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Showing posts with label Dota2 New (Updates). Show all posts
Showing posts with label Dota2 New (Updates). Show all posts

DotA 2 Patch 6.84 Released with 8 New Items!

DoTA 2 AWESOME Updates! Valve has just released the 6.84 Patch and it has 8 new items! I expect there will be a lot of balance updates but to have 8 new items is really caught me off guard! A lot of heroes also get Aghanim’s Scepter including Wraith King which will let allied hero become Wraith if they are death within 1200 range and it looks really fun!

DotA 2 - The International 2013


Thanks to everyone who viewed, visited, or played The International this year. With all of your help, it was a huge success. Congratulations to this year’s Champions, Alliance, and the two runner-ups Na’Vi and Orange. It was a great field of 17 teams that made every game from the first to the last exciting to watch.
Over one million people viewed streams of The International with hundreds of thousands more watching it on TV in China and Sweden. We also had over 40 countries participate in PubStomps around the world that involved tens of thousands of spectators.
For those Compendium owners that helped push the prize pool into the stratosphere – $2.8 million – The Compendium fantasy rewards will be coming soon.
There are so many words of thanks we could say, but we thought the best way was to share some of the pictures of the event. Not just from Benaroya Hall but from around the world.

A packed house at Benaroya Hall prepares for the final match between Na’Vi and Alliance.

The All-Star match was also the all-win match.

Everyone found the Secret Shop

A Cineplex in Thailand hosted a pubstomp.

A Toronto theater was filled with excited fans.

The UConn PubStomp featured playing as well as watching.

ALLIANCE WINS ALLIANCE WINS International 2013

In their first meeting on the main stage of Benaroya Hall, Alliance dominated Na’Vi. That series let Alliance rest on top the Upper Bracket while Na’Vi had to prove themselves in a battle for the Lower Bracket crown to continue their journey.
The first game of the Finals started the same as the last, Na’Vi chose a bizarre draft that left them with a high risk move that simply failed. Alliance dominated them in under 30 minutes and it looked like Alliance would continue easily.
But then Na’Vi came roaring back. They put the pressure on and were quickly farming – farming in Alliance’s base. It took us 1-1.
The third game started with Na’Vi going strong, but then it just wasn’t clear if any team could string together any fights. Na’Vi would attack, Alliance counter, only to have Na’Vi counter again.
At one point, Na’Vi tried for Roshan, Alliance blocked by wiping Na’Vi. This put it in Alliance’s hands and they came charging back. The bear was a nightmare for Na’Vi in team fights and they simply could not establish control.
Finally Na’Vi started connecting fights and taking towers. Na’vi was in Alliance’s base making it look like a Tornado hit, taking down multiple rax. Alliance countered with a push that failed and resulted in GG.
Game four proved that each team was able to be dominate in the right conditions. From the six minute mark on, this was Alliance’s game. Na’Vi never gave up – but they never were in it.
This made it all down to game 5. The first game five ever for the International. One game would decide who became the Grand Champions.
Game 5? It’s too soon to put into words maybe. In a Tournament filled with great games, it was the greatest game we have ever seen. Not one single action by one team went uncountered by the other. It was a slug fest of team fights.
Na’Vi pushed on Alliance’s rax, so if you are Alliance what do you do? Take a tier three tower, maybe two of them, take some rax for yourself, push on the ancient.
That just means Na’Vi will come back and defend. Na’Vi pushed again but for every action, an equal reaction until we were left with an epic team fight on Na’Vi’s ancient battling for control while Alliance continued to sneak in attacks on the Ancient – UNTIL IT FELL.
Alliance wins. Alliance wins. We will post the video soon. Watch it. Sitting down.

Dota 2 Patch Notes (January 10, 2013) | Medusa Added!


This weeks patch adds an Radiant most awaited agility carry hero Medusa (also known as Gorgon in WC3 Dota and some random bug fixes/UI changes. Also, The Dota 2 guide section has been added on community. Looks like the update scene is back on track, hopefully we’ll be seeing Troll Warlord in game next week.

Dota 2 Patch Notes (1/10/2013):

GAMEPLAY
- Witch Doctor: Fixed Aghanim’s Death Ward attacking Familiars and other psuedo heroes.
- Doom: Scorched Earth now only applies damage from Doom himself, not all the units affected by his aura.
- Pudge: Fixed being able to get units stuck using Refresher.
- Keeper of the Light: Fixed Recall interaction with non-hero units.

