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Kamis, 03 April 2008

Creative dota hero

Khain, God's Right Hand by Beutrano

Theme: 11/20
Only the ultimate really feels Godly. Not having a story hurts. Passive skills never, ever go first.

Functionality of Abilities: 12/20
1st skill: 2/5
Smells like Team Spirit Nirvana Stout Shield. The two effects seem to do the same thing.
2nd skill: 5/5

3rd skill: 2/5
Knockback + Stun = Pissed off enemies. 450 range is massive.
Ultimate: 3/5
Okay, it's cool, but it reminds me a lot of Shallow Grave, and a three minute cooldown does not make this spell very useful.

Balance: 3/5
Knockback and Stun on skill 3 is way too much.
Overall presentation of the HI: 3/5
Most of it's colourful, but it kinda loses it towards the end. No real colour theme.
Total: 33/50

--==--

Daimyo, the Makrura King by Goblins


Theme: 20/20

Functionality of Abilities: 18/20
1st skill: 5/5

2nd skill: 5/5

3rd skill: 5/5

Ultimate: 3/5
The "adding 3 seconds to negative buffs" could be quite difficult to do, and at the very least, annoying.

Balance: 5/5

Overall presentation of the HI: 5/5

Total: 48/50

--==--

Li'l Timmy, the Demented Toymaster by Kodiak Teddy

Theme: 20/20

Functionality of Abilities: 17/20
1st skill: 3.5/5
Reminds me a bit of Toss. That can't really be helped. Cool skill, though.
2nd skill: 3.5/5
O hai, Storm Seeker! The Cooldown appears to be less than the duration for level 4; I don't know whether that was intentional or not, but it could make problems.
3rd skill: 5/5

Ultimate: 5/5


Balance: 4/5
It doesn't make sense, having highly melee-centric spells on a ranged Intelligence hero with abysmal Strength.

Overall presentation of the HI: 3/5
Colour scheme is kinda painful, but at least you have one.
Total: 44/50

--==--

Jodore, the Grand Magician by xzuw

Theme: 20/20

Functionality of Abilities: 17/20
1st skill: 3/5
Whoah, extremely complicated.

2nd skill: 5/5

3rd skill: 4/5
Again, very complicated

Ultimate: 5/5


Balance: 5/5

Overall presentation of the HI: 5/5

Total: 47/50

--==---

Khain, God's Right Hand: 33/50
Daimyo, the Makrura King: 48/50
Li'l Timmy, the Demented Toymaster: 44/50
Jodore, the Grand Magician: 47/50
www.cyrosella.com

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Daimyo the Makrura king, Pistol shrimps are Cool creatures

Story

Snaps of thunder once ruled the seas
Oceans were conquered and lakes were seized
By a mighty ruler with a face of a weakling
But this giant shrimp, in the waters was a king

But this crustacean was never satisfied
He wanted the land or where the birds would glide
Once he stepped into land and out of his lair
He noticed that his skills were stronger in air

He wanted to rage a war to resemble his essence
But a war was a foot and was indeed in his presence
He joined one of the sides not caring who they were
Not knowing he took the side where peace was sundered

So as the war between the dead and elves went along
The elves kept wondering how their fairy tale went wrong.

Stats & Attributes

Affiliation: scourge l Range: 128 | Move Speed: 300 | Primary: STR
Str: 22 + 2.5 | Agi: 12 + 1.4 | Int: 16 + 1.8
Damage: 46 - 56 | HP: 568 | Mana: 208
HP Regen: 0.9 | Mana Regen: 0.65
Attack Speed: 1.5 (+ 12% IAS) | Armor: 2.7

Skills


Thunder Snaps
(Right click to auto-cast)
Every shot Daimiyo delivers causes a small sonic boom in random directions. Each shockwave can go at a range of 800 units. Lets out two shockwaves at different directions if “Crusted claws” activate. Once this skill is learned, Daimiyo is able to attack trees. Trees will be destroyed after 3 shots.

ability type: Auto cast, active
range: none
AoE: Line
mana cost: 50
duration: none
cooldown: 3/2/1/0

lvl1= 40 damage
lvl2= 60 damage
lvl3= 80 damage
lvl4= 100 damage


Cloister
Attacks that are directed to Daimiyo can cause his shell to create an eerie crackling sound that purges positive buffs on the attacking enemy unit and slows enemies.

ability type: Self buff, passive
range: none
AoE: 500
mana cost: none
duration: 2sec
cooldown: none

lvl1= 5% chance to trigger, purge slows 5%
lvl2= 10% chance to trigger, purge slows 10%
lvl3= 15% chance to trigger, purge slow 15%
lvl4= 20% chance to trigger, purge slows 20%


Crusted Claws
Daimiyo’s claws are covered with brittle spikes that launches when Daimiyo attacks with a strong force. Gives a chance for Daimiyo’s attack to launch spikes at random enemies or trees within 300 AoE. As long as there are enemies in the area the spikes will neglect striking trees.

