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4 Votes

The Ancient Apparition Semi-Carry

August 12, 2013 by bboyle
Comments: 12    |    Views: 73040    |   


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dynasty987 (6) | August 23, 2013 4:34am
bboyle wrote:

looks like alot changed in a few days for this month, stat build is still second highest in current patch with the highest win ratio being a build that completely ignores chilling touch, so in that respect I will say the point goes back to what I mentioned before it, the percentage is so close it's negligible.

Secondly, on the build no golds wasted, sage's is a part of Eul's so you have to get it anyway and I play staying in the back and last hitting from there (this is a semi-carry guide build after all) so I don't mind waiting a bit longer for mana after casting a spell especially when I go stat so I only need mana for my Q. And since I don't get up close for fights and I'm not really harassing with any more than my Q (since at lvl 6 AA can pretty much kill anything at half health in his lane, which few other heroes can say I can wait for my kills), I really never need more than the set of tangos (and if you do have the courier bring them when your on your last tango, semi-carry build means you should be getting the gold).

Also I'd like to mention that stats also help AA's mana pool and defense as well making him less vulnerable early game while not costing you anything.


Whatever, you're clearly too stubborn to realise your errors. Anyone remotely good knows that your starting items are awful. It's just a shame you're promoting a sub-optimal way of playing a hero on this site :(
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bboyle | August 21, 2013 1:26pm
looks like alot changed in a few days for this month, stat build is still second highest in current patch with the highest win ratio being a build that completely ignores chilling touch, so in that respect I will say the point goes back to what I mentioned before it, the percentage is so close it's negligible.

Secondly, on the build no golds wasted, sage's is a part of Eul's so you have to get it anyway and I play staying in the back and last hitting from there (this is a semi-carry guide build after all) so I don't mind waiting a bit longer for mana after casting a spell especially when I go stat so I only need mana for my Q. And since I don't get up close for fights and I'm not really harassing with any more than my Q (since at lvl 6 AA can pretty much kill anything at half health in his lane, which few other heroes can say I can wait for my kills), I really never need more than the set of tangos (and if you do have the courier bring them when your on your last tango, semi-carry build means you should be getting the gold).

Also I'd like to mention that stats also help AA's mana pool and defense as well making him less vulnerable early game while not costing you anything.
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dynasty987 (6) | August 21, 2013 10:23am
bboyle wrote:

Yes it's and old build but the win ratio is only from this month and the other from the current patch, so obviously it still works quite well.

The second point is just a difference of opinion, you prefer a chilling touch ability and ganking, early game. I prefer having cold feet to force backs and the added range that can usually reach anything running away(from being able to cast Q an extra time). Secondly at lvl 3-4 I don't call anything that during a team fight can stun while dealing 200 damage and hit for an avg. of 63 damage a useless hero equivalent to a creep (especially when q will be up fast enough to kill a low hero backing from a distance hardly any other hero has at that level).

Surely it's nicer to do all the same and hit twice as hard?!?!!? The stun isn't reliable and I just can't comprehend how you can think 2 damage, 2 attack speed and 26 HP is better than buffing an entire team to do 150 magic damage EACH over 3 attacks.

You are still not addressing the major flaws in your item build either, despite me mentioning it about 4 times.

Also, if you re-read my comments, at no point have I said not to max cold feet first. All I said is you should not get stats over chilling touch/ice vortex. So your comments about wanting to have cold feet are irrelevant as that is not what I have ever said. To re-iterate, your build is bad because you get stats instead of two very powerful abilities, not because you max cold feet first.

Lastly, I just had a look on dotabuff. This month, the builds with stats at levels 2 and 4 have a LOWER winrate than those which don't, so you can take back your "the stats agree with me" mentality.
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bboyle | August 21, 2013 8:43am
dynasty987 wrote:

Please don't tell me to look up stats when one method is clearly superior. You cannot seriously think that +2 all stats is better than a level in chilling touch at level 2. The stats build is a very old one from when chilling touch was bad. It has since been buffed and there is no reason to go stats above chilling touch and ice vortex any more.

The way you build AA you are completely useless pre level 6 unless you have an ally close by with a good slow/disable. You are nothing more than a range creep. You also completely ignored my points querying your rather poor item build. Not enough regen, no bottle, 325 wasted gold.


Yes it's and old build but the win ratio is only from this month and the other from the current patch, so obviously it still works quite well.

The second point is just a difference of opinion, you prefer a chilling touch ability and ganking, early game. I prefer having cold feet to force backs and the added range that can usually reach anything running away(from being able to cast Q an extra time). Secondly at lvl 3-4 I don't call anything that during a team fight can stun while dealing 200 damage and hit for an avg. of 63 damage a useless hero equivalent to a creep (especially when q will be up fast enough to kill a low hero backing from a distance hardly any other hero has at that level).
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dynasty987 (6) | August 20, 2013 6:33am
bboyle wrote:

Since neither of you believe me here's the link to the win ratio's per AA build, as you'll see there is minimal difference at all (+/- 2%, using the current Dota patch and This month's) and the top win ratio build skips chilling touch all together.

http://dotabuff.com/heroes/ancient-apparition/skills?date=patch_6.78c

Please look up stats before just leaving comments about builds, mine is a more laid back early game AA which focuses on getting a kill at lvl 6. My skill build reflects the fact I like early game survivability.

