Aldea01 escribió:Aghanim's y refresher con 2 cojones.
kratos_gbm escribió:Nunca te hagas vanguardia con ningún héroe y menos con un ranged, es un item que no vale lo que vale
La build que ha dicho el compañero Notakas es de las mas comunes y acertadas
edu_mambo69 escribió:Con Axe tampoco?
kratos_gbm escribió:edu_mambo69 escribió:Con Axe tampoco?
Es un tema muy discutido por la comunidad, la gente prefiere comprar Mekansm, es un pelin mas caro pero da vida, armadura y curación y es mas útil para el equipo.
http://en.reddit.com/r/DotA2/comments/1 ... n_the_axe/
http://www.reddit.com/r/DotA2/comments/ ... rd_on_axe/
http://www.reddit.com/r/DotA2/comments/ ... 19th_2013/
Notakas escribió:kratos_gbm escribió:borr0ka escribió:Acabo de probar por primera vez al Razor viendo que deciais que era counter de LS. Madre mia la que le ha caido al LS. No pense que fuera tan bueno este tio.
El caso es: que le comprais? Porque las guias recomendaban cosas muy distintas.
Yo le he puesto: tarasca, vanguardia, botas de fase, desoladora y sange & yasha. Lo siguiente que iba a hacer era la mariposa, por hacer algo..
Nunca te hagas vanguardia con ningún héroe y menos con un ranged, es un item que no vale lo que vale
Cierto, se me olvidó comentarlo, si a Razor crees que le falta vida hazle un potenciador de vida antes o después de hacer Yasha para el Manta
kratos_gbm escribió:Nunca te hagas vanguardia con ningún héroe y menos con un ranged, es un item que no vale lo que vale
La build que ha dicho el compañero Notakas es de las mas comunes y acertadas
borr0ka escribió:Acabo de probar por primera vez al Razor viendo que deciais que era counter de LS. Madre mia la que le ha caido al LS. No pense que fuera tan bueno este tio.
El caso es: que le comprais? Porque las guias recomendaban cosas muy distintas.
Yo le he puesto: tarasca, vanguardia, botas de fase, desoladora y sange & yasha. Lo siguiente que iba a hacer era la mariposa, por hacer algo..
borr0ka escribió:Yo acabo de hacerle manta y no la he visto muy util. Enseguida saben quien es el original, poca superviviencia y ayuda me ha sado. Casi que prefiero sange y yasha
RiPLeY78 escribió:Definitivamente Sange y Yasha es mejor opción para Razor, pero lo realmente importante es Yasha tempranera y luego Vara del Rey Negro (BKB).
kratos_gbm escribió:RiPLeY78 escribió:Definitivamente Sange y Yasha es mejor opción para Razor, pero lo realmente importante es Yasha tempranera y luego Vara del Rey Negro (BKB).
Oh dios no, Manta sigue siendo muchísimo mejor, si solo buildeas Sange y Yasha por la velocidad de movimiento compra Tambor, da menos velocidad si pero es un item muy bueno y barato
kratos_gbm escribió:Nadie ha dicho nada de la yasha ya que es un item realmente bueno para lo que vale,todos los Razors decentes van a fase/tambor/yasha y supervivencia con Sange? si quieres supervivencia real y cumplir tu rol de "anti carry" una Alabarda celestial o un simple Vitality Booster para en late convertirlo en Tarrasca, pero si estas erre que erre con Sange y Yasha aya tu
Nunca jamás hay que subir static link al final. 200 de daño robado te permiten matar a cualquier support en 3 o 4 golpes a niveles bajos, me parece un desperdicio no subirla lo antes posible.
neon_knight17 escribió:Nadie aquí le compra Aghanim? Es uno de los mejores upgrades de aghanim del juego. Y la Shadow blade te permite perseguir con static link y el final mientras eres invisible. Y con Agh/refresher que parece una build de coña haces más dps que el resto de tu equipo en medio de una pelea, es muy muy viable.