UI
- Added a Haste button to the courier HUD element.
- Added Mid Only game mode for private lobbies (disables other lanes and allows the same hero to be selected).
- The Announcer Share dialog has been replaced with a Shared Content dialog.
- Added a badge to the top bar to count the available shared items.
- If shared content is available in a game, a message is now printed pregame.
- Added Balanced Shuffle button to non-tournament private lobbies.
- Added All Chat private lobby option for enabling voice chat among all players.
- Fixed “Equip” appearing in the right click menu for some chests.

AUDIO
- Fixed hearing the wrong announcer after equipping a new item in the loadout.
- Fixed bugs with muting cobroadcasters causing other sounds to be muted.

BOTS
- The bots are now less likely to push with more heroes than what they deem necessary (less 5-man Dota). Probably needs some tuning.
- Made bots slightly less self-concerned when considering defending an ally. Also made them more likely to jump in if they have a slow or stun.
- Bots that are capable of jungling during the laning phase may now do so.
- If purchasing an item from the secret shop would complete an item, desire for going there is now increased.
- When their next item is purchasable, their desire to farm is significantly reduced.
- Fixed bad tuning that was causing bots to almost never farm lanes.
- Improved bot responsiveness to pings on Roshan.
- Bots are now less likely to assume that humans will purchase wards.

DOTA 2 Medusa the Gorgon Guide, Strategy & Builds



Medusa Background Story
Coming Soon!

Name: Medusa the Gorgon (DotA), Medusa (Dota 2)

Affiliation: The Dire
Type: Agility
Medusa Skills:-

1. Split Shot


Medusa magically splits her shot into five arrows. These arrows deal a lower percent of her normal damage. The extra targets will not receive other attack effects
(such as critical strike) and Unique Attack Modifiers.
Radius: 600
Single arrow damage: 50%/60%/70%/80%




2. Mystic Snake

A mystic snake made of energy jumps from target to target dealing damage and stealing some mana. After it reaches its last target, it jumps back to Medusa to replenish her with mana. The snake deals more damage and steals more mana per jump. Range: 800
Jump radius: 475
Base damage: 80/120/160/200


Base mana stolen: 20/30/40/50
Number of jumps: 3/4/5/6
Damage/mana increase per jump: 25%


3. Mana Shield


Creates a shield that absorbs 50% of the incoming damage by using Medusa's mana. Damage absorbed per point of mana: 0.75/1.25/1.75/2.25





4. Stone Gaze
Any enemy units staring at the Gorgon will slowly turn to stone, removing status buffs and slowing all speed properties. Deals damage to summoned units and illusions. Radius: 800
Duration: 5
Attack speed slow: 100%



Movement speed slow: Stops movement
Damage to illusions and summoned units: 500/1000/1500


Medusa Skill/Abilities Build:

Level 1-5: Mystic Snake (Level 3) and Mana Shield (Level 2)
Level 6: Ultimate – Stone Gaze
Level 6-12: Max Mystic Snake, Max Mana Shield, Stone Gaze (Level 2), take Level 2 Stat attributes.
Level 13-15: Take Split Shot (Level 3)
Level 16-25: Max Split Shot, Stats and take Stone Gaze (Level 3)

Medusa Item Build

Recommended Items:
  • Power Treads / Magic Stick / Perseverance / Ring of Basilius / Wraith Band
  • Shadowblade (Lothar’s Edge)
  • Linkin Sphere
  • Manta Style
  • Butterfly
  • Monkey King Bar
  • Buriza De Kanyon
  • Maelstorm / Mjollnr

Medusa Strategy Guide:

Early Game
Buy your items and head out to a lane. It doesn’t matter which lane that much, but be careful not to lane against heroes that can seriously disrupt early game farming. If you don’t have mana shield early game(before 6), stay back and harass passively with Mystic Snake or when enemies come forward to last hit. But with mana shield you are very tough, wear your enemies down before they wear your mana off!

Mid Game
Farm, farm, farm. Every minute is better spent farming. Cower to a tower and farm. Keep the lane to your side. Don’t ask me how to do it or don’t use a farmer! Don’t use Mystic Snake or Splitshot unless you’re intentionally pushing or going elsewhere. Do not actively go to team fights, the faster you have Manta Style the better. Once you have Manta Style however, start going to team fights while pushing when there’s none. Balance well between both. Normally your DPS is still not enough for a guaranteed victory, farm by pushing, an occasional kill in team fights and last hitting towers. Here’s where you show off your awesome team play sense!

