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I think my insane run around with this game has finally come to an end and here is my ultimate conclusion.
I always felt like this game lacked players who are willing to take a heavy tank route and that the role is some how underestimated, overlooked and forgotten.
Many times I would find myself choosing dragon knight and just going hood, vangaurd, Hammer for more stun with his skill stun, and support items for the team. To play dragon knight as a tanker support and just move in, fast stun everything tank for a while, and move out.
What I have come to realize is that tanking is not just a matter of purchasing tank items... tanking is equally about being able to farm if not farming being more important. So like the fire breath on dragon knight is really important in this regard... I really wouldn't want to be a tank with out some way to clean up creeps really well.
With that said, the number 1 reason why teams are weak and lose in general is because they don't have at least 2 Tank Nuker Stunner/Disablers on their team that work together in most probably the same lane.
So each player takes turns being the first and last to nuke the creep mob with the last nuke farming the entire mob.
The starting approach is key, with both players getting items that are both protective and mana regenerating. There are many items that have these two qualities.
Ring of basilus/Aquila, Wand, Medallion of Courage, Perseverance, maybe blade mail or force staff considering it is nice to blast in as melee.
Then, once you can both continually farm mobs in one swipe back and forth, you can start getting the tank items like Hood and Vanguard, or if you want to follow up on your stun and get some life, you might get skull basher but heavens halbred would be more ideal as you can disarm and evade 25%.
The key is to get items in the mix that make you a threat in some way.... A veil of dischord might also be a good example of an ideal item.
I personally think that it is the combination of life steal in the game and that spells don't scale well in to the late game that really hurts spell damage.... These carries will just go mass damage and life steal and you will die while your spells won't do much.
The only option is to disable, disarm, stun, and tank and cast lower resist effects on them to get spell damage back in to the game as a meaningful method of taking heroes down...
Regardless, it's so obvious why the public is so toxic and *****es about this game... It's because these games are so unstable due to the key role above not being fulfilled.
If this role gets filled and executed properly, games will have a lot more stability with a lot more opportunity to actually get your spells and effectiveness of your character completely utilized so that in case you do die, you can at least feel like you had your shot and your chance.
And these heroes can literally lead in the front lines of fights.
It's all about team comp. If you load up a lane with 2 farm dependant heroes, it's going to go badly for you because you are both going to split the gold. Assuming that there is 5k gold in lane and you get every last hit split 50/50, you will end up with 2.5k.
Meanwhile, my support who doesn't need items is letting our carry get free farm meaning that our carry is taking all 5k (once again, assuming the same ratio of last hits)
The other issue is, late game, you have tanky stuns and all your gold has gone into being even tankier. You will still lose a team fight. You might last a while but it'll end up the same way. Look at Skeleton king, arguably the tankiest hero in the game. Even assuming you get Aegis, ulti and refresher, you can end up with approx 10k health. Thats great but if you can't kill the other team, it's worthless. Look at Abbadon, He is extremely tanky but people aren't forced to attack him so when his ulti pops, everyone moves on.
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Kyfoid
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Kyfoid
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