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Latest Changes:
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| 6.70-6.71b | No changes. |
| 6.72 | Restored Drow Ranger's night vision from 800 to 1800. |
| 6.72b-6.72f | No changes. |
| 6.73 | Base Agility increased by 4. |
| 6.73b-6.73c | No changes. |
| 6.74 | Silence AoE increased from 275 to 300. |
| 6.74b-74c | No changes. |




Justification (Standard): Silence is the skill that will keep drow rapists at bay during those annoyingly expected tri-lane first blood attempts. I always take it as my first skill, but only because a 10% movement speed slow for one person is not going to make any difference. It's like Venomancer's Poison Attack. Ahh, so now you remember how shitbrix the slow is by itself. What happens next is we completely forget about it until we reach Level 8, where we can prolong the duration of the silence during those vital team fights. Nifty. Frost Arrows is taken second but maxed out first. This is one helluva slow considering not all people feel the need to buy a Boots of Speed when everybody's Level 7 but you do, and well, a 40% movement slow (not implying that we are ignoring the 20% attack speed slow) and chasing becomes much more efficient. Not only are you going to force them to at least consider buying BoS when they can't escape from you and your supposed lane partner, but... okay, that's pretty much all you're doing. I'll discuss Orb Walking with this skill later on in General Strategy. Just remember that Frost Arrows overrides every other orb you give Drow Ranger. Which means that you do not slow when you add Lifesteal. I'll be talking about this also on General Strategy. Trueshot Aura is taken at Level 12 when you can actually feel the difference between an aura-infused drow-arrow and an arrow. This is because you just leveled Marksmanship twice and it bordering on late game now, where percentage-based damage buffers begin to make their presence known. Marksmanship gives you the biggest boost in AGI in the game from just one skill. It makes no sense not to take it. You'll particularly feel it the most during Level 6, when you have piss-poor AGI at the beginning. Keep in mind, 1 point of AGI gives Drow Ranger: +1 attack speed, +1 damage, and 0.14 Armor. 7 points of AGI gives her a full 1 point of Armor. Stats is taken at Level 4. OMGWTFBBQ? Let's see, you might underestimate the power of a level of Stats. Consider which skills you might want to take at the time. Level 2 Silence, for four seconds? The basic core of Silence is working at Level 1, no thanks. Level 1 Trueshot Aura? Nope, this skill's going to be leveled too far off. Level 3 Frost Arrows? You can't level this skill at Level 4! Stats it is! |
Justification (Aura Drow Build): The main difference is the presence of Trueshot Aura early over Silence, to the point that we substitute Stats for it at Level 4. You will only follow this build, and its variations, when there is not much threat coming from spellcasters, and you are the only carry they are relying on. This is highly unlikely in an organized game. Why? The enemy will always prioritize early gamers over late carries. Also, the skill build relies on your farming skills so bad, that you must have some tier item by the end of Level 11 just to make use of this build. Take it at your own risk and pleasure. |
Justification (HotD Build): Trueshot Aura is taken after one safety level of Silence. It is your main damage source early on. The idea is to forget much of Frost Arrows and focus on a much more damage-oriented Drow Ranger. This gives up most of your chasing capabilities in favor for more damage. This is the Ultimate carry build. Frost Arrows is taken at Level 4 to orb-walk. That's pretty much it. If necessary, you can take it again to max it at Level 12 and beyond, but as you can see, it is easily replaced by Stats instead. Silence is taken at Level 1, as stated before, and maxed out by Level 10 to ensure clash functionality and no retaliation from spellcasters when you need it. Stats may be taken starting from Level 12 as a single point or as continuous points throughout the later levels. If you took it as a single point at 12, you will max out Frost Arrows at Level 15. |






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#2 | |
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Heyho, I would like to say something about the "Rival" HotD build. I was about to write a Traxex guide, too, but then I lost interest in it.