ability type: Self buff, passive
range: none
AoE: 300
mana cost: none
duration: none
cooldown: none

lvl1= 5% chance to trigger, 90 damage
lvl2= 10% chance to trigger, 110 damage
lvl3= 15% chance to trigger, 130 damage
lvl4= 20% chance to trigger, 150 damage



Pistol Snap
Creates a huge sonic boom that flies through whatever direction Daimiyo is facing at. The sound is so disgruntling that it promotes negative buffs on the enemy units hit by it.

ability type: Active, Instant
range: 2000
AoE: Line
mana cost: 250
duration: none
cooldown: 120

lvl1= 300 damage, Adds 1 sec to negative buffs on opponents
lvl2= 400 damage, Adds 2 sec to negative buffs on opponents
lvl3= 500 damage, Adds 3 sec to negative buffs on opponents

Synergies

Skills
+
Very obvious, Germinate your attacks and the shock waves you make

+or
since almost everyone attacking get slowed. Its really good to damage as much units as you can

++
The same as the above. But now you use them together

+
Extend the time purge to catch up to your enemies.

+=
Attack the trees and activate crusted claws, equaling to random shockwaves that MIGHT hit your enemies.
Note: This is only used if your freakin' scared of gettin' too close to your enemies.smile.gif

Items


Battle Fury x2: Farm like no other.
Refresher orb: Hmm... lets see The longest stun that I know is Magnataur's combined with your Ulti x2 equaling to a 10 sec stun.
Radiance: Because of your slow radiance gains more time to settle in.
Arcane ring: Since you Depend on mana youll need this alot
Ginsoo: 6.5 sec Hex?! FTW!

Heroes

Stunners

Farmers

Heroes who gives nega-buffs

Final Words
This Hero was inspired by this magnificent creature The Pistol Shrimp
The first pic with the cute lobster aint mine, Its made by thinktankbob from deviant art

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Skvid's Lich guide

Skill Build - 9/10
About Frost Armour, will you still add it even if majority of opponents are spell casting based and are ranged? If just the slow is important and with aforementioned opponent heroes, would you just add 1 level of Armour?

Item Build - 17/25
What is Dagger used for? Before/after the nerf? Is it still viable now? Wards? When to buy them? Do I prioritise Wards over Mekansm/Soul booster? Can Lich really farm that much that Rf Orb and Shiva become available? Lich with Shiva is kinda redundant since he has a whole arsenal of slows and armour from both Mekansm and Frost armour.

Strategy - 19/30

Early game- He can gank well, why not? No wards early? On laning, besides the harassing with Nova, what about normal attacks? Should I last hit or should I let my partner have the creeps?

Mid game- If you're using Dagger, when to use it? Push or not when you have the chance?

Late game- What do I do in huge clashes? When to cast Chain Frost when there are sooooo many units around? Which hero gets Frost armour priority? Spamming Mekansm whenever possible? I don't think so.

Good allies/Bad enemies section too general.

Replays-

Presentation - 3/10

The sections are jumbled up with items in strategy and strategy in items. Rune guide pops out of no where. Some parts can be summarised better.

Extra - 5/15

Rather inactive. Hasn't been updated in a while. Rune/ward guides + screens are quite well done.

Total - 53/90 > 59%

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Rikimaru the Assassin's Stone Giant guide

Skill build - 7/10

Getting Grow at 6 also can get kills due to high damage. Toss damage increases, last hitting gets even easier. Craggy Exterior at 10-14 won't help much as melee carries aren't that potent during that stage, and Tiny benefits greatly from stats.

Item build- 15/25

Arcane is possible.
Shiva's is more inclined to caster/support while Cuirass supplements Tiny's late game. Tiny with Shiva's can't do shit late game besides slowing opponents(besides Ava/toss). Heart? Centaur doesn't get Heart, at least not until he has AC,Hood, Dagger,BoT,Radiance. Tiny's str growth is mighty fine already so Heart is more or less not so important. Butterfly? It's awesome although expensive.
With the change in Linken any hero can get it. Not just Tiny. Not getting IAS on Tiny is like not getting mana for Earthshaker, they both can do what they should, but they can't do it well. Hood is.. meh on Tiny. It works better on heroes like Cent/BB.

Strategy - 22/30

No mention of solo? Tiny can gank as early as 3/4, not 9. Tiny's base damage is huge, so what do I do with it?
Farming should only be done with last hitting. Using spells would be for clearing a rather large group of creeps. Tiny needs to farm, but not as much as your team's carry. Whenever he isn't ganking he should be farming in a lane.
How fast a hero pushes has nothing to do with how fast he farms. Farming fast is a gold/time ratio. Pushing is distance/time. Besides, you can't support spamming spells every wave. And no... Tiny should never ward unless absolutely necessary.

Replays-

Presentation - 8/10

I like the short paragraphs. Not a pain. However you contradict yourself in many statements. Some parts are a bit long winded like technical moves. Some redundant stuff too.

