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Changing/Revolutionizing Standard Clinkz Play

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Forum » General Discussion » Changing/Revolutionizing Standard Clinkz Play 58 posts - page 2 of 6
Permalink | Quote | PM | +Rep by Kyfoid » January 26, 2013 2:42pm | Report
Ok, guys, this is my very , very , very last Idea for clinkz, and it's fricken outrageous but....

IT WORKS HELLA GOOD!!!

This is a Searing Arrow Build.

Starting items

-3x strength gloves, Healing Potion, Mana Potion.

-After using the pots buy 3x robes of the magi

-After, or make all 3 strength gloves in to 3x Bracers

-Use the 3x bracers and the 3x robes of the magi to make 3x Drum of endurance.

(This is a very progressive build, but 3x jango of endurance? Why? because A.) you always have to purchas a new recipe to replenish the charges anyways, and B. the + 5 attack speed and run walk may not stack but are so minimal that it doesn't really matter)

After 3x Drum of endurance make crystalis in to daedius,

Yasha

Last slot either boots or Orchid.

Boots and Medallion considered.

Assault cuirass considered.

Kyfoid


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Permalink | Quote | PM | +Rep by Kyfoid » January 26, 2013 2:55pm | Report
Actually, if you want to try this same build but not searing arrow...

After 3x drum of endurance, just make a diffusal blade...

This way you can focus on the all stats even more... still get boots and daedius.


sorry meant drum of endurance... (corrected edit)

Kyfoid


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Permalink | Quote | PM | +Rep by Mirror » January 26, 2013 4:50pm | Report
Please! Stop! Buying! Early! Game! Items! On! A! Cary/DPS! Hero!
My lone druid starting items are 12 Iron wood branches, 6 for the hero and 6 for the bear. Even if the bear does not get stats more twigs are OP on any hero.

Mirror


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Permalink | Quote | PM | +Rep by SuperNova » January 27, 2013 8:20am | Report
Please post your dotabuff stats. Its nice that you are coming up with alternate methods of play but you have no evidence to support it.

SuperNova


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Permalink | Quote | PM | +Rep by xCO2 » January 27, 2013 9:25am | Report
SuperNova wrote:

Please post your dotabuff stats. Its nice that you are coming up with alternate methods of play but you have no evidence to support it.


DoTABuff is no longer a working site. They can no longer gather the needed information to provide to the users.

xCO2
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Permalink | Quote | PM | +Rep by Vash » January 27, 2013 10:22am | Report
xCO2 wrote:



DoTABuff is no longer a working site. They can no longer gather the needed information to provide to the users.


Which sucks. :(
"I'm like a hunter of peace. One who chases the elusive mayfly of love... or something like that." - Vash the Stampede

Lest we forget...

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Permalink | Quote | PM | +Rep by SuperNova » January 28, 2013 6:30am | Report
Whaaaaat??!? WHY DOES NOBODY TELL ME ANYTHING.

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Permalink | Quote | PM | +Rep by Kyfoid » January 29, 2013 10:34am | Report
Well I'm back after more time to consider and I just want to say that the 3x strength gloves in to 3x drum of endurance (Since urn, I've found, is not that great of an item) Is completely meant for when fighting against keeper of the light especially...

If you were to buy a wand at the start instead, it isn't able to capture a charge from his long distance horse spell, (Well maybe, but you'll be too far away to capture a charge)

The damage received with out catching a charge for the wand is worse then any circumstance I've ever seen in the game...

You will be half tempted to throw your computer out the window in frustration...

The 2x strength gloves + 3x health potions can work, or 3x strength gloves with a health pot and a mana pot.

Clinkz can be incredibly effecient with his mana out put using searing arrow, so technically he doesn't NEED to have mana.

In the end, 2x drum of endurance actually works because you can purchase intelligence robes early, in the same way you might do the same thing with an orchid.

Final build could end up as, 2x drum of endurance, diffusal blade, power treads, then a skull basher before mask of madness.

The agility x strafe x MoM actually makes the stun on skull basher viable for a ranged despite the 10X chance, and at that point you will have lots of agil from diffusal, treads, and drums.

I'm not sure if there is a way to get the unique attack modifier to work on diffusal blade before the life steal effect on MoM.

When you have your searing arrow on autocast, it automatically places the searing arrow as priority over the life steal on MoM, so I don't see why there wouldn't be a way to get the mana burn on diffusal as priority over the LL on MoM and still get the attack speed from MoM.

