Author Topic: Dota 2 cRPG Guild (Discuss Dota here)  (Read 272015 times)

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Offline Vibe

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Re: Dota 2 cRPG Guild (Discuss Dota here)
« Reply #1830 on: November 14, 2013, 09:54:54 am »
+1
You basically hover over the hero you want. And click on the lane you're going to go to, and your heroes icon shows up there. Pretty simple and effective.
(click to show/hide)

great for solo queue


More pics of the new heroes
(click to show/hide)


You can read more about the abilities of the two new heroes here:

Earth Spirit (Kaolin) - Strength

Ember Spirit (Xin) - Agility
« Last Edit: November 14, 2013, 10:05:32 am by Vibe »

Offline IR_Kuoin

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Re: Dota 2 cRPG Guild (Discuss Dota here)
« Reply #1831 on: November 14, 2013, 10:07:38 am »
0
Spirit lane combos incoming!
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Offline Christo

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Re: Dota 2 cRPG Guild (Discuss Dota here)
« Reply #1832 on: November 14, 2013, 10:29:36 am »
0
dafuq happened to storm spirit
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Offline Vibe

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Re: Dota 2 cRPG Guild (Discuss Dota here)
« Reply #1833 on: November 14, 2013, 10:33:36 am »
0
The earth spirit sounds pretty complicated to play, you have to pull off mad combos. This is what I got from the internets:

Quote
I played him a bit in Dota 1 at a local internet cafe that had WC3 installed for some reason. He is definitely going to take a lot of getting used to, both to play as and to play against, and it was really confusing trying to figure out what each skill could and couldn't do. But eventually I started getting the hang of it. Let me try to summarize it simply:

He has a push, a pull, and a repositioning skill.

You can push enemies or allies.

You can only pull allies.

Your push and your pull are targeted linearly, meaning draw a line between the hero and your target and that's the direction your push/pull will go. Therefore, use your repositioning skill to line up your other two skills most effectively.

Your push sends your target away from you, and any units they crash into will be dealt damage. This is your "nuke"

Your pull is somewhat similar to an instantaneous tether-stun on old wisp. You pull your ally toward yourself and any enemies inbetween you and your target become stunned as your target passes through them.

NOW, if he didn't have his stone caller ability this hero would be very easy to avoid all of his skills entirely, so what stone caller allows you to do is place stones that can be used in place of enemies or allies, so you can push them or pull them. Using a stone also grants bonuses over using a unit. On your push, it also silences in addition to your normal nuke damage (5 second silence.) On your push it also goes further and faster than if you targeted an enemy unit. On your pull, it also adds damage to your stun allowing it to be your second nuke.

Your movement skill has a 0.6 second charge up time before you'll actively roll. Think sonic the hedgehog charging up his spin before releasing it and shooting forward. It's cancelled when being stunned so it makes it slightly unreliable as a true escape mech.

Your movement skill is doubled in distance and speed when rolling over a rock, so, I mean, there's that...

Now, the ultimate was kind of like an AOE debuff that just puts a damage over time spell on your enemies, that gets refreshed every time they touch a rock meaning it can theoretically last a really really long time (maybe forever depending on rock refresh rate, not sure) if you're able to renew the debuff before it expires.

Also, every unit effected by the debuff kind of becomes "linked" together in that if one of the units who has the debuff is affected by either the silence or slow from the push or the movement ability, then all the other units affected with the debuff also receive the silence or the slow. Rocks also EXPLODE when they renew the debuff and apply it to all units around the rock, so it can really just propagate like a virus provided you can get your rocks into all the correct positions.

As for how this complicated hero is played.... I HAVE NO FUCKING CLUE. We'll have to see. The sky is clearly the limit.