Extra - 8/15

The videos are good for techniques. However you have been MIA for some time so.... sad.gif

Total - 60/90 > 67%

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Elkay's Templar Assassin guide

Skill build - 7/10 Psi blades at level 1 does nothing but waste a skill slot. 40 range can save you from orbwalkers? No way. Meld to maxed out asap due to it being a very strong 'nuke' esp against nukers like you mentioned. Item build - 21/25 The core build is good, but for Dagger, is it still viable for escape? You have 2 spells that negate damage and provide invisibility so can Dagger help in those situations? Radiance? Better gotten on tanks and early as well. Meh, Yasha /S&Y don't work well on Lanaya. As for Orb effects, Desolator is the choice item, the rest are just inferior in terms of DPS. Manta is a no, cuz your images don't get Refraction nor Meld nor Psi Blades(not sure) Strategy - 28/30 Very indepth and well done. Just 2 things- Lanaya can solo quite well due to Refraction. Of course, use it at discretion. Perhaps add it? Nothing about team battles and what to do in them. Like where/when to trap...etc I think you think that you have covered this in pushing but no.. you haven't. Replays - Presentation - 10/10 So nice. I love short paragraphs cuz I hate reading walls of text like this review. Extra - 11/15 Update needed. No replay. Trap guide is good. So are the screens. Total -77/90 > 85%

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Baconzilla and Somefella's guide to Skeleton King

Skill build - 10/10 I can't find anything to pick on. Item Build - 22/25 No, no. Satanic is just pure lameness on Leoric. As extension item there are so many better items than Satanic. You have stated BoT > Treads in every way so I believe just stick with BoT. Strategy - 26/30 Redundant stuff in techniques. Get all the runes? What about farming? Getting ganked-you're saying to fight until there's 3 heroes then retreat? I understand what you mean but to some it may appear so and clarification is needed. Replays - 8/10 Professional replays, what can I say? Just get a self replay >_> Presentation - 9/10 Hmm.. Some parts are too Spartan for me to handle. Too much Sparta, seriously. Extra - 13/15 Well maybe at least one screen can do >_>. Other than that it's very nice. Total – 88/10

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TheRedRoses'/S. Esorde Reht's Pit Lord guide

Skill build - 10/10 Very indepth about mechanics. Well justified. Item build - 18/25 Guinsoo should be put in core. Guinsoo has priority over BoT as Azzie requires intel for better mana regen. BoT comes after Guinsoo for farming across the map. The regen from Guinsoo allows continual spamming. Bottle/Crow just delays your Void Stone. It gets useless later on anyways. Flasks/tangoes can solve the hp regen problem. Heart or Cuirass more important? If Necrobook is gotten it has to be before BoT. BoT is gotten after the first main core item as without the main item, any hero would be not as efficient eg Shadow Fiend. Strategy - 23/30 You shouldn't be spamming Firestorm every wave. You don't have tower killing power like Pugna/Leshrac. Control is more important than pushing. Any hero with an early Hood like BB can go in and last hit np. Or rather any hero with decent regen can do so. Delaying only helps that few seconds much. Your Firestorm owns creeps so fast that creep waves get pwnt in that few seconds which is not enough to nullify the effect. What about farming during mid game? All ganking, pushing, defending? Farming is important, even for Azzie. Replays - 7/10 Well, it shows how Pit Lord should be generally played. Just that it isn't real good cuz of mistakes and such. Presentation - 8/10 meh, I don't like that wall of text at strategy. I think skill details are too detailed. Important points are enough. Extra - 13/15 Well, GJ as Azzie is a severely dissed hero. Perhaps more people would play him after reading this. The screens are good to know about Azzie's spells and what they do. Total - 79/100

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Steel Eater's Slayer guide

Skill Build- 10/10 Hmm, cookie cutter. Item build - 7/25 Wow, 4k worth of items at 8/9? I don't think so. BoT > Treads. Even you stated BoT is overall better. You focus on DPS late game, not mid. Eul's is meh for battlemage now. The regen that you want can be supplied by a mere Void Stone and Point booster solves mana pool and can be upgraded to Skadi. In strategy you stated Lina farming most of the time so Eul's is wasted anyways. Satanic come at a very high price for below average bonuses for Lina. Butterfly as well. Hyperstone, S&Y, Chainmail, Vitality Booster can be replaced by Point booster and Ultimate. Aghanim is not a total waste of cash. It gives HP,mana,intel, + an increase in Laguna Blade's strength. It can be used as a source of HP and mana. Strategy - 25/30 Early game- Last hitting should still be exercised. No matter how hard it is. Ganking? Farming in a lane is much more efficient than creeping neutrals. Towers aren't that important yet. However when the chance comes when your team takes out a few heroes then, yes. Mid game- Not much to say. Nicely done here. Just one thing, do you go hunting when Laguna Blade is ready? Late game- Well, yeah. What you said. Replays- Presentation - 6/10 Wordy, typos as well. Some redundant stuff too(walls of text). Can be summarised much better. Fonts and all are fine. Extra - 8/15 The neutral creep guide, arguments/FAQs, and screenshots are well done. Then again, needs more activity. Total - 56/90 > 62%