evilquake escribió:Y volvemos a la eterna discusión del Dota 2 ¿Quién tiene la razón?... dejen de usar builds mega hiper super únicas y entiendan que cada objeto depende del tiempo de juego y que enemigos tienes al otro lado... no existe esa: "mega hiper buena build capaz de vencer a todos"... claro yo con muchos personajes hago la misma build juego tras juego pero es que lo mío es noob style... xD
evilquake escribió:Y volvemos a la eterna discusión del Dota 2 ¿Quién tiene la razón?... dejen de usar builds mega hiper super únicas y entiendan que cada objeto depende del tiempo de juego y que enemigos tienes al otro lado... no existe esa: "mega hiper buena build capaz de vencer a todos"... claro yo con muchos personajes hago la misma build juego tras juego pero es que lo mío es noob style... xD
evilquake escribió:Y volvemos a la eterna discusión del Dota 2 ¿Quién tiene la razón?... dejen de usar builds mega hiper super únicas y entiendan que cada objeto depende del tiempo de juego y que enemigos tienes al otro lado... no existe esa: "mega hiper buena build capaz de vencer a todos"... claro yo con muchos personajes hago la misma build juego tras juego pero es que lo mío es noob style... xD
CloverS escribió:El otro día me di cuenta de una chorrada que es bastante obvia, pero que bien va Heaven's Halberd (Alabarda) contra el Lone Druid. El problema de HH es que no funciona contra BKB, pero el Lone es de los pocos carrys que no la tiene.
Es como a la diffusal al Golem de Warlock, counters a héroes con items que muchas veces se te pasan.
croshy escribió:
Es que la alabarda va bien para todos los carries (prácticamente) si tienes un personaje que pueda llevarla.
CloverS escribió:croshy escribió:
Es que la alabarda va bien para todos los carries (prácticamente) si tienes un personaje que pueda llevarla.
Pero si el carry tiene BKB (que obviamente todos se lo hacen) te quedas con las ganas.
borr0ka escribió:Por que la hoja difusora es buena contra los golem del warlock?
kratos_gbm escribió:evilquake escribió:Y volvemos a la eterna discusión del Dota 2 ¿Quién tiene la razón?... dejen de usar builds mega hiper super únicas y entiendan que cada objeto depende del tiempo de juego y que enemigos tienes al otro lado... no existe esa: "mega hiper buena build capaz de vencer a todos"... claro yo con muchos personajes hago la misma build juego tras juego pero es que lo mío es noob style... xD
Solo era un debate sano sobre items que iban bien en Razor, pero seguro que si ves un Riki con Aghanim te da algo
borr0ka escribió:Por que la hoja difusora es buena contra los golem del warlock?
Y otra cosa. Soy el unico al que no le gusta la bkb? Me gustaria que fuera mas cara o que solo diera la inmunidad. Me parece un objeto que le quita bastante gracia al asunto. Al final en las partidas de pros van todos con la bkb, siempre tirandosela para no recibir hechizos.
No se, igual deberian limitar el stock o algo
Alchemist:
Acid Spray cooldown increased from 22 to 27
Unstable Concoction maximum stun duration decreased from 1.75/2.5/3.25/4 to 1.25/1.75/2.5/3.25
Arc Warden:
Flux duration increased from 6 to 7
Magnetic Field AoE decreased from 275 to 250
Ancient Apparition:
Cold Feet mana cost decreased from 150 to 90/110/130/150
Cold Feet stun duration rescaled from 1.25/2/2.75/3.5 to 1.5/2.25/2.75/3.5
Axe:
Counter Helix chance increased from 17% to 20%
Berserker's Call radius increased to 350
Berserker's Call mana cost decreased from 80/90/100/110 to 80
Bane Elemental:
Cast animation time increased from 0.5 to 0.7
Batrider:
Movement speed decreased from 290 to 285
Attack range decreased from 375 to 330
Sticky Napalm turn rate slow rescaled from 70% to 40%/50%/60%/70%
Bloodseeker:
Thirst radius increased from 6000 to 7500
Bristleback:
Cast duration changed to 0.3
Broodmother:
Insatiable Hunger can no longer be purged
Spiderling movement speed increased to from 350 to 375
Spiderling base attack time from 1.35 to 1.0
Spiderite bounty decreased from 16-21 to 11-13