Just remember that MoM would come after skull basher.

If the mana burn doesn't take priority, then just replace diffusal with crystalis to daedius...

If you still want to do all stat instead of searing, go for desolator + medallion, power treads, and skull basher.

As far as Orchid goes...

I've personally found that orchid works on any and every character that leans toward a mana user....

The damn orchid is just simply an all around perfect item...

You can purchase 2 mana regen masks, and 2 robes, and leave one last slot open for tps, and as soon as you purchase a quarter staff it frees up space...

At every point in making orchid, it gives you something useful... everything is useful from the start because most chars need mana from the start...


I've been playing Treant Protector now and I've now realized how amazing it is to rush orchid on him, so much so that I'm astounded that it is not the suggested item....

Drums of endurance work on him as well...

Just a sort of general rule of thumb I've kind of found is that....

Any character that leans toward heavy mana consumption and is NOT an intellegence hero is the type of hero that should emphasize all stats in items and even as much as possible in skills.

that's all I got for now.

Kyfoid


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Posts: 625
Permalink | Quote | PM | +Rep by Mirror » January 29, 2013 3:37pm | Report
YAY!!!! He finally gets orchid on Clinkz!!
My lone druid starting items are 12 Iron wood branches, 6 for the hero and 6 for the bear. Even if the bear does not get stats more twigs are OP on any hero.

Mirror


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Permalink | Quote | PM | +Rep by Kyfoid » January 31, 2013 4:56am | Report
Not because it's good on him in particular but because it's good on anyone and is the most progressive item you can get from the start...

I've found orchid more logical to get on the treant protector then on clinkz, and the drum of endurance more logical to get on clinkz.

Want to know what's funny about this?

Drum of endurance is the suggest item for the tree, and orchid is the suggested item for clinkz.

It's as though the suggested items are backwards...

And another interesting part to this is that the tree is a major tank, while clinkz is considered more of a glass cannon.... or glass machine gun :(.

Starting off with all strength gloves is also viable on most any character because the drum of endurance is 9 all stat...

But when it comes to these two items which are so universal, the drum of endurance makes more sense for the glass cannon and the orchid makes more sense for the treant protector...

They say, "Play your character to his strength" but if that was the case, I would be getting all agility boots on clinkz from the start....

It's strange to even label any character as "A Strength hero" or an "Intellegence" hero...

What they need to do in my opinion is a "Major Minor System"

Note how this would work on a hero like clinkz for example....

Starting stats

Agil - 22 (+1 damage per point)
Intel - 16 (+.5 damage per point)
strength - 15

so clinkz' major stat would be agility, but he would minor in intelligence....

this is change that leans in the direction of actually making some kind of reasonable sense for the purpose of indicating a general direction for playing a character to what his strengths are for his design.


Another possible suggestion to improve the game is to make it so that when an escape character spends a high amount of mana merely to go invisible (in which case there is no offensive option what so ever early game unless you want to come uninvisible) is to make the hero that clinkz is laning with get all the exp, while clinkz would still get his own individual yet shared exp when in the same lane.

If you haven't noticed, the goal of clinkz, in order to get on the same level of offensive effectiveness as the opponent, is to get his searing arrow to level 4, 1 point in strafe, a point in skele walk, and an inventory of agility boots in order to play to his strength...

So that when he does go to use his searing arrow with strafe, clinkz' is being all that he can be.

So many players will go invisible until those skills have reached their peak in order to not waste mana.

The problem is that you can't get the equal opportunity to farm gold while invisible... apparently this means that your ally has to be a great farmer if he is going to lane with clinkz?

I think if clinkz is spending that kind of mana merely to stay invis and level, the ally he is laning with should get exp as though he were the only one laning.

And clinkz, half exp, as normal.

If this sounds OP, they could consider cutting the radius for getting exp by some distance for these characters that would "leave the area" for spending mana on going invisible.

This way it would force them to play closer to the creeps and the opponent would have the option of throwing down a dust or what ever, which would result as a better opportunity to kill the leach.

There is no item in the game at start which allows you to potentially farm while invisible... which is why I'm making the points that I am...

Another option would be to provide an item at the start that does something like the equivalent of the dark seer's orb at level 1... like an Immolation item for 600 gold....

That's just another way to look at and potentially address this horribly inconvenient problem which has little to know way of getting around.

Thanks.

Kyfoid


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