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Thread: Deadwood

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  1. #61

  2. #62
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    Just read through this guide, magnificent. The formatting (as well as pictures/diagrams) makes it easy to read, which is something a lot of guides lack. Solid advice and builds, exactly what I would have recommended.

    I hope they don't change Deadwood like they were planning to in the last test client. I love him so much.

    Officially retired from HoN!

  3. #63
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    Quote Originally Posted by ElementUser View Post
    0.54 turn rate is actually the "average" turn rate, so it's not bad at all.

    There are turn rates of (most commonly):

    0.36, 0.45, 0.54 and 0.9

    Or just multiply them all by 100 to give:

    360, 450, 540 and 900.

    Those numbers just mean how many degrees the unit can turn in 1 second.
    0.9*100=900?
    Nah just screwing with ya. :P

    Good guide, it's what you need to know about DW to figure out your own strategies. A good item I like on DW is Null Stone, but as always that's a situational item so I guess it's not worth mentioning.
    Stats are like women in bikinis, they are interesting to look at however they don't show you everything.

  4. #64
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    yeah nullstone is very situational on dw, but that item is a situational item in general thats not really core on anyone. not a bad pick up if your opponents have a lot of targetting skills.

  5. #65
    turtle shell, maliken sword, ludicrious speed can escape root.Magma/panda too and kraken.

  6. #66
    Quote Originally Posted by Victor` View Post
    turtle shell, maliken sword, ludicrious speed can escape root.Magma/panda too and kraken.

    I don't think they can after root buff(dr cannot anymore atleast)

  7. #67
    Quote Originally Posted by fenrixx View Post
    I don't think they can after root buff
    maliken canT...bubbles can..doctor canT...Magma can...panda CanT...tdl cant...nh can...valky/hag/magebane cant.





    tested it.

  8. #68
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    probably has something to do with a disjoint, EU would be able to help in mechanics if you wanted a legit answer.

  9. #69
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    nvm. Lol

    I'd sing you a song, but
    I'm just a little hoarse.

  10. #70
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    activatescheme="movement" determines whether a unit can activate certain skills while immobilized or not

    S2 Games: Dedicated employees serving dedicated gamers. Continuous development. Never-ending improvement.
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    Tech Support and Customer Support: https://www.heroesofnewerth.com/support/


    Look for my highlighted text (important information) and grey text (interesting but not required information).

  11. #71
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    Loved your guide mate! I was looking into playing Deadwood for ages but didn't have a clear idea of what to do - cheers!

  12. #72
    With deadwood's ult being physical damage, would spellshards still help to increase this damage? Is spellshards viable in a gank heavy build?

  13. #73
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    Quote Originally Posted by Redeamon View Post
    With deadwood's ult being physical damage, would spellshards still help to increase this damage? Is spellshards viable in a gank heavy build?
    You said it yourself: the ult is physical damage. Therefore ignoring some magic armour isn't going to do anything. Therefore I don't think spellshards is viable. But then I don't really play Deadwood.
    The Game. You just lost it.

  14. #74
    After playing deadwood extensively and reading this guide, I'd have to change just 3 things

    1. Steamboots (if you're mid) are the optimal item on deadwood. It doesn't really effect your midgame much, and in the lategame you're much stronger once you have your blink.

    2. Ring of the Teacher is normally superior to chalice after you've got your bottle, especially if noone else on your team has one.

    3. Level treewalking @ level 4. It's saved me MANY MANY times, and allowed for a lot of kills.

  15. #75
    With me having 30+ percent deadwood, I personally believe that starting out should be like this:

    Crushing claws-x1
    Minor Totem -x3
    Runes of the blight-x1
    Health pot -x2

    This is if you are facing a melee opponent so you can out last hit them really easily, and if they try to go in a harrassing war with you you'll be most of the time dominant.

    If you're facing against a major ranged harraser I would choose to lose a pot and claws and buy an iron shield.

    When leveling him I "ALWAYS" go like this :

    Tree
    Grasp
    Tree
    Grasp
    Grasp
    Ult
    Grasp
    Clearcut
    Tree
    Tree
    Ult
    Clearcut
    Clearcut
    Clearcut
    Stats
    ...