Spiderling bounty increased from 11-13 to 15-20
Chen:
Base strength decreased by 3
Centaur Warchief:
Hoof Stomp cooldown decreased from 13 to 8
Crystal Maiden:
Base movement speed increased from 280 to 290
Dark Seer:
Vacuum no longer stuns enemy units while moving them
Vacuum cooldown increased from 24 to 26
Dazzle:
Shadow Wave cooldown decreased from 12/10/8/6 to 11/9/7/5
Shadow Wave bounce radius increased from 475 to 550
Death Prophet:
Silence AoE increased from 350 to 350/375/400/450
Witchcraft cooldown decrease increased from 1/2/3/4 to 1.5/2.5/3.5/5
Exocism spirit damage increased from 43-48 to 45-50
Disruptor:
Strength gain increased from 1.9 to 2.3
Kinetic Field formation time decreased from 1.2 to 1
Doom Bringer:
Int growth from 2.1 to 2.5
Scorched Earth cooldown decreased from 60/55/50/45 to 55/45/35/25
Dragon Knight:
Base armor decreased by 1.5
Dragon Tail stun duration rescaled from 2.5/2.75/3/3.25 to 1,5/2/3/3.25
Earth Spirit:
Turn rate increased from 0.6 to 1.0
Stone replenish rate increased from 25 to 30 seconds
Enigma:
Added Aghanim's Scepter:
Cast range increased to 300
Enemies in a 850 AoE have their turn rate slowed by 55% and are pulled towards the center of the Black Hole at 100ms if they are facing it
Duration increased from 4 to 4.5
Furion:
Treant bounty increased from 21-26 to 20-35
Treant sight range decreased from 1200/800 to 800/800
Goblin Shredder:
Added Aghanim's Scepter
Increases Chakram speed from 900 to 1000
Allows Goblin Shredder to latch to his Chakram with Timber Chain
Gyrocopter:
Flak Cannon now only deals Gyrocopter's base damage
Flak Cannon maximum attacks increased from 3/4/5/6 attacks to 4/5/6/7
Call Down mana cost increased from 125 to 200
Huskar:
Added to Captain's Mode!
Base armor decreased by 1
You can now deny yourself with the self-damage of Burning Spears.
Burning Spears can no longer be used while in Ethereal form.
Io:
Tether maximum radius rescaled from 900 to 500/550/600/750
Tether movement speed bonus decreased from 17% to 7%/10%/13%/16%
Juggernaut:
Healing Ward movement speed increased from 300 to 350
Healing Ward cooldown decreased from 60 to 50
Lifestealer:
Base armor decreased by 1
Movement speed decreased from 315 to 310
Lone Druid:
Spirit Bear bounty increased from 300 to 350
Lycanthrope:
Howl unit bonus damage increased from 4/8/12/16 to 5/10/15/20
Shapeshift duration rescaled from 18 to 15/20/25
Medusa:
Mystic Snake movement speed increased to 833, return speed to 1033
Meepo:
Clones now carry all the auras the prime Meepo does
Morphling:
Attack range increased from 350 to 380
Necrolyte:
Base strength increased by 3
Strenght growth from 2 to 2.3
Heartstopper Aura HP loss increased from 0.6%/0.9%/1.2%/1.5% to 0.7%/1.2%/1.5%/2%
Nerubian Assassin:
Mana Burn range decreased from 600 to 500
Nerubian Weaver:
Movement speed decreased from 290 to 280
Ogre Magi:
Fireblast and Unrefined Fireblast stun duration decreased from 1.5 to 1
Multicast now fully refreshes the stun duration of Fireblast
Obsidian Destroyer:
Essence Aura base mana bonus removed
Omniknight:
Purification heal works on magic immune units (damage is still pure and doesn't damage immune units)
Degen Aura reworked:
Radius increased to 400
Slow decreased to 5%/10%/15%/20%
If an enemy unit dies in the radius of Degen Aura, an illusion of them that does 20% damage and takes 450% incoming damage is created for 20 seconds. Illusions have their movement speed fixed at 400 and carry the same level of Degen Aura as Omniknight
Both movement and attack slow of Degen Aura from multiple units now stack
Illusions appear as the fake for both teams
Oracle:
Purifying Flames mana cost increased from 30/45/60/75 to 75
Movement speed decreased from 305 to 295
Pandarean Brewmaster:
Thunder Clap cooldown decreased from 12 to 8
Pugna:
Strength growth from 1.2 to 1.65
Nether Blast delay decreased from 0.9 to 0.5 seconds
Nether Blast cooldown rescaled from 5.5 to 8/6/5/4
Decrepify no longer slows allied units.