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DataSlycer's Treant Protector guide

Skill build - 10/10 Level 2 Guise is enough throughout the game. Nature's Guise can be used to dodge projectiles/de-aggro. These are rather unimportant anyway. The build is cookie cutter. Item build - 17/25 Branches aren't needed. Circlets if going Nulls? Nulls can cover what a Point Booster would do. When mentioning Skadi then, you didn't say anything about Skadi in extension. Treant doesn't need Skadi as he has OG to hold opponents in place. Do you get Hood every game? Hood is optional. Tangoes if going Hood? Heart should be gotten when the opponent team has deemed you a threat. MKB is no, Treant doesn't have godly IAS. Buriza as well. Only get them if you're doing carry, which you're not. Strategy - 22/30 At 6, is it really necessary to use OG? If an enemy gets too near a tower, use OG? Harassment is nothing to Treant with Living Armour. No mention of farming mid game? Do you cast OG in ganks? Do you literally go around the map just to plant Eyes? On the contrary, ganks at 12-16 are VERY common and you can't have OG every time you find yourself in a middle of a gank. Since you'd have some map control, do you retreat, or go at the enemy? For late game, do you save for buy back? Replays - 8/10 Hm, a rather good replay imo. I'd swear the opposing team would have won if their Mirana and Rexxar were not so solo oriented. Then again it was their mistake. Good for readers learning Treant. Maybe a professional replay? Presentation - 8/10 Well organised, just that I think that there are a bit too many screens. Paragraphs are a bit too long for me. Extra - 12/15 Good effort. Arguments are fine. Screens do help. Has been updated. Total - 77/100

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Rabu, 02 April 2008

DotA: AllStars Part 1: The Basics

Well, it isn't as easy as it seems. The game also has money (referred to as Gold in game) and equips system. The game starts with every player receiving a small amount of gold. Over the time, every player generates a small amount of gold. Now this gold, can be used to purchase equips and stuff which can either help you in battles or boost your current abilities or even gain some new abilities. Killing or destroying the opponent's creeps, towers, buildings and even Heroes can also reward you with a small amount of gold. So, more you kill or destroy, more equips you can acquire, which keeps on boosting your abilities. Dying can also make you lose a small amount of gold, and hence one has to be careful while playing the game and avoid being a kamikaze. On dying, you can respawn back at your base near the fountain.


Each base has a fountain, which helps you regenerate your Hit Points (HP) and Mana Points (MP) at a very fast rate. HP indicates the health of the player and MP indicates the capacity to do special abilities. Every special abilities (spells) require a small amount of MP. Every player has a limited amount of HP and MP. It regenerates slowly when not near the fountain. There are equips in game which helps you boost the regenerating rate.



The game gets highly strategic when equipments come to use. At a time, a Hero can carry only 6 equips though there are ways to carry more. Now, one has to careful when selecting equipments. Every equipment is different and unique. The equips are also unique to the different heroes. It may not be necessary that one equip which boosts a hero's ability will be also produce similar results for other heroes. Before you select your equips, you have to be aware about various stuff like knowing the hero and the best suited equipment for him. The gameplay takes a bigger twist when combinations of equips come into play. Two or more different equips can be combined to have the best of the involved equips and also gain some more features. There are nearly 48 combinational equips in game and over 50 independent equips. Given the ability of most heroes to carry only 6 equips at a time, one has to be choosy when buying equips.



Well, that's about the basics of the game. Now, comes the fun part. The hero selection. You can choose a hero from a minimum of 36 heroes to maximum of 72 heroes depending upon the game mode. Every hero is different and unique in terms of stats and abilities. The hero's capability also depends upon his level. Every hero start at level 1 and can be increased to a maximum of level 25. Heroes level up by gaining experience and you get experience, when the opponent's creep or hero dies at the hands of your team. Now, after every level up, you become stronger as every stat of the hero gets boosted. Along with that your abilities also gets boosted. Every hero has 25 abilities to choose from, so getting to level 25 ensures that you have reached the peak point of every ability that can be possibly achieved by leveling up.

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WarCraft Maps Go Mod

Mapmakers create new ways to play WC3.
Sep 1, 2004 | 564 words , 0 images

WarCraft III is evolving from the game you bought a couple years ago—it isn’t just an RTS about snarling green orcs and scantily clad night elves anymore. Thanks to user-made maps, whole new game types are being introduced. Just log on to Battle.net, join the game of someone who’s playing a custom-map mod, and enjoy the whole new game that’s automatically downloaded. And we’ve got to say, what most user-made maps lack in grammar and maturity, they more than make up for in creativity and originality.

Defense of the Ancients

What it is: Choose a hero and fight amongst three choke points along a river. Seems simple enough, doesn’t it? It isn’t.

What it isn’t: An RTS game. This is a combat-RPG with all the trimmings.

