Purification cooldown decreased from 12 to 10 - Movement speed increased from 300 to 305 Phantom Lancer - Collision size decreased from 24 to 8 Phoenix - Fire Spirits duration increased from 12.5 to 16 - Fire Spirits can now be cast while using Sunray - Fixed Supernova not working with Radiance aura (other auras work already) - Supernova level 3 hit requirement increased from 9 to 10 - Sunray Reworked [- Sunray is no longer channeling and you can control like before with its direction as well as the use of the drift sub ability - Sunray now also heals allies in the AoE for half of the amount - Sunray no longer slows - Sunray HP cost is now 3% per second instead of a one time 10% cost on cast - Sunray base damage reduced from 20/30/40/50 to 16/24/32/40 (has same percentage components as before) - Max channel time mechanic is the same (6 seconds and damage/heal increase per second channeled)] - Icarus Dive Reworked [Icarus Dive: ============= Dives forward in a looping arc, dealing moderate damage over time and slowing enemy units along the path. Dive can be canceled at any point by using Supernova or the sub ability. Casting your other spells does not interrupt it. Travel Range: 1400 Travel Width: 500 Total Travel Time: 2 seconds DPS: 10/30/50/70 Slow: 25% Duration: 4 AOE: 200 Cooldown: 36 Manacost: 0 HP Cost: 15% of current HP] Puck - Base Damage increased by 5 Pugna - Life Drain break threshold range increased from 900 to 1100 - Nether Ward AoE increased from 700/1000/1300/1600 to 1600 Razor - Eye of the Storm strike interval decreased from 0.85/0.75/0.6 to 0.75/0.65/0.55 (Scepter 0.65/0.55/0.45) Rubick - Fade Bolt damage decreased from 75/150/225/300 to 70/140/210/280 Silencer - Global Silence cooldown decreased from 160 to 140 - Global Silence duration decreased from 3/4.5/6 to 4/5/6 - Base Intelligence increased by 6 - Base Damage reduced by 6 - Curse of the Silent duration rescaled from 5/6/7/8 to 6 - Curse of the Silent hp drain rescaled from 20/30/40/50 to 20/35/50/65 - Curse of the Silent mana drain rescaled from 10/15/20/25 to 8/16/24/32 - Int Steal moved from Last Word back to Glaives of Wisdom - Glaives of Wisdom now steals Intelligence from outside of the AOE if Silencer gets the kill * Int Steal aoe increased from 850 to the standard 900 aoe range - Last Word replaced with new active skill [Last Word: ========== Targets an enemy unit placing a debuff on it. While the debuff is active, casting any spell casuses the target to become silenced and take damage. If the duration of the debuff runs out without the target casting a spell, it will still take damage and be silenced but also be disarmed. Debuff Duration: 5 Damage: 150/200/250/300 Silence/Disarm Duration: 3/4/5/6 Cast Range: 900 Cooldown: 36/28/20/12 Manacost: 100 Note: You have basic vision over the last word target while the initial buff is on them] Sniper - Assassinate cast range increased from 1500/2000/2500 to 2000/2500/3000 - Headshot procs cannot be evaded (the entire attack gets through) - Headshot chance from 25/30/35/40 to 40 - Headshot damage from 30/45/60/75 to 15/40/65/90 - Headshot ministun from 0.01/0.1/0.2/0.2 to 0.25 - Shrapnel provides vision in the targeted area - Shrapnel cast range increased from 1200 to 1800 Templar Assassin - Psionic Trap now requires a buildup time to reach it's maximum slow. Starts at 30% and increases by 5% each second until it reaches 50% Terrorblade - Metamorphosis bonus damage increased from 15/30/45/60 to 20/40/60/80 Tidehunter - Ravage damage decreased from 250/350/450 to 200/325/450 Treant Protector - Strength growth increased from 2.8 to 3.3 - Living Armor HP regen increased from 4/6/8/10 to 4/7/10/13 Venomancer - Venomous Gale manacost rescaled from 90/105/120/135 to 125 - Venomous Gale initial damage rescaled from 50/70/70/100 to 25/50/75/100 - Venomous Gale damage per tick increased from 10/20/40/50 to 15/30/45/60 - Poison Sting duration rescaled from 7 to 6/7/8/9 Warlock - Infernal attack damage increased from 50/75/100 to 75/100/125 Winter Wyvern - Arctic Burn debuff duration increased from 4 to 5 - Cold Embrace cooldown rescaled from 14 to 17/16/15/14 - Splinter Blast initial projectile speed improved from 1.5 to 1.35 seconds - Winter's Curse cooldown rescaled from 90 to 90/80/70 Witch Doctor - Death Ward Aghanim's upgrade changed from 3 target split attack to 5 target bounce - Death Ward multi attack bounce AoE increased from 550 to 650 - Death Ward cooldown decreased from 90 to 80 Zeus - Thundergod's Wrath damage increased from 210/335/460 to 225/350/475 - Thundergod's Wrath Aghanim's damage increased from 400/500/600 to 440/540/640 ITEMS Boots of Speed - Price decreased from 500 to 450 - Move speed bonus from 55 to 50 Arcane Boots - Move speed bonus decreased form 65 to 60 Phase Boots - Move speed bonus decreased from 60 to 55 