Decrepify mana cost decreased from 100 to 65¨
Life Drain slightly reworked:
Pugna can move during the channel with a fixed movement speed of 150. Attacking, using items or getting disabled will still break the channel.
Puck:
Phase Shift cooldown increased from 6 to 8
Phantom Assassin:
Phantom Strike can be cast on magic immune units.
Base attack time decreased from 1.7 to 1.6
Phoenix:
Sunray HP cost increased from 4% to 5%
Rikimaru:
Using items and abilities won't reveal Rikimaru in Permanent Invisibility
Movement speed increased from 300 to 310
Rubick:
Telekinesis now ends if Rubick and the targeted unit are moved 675 units away from each other
Spell Steal mana cost increased from 25 to 65
Sand King:
Sandstorm now gives 10%/15%/20%/25% miss chance to enemies in the AoE
Shadow Shaman:
Mass Serpent Ward increases 8/9/10 wards instead of 8 at all levels
Mass Serpent Wards can no longer be phased through
Silencer:
Global Silence cast time changed to instant
Skeleton King:
Hellfire Blast slow increased from 20% to 25%
If a unit affected by Mortal Strike dies before the end of its duration, Skeleton King instantly regains the passive critical strike and drained health won't be returned.
Reincarnation now stuns units for 1/1.5/2 seconds at the end of the slow.
Auras carried by Skeleton King stay in effect during Reincarnation.
Skywrath Mage:
Arcane Bolt cooldown decreased from 5/4/3/2 to 4.5/3.5/2.5/1.5
Slardar:
Strength growth increased from 2.8 to 3.15
Cooldown decreased from 28 seconds to 25
Sprint can be cancelled by activating it again on its duration
Amplified damage taken from Sprint will always be pure (instead of same damage type)
Amplify Damage cast range increased from 700 to 850
Amplify Damage cooldown decreased from 10 to 10/8/6
Sniper:
Shrapnel effect delay removed.
Shrapnel mana cost rebalanced from 120 to 75/85/95/120
Shrapnel cooldown decreased from 15 to 12
Headshot stun duration increased from 0.25 to 0.3
If Headshot procs on a unit in the AoE of Shrapnel, the mini-stun will happen twice (damage will be taken from only one headshot)
Assassinate mana cost decreased from 175/275/375 to 150/250/350
Spectre:
Desolate radius decreased from 325 to 275
Spirit Breaker:
Base armor decreased by 1
Empowering Haste speed bonus rescaled from 6%/10%/14%/18% to 5%/10%/15%/20%
Tidehunter:
Kraken Shell damage reduction rescaled from 7/14/21/28 to 5/10/20/25
Kraken Shell now blocks all damage types (does a triggered heal instead of damage block)
Kraken Shell damage treshold decreased from 600 to 550
Treant Protector:
Nature's Guise mana cost decreased from 90/80/70/60 to 80/70/60/45
When a unit invisible with Nature's Guise leaves the proximity of trees the buff is no longer removed, but the invis will stay in fade time unti the unit gets near trees again.
Living Armor damage block instances increased from 4/5/6/7 to 6.
