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Fair enough, it's your guide...but yeah, personally I always like a point or two in Nature's Guise early, it can save you or your partner in lane early (supports will struggle to afford Dust of Appearance at that point). It's also very handy for initiating.
Most of the rest is good - Living Armour is an awesome team spell if you have good awareness.
In regards to the guide itself I think you should mention that when you're warding the camp that you will not skill anything until you return to lane, in case you are ganked before the game starts, in which case a Nature's Guise can save your life and prevent giving the enemy trilane first blood.
Hey. As I mentioned in the post, I will not be going over the basics in detail. I wish more people would read the actual text, and not the builds! By the way, in all of my games, none has ever been there to stop my warding, because (like I wrote in the early game section), you're supposed to go there instantly.
As said, your skillbuild needs to be properly edited, and personally I like to have a single point in Nature's Guise skilled early.
Well, I'm posting --MY-- guide, and I didn't need Nature's Guise for my 90% win. It's slow, has a long fade-time, and high skilled opponents usually carry a dust. 2 points later is enough if you want to organize a quick gank.
Ops, just noticed that my skillbuild was wrong, I forgot to press the ult. However, I don't recommend going more than 2 into Natures Guidance in pubs.
I wish you focused more on the actual text guys, that's where you find the key to winning. I didn't really want to make a skill and item build, because any good player can customize those to his own desires.
Imo,you should skill Nature's Guise until the end.The cooldown and manacost are decreased while the duration is increased.Its like being smoked but without the need to buy smoke.
I'll just mention this since you are probably unaware due to being a new member: The save function saves the guide to your profile and will not re-publish the guide, until you click publish button again, the guide will only show the information to the public that you last used publish on. Simply click publish instead of save every time you want to make a public update that the other viewers can see, otherwise you'll be displaying old information.
In regards to the guide itself I think you should mention that when you're warding the camp that you will not skill anything until you return to lane, in case you are ganked before the game starts, in which case a Nature's Guise can save your life and prevent giving the enemy trilane first blood.
In the item build; a Pipe of Insight, Orchid, Veil, and Rod of Atos are all applicable extensions and a Ghost and a BKB are acceptable situational pick ups. Also a Soul Ring Recipe, Sobi Mask, and Observer Wards are a good alternative spawning item set.
As said, your skillbuild needs to be properly edited, and personally I like to have a single point in Nature's Guise skilled early.
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Most of the rest is good - Living Armour is an awesome team spell if you have good awareness.
In regards to the guide itself I think you should mention that when you're warding the camp that you will not skill anything until you return to lane, in case you are ganked before the game starts, in which case a Nature's Guise can save your life and prevent giving the enemy trilane first blood.
Hey. As I mentioned in the post, I will not be going over the basics in detail. I wish more people would read the actual text, and not the builds! By the way, in all of my games, none has ever been there to stop my warding, because (like I wrote in the early game section), you're supposed to go there instantly.
As said, your skillbuild needs to be properly edited, and personally I like to have a single point in Nature's Guise skilled early.
Well, I'm posting --MY-- guide, and I didn't need Nature's Guise for my 90% win. It's slow, has a long fade-time, and high skilled opponents usually carry a dust. 2 points later is enough if you want to organize a quick gank.
I wish you focused more on the actual text guys, that's where you find the key to winning. I didn't really want to make a skill and item build, because any good player can customize those to his own desires.
In regards to the guide itself I think you should mention that when you're warding the camp that you will not skill anything until you return to lane, in case you are ganked before the game starts, in which case a Nature's Guise can save your life and prevent giving the enemy trilane first blood.
In the item build; a Pipe of Insight, Orchid, Veil, and Rod of Atos are all applicable extensions and a Ghost and a BKB are acceptable situational pick ups. Also a Soul Ring Recipe, Sobi Mask, and Observer Wards are a good alternative spawning item set.
As said, your skillbuild needs to be properly edited, and personally I like to have a single point in Nature's Guise skilled early.
R-Conqueror