Power Treads - Move speed bonus decreased from 60 to 55 Tranquil Boots - Move speed bonus decreased from 80 to 75 Armlet of Mordiggian - Armlet cooldown increased from 1 to 2 seconds Force Staff - Recipe reworked [Old Force Staff: ============ Requires: Staff of Wizardry (1000) Quarterstaff (900) Recipe (500) Total: 2400 Grants: +10 Intelligence +10 Damage +10 Attack Speed Force (600 units forward, 25 mana, 20 cd, 800 cast range) New Force Staff: ============= Requires: Staff of Wizardry (1000) Ring of Regeneration (350) Recipe (1000) Total: 2350 Grants: +10 Intelligence +3 Regeneration Force (600 units forward, 25 mana, 20 cd, 800 cast range)] Null Talisman - Recipe cost decreased from 155 to 145 Rod of Atos - Cast range increased from 800 to 1200 - Slow increased from 50 to 60% Shadow Amulet - Fade time decreased from 2.75 to 2.6 * Added a new game mode -TagTeam (-tt) [Tag Team: ========== You are assigned two random heroes (different hero classes). You choose which to start the game with. You start with the same bonus gold as all random. You have an ability that lets you swap heroes, has a 3 minute cooldown. You can swap while your current hero is dead to resume with the other hero. Any gold you gain is added to both heroes. Any gold you lose on current hero is lost on the other hero as well. Each hero has their own independent item inventories. Each time you swap heroes, the XP gain is synchronized. You have to be in the fountain to swap heroes (use -tt)] * Removed some residual caster unit vision from various misc abilities [There are various abilities that use caster units in a way that unintentionally provides extra unobstructed vision. These are the abilities that have been fixed: Unstable Concoction: 400 flying aoe on projectile and 3.34 sec at impact Ice Shards: 800 flying on projectile (reduced to 300) and 3.34 sec after expiration (removed) Chakram: 800 flying on projectile (reduced to 300) and 3.34 sec after expiration (removed) Phantasm: 1000 flying (reduced to 400) for 1.13 seconds Pit of Malice: 800 flying for 7 seconds Waveform: 1000 flying during travel (still has basic vision) Storm Bolt: 800 flying on projectile (reduced to 225) and 3.34 sec at impact (removed) Mirror Image: 1000 flying (reduced to 400) for 0.73 Spirit Lance: 800 flying on projectile and 3.34 sec at impact Requiem of Souls: 1000 ground at each affected target location for 5 seconds Spectral Dagger: 500 flying (reduced to 200) Sunder: 1800 flying at both source and target for 3.2 sec Venomous Gale: 800 flying (reduced to 400) Earthbind: 800 flying on projectile (reduced to 300) and 3.34 sec at impact (removed) Mystic Snake: 800 flying on projectile (reduced to 300) and 3.34 sec at end (removed) Dream Coil: 1000 flying for 6/8 seconds Shackleshot: 800 flying on projectile (reduced to 200) and 3.34 sec at impact (removed) Wall of Replica: 800 flying along the wall length (reduced to 200 ground) Flamebreak: 800 flying on projectile (reduced to 300) and 3.34 sec at impact (removed) Deafening Blast: 1200/800 flying on projectile and 1.75 sec at impact Ghost Ship: 800 flying on projectile (reduced to 400) and 3.34 sec after expiration (removed) These changes are not done with the direct intention of nerfing or buffing specific heroes. The goal here is to reduce the number of spells that provide excessive vision gamewide (with arbitrary durations in many cases) that were either unintended or not a necessity in the ability's functionality. By fixing or reducing the excess flying vision some of these spell caster units provide, the viability of juking as a mechanic in the game is improved a bit more. That being said, if you feel like specific abilities have strong/valuable gameplay that has grown around them over time and are worth reconsidering, please send your feedback. If there are other abilities you think should have reduced vision, please send that feedback as well.] BUGS * Fixed some more dagger/heart issues with Tempest Double * Fixed a rounding issue with Nethertoxin * Fixed a rare permabash bug with Tempest Double * Fixed initial spawn size of Fire Spirit units (visual) * Fixed some bugs with Shadow Amulet interaction with enemy spells * Fixed a fatal error with Time Walk [/code] [b]Edit:[/b] I'll totally remove this in order to not stretch the page if you guys want.
centaur's new ultimate sounds godlike
Was the nerf to Batriders str really called for by everyone?
- Goblin's Greed cap increased from 26 to 30 lol
[QUOTE=Rats808;38121402][url=http://www.playdota.com/changelogs/6.76]New Dota patch, 6.76[/url] [/QUOTE] - Divided We Stand Aghanims upgrade now gives clones 100% stat sharing Ohgod.
i'm liking the sniper buffs
The fact that alchemist was buffed more seems stupid. Same with Dark Seer being nerfed more.
Sorry, you need to Log In to post a reply to this thread.