Living Armor damage block increased from 20/40/60/80 to 30/40/60/85
Living Armor's cast range is reduced from global to 900 during the night
Tuskarr:
Strength growth increased from 2.3 to 2.7
Snowball has a minimum movement speed of 300
Snowball stun duration on main target increased from 0.5/0.7/1/1.25 to 1/1.25/1.5/2
Snowball cooldown decreased from 21 to 15 seconds
Units continue to be immune to damage for 0.33 seconds after snowball ends (but are still affected by stuns etc)
Undying:
Decay strength steal increased from 4 to 5
Venomancer:
Plague Ward caste range increased from 850 to 1000
Plague Wards have the same level of Poison Sting as Venomancer
Visage:
Soul Assumption damage detection radius decreased from 1375 to 900
Witch Doctor:
Paralyzing Cask's initial hit on heroes stuns the target for 1.5 seconds (bounces still stun for 1 second)
Paralyzing Cask bounces increased from 2/4/6/8 to 2/4/8/10
Voodoo Restoration inital mana cost decreased from 25/50/75/100 to 50 on all levels
Zeus:
Attack range increased from 350 to 450
Base damage increased by 6
Movement speed decreased from 295 to 290
tovar87 escribió:DotA 6.79 Leaked Changelog(?)Alchemist:
Acid Spray cooldown increased from 22 to 27
Unstable Concoction maximum stun duration decreased from 1.75/2.5/3.25/4 to 1.25/1.75/2.5/3.25
Arc Warden:
Flux duration increased from 6 to 7
Magnetic Field AoE decreased from 275 to 250
Ancient Apparition:
Cold Feet mana cost decreased from 150 to 90/110/130/150
Cold Feet stun duration rescaled from 1.25/2/2.75/3.5 to 1.5/2.25/2.75/3.5
Axe:
Counter Helix chance increased from 17% to 20%
Berserker's Call radius increased to 350
Berserker's Call mana cost decreased from 80/90/100/110 to 80
Bane Elemental:
Cast animation time increased from 0.5 to 0.7
Batrider:
Movement speed decreased from 290 to 285
Attack range decreased from 375 to 330
Sticky Napalm turn rate slow rescaled from 70% to 40%/50%/60%/70%
Bloodseeker:
Thirst radius increased from 6000 to 7500
Bristleback:
Cast duration changed to 0.3
Broodmother:
Insatiable Hunger can no longer be purged
Spiderling movement speed increased to from 350 to 375
Spiderling base attack time from 1.35 to 1.0
Spiderite bounty decreased from 16-21 to 11-13
Spiderling bounty increased from 11-13 to 15-20
Chen:
Base strength decreased by 3
Centaur Warchief:
Hoof Stomp cooldown decreased from 13 to 8
Crystal Maiden:
Base movement speed increased from 280 to 290
Dark Seer:
Vacuum no longer stuns enemy units while moving them
Vacuum cooldown increased from 24 to 26
Dazzle:
Shadow Wave cooldown decreased from 12/10/8/6 to 11/9/7/5
Shadow Wave bounce radius increased from 475 to 550
Death Prophet:
Silence AoE increased from 350 to 350/375/400/450
Witchcraft cooldown decrease increased from 1/2/3/4 to 1.5/2.5/3.5/5
Exocism spirit damage increased from 43-48 to 45-50
Disruptor:
Strength gain increased from 1.9 to 2.3
Kinetic Field formation time decreased from 1.2 to 1
Doom Bringer:
Int growth from 2.1 to 2.5
Scorched Earth cooldown decreased from 60/55/50/45 to 55/45/35/25
Dragon Knight:
Base armor decreased by 1.5
Dragon Tail stun duration rescaled from 2.5/2.75/3/3.25 to 1,5/2/3/3.25
Earth Spirit:
Turn rate increased from 0.6 to 1.0
Stone replenish rate increased from 25 to 30 seconds
Enigma:
Added Aghanim's Scepter:
Cast range increased to 300
Enemies in a 850 AoE have their turn rate slowed by 55% and are pulled towards the center of the Black Hole at 100ms if they are facing it
Duration increased from 4 to 4.5
Furion:
Treant bounty increased from 21-26 to 20-35
Treant sight range decreased from 1200/800 to 800/800
Goblin Shredder:
Added Aghanim's Scepter
Increases Chakram speed from 900 to 1000
Allows Goblin Shredder to latch to his Chakram with Timber Chain
Gyrocopter:
Flak Cannon now only deals Gyrocopter's base damage
Flak Cannon maximum attacks increased from 3/4/5/6 attacks to 4/5/6/7
Call Down mana cost increased from 125 to 200
Huskar:
Added to Captain's Mode!