Please don't tell me to look up stats when one method is clearly superior. You cannot seriously think that +2 all stats is better than a level in chilling touch at level 2. The stats build is a very old one from when chilling touch was bad. It has since been buffed and there is no reason to go stats above chilling touch and ice vortex any more.

The way you build AA you are completely useless pre level 6 unless you have an ally close by with a good slow/disable. You are nothing more than a range creep. You also completely ignored my points querying your rather poor item build. Not enough regen, no bottle, 325 wasted gold.

Wulfstan wrote:



Level one Chilling Touch sucks bad. Cold Feet at level one is better, prioritize the disable over the Chilling Touch.

In a trilane I'd get chilling touch level 1, assuming someone else has a disable.
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C0L0NEL999 (1) | August 19, 2013 3:30pm
Guys!
Level 1 Chilling Touch grants 50 damage for any ally hero in its AOE, as Dynasty987 said, it grants you 450 damage in a gank of 3, and it is nearly certain to deal it, while Cold Feet only deals damage up to 150 over 4 seconds, if the target hasn't just moved away.
Chilling Touch deals 150 damage certainly if each hero attacked once, and AA is absolutely nothing without an ally to slow or stun while everyone is hitting.
Don't tell me you want to gank with Cold Feet without an ally stunning or slowing?!
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Wulfstan (77) | August 19, 2013 12:10pm
kratrz wrote:

wtf. i find this skill build terrible. you want level 1 chilling touch first pretty much in any match. that's like getting a double damage rune for you+your teammates at early level's.


Level one Chilling Touch sucks bad. Cold Feet at level one is better, prioritize the disable over the Chilling Touch.
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bboyle | August 19, 2013 11:07am
Since neither of you believe me here's the link to the win ratio's per AA build, as you'll see there is minimal difference at all (+/- 2%, using the current Dota patch and This month's) and the top win ratio build skips chilling touch all together.

http://dotabuff.com/heroes/ancient-apparition/skills?date=patch_6.78c

Please look up stats before just leaving comments about builds, mine is a more laid back early game AA which focuses on getting a kill at lvl 6. My skill build reflects the fact I like early game survivability.
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kratrz | August 15, 2013 1:07pm
wtf. i find this skill build terrible. you want level 1 chilling touch first pretty much in any match. that's like getting a double damage rune for you+your teammates at early level's.
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dynasty987 (6) | August 14, 2013 2:50am
bboyle wrote:

As for Chilling touch at 140 mana for a technique that your opponents can just back away from leaving you to hit creeps with it (which does count towards numbers) I just don't see it, any vision counters the gank, highly situational IMO for early use and if you check dotabuff the win ratio is very marginal in any differance between picking it up early or not.

1. Your opponents can just back away from your Q as well, and even your ult if they try and juke it. AA is not a solo ganker, he relies on others who have setup for his Q.

2. Any vision counters any gank, I don't see the relevance to getting chilling touch.

The point is if you build AA as a semi-carry then you need to be doing damage. Why not get a spell which does huge damage? Consider going for a 3 man gank which should be pretty commmon... That's an extra 450 damage just at level 1! Tell me that's worse than 1 level in stats.

Also, AA is strongest in the early game, so you should be playing aggressively early on. In order to do this you need more regen so that you can trade hits to get kills. 3 tangos doesn't really cut it for that tbh.

Lastly, you're spending 325 gold at level 1 for an item you say helps you at level 5?! Get some gg branches, get some more regen, get a clarity or so. Again, if you are playing mid and not getting a bottle, you WILL lose the lane if your only regen is 1 set of tangos. You will be spending half your time walking back to base to heal. The only heroes who can survive mid with no bottle against a hero who has one are heroes who have innate healing abilities which AA doesn't.
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bboyle | August 12, 2013 6:06pm
The sage's helps at lvl 5 (mentioned in last point) and your ranged hero so as long as you don't try to overextend your usually good. You're in lane for level and a few hits will always drive the enemies back anyways early game, at lvl 6 a quick Q,R can end anyone that's at half or below health on it's own. As for Chilling touch at 140 mana for a technique that your opponents can just back away from leaving you to hit creeps with it (which does count towards numbers) I just don't see it, any vision counters the gank, highly situational IMO for early use and if you check dotabuff the win ratio is very marginal in any differance between picking it up early or not. I used to play Chilling early and it just never worked and I found mid to late even if my team had it the othr team just backed and came back after it was used or they could initate better. Again to each his own, but I prefer the slightly extra damage, health, defense, mana, attack speed to an ability that relies on so many factors.
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