Why we like it: Most versions of DOTA feature amazing new heroes with excellent new spells, but beware of unbalanced versions. We prefer version 5.36, created by Guinsoo.

Run Panda Run v 1.3

What it is: Race your Panda Brewmaster through a squared spiral, avoiding treants that kill you with one hit.

What it isn’t: Fun, if you’re playing with selfish gits. Try to get to the middle alone and you’ll be stuck waiting for everyone else to save you.

Why we like it: Teamwork required. When you’re killed, another player must stand on the spot where you fell to bring you back.

Skibi Castle TD 5.7

What it is: A unique tower defense map with dozens of minigames played between each round.

What it isn’t: Easy. You will be ridiculed by your fellow players until you learn the ropes.

Why we like it: This map must have been a labor of love. The minigames range from ghost busting to spider dodging to an obstacle course, and they really spice up the already-amazing tower defense gameplay.

Life of a Peasant v 1.0

What it is: Complicated. You can be an average Joe, police officer, drug mogul, hooker, Mafia boss, forest ranger, mailman, sheriff, teenage girl, fast food restaurant owner...you get the idea.

What it isn’t: A game. This map plays more like a city simulator, and it always ends with the cops amassing outside the drug dealer’s house.

Why we like it: For the sheer joy of being able to play as a coke mule in a videogame.

Grand Theft Auto 2K v 1.65

What it is: Steal a steam tank, buy new weapons, rob the bank, and destroy houses for money. Two teams compete for control of the city.

What it isn’t: Grand Theft Auto. It’s fun, and it’s an interesting take on WarCraft, but really, it’s nothing like Rockstar’s baby.

Why we like it: The feel of the machine gun. It’s so cathartic after playing with axe trolls and blunderbusses all day.

Mr. Shroom beta v.26p

What it is: Do we condone drugs? Hell, no. But you can’t argue with fun. Dope Wars is a classic game. Now, mix that with a little stealth and you get Mr. Shroom. Buy low, sneak into town (avoiding the cops), and sell high.

What it isn’t: Politically correct.

Why we like it: Lots of people have tried to make stealth maps in WC3, but this is one of the few that actually plays well.

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Defense of the Ancients

Defense of the Ancients (often referred to as DotA) is a custom scenario for Warcraft III: The Frozen Throne, based on the "Aeon of Strife" map for StarCraft. The objective of the scenario is to destroy the opponents' "Ancient", a heavily guarded structure in each corner of the map. Players use powerful units known as heroes, and are assisted by allied heroes and AI-controlled fighters called "creeps". As in role playing games, players level up their hero and use gold to buy equipment during the mission.[1]

The scenario was developed with the World Editor of Warcraft III: Reign of Chaos, and was updated upon the release of The Frozen Throne. There have been many variations of the original concept, the most popular of which is DotA Allstars,[2] which has been maintained by several authors during development. Since its release, Allstars has become a feature at several worldwide tournaments, including Blizzard Entertainment's Blizzcon and the Asian World Cyber Games, as well as the Cyberathlete Amateur and CyberEvolution leagues.

Contents

[hide]

Development

Warcraft III is the third title in the Warcraft series of real-time strategy games developed by Blizzard Entertainment. As with Warcraft II, Blizzard included a free "world editor" in the game that allows players to create custom scenarios or "maps" for the game, which can be played online with other players through Battle.net.[3] These custom scenarios can be simple terrain changes, which play like normal Warcraft games, or they can be entirely new game scenarios with custom objectives, units, items, and events;[3] Defense of the Ancients is one of the latter. Created by a mapmaker known as Eul, Defense of the Ancients is a custom scenario based on a previous StarCraft scenario known as "Aeon of Strife".[4] After the release of Warcraft's expansion The Frozen Throne, which added new features to the World Editor, Eul did not update the scenario.[2] Numerous variants were created based on the original, but Allstars is the version that made Defense of the Ancients popular. Allstars was developed by an author under the alias Guinsoo. After version 6.x, another author by the name of IceFrog took over development of the scenario.[2] With successive versions, IceFrog fixes bugs and adds or updates features; for example, in version 6.48, IceFrog added a feature which automatically changes the terrain from grass to snow. Each release is accompanied with a changelog.[5] On the Allstars forum, users can post ideas for new heroes or items, some of which are added to the map.[6] Versions of the scenario where enemy heroes are controlled by artificial intelligences have also been released.