Base armor decreased by 1
You can now deny yourself with the self-damage of Burning Spears.
Burning Spears can no longer be used while in Ethereal form.
Io:
Tether maximum radius rescaled from 900 to 500/550/600/750
Tether movement speed bonus decreased from 17% to 7%/10%/13%/16%
Juggernaut:
Healing Ward movement speed increased from 300 to 350
Healing Ward cooldown decreased from 60 to 50
Lifestealer:
Base armor decreased by 1
Movement speed decreased from 315 to 310
Lone Druid:
Spirit Bear bounty increased from 300 to 350
Lycanthrope:
Howl unit bonus damage increased from 4/8/12/16 to 5/10/15/20
Shapeshift duration rescaled from 18 to 15/20/25
Medusa:
Mystic Snake movement speed increased to 833, return speed to 1033
Meepo:
Clones now carry all the auras the prime Meepo does
Morphling:
Attack range increased from 350 to 380
Necrolyte:
Base strength increased by 3
Strenght growth from 2 to 2.3
Heartstopper Aura HP loss increased from 0.6%/0.9%/1.2%/1.5% to 0.7%/1.2%/1.5%/2%
Nerubian Assassin:
Mana Burn range decreased from 600 to 500
Nerubian Weaver:
Movement speed decreased from 290 to 280
Ogre Magi:
Fireblast and Unrefined Fireblast stun duration decreased from 1.5 to 1
Multicast now fully refreshes the stun duration of Fireblast
Obsidian Destroyer:
Essence Aura base mana bonus removed
Omniknight:
Purification heal works on magic immune units (damage is still pure and doesn't damage immune units)
Degen Aura reworked:
Radius increased to 400
Slow decreased to 5%/10%/15%/20%
If an enemy unit dies in the radius of Degen Aura, an illusion of them that does 20% damage and takes 450% incoming damage is created for 20 seconds. Illusions have their movement speed fixed at 400 and carry the same level of Degen Aura as Omniknight
Both movement and attack slow of Degen Aura from multiple units now stack
Illusions appear as the fake for both teams
Oracle:
Purifying Flames mana cost increased from 30/45/60/75 to 75
Movement speed decreased from 305 to 295
Pandarean Brewmaster:
Thunder Clap cooldown decreased from 12 to 8
Pugna:
Strength growth from 1.2 to 1.65
Nether Blast delay decreased from 0.9 to 0.5 seconds
Nether Blast cooldown rescaled from 5.5 to 8/6/5/4
Decrepify no longer slows allied units.
Decrepify mana cost decreased from 100 to 65¨
Life Drain slightly reworked:
Pugna can move during the channel with a fixed movement speed of 150. Attacking, using items or getting disabled will still break the channel.
Puck:
Phase Shift cooldown increased from 6 to 8
Phantom Assassin:
Phantom Strike can be cast on magic immune units.
Base attack time decreased from 1.7 to 1.6
Phoenix:
Sunray HP cost increased from 4% to 5%
Rikimaru:
Using items and abilities won't reveal Rikimaru in Permanent Invisibility
Movement speed increased from 300 to 310
Rubick:
Telekinesis now ends if Rubick and the targeted unit are moved 675 units away from each other
Spell Steal mana cost increased from 25 to 65
Sand King:
Sandstorm now gives 10%/15%/20%/25% miss chance to enemies in the AoE
Shadow Shaman:
Mass Serpent Ward increases 8/9/10 wards instead of 8 at all levels
Mass Serpent Wards can no longer be phased through
Silencer:
Global Silence cast time changed to instant
Skeleton King:
Hellfire Blast slow increased from 20% to 25%
If a unit affected by Mortal Strike dies before the end of its duration, Skeleton King instantly regains the passive critical strike and drained health won't be returned.
Reincarnation now stuns units for 1/1.5/2 seconds at the end of the slow.
Auras carried by Skeleton King stay in effect during Reincarnation.
