tower damage is reduced by armor. something to consider when you pick your item upgrades. also, since you are playing with Oak, consider the following tactic as a nasty surprise option that can get kills on unprepared ranged DGs: keep an extra teleport scroll on you at all times. pursue ranged players well past the border of their tower range (the normal point where you would turn back and go back to the flag+creeps). just charge through and
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[quote who="innociv" reply="2" id="2170858"]I believe XP gain is shared just from being near creeps. You only have to hit for the gold. I could be wrong, but I'm pretty sure that's right. Sedna pwns face. But lack of aoe can be a bit of a problem if priests come up early. Yeti's have AoE, but it takes a lot of skill points and is late. Also, yeti's suck.[/quote] i completely agree. this has very much
seriously, 4k? that would be a base weapon damage of 1000 vs. a target with zero armor. just no way a crit like that is gonna happen without help from some abilities. a Ground Spikes to reduce armor could do it. a Penitence to increase their damage taken could do it. a Bestial Wrath could do it. alternatively you might get some kind of lucky double crit if Ashkandor and Slayer's Wraps procced at the same time. i'
mmm, interesting idea but as you already pointed out a simple Combat Heal potion can negate this. those things only cost 250 gold, i pretty commonly buy 2 or 3 of them as my starting items. i kinda dislike the idea of a strategy that is countered by a very cheap and very common item.
the variety of different answers you see here all stress one point: your question is very vague. did you mean which DG can absorb the most damage? that would probably be Rook (highest health pool) or Oak (highest armor value). did you mean which DG can escape a fight most easily? that would be either Sedna (runs fast, regens health quickly) or Unclean Beast (runs fast) or Erebus (has a teleport type move) or maybe Oak (has a temporary invuln
[quote who="Dayteed" reply="14" id="2166964"] Oh god. Really, do play against an elite erebus played the assassin style. I totally assure you they can actually get 'more' kills than ub.[/quote] i believe you. i've played against several excellent Erebus players. a skilled player can rack up alot of kills with basically any DG, and Erebus is no slouch. however, thats not even the point i was trying to make. Erebus really doesn't have the
its easy to under-estimate the Torch because he dies so easily. you really can't lead an attack on your own as TB, its just a recipe for getting a quick death. on the other hand if you're working with someone kinda tanky who can either help keep you alive or help keep enemies controlled you get to seriously abuse the massive AoE and burst damage potential of Torch's numerous damage spells. you will, however, surely die if your general approach is to walk up to a f
if you've made it to the late game without buying a good piece of +armor gear there's really nothing you can do. there's a noticeably switch over point where regular attack damage becomes the most dangerous thing, this point is usually around level 12 or 13, and also depends on equipment. you've got to be up to like 40% or more on your armor mitigation to even think about surviving at this stage. and for what its worth, Mulch Shambler heals a gigantic amount of he
Erebus is versatile. He doesn't have even close to the damage output of Beast or Regs though. lacking passive damage boosting skills is really noticeable here. Erebus has to rely on minions to get his sustained DPS up to high levels, and we all know what the issues with minions are. still, a coven of 10 Nightwalkers is nothing to sneeze at. what Erebus does extremely well is stay in the fight. he drains health, he teleports around, and he can turn to mist to dodge
Beast is an ambush predator. you'll get your kills easily if you exploit gaps in player's map visiblity and movement speed. the usual way i attack regulus is by baiting him to overextend by presenting an empty lane. i'll go and support another DG somewhre else, do a 2v1 push in a different lane. if he falls for the bait you wait for him to go and try to take the flag you left empty. at this point you need to use a teleport scroll to come in out of nowhere. then you will
nice video. thanks for posting. i play the queen very differently though. focus much more heavily on closed mode spells, particularly Bramble Shield. makes a fantastic support to go with allied DGs with good damage like Beast, Torch, Regs, or an offensive build of Oak. i also generally like to focus on some health durability items such as Plate of the Crusader that improve minion health as well as your own.