Gameplay

A game of DotA Allstars in progress
A game of DotA Allstars in progress

Defense of the Ancients pits two teams of players against each other: the Sentinel and the Scourge. Players on the Sentinel team are based at the southwest corner of the map, and those on the Scourge team are based at the northeast corner. Each base is defended by towers and waves of units which guard the main paths leading to their base. In the center of each base is the "Ancient", a building that must be destroyed to win the game.[7][8]

Each human player controls one Hero, a powerful unit with unique abilities. In Allstars, players on each side choose one of ninety heroes, each with different abilities and tactical advantages over other heroes.[9] The scenario is highly team-oriented; it is difficult for one player to carry the team to victory alone.[10] Nevertheless, some heroes, given enough time, can change the outcome single-handedly, while countering the opposing team's heroes. Defense of the Ancients allows up to ten players in a five versus five format and an additional two slots for referees or observers, often with an even number of players on each side.[2]

Because the gameplay revolves around strengthening individual heroes, it does not require one to focus on resource management and base-building, as in most traditional real-time strategy games.[6] Killing computer-controlled units earns the player experience points; when enough experience is accumulated, the player gains a level. Leveling up improves the hero's toughness and the damage it can inflict, and allows players to upgrade their spells or skills. In addition to accumulating experience, players also manage a single resource: gold. The typical resource gathering of Warcraft III is replaced by a combat-oriented money system; in addition to a small periodic income, heroes earn gold by killing hostile units, base structures, and enemy heroes.[11] Using gold, players buy items to strengthen their hero and gain abilities. Certain items can be combined with recipes to create more powerful items. Buying items that suit one's hero is an important tactical element of the scenario.[6][12]

Allstars offers a variety of game modes, selected by the game host at the beginning of the match. The game modes dictate the difficulty of the scenario, as well as whether people can choose their hero or are assigned one randomly. Many game modes can be combined (for example, an easy difficulty level and a random hero pick), allowing more flexible options.[4]

Reception

The popularity of Defense of the Ancients has increased over time. The scenario was featured by Computer Gaming World in a review of new maps and mods in Warcraft III,[13] and has been called "the ultimate RTS".[14] Allstars has become an important tournament scenario, starting with its prominence at the debut of Blizzard's BlizzCon convention in 2005.[15] Allstars was also featured in the Malaysia and Singapore World Cyber Games starting in 2005, and the World Cyber Games Asian Championships beginning with the 2006 season.[16] Defense of the Ancients is now included in the game lineup for the internationally recognized Cyberathlete Amateur League and CyberEvolution leagues.[17] Additionally, the scenario is slated to appear in Electronic Sports World Cup (ESWC) 2008;[18][19] Oliver Paradis, ESWC's competition manager, noted that the high level of community support behind the scenario, as well as its worldwide appeal, were among the reasons it was chosen.[20] LAN tournaments are a major part of worldwide play,[20] including tournaments in Sweden and Russia; however, due to a lack of LAN tournaments and championships in North America, several teams have since disbanded.[21]

The scenario is popular in many parts of the world; in the Philippines and Thailand, it is played as much as the game Counter-Strike.[21][22] It is also popular in Sweden and other Northern European countries, where the Defense of the Ancients-inspired song "Vi sitter i Ventrilo och spelar DotA" by Swedish musician Basshunter reached the European 2006 charts at #116 and cracked the top ten Singles Charts in Sweden, Norway,[23] and Finland.[24] Defense of the Ancients has been credited as one of the influences for the upcoming Gas Powered Games title Demigod

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all new strategy dota

Semalam aku udah latihan, yang sebelumnya disarankan oleh sepupu aku untuk play well di dota, ternyata sebenarnya karakter Hero itu tidak sepenuhnya membantu teamwork dalam bermain tetapi intinya adalah masing masing individu dalam beramain harus memberikan peranan yang sangat baik, ya setidaknya dia bisa mempertahankan lane nya agar tidak di serang musuh dan selain itu juga harus memiliki inisiatif untuk mensupport timnya jika dalam bahaya.

ok, aku memang ngga jagoan maen dota, tapi ini strategi yang aku dapat dari para master2 dota, kalau memang mau menjadi dota expert.

caranya adalah :

awal awal bermainlah dengan membunuh creep kita sendiri, dan lakukan pukulan last kill untuk musuh, artinya kita harus membunuh unit kita sendiri dan memukul unit musuh yang bener bener sekarat, agar pasukan musuh banyak menyerang kita, artinya jika pasukan kita kita bunuhin sendiri, akibatnya hero musuh akan kekurangan uang, dan experience, selain itu, uang kita akan lebih banyak nantinya, lakukan hal seperti itu sampai di dekat tower kita, dan pada saat itu, kita harvest uang yang banyak sambil mempush musuh, jika kita sudah terlalu jauh, lakukan strategi yang tadi.

untuk melakukan itu membutuhkan latihan yang serius, karna kita harus menekan beberapa tombol sambil mengklik musuh, untuk membunuh pasukan sendiri saja kita harus menekan A dan slalu menekan Alt untuk melihat status darah musuh, jadi intinya banyak banyak latian aja yah.

jadi intinya adalah
semakin dekat dengan tower musuh, berarti semakin besar kemungkinan kita kena Bokong dengan hero musuh dari belakang, semakin dekat kita dengan tower kita berarti semakin aman / semakin kecil kemungkinan kena serang dari belakang.

dan yang harus di fikirkan adalah, bagaimana caranya agar pasukan musuh selalu berada di dekat tower kita ?? he he he, u know lah the answer.