Team Fights
Medusa deals damage much like Necrolyte and Proudmore. Necrolyte relies on Death Pulse/5 sec while Kunkka – Tidebringer/4sec. You have a 0 cooldown 0 mana Splitshot that increases your physical damage to 300% but divides it between 4 targets. For this reason I suggest turning on Splitshot at all times, you are not a good burst damage dealer nor should you try to be. Put frankly, killing/ganking is not your task. Your task is to wear them all off before they kill you one by one.

Golden rules for team fights:
  1. Positioning: always move in after your team fight initiators
  2. DPS: Splitshot on+2 illusions
  3. Survivability: Mana shield on!
  4. Surprise: A charged Magic wand saves the day


More Dota 2 Medusa updates!
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Dota 2 Timbersaw Guide, Strategy & Builds


DotA 2 Timbersaw Background Story:-
Rizzrack could still hear the screams in his mind. He worked, frantically turning wrenches, twisting screws, building and carving and forging. Sleep eluded him; he only built. Months had passed since he had shut himself in his uncle's workshop, and his deliverance was nearly complete. He rubbed his back as his eyes drifted shut, and saw a blanket of flowers floating on the placid waves of Augury Bay before exploding into a cloud of pollen that silenced lives as it seized the lungs. He woke with a choking start. For hours the rhythmic sound of a whetstone filled the shop as he sharpened a set of massive blades, his mind filled with images of strangling vines garroting neighbors, enwrapping homes. The flooding of Augury Bay had been nothing compared to the violent horrors the waters left to take root beyond the city walls. But the saw-suit would make him strong and safe he thought, allowing himself this sliver of hope before the full might of his fear crashed into his fading mind. Branches and bark and blood. When the city fell, Rizzrack fled trees that walked, and fought, and killed. Trees had shattered the gates and swarmed into the city. Trees had crushed and thrashed and stomped the last that Augury Bay could muster in defense, and stalked the few fleeing refugees. In addled silence Rizzrack unspooled the thick chain from the suit's arm, his hands quaking as he inspected each link and ran a trembling finger along the claw attached at its end. The saw-suit was ready.

Affiliation: The Dire
Type: Strength

DotA 2  Timbersaw Skills:-

Whirling Death (Hotkey: D)
Timbersaw whirls extremely sharp edges, damaging enemies and destroying trees around him in an area. If an enemy hero is affected, it loses some of its primary attribute for a short duration. Whirling Death will deal Pure damage if a tree is cut down in the process.


Damage: 100/150/200/250
Ability: No Target
Affects: Enemies
Damage Type: Magical
Primary Stat Reduction: 15%
Area of Effect: 300
Cooldown: 8
Mana cost per level: 70/80/90/100


Timberchain (Hotkey: T) Timbersaw fires a chain that embeds itself in the first tree it hits, pulling him towards it. Any enemy in the path takes damage.




Range: 800/1000/1200/1400
Damage: 100/140/180/220
Damage radius: 225
Cooldown: 4
Damage Type: Pure
Affects: Trees
Mana Cost Per Level: 60/70/80/90


Reactive Armor (Passive)
Each time Timbersaw is attacked, he gains increased health regen and armor. Each stack lasts for 16 seconds.



Stack Limit: 4/8/12/16
Stack Bonus Armor: 1
Target: Self
Ability: Passive
Stack Bonus Health Regeneration: 1 HP/sec


Chakram (Hotkey: C)
Fires your main saw blade at the target location, and once there the blade will spin, dealing damage in an area around it and slowing enemies. For each 5% of health missing, enemies caught in the saw blade move more slowly. The blade deals damage and cuts down trees in its path when fired and retracted. You lose the ability to attack and your mana gets drained while the blade is out.

Passthrough Damage: 100/140/180
Damage per Second: 50/75/100
Affects: Enemies
Cooldown 8
Mana Cost Per Level: 125/150/175
Range: 1200
Mana cost per Second: 20/25/30
Damage Type: Pure
Return Chakram sub-ability brings you back the Chakram.

Return Chakram
Returns the Chakram to Timbersaw.






