Sunday, September 6, 2009

Furion -The Prophet Strategy | dota-all-stars-game


Furion - The Prophet
Range: 600 | Move Speed: 300
Primary: INT
Str: 17 + 1.8 | Agi: 15 + 1.5 | Int: 21 + 2.9
Damage: 39 – 53 | HP: 473 | Mana: 273
HP Regen: 0.76 | Mana Regen: 0.85
Attack Speed: 1.48 | Armor: 3
The land is never safe. Furion, therefore, never rests. The leader of all Night Elves, Furion tirelessly works to protect the sanctity of his woods. It comes as no surprise that he who helped defeat Archimonde would be called upon once more in the Sentinel's hour of need. The fury of nature is at his disposal, the trees come to life at his command, the wind carries him to lands far away, and nature itself strikes all who defy his will. He is more than just a Keeper or a Prophet, he is a savior.

Sprout (T)
Sprouts 8 trees around a unit, trapping it in place.
Level 1 - Lasts for 3 seconds.
Level 2 - Lasts for 3.75 seconds.
Level 3 - Lasts for 4.5 seconds.
Level 4 - Lasts for 5.25 seconds.
Mana Cost: 100/120/140/160
Cooldown: 11/10/9/8

Teleportation (R)
Teleports to any explored point on the map.
Level 1 - 60 second cooldown.
Level 2 - 50 second cooldown.
Level 3 - 40 second cooldown.
Level 4 - 30 second cooldown.
Mana Cost: 50/45/40/35
Cooldown: 60/50/40/30 seconds

Force of Nature (F)
Converts an area of trees into Treants. Treants have 550 hit points and deal 21-23 damage.
Level 1 - Raises 2 Treants for 60 seconds.
Level 2 - Raises 3 Treants for 60 seconds.
Level 3 - Raises 4 Treants for 60 seconds.
Level 4 - Raises 5 Treants for 60 seconds.
Mana Cost: 160
Cooldown: 37 seconds

Wrath of Nature (W)
Summons damaging energy to swath around the map and damage random enemies. Each enemy hit beyond the first adds 7% damage. Number of bounces increases per level.
Level 1 - Deals 140 base damage. Maximum of 12 targets.
Level 2 - Deals 180 base damage. Maximum of 14 targets.
Level 3 - Deals 225 base damage. Maximum of 16 targets.
Mana Cost: 150/175/200
Cooldown: 90/60/60 seconds


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Thursday, September 3, 2009

Dota 6.62 AI download | dota-all-stars-game.blogspot.com

File:

DotA Allstars v6.62 AI

0.21
Author: BuffMePlz
Date: September 3th, 2009
Size: 3927.8 KB.
Category:

Hero Defense


Hello, new dota Ai Release!, this map is a modification by “BuffMePlz“. Fixed problem with the patch 1.24b (1.24.1.6374) of WarCraft 3.
Description:
Choose from 95 unique heroes in an epic battle to defend the Anciesnts…
AI by RGB Modes: -st, -ne, -he, -hg, -mc, -de
Modes: -ap, -ar, -lm, -rd, -xl, -sd, -dm, -mm, -tr, -vr, -rv, -mr, -du, -sp, -sh, -aa, -ai, -as, -id, -em, -sc, -np, -om, -nt, -nm, nb, -ns, -nr, -ts, -pm, -oi, -mi, -mo, -ro, -er
- Changelog DotA Allstars v6.62 AI 0.21
First release, updated to 6.62 and 1.24 compliant. Note that this is v0.21, and there will be bugs.
Some abilities are not working for bots yet (they learn them but don’t use them), and this is expected and will be addressed in future versions.
The following game modes have been disabled for now:
-vr, -rv, -rd, -cd, -cm, -lm, -xl
The following game commands have been disabled for now:
-afk, -kickafk, -ah, -switch, -fun
Please report bugs to me.
Things that are bugs:
-Crashes with reproducible reasons
-Abilities/items not working as expected (for players or bots)
Things that are not bugs:
-Bots not using certain abilities
-Bots being too strong/weak/cheating. They do that.
Thanks to Overflow_GR for his help on this version.
- Download [Link 1]
- Download [Link 4]
- Download [Link 2]
- Download [Link 3]
Enjoy!


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Skeleton King Build Strategy| dota-all-stars-game.blogspot.com


This strategy focuses on increasing the skeleton king's damage reduction and survivability without losing damage output. This "SK" build is designed to be an amazing tank and hero killer.

Range: 128 | Move Speed: 300
Primary: STR
Str: 22 + 2.9 | Agi: 18 + 1.7 | Int: 13 + 1.6
Damage: 54 – 56 | HP: 568 | Mana: 169
HP Regen: 0.91 | Mana Regen: 0.53
Attack Speed: 1.39 | Armor: 3


Hellfire Blast

(T)
Leoric launches a sphere of hellfire from the end of his sword, causing his victim to burst into flames. Deals damage and stuns for 2 seconds.
Level 1 - 100 damage.
Level 2 - 150 damage.
Level 3 - 200 damage.
Level 4 - 250 damage.
Mana Cost: 140
Cooldown: 8
Comment: This is your hero ganking/killng skill. Skeleton King has a low mana pool so this is not spammable until mid to late game.