semalam latihan pakai rasta, dan rasta memang jadi supplier duit terbesar untuk tim ku, aku mensupply sven dan antimage, memang awal awal sempat kebobolan towernya tapi duid nya, wuah banyak banget, padahal lawanya lycan, sand king, dan venomancer…….brrrr

thanks to Eldi / Virus

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Top 10 Heroes

Strongest
Treant Protector
Ogre Magi
Doom Bringer
Butcher
Tidehunter
Stone Giant
Ursa Warrior
Pandaren Brewmaster
Skeleton King
Chaos Knight
Fastest (AS)
Soul Keeper
Phantom Assassin
Bounty Hunter
Morphling
Bone Fletcher
Dwarven Sniper
Stealth Assassin
Juggernaut
Anti-Mage
Phantom Lancer
Most Intelligent
Oblivion
Enigma
Shadow Priest
Lich
Slayer
Invoker
Shadow Shaman
Tormented Soul
Demon Witch
Death Prophet

Weakest
Geomancer
Oblivion
Holy Knight
Nerubian Weaver
Tormented Soul
Slayer
Lich
Shadow Shaman
Bone Fletcher
Invoker

Slowest (AS)
Undying
Stone Giant
Doom Bringer
Enigma
Oblivion
Warlock
Tinker
Twin Head Dragon
Alchemist
Dark Seer

Least Intelligent
Phantom Assassin
Troll Warlord
Chaos Knight
Night Stalker
Pandaren Brewmaster
Stealth Assassin
Rogueknight
Juggernaut
Drow Ranger
Bounty Hunter

Fastest (MS)
Chaos Knight
Anti-Mage
Soul Keeper
Naga Siren
Moon Rider
Keeper of the Light
Bounty Hunter
Broodmother
Magnataur
Oblivion

Slowest (MS)
Goblin Techies
Shadow Shaman
Invoker
Crystal Maiden
Death Prophet
Stone Giant
Morphling
Necro'lic
Butcher
Dwarven Sniper

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Rhasta - The Shadow Shaman

Range: 500 | | Move Speed: 275 | Primary: INT
Str: 16 + 1.6 | Agi: 16 + 1.6 | Int: 21 + 3
Damage: 42 - 49 | HP: 454 | Mana: 273
HP Regen: 0.73 | Mana Regen: 0.85
Attack Speed: 1.43 (+ 16% IAS) | Armor: 1.2
View Complete Stat
Forked Lightning (R)
Calls forth a cone of lightning, hitting multiple enemy units for damage.
Level 1 - 75 damage to 3 targets.
Level 2 - 150 damage to 4 targets.
Level 3 - 225 damage to 5 targets.
Level 4 - 300 damage to 7 targets.
Mana Cost: 95/ 105/ 135/ 160
Cooldown: 10
Voodoo (D)
Transforms an enemy unit into a random critter, disabling special abilities.
Level 1 - Lasts 1 seconds.
Level 2 - Lasts 2 seconds.
Level 3 - Lasts 3 seconds.
Level 4 - Lasts 4 seconds.
Mana Cost: 110 / 140 / 170 / 200
Cooldown: 13
Hero Shackles (E)
Magically binds a target enemy, so that it cannot move or attack and deals 40 damage per second. Channeling spell.
Level 1 - Lasts 2.5 seconds.
Level 2 - Lasts 3.25 seconds.
Level 3 - Lasts 4 seconds.
Level 4 - Lasts 4.75 seconds.
Mana Cost: 110/ 130/ 155/ 185
Cooldown: 15
Mass Serpent Ward (W)
Summons 8 immobile serpentine wards to attack enemies. The wards last 30 seconds, deal piercing damage and are immune to magic. With Scepter Rhasta can summon 12 wards.
Level 1 - Deals 43 max damage.
Level 2 - Deals 58 max damage.
Level 3 - Deals 73 max damage.
Mana Cost: 200/ 350/ 610
Cooldown: 120

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Jah'rakal - The Troll Warlord