Timbersaw Spell Build:

Level 1-5: Timberchain (Level 3) & Reactive Armor (Level 2)
Level 6: Ultimate – Chakram
Level 6-14: Max Whirling Death, Max Timberchain, Max Reactive Armor and take Level 2 Ultimate.
Level 15-25: Attribute Bonuses and take Level 3 Ultimate.

Timbersaw Item Build

Recommended Items:
  • Bloodstone
  • Shivas Guard
  • Pipe of Insight
  • Vanguard
  • Arcane Boots
  • Scythe of Vyse
  • Heart of Tarassque

Timbersaw Strategy Guide:

Early Game:
Ideally you’ll lane short so you have access to lots of trees and room to chase. you’ll also preferably solo, for a few reasons:
• Timbersaw’s mobility and low-cd spells make him a competent killer from the beginning, and even more so with the extra levels
• His spells themselves don’t do all that much damage individually, and their effectiveness at exploding people peaks early
• He can easily survive vs. a dual lane
• He doesn’t need that much farm, so it’s not a problem if his last-hitting is limited (and he can quickly catch up on farm with ult + whirling death spam)
Soloing a side lane: 
Do your last-hitting thing for a few levels. if you’re against another solo, try driving him off, especially if he’s melee. if you’re against a dual, you’ll probably have to play more defensively, but unless they’re going to kill you the moment you poke your head in, you can spam chain to last hit + harass like you would with e.g. powershot or something. soften up your opponents and go for a kill or double kill at 6, if you can.
In a dual lane:
You should play very aggressively vs. a solo. how you handle an opposing dual lane obviously depends on who your lane-mate is, and who you’re facing. one thing to keep in mind is, if you’re going for a killing timber chain and sense that either your target or his partner is about to stun you, wait and take the stun before chaining, so it’s not interrupted. note: when pulling, you can afford to use timber chain to finish off the more valuable of the non-golem creeps if you’re bad at last-hitting or if your lane opponents come to take them.

Mid-game:
Kill noobs. from fog, place chakram right behind an enemy hero, just touching them, then immediately chain in over them in their path of retreat. you can cast whirling death mid-chain, as soon as you’re near enough your opponent and at least one tree (if they’re by one). be sure to retract your chakram just before they’re out of its aoe, when they start to run away, so you get them with the retract damage (you can also put them between yourself and the blade to hit them with it on its return). then right click them once or twice and repeat some variation of your combo until they’re dead. obviously this is all much easier with ally help.
When playing Timbersaw, the only terrain you should see is trees. you should be looking ahead for trees whenever you’re chasing, escaping, or even just traveling. when chasing, don’t chain too far ahead of your opponent or you risk giving him a chance to change direction.
During an escape, chain over cliffs to get away, or buy time by chaining into areas that are inaccessible without destroying trees, like the area behind the ancients from the right side of the river. from there you can clear a path with your other two spells and run away, or chain over to a tree on the other side of the river, or just teleport out.
Other notable trees include those around the base cliffs, the jungle cliffs, the gap between the sentinel ancients and secret shop path, and the gap between the scourge mid and secret shop, as well as the lone tiny tree in the water by Roshan. remember to target a specific tree rather than a direction, so your hero will approach it first if you’re not near enough.
Timbersaw is absurdly good at clearing waves of creeps (gather them around you, cover with chakram, cast whirling death, collect chakram), and at tanking towers and roshan. Also be sure to use chakram for vision, such as of roshan or of the enemy barracks during a push.

Late Game:
You’re not doing as much damage anymore, comparatively. your main role now is slowing down enemies for your allies, using chakram and whatever items you may have farmed (and keeping on them with timber chain to do it). the 15% base attribute reduction part of whirling death is by this point very effective at weakening carries.

Dota 2 Patch Notes (13 December, 2012) – Timbersaw Added!


This update brings one of the most awaited strength hero, Timbersaw (Goblin Shredder in Dota). Timbersaw is a lumberjack of Dota with wood cutting abilities which deal great damage to enemy heroes. This week’s update also fixes some other miscellaneous bug fixes with other heroes.

Dota 2 Patch Notes:-

New:
Added Timbersaw! (Goblin Shredder)
GAMEPLAY
- Ancient Apparition: Fixed status effect ignoring magic immune units (HP Freeze and Shatter).
- Silencer: Fixed Last Word not being triggered by Invoke.
- Slark: Fixed Pounce leashing illusions.
- Undying: Fixed Decay providing too much healing to Undying.
- Fixed Shadow Blade interaction with Cleave and Critical Strike.
- Fixed Cycloning yourself causing you to take damage from Orchid.