Vampiric Aura

(V)
Allied melee units within 600 AoE gain hit points when they hit enemy units.
Level 1 - Gains 5% of attack damage.
Level 2 - Gains 10% of attack damage.
Level 3 - Gains 15% of attack damage.
Level 4 - Gains 20% of attack damage.
Mana Cost: N/A
Cooldown: N/A
Comment: This is a great skill that will increase in value mid/late game. It combination with the Skeleton King's high critical strikes you will find yourself not returning to base to heal yourself.


 Critical Strike

()
Gives 15% chance to do more damage on an attack.
Level 1 - 1.25 times normal damage.
Level 2 - 1.75 times normal damage.
Level 3 - 2.25 times normal damage.
Level 4 - 2.75 times normal damage.
Mana Cost: N/A
Cooldown: N/A
Comment: Do not let the 15% deceive you! This spell prots, activates quite often and deals massive damage at level 4. 


Reincarnation

(R)
When killed, this hero will come back to life at the cost some mana.
Level 1 - 300 second cooldown.
Level 2 - 220 second cooldown.
Level 3 - 140 second cooldown.
Mana Cost: 100/ 150/ 200
Cooldown: 300/ 220/ 140
Comment: This is arguably the best ultimate because you reincarnate with full health and mana. (I will discuss the importance of this later).

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The Drow Ranger Skills | dota-all-stars-game.blogspot.com

Traxex - The Drow Ranger
Range: 600 | Move Speed: 300
Primary: AGI
Str: 17 + 1.9 | Agi: 22 + 1.9 | Int: 15 + 1.4
Damage: 40-51 | HP: 473 | Mana: 195
HP Regen: 0.76 | Mana Regen: 0.61
Attack Speed: 1.33 | Armor: 2
Traxex was a skilled archer in her oppressive underground homeland, the Underdark, until she grew sick of her kin's evil ways and fled to the surface world. As a part of her resolution, she joined the Sentinel, bringing her excellent marksmanship to the fray. Some of her abilities include stripping magical beings of their voices, enchanting her arrows with an icy cold, and the renowned ability to slay lesser foes with a single arrow. While such powers are valuable, her true origin will never cease to linger around in the judging eyes of others.

Frost Arrows (R)
Induces a freezing effect to the hero`s attacks. Each attack slows the enemy`s movement and attack rates.
Level 1 - Slows attack rate by 5% and movement rate by 10%.
Level 2 - Slows attack rate by 10% and movement rate by 20%.
Level 3 - Slows attack rate by 15% and movement rate by 30%.
Level 4 - Slows attack rate by 20% and movement rate by 40%.
Mana Cost: 12
Cooldown: 0


Silence (E)
Stops all enemies in a target area from casting spells.
Level 1 - Lasts 3 seconds.
Level 2 - Lasts 4 seconds.
Level 3 - Lasts 5 seconds.
Level 4 - Lasts 6 seconds.
Mana Cost: 80
Cooldown: 15


Trueshot Aura (T)
An aura that gives friendly nearby units bonus damage to their ranged attacks. Only amplifies base damage and damage gained from bonus stat items.
Level 1 - Increases base ranged damage by 7%.
Level 2 - Increases base ranged damage by 14%.
Level 3 - Increases base ranged damage by 21%.
Level 4 - Increases base ranged damage by 28%.
Mana Cost: N/A
Cooldown: N/A


Marksmanship (M)
The Ranger's accuracy has increased, giving her more agility.
Level 1 - +15 Agility.
Level 2 - +30 Agility.
Level 3 - +45 Agility.
Mana Cost: N/A
Cooldown: N/A


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Wednesday, September 2, 2009

Lord of olympia strategy| dota-all-stars-game.blogspot.com

Zeus - Lord of Olympia
Range: 350 | Move Speed: 295
Primary: INT
Str: 19 + 1.8 | Agi: 15 + 1.7 | Int: 20 + 2.7
Damage: 41 – 49 | HP: 511 | Mana: 260
HP Regen: 0.82 | Mana Regen: 0.81
Attack Speed: 1.44 | Armor: 2
Once a deity of unfathomable might, Zeus reluctantly sacrificed his much relished immortality in exchange for the chance to crush the sinister armies of the unholy undead. As his soul crossed into the mortal plane, his omnipotent powers withered greatly, yet not nearly enough to quell this destructive Thunder God's resolve for justice. With sheer precision, he cleanses through the enemy ranks with an impressive mastery of electrical discharge, smiting the fool hardy with formidable bolts of lightning from the heavens above. Ever vigilant in his relentless assault, the Scourge cowers in fear of incurring the fearsome wrath of the Lord of Olympia.