Range: 500 | | Move Speed: 300 | Primary: AGI
Str: 17 + 2.2 | Agi: 21 + 2.75 | Int: 13 + 1
Damage: 36 - 58 | HP: 473 | Mana: 169
HP Regen: 0.76 | Mana Regen: 0.53
Attack Speed: 1.34 (+ 21% IAS) | Armor: 2
View Complete Stat
Berserker's Rage (G)
Jah'rakal goes berserk, using his throwing axes as a melee weapon. He gains 27 minimum damage and 12 maximum damage, 100 HP, 3 armor, 7% move speed, and the Bash ability, but can only attack at melee range.
Level 1 - Bash has a 5% chance to deal 25 bonus damage and stun for 2 seconds.
Level 2 - Bash has a 5% chance to deal 50 bonus damage and stun for 2 seconds.
Level 3 - Bash has a 10% chance to deal 25 bonus damage and stun for 2 seconds.
Level 4 - Bash has a 10% chance to deal 50 bonus damage and stun for 2 seconds.
Mana Cost: 0
Cooldown: 0
Blind (D)
A searing light blinds the vision of a target enemy unit, making it miss on some attacks.
Lasts 15 seconds.
Level 1 - Misses on 15% of attacks.
Level 2 - Misses on 24% of attacks.
Level 3 - Misses on 33% of attacks.
Level 4 - Misses on 42% of attacks.
Mana Cost: 20
Cooldown: 8
Fervor ()
Passively increases the attack speed of friendly units within 300 AoE.
Level 1 - Increases attack speed by 5%.
Level 2 - Increases attack speed by 15%.
Level 3 - Increases attack speed by 20%.
Level 4 - Increases attack speed by 30%.
Stack with Necronomicon Archer's Endurance Aura.
Mana Cost: N/A
Cooldown: N/A
Rampage (R)
Jah'rakal goes into a feral rampage, increasing his attack and movement speeds.
Lasts 30 seconds.
Level 1 - Increases attack speed by 40% and movement speed by 5%.
Level 2 - Increases attack speed by 80% and movement speed by 7%.
Level 3 - Increases attack speed by 120% and movement speed by 9%.
Mana Cost: 100/ 150/ 205
Cooldown: 55

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Kardel Sharpeye - The Dwarven Sniper

Range: 550 | | Move Speed: 290 | Primary: AGI
Str: 16 + 1.7 | Agi: 21 + 2.9 | Int: 15 + 2.6
Damage: 36 - 42 | HP: 454 | Mana: 195
HP Regen: 0.73 | Mana Regen: 0.61
Attack Speed: 1.34 (+ 21% IAS) | Armor: 2
View Complete Stat
ScatterShot (C)
Fires a ball full of shrapnel into the air. which promptly explodes, showering the target area in explosive pellets, each doing 20-35 physical damage in a 200 area of effect. Deals damage to buildings. Cast range of around 750. 1 second cast time.
Level 1 - 8 Pellets.
Level 2 - 12 Pellets.
Level 3 - 16 Pellets.
Level 4 - 20 Pellets.
Pellets deal PIERCING DAMAGE
Mana Cost: 120
Cooldown: 12
Headshot ()
A shot to the head deals bonus damage and stuns for a short duration.
Level 1 - 30 damage, 25% chance, 0.1 second stun.
Level 2 - 30 damage, 30% chance, 0.1 second stun.
Level 3 - 40 damage, 35% chance, 0.2 second stun.
Level 4 - 50 damage, 40% chance, 0.2 second stun.
Passive.
Mana Cost: N/A
Cooldown: N/A
Take Aim ()
Passively enhances the range of Kardel's rifle.
Level 1 - Adds 55 range.
Level 2 - Adds 110 range.
Level 3 - Adds 165 range.
Level 4 - Adds 220 range.
Passive.
Mana Cost: N/A
Cooldown: N/A
Assassinate (T)
Take time to draw a bead, and then deal a large amount of damage to the target at a huge range.
Level 1 - Deals 355 damage at 1500 range, 1.7 seconds casting time.
Level 2 - Deals 505 damage at 2000 range, 1.6 seconds casting time.
Level 3 - Deals 655 damage at 2500 range, 1.5 seconds casting time.
Mana Cost: 175 / 275 / 375
Cooldown: 30 / 20 / 10

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Luna Moonfang - The Moon Rider

Lucent Beam (C)
Luna concentrates on the moon's energy and channels it forcefully to the surface, damaging an enemy unit. Casting range: 800.
Level 1 - 75 damage. Ministun for 0.01s.
Level 2 - 150 damage. Ministun for 0.1s.
Level 3 - 225 damage. Ministun for 0.3s.
Level 4 - 300 damage. Ministun for 0.6s.
Mana Cost: 90/100/110/120
Cooldown: 7
Moon Glaive ()
Allows Luna to attack extra enemies with each Glaive attack. Each enemy struck beyond the first incurs a 35% damage loss, per unit.
Level 1 - Luna hits 2 enemies with every attack.
Level 2 - Luna hits 3 enemies with every attack.
Level 3 - Luna hits 4 enemies with every attack.
Level 4 - Luna hits 5 enemies with every attack.
Mana Cost: N/A
Cooldown: N/A
Lunar Blessing ()
Nearby ranged units gain the power of the moon.
Level 1 - Increases base ranged damage by 6%.
Level 2 - Increases base ranged damage by 13%.
Level 3 - Increases base ranged damage by 20%.
Level 4 - Increases base ranged damage by 27%.
Mana Cost: N/A
Cooldown: N/A
Eclipse (E)
Calls to the moon's magic, summoning a concentrated burst of Lucent Beams (without ministun) to damage targets within 450 AoE around Luna. Damage is equal to Lucent Beam level.
If Luna dies while casting Eclipse, Lucent Beams will still be produced at the area where she dies.
Level 1 - Summons 4 Lucent Beams.
Level 2 - Summons 7 Lucent Beams.
Level 3 - Summons 10 Lucent Beams.
Mana Cost: 150/ 200/250
Cooldown: 140

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