Skywrath Mage:
Arcane Bolt cooldown decreased from 5/4/3/2 to 4.5/3.5/2.5/1.5
Slardar:
Strength growth increased from 2.8 to 3.15
Cooldown decreased from 28 seconds to 25
Sprint can be cancelled by activating it again on its duration
Amplified damage taken from Sprint will always be pure (instead of same damage type)
Amplify Damage cast range increased from 700 to 850
Amplify Damage cooldown decreased from 10 to 10/8/6
Sniper:
Shrapnel effect delay removed.
Shrapnel mana cost rebalanced from 120 to 75/85/95/120
Shrapnel cooldown decreased from 15 to 12
Headshot stun duration increased from 0.25 to 0.3
If Headshot procs on a unit in the AoE of Shrapnel, the mini-stun will happen twice (damage will be taken from only one headshot)
Assassinate mana cost decreased from 175/275/375 to 150/250/350
Spectre:
Desolate radius decreased from 325 to 275
Spirit Breaker:
Base armor decreased by 1
Empowering Haste speed bonus rescaled from 6%/10%/14%/18% to 5%/10%/15%/20%
Tidehunter:
Kraken Shell damage reduction rescaled from 7/14/21/28 to 5/10/20/25
Kraken Shell now blocks all damage types (does a triggered heal instead of damage block)
Kraken Shell damage treshold decreased from 600 to 550
Treant Protector:
Nature's Guise mana cost decreased from 90/80/70/60 to 80/70/60/45
When a unit invisible with Nature's Guise leaves the proximity of trees the buff is no longer removed, but the invis will stay in fade time unti the unit gets near trees again.
Living Armor damage block instances increased from 4/5/6/7 to 6.
Living Armor damage block increased from 20/40/60/80 to 30/40/60/85
Living Armor's cast range is reduced from global to 900 during the night
Tuskarr:
Strength growth increased from 2.3 to 2.7
Snowball has a minimum movement speed of 300
Snowball stun duration on main target increased from 0.5/0.7/1/1.25 to 1/1.25/1.5/2
Snowball cooldown decreased from 21 to 15 seconds
Units continue to be immune to damage for 0.33 seconds after snowball ends (but are still affected by stuns etc)
Undying:
Decay strength steal increased from 4 to 5
Venomancer:
Plague Ward caste range increased from 850 to 1000
Plague Wards have the same level of Poison Sting as Venomancer
Visage:
Soul Assumption damage detection radius decreased from 1375 to 900
Witch Doctor:
Paralyzing Cask's initial hit on heroes stuns the target for 1.5 seconds (bounces still stun for 1 second)
Paralyzing Cask bounces increased from 2/4/6/8 to 2/4/8/10
Voodoo Restoration inital mana cost decreased from 25/50/75/100 to 50 on all levels
Zeus:
Attack range increased from 350 to 450
Base damage increased by 6
Movement speed decreased from 295 to 290
ZipiZape escribió:Q objeto es el bkb??
Saludos
borr0ka escribió:si, ya se que es buena la bkb, eso no lo niego.
Lo que digo es que me parece un rollo que se abuse tantisimo de ella. al final todos los pros con ella encima tirandosela. Las habilidades son gran parte de la salsa de un juego asi.
borr0ka escribió:Y el tusk, por ejemplo, que es? Tank no creo que sea, no aguanta demasiado. Carry obviamente no es. Es support? Porque es lo unico que se me ocurre, aunque cuando alguien vaya a coger un support, cogera a cualquiera menos al tusk
borr0ka escribió:Y el tusk, por ejemplo, que es? Tank no creo que sea, no aguanta demasiado. Carry obviamente no es. Es support? Porque es lo unico que se me ocurre, aunque cuando alguien vaya a coger un support, cogera a cualquiera menos al tusk
borr0ka escribió:Yo cuando jugue con el nunca use SB. Usaba furia de batalla, medallon, botas de fase y luego tarasca o coraza de asalto o algo asi creo recordar
No le veo yo como carry secundario. Tiene poquisimo daño y tendria que hacer muchisimo oro
borr0ka escribió:Imagino que el smoke tambien para lanzarse con todos. Es posible una bola de 5?
A quienes coge la bola? A todos los que le siguen?