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The Dota 2 Combo They Don't Want You To Know About

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Forum » General Discussion » The Dota 2 Combo They Don't Want You To Know About 3 posts - page 1 of 1
Permalink | Quote | PM | +Rep by Kyfoid » November 25, 2013 3:03am | Report
I'm not what one would call a seasoned veteran of dota 2 by any means, but after so many games the same old ********* routine became very clear and evident.

-Supports get targeted heavily at start
-Supports start to die and start falling in to a black hole of feeding the enemy team

-*It's not just a simple explanation that people are noobs!

One reason this is true is because supports can't jungle, but they also are not trying to farm to take ally carry gold/exp. So essentially, it is boring to sit and do nothing but cast your weak support skill and just wait for some kind of team fight to occur. Treant protector would seem to be the least boring in this regard because his healing spell spans the map.

I couldn't help but notice that in blizzard's new Moba that all experience is shared, and that they some how feel like this will be such a great mechanic.

My idea in this very moment would be, in order to counter Blizzard's idea, some kind of "Link" ability between carries and all non carries, particularly supports.

I will just throw out a formula as a reference.

If a carry links up with a "support" ally in his lane, then the support hero would receive 66% of all the exp accumulated by the carry lead. The key point is that this would not take away from any of the carrie's accumulating exp.

Perhaps if a carry linked up with a non support/non carry, someone like centaur or timber saw, then those characters would receive 33% of the exp from the carry that they are linked with considering that these non support/non carries are typically tanks and don't fall in to the black hole of repeated deaths quite like carries do.

If people didn't like the idea of the tanks being able to link up with the carries for exp, then maybe non support/non carries would not be able to link up with a carry at all, maybe only supports would be able to for a flat exp gain of 50% of what ever the "Master carry" gains in exp. I said lead carry early but would I should say is "Master Carry" and "Slave Support"

Anyways, I'd like to now get in to "The Dota 2 combo they don't want you to know about"

The last time I was here I made a statement that I felt very passionate about in regard to why teams fall a part, and how even though come backs are possible. These come backs are heavily based on luck as it mostly comes down to who casts their spells first.

The winning team in any given battle being determined by casting first makes for a very hopeless and unintelligent experience. Any skill you might supposedly have is now in vein, and the game becomes a very poor measure of the on going "action / reaction" skill dance that should at least go on until most of the player's mana is spent off.

Getting back to that statement, I said it before and I'll say it again,
"WHAT USE IS A SUPPORT UNLESS HE CAN STAY ALIVE TO SUPPORT IN THE FIRST PLACE?"

This question has lead me to a hero combo with a play style that is so powerful and useful to the team, that you will wonder how any team could not have both of them in their line up.

That combo is

Centaur + Juggernaut

At first you might think, yeah, yeah, yeah, this is old and has been done before.. Yes, we know that juggernaut's healing is percentage based and that centaur has the highest life pool, but due to juggernaut's fragile nature and low mana pool, and the fact that his healing totem can be taken down real quick, this combo is hardly as effective as you are making it out to be Kyfoid.

But I will now shine the light on how powerful this combo can be as a team and for the whole team.

It all comes down to the strange builds and item load out style that I have personally discovered and refined.

Starting Items
Centuar-
Item: Headress
Juggernaut-
Items: Ring of Basilus + Soul Ring Recipe (Note that this perfectly spends off the new starting 625 gold)

It is an interesting observation that both of these items are aura defensive support items, but neither of these characters are support. Is it really legitimate that 2 non support heroes each start with support items? According to the item suggestions tab it is very much legitimate. Ring of basilus turns in to Vladimir's and Headdress turns in to Pipe. Both suggested items for each character.

If a team is already having their centaur and juggernaut purchase the basic support items, then what item does your actually support purchase, or rush to from the start? Apparently all that is left is the shield which is part of the mechanism recipe. I mean, the team support hero could support his ally in the opposing lane with a headdress at start as well and then turn to mechanism.

But now that Mechanism, Vlad's and Pipe are covered, what is left for support items and who should be getting them? is a good question...

Going back to the item load out progression and builds of the characters.

Centaur's double edge skill is optional because

A.)Double edge returns damage to yourself, even with HoD protecting you by 30% of your self inflicted magic damage, 1 point or even 0 points in to double edge may be more preferable to you because....

B.)Every point in to Centaur's strength counts as it increases his life pool and the higher life pool that centaur has, the faster his life will be healed by Juggernaut's healing.

and

C.)Every point in to Centaur's strength counts even that much more due to the % damage bonus gained by his "Return" passive skill and his ultimate "Stampede"

D.) Maybe self inflicted damage is too risky for you and you would rather at least have an escape method before investing any points, if any at all.

Sometimes I even found myself choosing stats over any additional points beyond 1 in to his ultimate when I was doing a straight strength build.

And that also brings up another point. That HoD may even be unnecessary, especially if you only prefer doing 1 or 0 points in to double edge. You can turn around and sell the headdress later in the game for more hearts, but also because Juggernaut's healing will heal that much more with the centaur's choice of strength items and skill stats.

At just depends on what you would rather have become ultimately powerful first, centaur's return passive or his stampede ultimate. Most will choose his ultimate, but I enjoy return.

Juggernaut starting quick with basilus and soul ring will allow him to cast healing and his Q repeatedly depending on this situation. An opportunity to farm? He can just use his soul ring to give him the mana to quickly whipe out a creep wave.

Obviously the soul ring can be used for the his healing E skill for emergency situation, the fact that soul ring removes life is definitely undeniable, however, there is nothing like using a soul ring to bring you near death only to quickly return your life back with his healing and act as an enemy lure. It's very intense :D. But obviously the point is to get centaur to fulfill his key role as the team tank, and to not take advantage of Jugger's healing would be sheer stupidity.

This team support combo will bring more support to your team then any other supports ever would with their tankability, Farming, and Support items.


These heroes are critical to actually having an intellegent dota 2 experience because they will buy you the time/survivablity to make sure that you get the fair opportunity to cast off all your skills, spend off most of your mana, and engage in an action/reaction dance with the opponent for a long enough time that the measure for who the better players are is actually meaningful.

Good Luck Losers, your failure to realize how impossible it is to take this game seriously has just hit an all time low.

Kyfoid


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Permalink | Quote | PM | +Rep by Sando » November 25, 2013 3:24am | Report
You might have created a discussion, but that last line just shows this is pure trolling.

PLEASE DO NOT REPLY FURTHER TO THIS THREAD. DO NOT FEED THE TROLL.
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Permalink | Quote | PM | +Rep by Hades4u » November 25, 2013 4:01am | Report
Kyfoid wrote:


Good Luck Losers, your failure to realize how impossible it is to take this game seriously has just hit an all time low.


Indeed. Closed.
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