But my guide was actually about this "rival" build. So I may quote something I think (I wrote it in a way even a 5 year old kid can understand it, and the structure of my argumentation is very unfinished don't wonder. But I think you get the key points) Quote:
Oh btw HotD allows you to stack the ancients, scout and jungle. |
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#3 | |
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What you did do right is try to voice out your opinion and point out my flaws. What you didn't do right is attack the wrong points. You focused your arguments mainly on the alleged fact that I completely forbid getting HotD on her, which is not true. I said it was inefficient and not beneficial. Where exactly? Both at the beginning and at the "Competitive" nugget. So much of your time was wasted on proving WHY HotD is beneficial to her but not attacking my points on WHY NOT. So as you can see, my argument still stands unfazed, separated into short nuggets anyone can understand. Orb Effects. Yes, different situations call for different orb effects. And that's why for Heroes without them, there are many choices. PotM for instance, I've seen Chain Lightning, Corruption, and Feedback on her. They all work. Same with Morphling, same with Stealth Assassin, and in some rare cases, Troll Warlord (no, not really). Those are points I concede. But for Heroes with them, why burden yourself to make a choice all the time? Let's look at Bone Fletcher. He has Searing Arrows. It's his damage source, and it's great for harassing, and ultimately, killing. While he might have Death Pact to sustain his HP needs, nobody gets lifesteal on him. Not even if he has damage without his orb. Why? Because his orb is still better in most situations given to him. Consider Anti-Mage and Broodmother. They are Melee, and can get Vladimir's Offering. Not only that, Broodmother has Insatiable Hunger. Yes, it is a lifesteal, but unlike all the others, it's extremely high. It's excluded because of the fact that it's not a "healing-over-time" concept like 10%, 15%, 16%, 17% lifesteal. It's compared to burst heals. But for Anti-Mage, it's a different story since he can have the best of both worlds. Consider that he cannot. Consider that Feedback is the only orb he can use, or replace it with lifesteal. It's more burdened by the fact that Mana Break is Passive. A build actually exists for this, the MoM build. Comparably, Drow Ranger is not far from Anti-Mage when you talk about fragility. Why is Feedback a better choice? Because it's going to be useful in most of his situations. What you are implying is that, get lifesteal if the target has no mana. If the target has mana, use Feedback. How often does this occur? Well, quite often, actually. But how justified would it be? Not at all. Your situation presented is the same. Frost Arrows when chasing, lifesteal when not. But the point is, it's not going to be used for chasing all the time. It's also going to be used in head-to-head battles. How useful would lifesteal be then? Granted, that Troll Warlord would probably outlast you 1v1. Why? That's his job. That's Mortred's job. That's Slark's job. Getting any available amount of lifesteal through existing items isn't going to change that. Why? Because your job is to kite your enemies like Dwarven Sniper would. Your job is to attack from a distance, not pretend you're some 1v1 Hero that can take on anyone you like. Because with equal items and equal skill, you're not going to win against these Heroes, much like Shadow Fiend, Sniper, and Moon Rider never would, simply because it's not their job. My point is, why delay your build, especially your escape mechanism (of which Magina conveniently has one, but Drow does not) by buying HotD for "back-up" situations? It's impractical, unless you're going to, as I said, diss Frost Arrows in its entirety. Second, it's unfeasible, because it's not your role to fulfill. TL;DR, read the two last paragraphs.
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#4 |
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Join Date: May 2010
Location: India
Posts: 2,628
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Mon edit the geomancer parts
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#5 |
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I forgot the tab names, and that's pretty much it. 100% Drow now.
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#6 | ||
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Join Date: Sep 2009
Location: Land of Asura
Posts: 2,302
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Hi all !