Totaly Free Dota2 Steam Invite



We have DOTA2 invites available, drop in a comment telling us why you should be given the invite along with your email id, we will send you a gift invite.

VALVE is sending Dota2 invites GIFTS to users who already have beta keys so that they can invite their friends to the amazing world of Dota2. Whats more fun that playing with your buddies. If anyone of you don't have access to Dota2 better ask your friends again who play Dota2 or you could comment below and get invited.

Dota 2 Patch Notes (6 December 2012) – New Winter Map


It fixes some AI exploits, spells bugs and a common ‘You must be in a lobby to reconnect’ bug that prevented players from reconnecting. This update also adds Pseudo random chances to Bash, Critical and other chance based objects in game.

A new Dota 2 Winter Themed map has been added which could  possibly be a special event like DireTide. The next coming hero is confirmed to be Medusa and some new items are coming as well.


Dota 2 Patch Notes:-

GAMEPLAY
- Fixed some bugs with Pounce movement restriction.
- Fixed being able to cast and attack while using Skewer.
- Fixed Empower buff remaining after casting Black King Bar.
- Fixed Neutral creep chase time being too long.
- Added Pseudo Random chances for the following items: Daedalus, Crystalys, Abyssal Blade, Basher, Heaven’s Halbred, Maelstrom, Mjollnir, Static Charge, Monkey King Bar, Poor Man’s Shield, Sange, Sange and Yasha, Stout Shield, Vanguard.
- Fixed various ancient AI exploits.
AUDIO
- Some voice gain fixes to improve quality.
- Updates on sound effects for Visage, Viper, Warlock, Tiny and Earthshaker.
MISC
- Fixed an issue where players would not be able to reconnect to a server and would get “You must be in a lobby to connect.”
- Undying’s Tombstone now caps at 64 maximum zombies.

DOTA 2 Slark Guide, Strategy & Builds


DotA 2 Slark Background Story:-
Little known to the inhabitants of the dry world, Dark Reef is a sunken prison where the worst of the sea-bred are sent for crimes against their fellows. It is a razor barbed warren full of murderous slithereen, treacherous Deep Ones, sociopathic meranths. In this dim labyrinth, patrolled by eels and guarded by enormous anemones, only the vicious survive. Pitched into Dark Reef for crimes unknown, Slark spent half a lifetime without kin or kindness, trusting no one, surviving through a combination of stealth and ruthlessness, keeping his thoughts and his plans to himself. When the infamous Dark Reef Dozen plotted their ill-fated breakout, they kept their plans a perfect secret, murdering anyone who could have put the pieces together–but somehow Slark discovered their scheme and made a place for himself in it. Ten of the Dozen died in the escape attempt, and two were captured, hauled back to Dark Reef, then executed for the entertainment of their fellow inmates. But Slark, the unsung thirteenth, used the commotion as cover and slipped away, never to be caught. Now a furtive resident of the carnivorous mangrove scrub that grips the southern reach of Shadeshore, Slark remains the only successful escapee from Dark Reef.

Name: Slark the Murloc Nightcrawler (DotA), Slark (Dota 2)
Affiliation: The Dire
Type: Agility

DotA 2  Slark Skills:-


Dark Pact
After a short delay, Slark sacrifices some of his life blood, purging negative debuffs and dealing damage to enemy units around him and to himself. Slark only takes 50%% of the damage.



Mana cost per level: 55 / 50 / 45 / 40
Cooldown per level: 9.0 / 8.0 / 7.0 / 6.0
Ability: No Target
Damage: MAGICAL
Delay: 1.5
Radius: 325
Damage: 75 / 150 / 225 / 300




Pounce
Slark leaps forward, grabbing the first he connects with. That unit takes damage and is leashed to Slark, and can only move a limited distance away from Slark’s landing position.



Mana Cost Per Level: 75 / 75 / 75 / 75
Cooldown Per Level: 20.0 / 16.0 / 12.0 / 8.0
Ability: No Target
Damage: Magical
Distance: 700
Pounce Damage: 70 / 140 / 210 / 280
Leash Duration: 3.5
Leash Radius: 325




Essence Shift
Slark steals the life essence of enemies with his attacks, draining all their attributes and converting them to bonus Agility.