Quote
Actually here is how it's done:

Summon rock directly behind enemy or exactly ontop > Pull the rock (stunning the opponent) > instantly start rolling towards the opponent (you will hit the rock that is being pulled to you during the process granting you a guaranteed hit) > A or B

A: kick opponent into your allies

B: magnetize > summon a lot of rocks to make sure all opponents are now magnetized > kick one rock (to silence all opponents) > roll over a rock towards any opponent (to slow all opponents)


Offline cmp

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Re: Dota 2 cRPG Guild (Discuss Dota here)
« Reply #1834 on: November 14, 2013, 11:04:17 am »
+3
dafuq happened to storm spirit

He emigrated from Mexico, stopped eating tortillas and went to the gym a lot.

Offline IR_Kuoin

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Re: Dota 2 cRPG Guild (Discuss Dota here)
« Reply #1835 on: November 14, 2013, 11:09:50 am »
+3
He emigrated from Mexico, stopped eating tortillas and went to the gym a lot.

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Offline Xant

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Re: Dota 2 cRPG Guild (Discuss Dota here)
« Reply #1836 on: November 14, 2013, 11:23:29 am »
0
ember spirit is op
Meaning lies as much
in the mind of the reader
as in the Haiku.

Offline Vibe

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Re: Dota 2 cRPG Guild (Discuss Dota here)
« Reply #1837 on: November 14, 2013, 11:33:30 am »
0
I would say Earth Spirit is pretty sick for teamfights, if you do your combos and position stones right you could potentionally silence the entire enemy team while also slowing their AS/MS for 80%.

Also the range on slamming a rock is 2400 so new skill shots inbound

Offline Xant

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Re: Dota 2 cRPG Guild (Discuss Dota here)
« Reply #1838 on: November 14, 2013, 12:18:51 pm »
0
ES is op in dota1
Meaning lies as much
in the mind of the reader
as in the Haiku.

Offline cmp

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Re: Dota 2 cRPG Guild (Discuss Dota here)
« Reply #1839 on: November 14, 2013, 12:25:00 pm »
+1
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Offline Vibe

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Re: Dota 2 cRPG Guild (Discuss Dota here)
« Reply #1840 on: November 14, 2013, 12:27:07 pm »
+2
ES is op in dota1

gg abbreviations  :lol:

Although if I understood correctly Ember spirits SoF (sleight of fist) works kind of like Juggernauts ult with extremely cheap cooldown and mana cost? Battlefury triggers eh so team rape?

In-game footage of abilities:




All the new items: http://tf2b.com/updates/d2t
« Last Edit: November 14, 2013, 01:16:56 pm by Vibe »

Offline Tom Cruise

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Re: Dota 2 cRPG Guild (Discuss Dota here)
« Reply #1841 on: November 14, 2013, 08:11:25 pm »
0

Holy hell these spirits seem kind of OP lol. They can lock down heroes, slow heroes, stun heroes, do aoe damage, buff themselves, shield themselves, attack multiple enemies with abilities, able to initiate and escape. They have an ability for any situation. Give them some damage items and they will rek it ralph.
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Offline Vibe

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Re: Dota 2 cRPG Guild (Discuss Dota here)
« Reply #1842 on: November 14, 2013, 08:30:02 pm »
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Tried them on the test client, they're fun to play, especially Earth Spirit. Cool combo is Batrider ults an enemy and you pull him with your 1000 range pull :)

Offline Xant

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Re: Dota 2 cRPG Guild (Discuss Dota here)
« Reply #1843 on: November 14, 2013, 08:44:10 pm »
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Ember Spirit is one of those critical mass heroes. Once he gets fed, it's good game. Prepare to get wrecked by a more deadly 24/7 Omnislash, with the exception that there'll be no hero for you to attack after it ends for a moment.
Meaning lies as much
in the mind of the reader
as in the Haiku.

Offline SixThumbs

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Re: Dota 2 cRPG Guild (Discuss Dota here)
« Reply #1844 on: November 15, 2013, 12:25:09 am »
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Go look at the steam forum's threads for a sec. Makes me empathize a bit with exploitative publishers when some fans can act like that.

Edit: It's 3 or 4 pages in (default threads per page)
And how!