I think there's something false in the guide ; Trueshot Aura stacks with Lunar Blessing. I tried it in single player with -noherolimit, and unless there's a bug with the display, both Luna and Drow had the bonus damage through both auras. And if you read carefully Robzor's guide, he said that there's no possible stacking if the auras' IDs were the same, which isn't the case for these 2 auras, unless Robzor forgot to mention it. And about HotD, some arguments aren't valid ; I'll list them : Quote:
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If you get HotD fast (I even saw once Silvercross get it before boots !), it brings you the following advantages : - Lifestealing or Frost Arrows orbwalking available ; that kind of versatility means you can farm and dominate the lane without any real problem against your lane opponent(s) unless a good unseen gank comes (Your team ought to ward...). This is especially true when combined with a skill build that maxes out Trueshot Aura at level 7 ; although the chances that your opponents die to your shots are small, it forces him to stay out of range for super easy farming and later for tower pushing. Note that Silvercross used the lifestealing orbwalking against Nerubian Weaver (Check his mana on every shot...). - 20 damage and 5 armor for a very fair price - Permafarm in the jungle when you have to disappear from your lane - Dominated creeps - Upgrades to Satanic later which gives you an edge in survivability when compared to Heart of Tarrasque ; I made an example there that shows what I've often seen myself and in competitive games. You litterally regenerate a full life with Satanic and 5 seconds of free firing. About the farming problems, it stems from 3 problems ; lack of lane dominance, Drow's horrible last hit (early game) and possible ganks. The first problem is solved through orbwalking in order to keep your opponent(s)' HP rather low ; the question is then whether we should maximize Frost Arrows, meaning we can shoot more often on the enemy on a given distance while he's retreating, or if we should maximize Trueshot Aura so each shot is really painful, even early game. From my experience (and because I also tried a lot of skill/item builds with Drow...), the second option is better, because if you shoot every once in a while a Frost Arrow at your enemy, you force him to stay back or use a lot of Tangoes/Salve, while you don't take the risk to get near his tower because you've shot only 1 arrow and therefore you're staying near your creeps all the time. Maximizing Frost Arrows early should only be done if you have a very good chance to get kills AND if your team needs the slow. Note the synergy of the 2nd technique coupled with HotD ; your HP will be near 100% all the time. If the opponent is long ranged and makes everything he can to stay out of orbwalking range, it doesn't matter which skill build you make ; what will give you an advantage is whether you farm/deny more than him, which leads to the second point. The second problem has its roots in Drow's 0.7s attack point. But if you could (hypothetical case) for example kill a ranged full-HP creep in 1 shot, that attack point is barely a bother. In a real case, against an evenly trained opponent with a decent last-hitting hero, the whole question of who last hits or denies is a question of reaction time available ; let's say you're observing a creep whose health is steadily dropping. The reaction time can be defined as the time needed to kill/deny when you issue the order to attack, assuming your opponent does the same thing and isn't a lousy last-hitter that often needs a 2nd, or even 3rd, hit to kill/deny the creep. So when the creep is at a low enough HP, the reaction time is a function of your attack animation, missile speed, your proximity to the creeps thanks to some level of lane dominance AND minimum damage per attack. If you maximize Trueshot Aura ASAP, you can very often shoot on a creep before the opponent even has the opportunity to make a last hit/deny, whether he shot at the creep or not. It's a bit like Shadow Fiend who gets the last hit/deny advantage through Necromastery, though not at the same scale. But it becomes even more wicked if you have a very coordinated babysitting ranged team mate with a decent damage ; you can attack the same creep in order to last hit/deny, and with a very good coordination, your team mate should hit first, and immediately after, your arrow should finish the creep so you get the last hit. That technique even allows you to kill a ranged creep without any possible deny in some cases, because the ranged creep's HP will drop from over HP/2 (undeniable then) to zero too quickly to be denied. The third problem can only be solved through wards/map awareness and a good babysitter ; you can't realistically have a Lothar's Edge soon enough so you can farm and disappear when needed, because it costs 3300 gold ! Later in the game, why use an escape mechanism when you have a fairly good chance to kill them before they kill you IF you went Manta Style/BKB/HotD. Drow has the advantage on a lot of carries late game, but her biggest advantage is to have the ability to kill much earlier thanks to Marksmanship and Trueshot Aura, so why should we waste that potential by fleeing ? It should also be noted that Lothar's Edge isn't a true escaping mechanism nor a true ganking item because against a competent team, Sentry Wards and Dusts of Appearance will be there in no time. And for the starting items, you have enough money to get Tango/Salve/3x Ironwood/Circlet. See you |
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| Last edited by Kenshiro; 12-20-2010 at 03:19 AM. | |||
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I find it tedious to have to reply specifically to your arguments, except the ones that point out flaws in my guide, which are OK.