Cooldown Per Level: 0.4 / 0.35 / 0.3 / 0.25
Agility Gained: 3
Other atrribute loss: 1
Duration: 15 / 30 / 60 / 120




Shadow Dance (Ultimate)
Slark hides himself in a cloud of shadows, becoming invisible, gaining bonus movement speed and regeneration while not seen by enemies. Attacking, casting spells, and using items do not end Shadow Dance.



Mana Cost Per Level: 120 / 120 / 120
Cooldown: 25.0
Ability: No Target
Duration Per Level: 5.5 / 5.5 / 5.5
Bonus Movement Speed: 30% / 35% / 40%
HP Regen Per Level: 3% / 5% / 7%


Slark Spell/Abilities Build:

Level 1-5: Pounce (Level 3) & Essence Shift (Level 2)
Level 6: Ultimate – Shadow Dance
Level 6-13: Max Pounce, Max Essence Shift, Max Dark Pact and take Level 2 Ultimate.
Level 13-25: Attribute Bonuses and take Level 3 Ultimate.

Slark Item Build:

Starting of Game:
- Quelling Blade (Helps you farming creeps)
- 2x Tangoes (Helps you in lane)
- 3 Ironwood Branch (for stats)
Early Game:
- Power Treads (convert it to Strength)
- Magic Wand (If enemy team has spell casters, get it ASAP)
- Ring of Basilius (For some mana regeneration)
- Some Ironwood Branches (Branches FTW)
Mid Game:
- Mask of Madness (attack speed for more agility steal)
- Yasha (522 Movespeed 24/7)
- Cranium Basher (to chase those bastards)
- Dust of Apperance (Don’t let Windwalkers get away)
Late Game:
- Abyssal blade (for disable)
- Black King Bar (to become fearless against Blademail carriers)
- Monkey King Bar (damage is always good, gives mini bash and counters evasion)
- Heart of Tarassque
- Butterfly (For evasion and attack speed, don’t make it when enemy team has MKB)
- And other 100000000 other damage items. Just kiddin, you can make Buriza too!

Dota 2 Patch Update (14 November, 2012) | Add Slark

This time Valve has came up with the Slark which is already added in the 14th November patch. There were some items, gameplay, UI and Visual changes occur and we hope you are gonna like it. So check the complete details of this patch below.
Dota 2 Patch Update:-

- Added Slark!
- Added a chatwheel for quick communication with teammates!
- Added support for using keyboard templates!

Item Changes:
- Tournament Drops are now enabled for all leagues.

Gameplay Changes:
- Zombies no longer spawn other zombies from a stolen Tombstone.

User Interface Changes:
- Added a form for soliciting new chatwheel options.
- Added world heatmap for seeing where current players are located.
- Abilities and items bound to alt-combinations now display as such.

Visual Changes:
- Fixed Nightstalker losing his wings at night.

Editing Changes:
Just did a small update to fix an asset file bug. No update note changes for it.
So guys enjoy playing DOTA 2 and don’t forget to comeback here and check the latest updates of your favorite game online here.

Dota 2 Patch Update (25 October, 2012) | Add Centaur Warchief


This week’s update brings some big changes to Dota 2. Centaur Warchief is now added in DotA 6.76b parity changes are now implemented which includes item remakes and various balancing tweaks.
DOTA 2 Patch Notes (25/10/2012): 
- Added Centaur
- Implemented 6.76b gameplay changes

UI
- Fixed XP going the other way if you’re leveled up with a command.
- Fixed scoreboard not updating properly after a hero swap
- Added party invite ignore options to the party invite dialog and settings screen
- Visual updates to spell button states


VISUALS & AUDIO
- Fixed several “missing lane” line bugs for Puck, Mirana, Meepo, Lina, Keeper, Shadow Demon, and Windrunner.
- Fixed spell button sounds triggering on mouse clicks only and not hotkey press
- Fixed certain effects on workshop items that were incorrect or missing

GAMEPLAY
Alchemist
- Unstable Concoction now explodes around you if you are killed while charging it up
- Goblin’s Greed cap increased from 26 to 30


Ancient Apparition
- Chilling Touch attack count increased from 2/3/4/5 to 3/4/5/6


Bane Elemental
- Enfeeble cooldown decreased from 12 to 10
- Bane can now wake himself up from Nightmare with a subability


Batrider
- Strength gain decreased from 2.7 to 2.4


Centaur
- Strength growth increased from 2.6 to 3.8
- Replaced Great Fortitude with a new skill (Stampede)
Grants you and all allied player units on the map max movement speed and zero unit collision for a short duration. Any enemy units you or your allies come into collision with take some damage and get stunned. Enemies can only be affected by stampede impact once.