you'll have to forgive me for a memory lapse, else i would surely give credit where its due and link the thread. however...i have a distinct recollection of seeing some number crunching someone did and they came up with the conclusion that percent bonuses stack additively with one another. so if you have a +10% item and a +25% item you are gaining +35% to that stat. the same thread author (really wish i could remember who it was, sorry) also determined that percent bonu
its actually a common misconception that a linear scale is somehow the "normal" progression for armor and the the logarithmic scale has "diminishing returns". this isn't actually the case if the quantity you measure is time to live, as opposed to damage reduced. this is due to the fact that increasing levels of damage mitigation are compounded on top of existing mitigation. going from 80% to 90% mitigation doesn't increase time to live by just 10%, it increases by 2 times.  
i think it doesn't need any dramatic adjustments at all. its mostly fine. simply increasing the cooldown and/or increasing the channelling time would be enough to make the item a bit more balanced.
lets not neglect the inherent synergy between increasing armor and health. they feed into each other. armor makes each health point worth more so you'll almost certainly gain peak benefits from buying a mix of health and armor increasing items as opposed to focusing entirely on one type or the other.
wow dude, you hate me? i can detect sarcasm as well as the next guy, but thats kinda...ouch. doesn't help the conversation very much. there's nothing elementary about my math either. i'm an engineering student. we simply calculated the values under different parameters. i counted DPS as damage divided by ability duration. you counted it as damage divided by cooldown duration. if you really want an accurate
double post. text removed in edit.
im just gonna go ahead and say it: they nerfed his armor too much. rook is a bit too delicate these days for a character designed as the biggest tank in the game.
i've with Kestrel on the early priest reinforcement upgrades. unless you're prepared to capitalize on it right away it will ultimately result in a gift of exp and gold to your opponents. this was counter-intuitive in a big way to me as i figured having priests available would let me stay in a lane longer and thus farm creeps more easily, but it doesn't seem to work out that way in my experience. it just makes AoE farming much more lucrative for the other team. hav
i heard a rumor that there's a hidden bonus achievement worth 200 favor points that you get if you you manage to type "For the Alliance!" while you're teleporting back to your Health Stone while Shielded.
Rook is the clear winner from an art design stand point. What an awesome character model, huge and badass, really appealing. I'm a big fan of the Oak as well. really nicely designed armor and sometimes you get a peak at the fact that there's nobody inside the suit, can see this clearly during his death animation (where the whole thing surges with light then blows apart leaving no body behind). i also like the Unclean Beast. its a huge
i honestly would have thought the strongly pagan/polytheistic premise of the game would be more offensive to certain Christian sensibilities than some cartoony partial nudity. maybe its [the offense] not religiously motivated at all. none of us can read minds. it doesn't particularly matter in any case, its none of our business to go and criticize BCXtreme's values since he's certainly not trying to impose anything on the rest of us. i
hmmm. interesting test results. didn't realize giants were so ridiculously brutal on minions. i did know about the effects that blow away small reinforcements. from what i've seen though none of the idol summons are affected by that and neither are shamblers or yetis. correct me if i'm wrong, but i thought only the portal spawn soldiers and archers could be blown away. maybe Oak spirits and Erebus nightwalkers too, not sure.
you see, you said that you were losing to exploits. this is what you said "...my theory is that certain exploits, tricks, hacks, imbalances, etc...." -Agent of Kharma, post #1 (original post of thread) so i thought maybe there was some legitimate issue that you had found out about that i didn't know about. as it turns out there is not. you are just upset because somebody beat you with something legitimate and in your opinion it wasn'
in DotA, game hosts (who were often members of influential organized play clans) could ban a player's IP so that player could never connect to one of their hosted games again. alot of the DotA clans were/are very competitive and rankings oriented so having a game win credit get screwed up by disconnects would make them very angry.