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Why not provide evidence to this to make it conclusive if you had already tested it out? Quote:
Because people opt for buying HotD early game, don't think that EHP has that big of an impact, especially when we're talking about AGI and not raw Armor. Lich's Frost Armor could've been a viable argument, but not Drow Ranger's AGI. Not early game. Your argument is invalid. This is why I talked about STR instead. I'm not pulling things from the air here. Quote:
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AC Frost Arrows allows you to MC it as well. It means you have just sacrificed the benefit of 24/7 availability by adding lifesteal. If I may add, DotA is about the spur-of-the-moment actions that will make or break your game. Adding extra unneeded steps just poses a detriment to her playstyle in general. Quote:
You can't use this in an argument to benefit Drow, because it benefits everyone. I never put into place the benefit of being able to Dominate creeps because apparently Crystal Maiden can get this item just to dominate creeps. And what then? What have you proven then? Quote:
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I would rather opt for going with the Wand recipe instead. Maybe I should put that in.
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| Last edited by Melderv; 12-20-2010 at 03:59 AM. | ||||||||||
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1. Useable without losing any benefits of FA 2. fitting Traxex very well. Quote:
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Unlike Clinkz, lifesteal IS useful to her in terms of farming, staying in lane, yea I don't even thing it's inferior in 1n1 fights. Quote:
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It's more like this: You are Ursa, and you could go for Vladimirs (if ur support doesn't buy it). Why shouldn't you? Quote:
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Assume you are seeing a teamfight infront of you. What are you doing 1. No lifesteal: keeping a perfect distance every time and try to hit the ones in range since they will kill you when you go in (not talking about stuns here, you are lost without Bkb, anyway) 2. With lifesteal: Turn Bkb on, go in and deal dmg to the most important guys (with frost, again you can have both) while not going down. You are still ranged, you aren't standing infront of a troll, but you are still save enough. More rambo-like, but more realistic. Quote:
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![]() Edit: Oh btw, casting FA manually doesn't proc frost, rightclicking it does. Just make sure
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#9 | |||||||
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Join Date: Sep 2009
Location: Land of Asura
Posts: 2,302
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Hi !
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Another problem with kiting is that you can't take advantage of the time during which your vulnerability to spells is reduced thanks to Silence/BKB/Manta Style's illusions, because you take a longer time to kill an enemy if you have to keep moving all the time. Quote:
dHP_A/dt = -(1/1+0.06*Armor_A)*DPS_B + (1/1+0.06*Armor_B)*DPS_A*0.15 dHP_B/dt = -(1/1+0.06*Armor_B)*DPS_A + (1/1+0.06*Armor_A)*DPS_B*0.15 I'll solve the problem for hero A : HP_A(t) = HPmax_A - (1/1+0.06*Armor_A)*DPS_B*t + (1/1+0.06*Armor_B)*DPS_A*0.15*t Therefore, tf_A is the time at which HP_A(tf_A) = 0, i.e. hero A is dead, which is easy to calculate : tf_A = HPmax_A / [ (1/1+0.06*Armor_A)*DPS_B - (1/1+0.06*Armor_B)*DPS_A*0.15 ] If you manipulate a bit this result, you can make appear the term HPmax_A*(1+0.06*Armor_A), which is obviously the EHP of hero A ! And Drow's armor is more than non-negligible early-mid game ; if at level 11 you have for example PT AGI (can be set on STR if needed), Magic Wand, 2x Wraith Band, HotD and Yasha, you have then a total of Agility of 110 ! If you add the +5 armor of HotD, and obviously remove the base armor of 2.1, you already have 18.3 points of armor. And without HotD, 13.3 points of armor is nothing to be laughed at... Try to make the same calculations for other AGI carries, and you'll see that not many have such an armor. Quote:
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P.S. : You need DotA 6.69c for the first replay, and DotA 6.67b Rev2d AI for the second. See you |
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| Last edited by Kenshiro; 12-20-2010 at 02:54 PM. | ||||||||
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#10 |
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Join Date: Sep 2009
Location: Land of Asura
Posts: 2,302
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Don't know why, I couldn't include the first replay in the previous post ; here it is : MEGAUPLOAD - The leading online storage and file delivery service
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#11 |
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Wow these take quite a lot of time to reply to. But rest assured I read all of your points and they strong ones. So in order to save my time and yours, I will concede some of my points, and retain mine with this conclusion: no build is ever wrong or right. This is why I put Rival Builds and not Rejected Builds in the first place.