    Early-mid game I always rush bottle, getting it around the 2-4min mark. then I get my marchers later upgrading it to Striders (I used to go the Ghost marchers route but now I tend to go Striders because if the enemy is pushed up in the sidelanes too much and even if they have wards "Byebye". Then in the 12-20 min mark I get my portal key.
    Thats my core really, I do sometimes get a chalice but I don't really need the mana too much.
    Later on I always get Deamonic Breastplate as it stacks with clearcut giving you a MASSIVE attackspeed and also the - armor is excellent in teamfights.

    when I gank people like :chro: etc basically anyone with a escape mechanism I always tend too, even if I have a portal key is too grasp them then I pk and ultimate. I do this because if I PK in and ulti them then use my grasp immediately after, they will have time to use their abilities to escape. With the way I do it they'll be locked down and against such squishy heroes a grasp and ultimate is all you need to take them down. Ofcourse against other squishy heroes without an escape mechanism just Portal key on them ulti and grasp and wreck havoc.

    Early game if you're up against a squishy hero in mid such as :fors:
    you can't really do much against them for the first few levels as they will harrass you like hell. what I do is if theyre winning mid and got me defensive I wait until level 4-5 and then because they have asserted their dominance I will slowly go up to them (or use hill to my advantage) and get 1-2 autoattacks. then I throw my tree on them and grasp then just keep autoattacking them while animation cancelling to go closer to where they could run to safety. this is almost always a certain kill against squishy heroes like these.

  16. #76
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    I wouldn't upgrade to an iron shield, too expensive :3

    S2 Games: Dedicated employees serving dedicated gamers. Continuous development. Never-ending improvement.
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    Look for my highlighted text (important information) and grey text (interesting but not required information).

  17. #77
    Oh sorry silly me, I ment an iron buckler, not shield. totally forgot the name (>''> <''<)

  18. #78
    Fantastic guide, just read right through, I used to play a lot of DW, moved on to gauntlet now, I get a semi willowmaker every few seconds hehe. Going to watch your reps now! kudos on layout and descriptive writing, spot on!

  19. #79
    Can someone do the math as to which is better, ult then grasp OR grasp then ult? Personally, I think the former is better. For one, ulting is a guaranteed hit since it's a targeted spell, leaving you with a guaranteed grasp.

    Also, if you ult then grasp, you can beat ur opponent (if they aren't already dead) with your tree a couple times with reduced armor. If you grasp first, my understanding is the armor wears off by the time you finish yor ult.

    Last thing I want to understand is the mechanics of the strength reduction. For example, if an opponent is at max health with 1100hp and you ult, reducing to total health to 950hp (-150hp due to strength loss), how long does this last?
    Also, if the opponent was not at full health, but say 800/1100, would DWs ult reduce the current health by 150 to 650/950 or would the math be different because it's based on the current health? If the former applies, would you be able to kill someone who has less than 150hp left in this case with just the strength reduction?

  20. #80
    Quote Originally Posted by Mac` View Post
    Can someone do the math as to which is better, ult then grasp OR grasp then ult? Personally, I think the former is better. For one, ulting is a guaranteed hit since it's a targeted spell, leaving you with a guaranteed grasp.

    Also, if you ult then grasp, you can beat ur opponent (if they aren't already dead) with your tree a couple times with reduced armor. If you grasp first, my understanding is the armor wears off by the time you finish yor ult.
    It's always better [in terms of total damage output] to Grasp before you ult, namely because the ult benefits from the -armor. I don't see how you'd misunderstand the mechanics if you've read the guide. The -armor does not wear off until the effects of Grasp is over.

    Last thing I want to understand is the mechanics of the strength reduction. For example, if an opponent is at max health with 1100hp and you ult, reducing to total health to 950hp (-150hp due to strength loss), how long does this last?
    Also, if the opponent was not at full health, but say 800/1100, would DWs ult reduce the current health by 150 to 650/950 or would the math be different because it's based on the current health? If the former applies, would you be able to kill someone who has less than 150hp left in this case with just the strength reduction?
    I believe I explained it's mechanics throughly. Direct quote from the Skills-Willowmaker-section, "Lowers total strength by 20% for 5 seconds.". Please read carefully before you ask.

    It reduces your maximum health from strength. Your current health has no affection whatsoever.

    I also explained that every case is different because all heroes have a different match of base HP and str. The 1100HP example is just an ... example.

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