Arc Lightning (C)
Hurls a bolt of arcing energy that laces through many nearby enemy units.
Level 1 - Arcs 5 times, deals 85 damage.
Level 2 - Arcs 7 times, deals 100 damage.
Level 3 - Arcs 9 times, deals 115 damage.
Level 4 - Arcs 15 times, deals 130 damage.
Damage type: magical
The damage of Arc Lightning is not reduced with each bounce.
500 Area of Effect: the distance the Arc Lightning can bounce.
Arc Lightning becomes available for casting immediately after cooldown.
Mana Cost: 65/ 72/ 79/ 86
Cooldown: 2.5


Lightning Bolt (G)
Summons a bolt of lightning from the heavens to strike a target enemy.
Level 1 - Deals 100 damage.
Level 2 - Deals 175 damage.
Level 3 - Deals 275 damage.
Level 4 - Deals 350 damage.
Mana Cost: 75/ 95/ 115/ 135
Cooldown: 6

Static Field (F)
Whenever Zeus casts a spell, he will shock enemy heroes within 800 AoE a % of their current HP.
Level 1 - Shocks for 5% of current hit points.
Level 2 - Shocks for 7% of current hit points.
Level 3 - Shocks for 9% of current hit points.
Level 4 - Shocks for 11% of current hit points.
Mana Cost: N/A
Cooldown: N/A



Thundergod`s Wrath (W)
Strike down all enemy heroes with a bolt of lightning.
Level 1 - Deals 210 damage.
Level 2 - Deals 335 damage.
Level 3 - Deals 460 damage.
Mana Cost: 225/ 350/ 450
Cooldown: 120


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Download latest Map 6.62b

Download the latest Dota Map 6.62b


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Tuesday, September 1, 2009

Balanar, the Night Stalker

1. Void and Crippling Fear
Void has a mini-stun at night--that's the first thing we have to remember. So when facing those channeling heroes, we have to reserve our void for those critical moments. Crippling Fear, which is a silencing spell at night, can also be used for the same purpose. The important thing though, is to always be alert. When using Balanar, we should not just focus on the enemy we are "hunting." Sometimes, we overkill him/her by casting Void and Fear at the hero, and thus disregarding any other threat in the battlefield.

Balanar is a Team Hero

Let us get rid of the stereotypical Night Stalker that hunts enemies once night falls. No, he should be a team player and should be active during team pushes and clashes, where his disabling spells become most useful. Think of it this way, you only subdue one enemy when you hunt then kill using these spells. But when involved with your team, disabling two heroes at the same time may lead to two or more kills, and more survival for your team.

So next time you get hold of this ugly vampire, analyse your enemies first. Plan ahead. Who do I void? Who do I cripple? And the most important thing--WHEN? Which brings us to...

Timing

This is an important consideration when playing Balanar. As he has a meager mana pool, it is vital to conserve his spells, using them only when they're most needed. How does timing comes to play?

Well, you cast Fear to silence, right? Then never cast Fear after a nuker has just dished out his/her spells. It's useless! After the Fear wears off, the cooldown has ended too so it's nuking spree for him/her again. Bottomline: Cast Fear only when you feel your enemy is about to fight back using spells or make an escape using the same (Blink Dagger, for example).

Void, on the other hand, is used to slow enemies down. Sometimes, it's really fun to watch your Balanar chase hopeless heroes, then Voiding them to oblivion. But this is just plain childish. When you know the enemy has absolutely no means of escape, and his allies are far away, don't waste 145 mana for a finishing Void. Instead, conserve it, in case you get counter-ambushed after awhile.

Also, never, ever cast Void if you are not going for the kill. You pay lots of mana for the slow. If you are not really going to utilize it, then don't cast it. Let your other nuker teammates do the harassing.


2. Darkness


As I've mentioned above, Balanar is a Team Player. He should be one. Therefore, in my opinion, the team should make organized assaults once night falls. Instead of Balanar chasing poor Rylai once the clock hits 18:00, he should join his team and take towers down, or ambush enemies altogether. Yes, not chase loners down. It's good, yes, that you get the kills but believe me, you're doing your team more good if you lead them in battle. Augment your team's power with your Hunter in the Night and Spells. Be a team player.

Conversely, Darkness should be cast during those critical moments for your team. Say, it's still broad daylight and you need to take a base tower down. Cast Darkness then gather your teammates and break into their base. This skill may also be used as a pre-emptive spell--something that will ward enemies away from the center point (the river crossing). There's a psychological effect that whenever you turn Darkness on (what a pun!), the feeders or the "weaklings" among the enemy ranks tremble in fear. Make sure your team benefits from this "effect."

Lastly, browse the section above (Void and Fear) and think of other ways to incorporate Timing into Darkness, then Darkness with Balanar's other skills. Just please, please remember--Balanar may be a hunter, but if he hunts with the team, he'll be more heroic or hero-like. Whatever.

P.S. In lieu of this, I do not recommend Sange and Yasha for Balanar because you pay for the MS bonus here. If your Balanar is a team player, he does more hitting, and less chasing. Remember that in team battles, enemies are compelled NOT to run because if they run, they would just let their team down. So I suggest, get damage dealing and life stealing items to make Balanar the team player he really should be.


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