Finally, I want to thank both of you for making the effort to complete my guide with points for both normal Drow and HotD Drow.
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#12 |
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Join Date: Jan 2010
Location: Sparta
Posts: 515
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Just i point i want to make here, i've said it before i'm sure.
A HotD drow works best with a slightly different skill build thats aimed towards survivability and some damage, that is the Stats and Aura build. The build goes something like this: 1. Stats/Silence/Aura/Frost (basically anything can be taken here) 2. Stats/Aura 3. Aura 4. Stats/Silence/Aura/Frost 5. Aura 6. Marksmanship 7. Aura 8. Anything you want after this, including more stats. If you take Frost on the 1st lvl, you don't take it at lvl 4, same with silence. The point of this build is the ability to stay in lane and farm faster. Pros: 1. Raises damage, raw hp/mana (tho mana is not needed) 2. Helps you farm. 3. Helps you stay in lane 4. Works better with lifesteal. 5. You're more useful in early teamfights with the damage you deal. Also more useful if more of your allies are ranged (Aura) Cons: 1. You only have 1 lvl of silence and/or FA, which means you cannot effectively participate in ganks. 2. Requires the HotD to be at full effectiveness. 3. Less useful in teamfights in the silencing aspect. 4. No chasing power. Basically, i would take this build when there are many nukers / glass cannons on the other team. Not to say that your 2 builds are wrong, but since the other two above have been talking about HotD being the dominant orb on DR, i thought i'd bring this build up.
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#13 | |
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Hey Melderv, an angry mob is waiting infront of your house, better please them
Btw, HonorGuard mentioned what I forgot to say: You leave FA (orbwalking not to get creep aggro is useful, even though you actually spill out lifesteal shots) and Silence at level 1 for a pretty long time, Aura is maxed asap if you are doing well, if not a few stats are useful. Skill some stats after that, and when you're slowly going into lategame max Silence. I just have to disagree with him in one point: Quote:
I actually think totally different: Teamfights are the situations when HotD-Bkb-Uber-Carry-at-least-as-long-as-bkb-lasts-Drow shines more than the coward-need-to-be-careful-and-kite-5-heroes-oh-wait-thats-impossible-Drow. Maybe make the advantages of HotD a bit clearer and add the skill build for it and we let you go instead of burning you
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| Last edited by FunnyWarfare; 12-21-2010 at 01:29 PM. | ||
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#14 |
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Some good insights. I'll make sure to add them and make the necessary adjustments. It's not the first time an argument has gotten to me, so I approve.
It should be done before the guide itself is published, but editing can be done anytime. For now, additional inputs may be nice and a good organization of thoughts for that build should be very much helpful.
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#15 | |
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^^ Please mention "Disablers" and "Burst Damages" at the counters, thats the first place people will look for them. Atro, Pudge and Venge are especially annoying because their ultimates will rape you through Bkb
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#16 | |
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Those are obvious counters, and I feel I don't want to explain self-explanatory things. Next, I don't want to spoon-feed newcomers, but rather just give them insights. To lessen questions, however, I'll edit it to put them up in general.
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#17 | |
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Join Date: Jan 2010
Location: Sparta
Posts: 515
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#18 | |
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About the counters: Good decision, srsly: Where does a reader look for counters? In the counter section. So they really should be there
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#19 |
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Join Date: Mar 2010
Location: Manado,Indonesia
Posts: 192
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LOL this ALT-TAB Guide is longer than the normal guides.. XD
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#20 |
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Join Date: Sep 2009
Location: Land of Asura
Posts: 2,302
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Hi !
There's a small error in the HotD build tab in the item builds ; HotD allows you to dominate a creep for 20 minutes. The 5 minutes are HotD's cooldown. See you |
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