Duration: 3/4/5
Damage: 100/150/200 + 2x your str
Stun: 1.25 seconds
Stampede Collision AoE: 120

Cooldown: 65
Mancost: 50

Note: Does not affect magic immune enemies

Chen
- Hand of God cooldown increased from 120 to 140/130/120
- Penitence damage amplify increased from 7/14/21/28% to 8/16/24/32% (matches the slow values now)


Clockwerk
- Hookshot now pulls Clockwerk to allies instead of getting blocked by them
- Hookshot Aghanim’s upgraded cooldown decreased from 15 to 12


Crystal Maiden
- Brilliance Aura has twice the effect on Crystal Maiden


Dark Seer
- Vacuum cooldown increased from 19 to 22


Doom Bringer
- Doom duration increased from 13 to 15 (and scepter from 14 to 16)


Drow Ranger
- Trueshot Aura mechanics reworked
Global Aura. Gives you and all allied ranged units a portion of your agility as bonus damage.

Bonus Damage: 14/18/22/26% of your agility as damage
Note: Can be toggled on and off to affect creeps or not

- Changed how Marksmanship bonus agility is granted
Passively provides bonus agility. If there are no nearby enemy heroes, your focus improves and the bonus agility is doubled.

Bonus Agility: 20/30/40 Agility
AOE: 375 (for double bonus)

Gyrocopter
- Homing Missile distance required for max damage reduced from 2000 to 1500
- Homing Missile stun duration rescaled from 2.5 to 2.2/2.4/2.6/2.8
- Rocket Barrage damage increased from 11/14/17/20 to 11/15/19/23


Jakiro
- Ice Path creation delay increased from 0.4 to 0.5
- Ice Path manacost increased from 75 to 90


Krobelus
- Exorcism base ghost count increased from 4/10/18 to 4/12/21


Kunkka
- Tidebringer level 4 AoE increased from 500 to 600


Lina
- Laguna Blade cooldown rescaled from 90/70/50 to 70/60/50


Lion
- Mana Drain break threshold range increased from 850 to 1100
- Finger of Death cooldown rescaled from 170/105/40 to 160/100/40
- Finger of Death cast range increased from 700 to 900


Luna
- Lunar Blessing bonus damage increased from 14/20/26/32 to 14/22/30/38


Magnataur
- Shockwave distance increased from 700 to 1000
- Shockwave cooldown decreased from 11/10/9/8 to 10/9/8/7
- Shockwave cast range increased to match its travel distance (visual thing only)
- Skewer AoE increased from 95 to 125
- Skewer range increased from 800 to 1200
- Skewer now only considers heroes a valid target for dragging in consideration with its unit cap


Meepo
- Poof cooldown decreased from 14/12/10/8 to 12/10/8/6
- Divided We Stand Aghanims upgrade now gives clones 100% stat sharing


Mirana
- Elune’s Arrow cooldown decreased from 20 to 17
- Moonlight Shadow manacost decreased from 175 to 75


Morphling
- Cast animation time improved from 0.45 to 0.4


Naga Siren
- Rip Tide cooldown rescaled from 10 to 19/16/13/10


Necrolyte
- Heartstopper Aura damage increased from 0.6/0.8/1/1.2% to 0.6/0.9/1.2/1.5%


Nyx Assassin
- Vendetta damage increased from 225/375/525 to 250/400/550


Weaver
- Base Damage increased by 4


Outworld Destroyer
- Movement speed increased from 300 to 310


Ogre Magi
- Multicast now increases cast range of Ignite by 150 per level, this is in addition to the existing AoE increase


Omniknight
- Purification cooldown decreased from 12 to 10
- Movement speed increased from 300 to 305


Phantom Lancer
- Collision size decreased from 24 to 8


Puck
- Base Damage increased by 5


Pugna
- Life Drain break threshold range increased from 900 to 1100
- Nether Ward AoE increased from 700/1000/1300/1600 to 1600


Razor
- Eye of the Storm strike interval decreased from 0.85/0.75/0.6 to 0.75/0.65/0.55 (Scepter 0.65/0.55/0.45)


Rubick
- Fade Bolt damage decreased from 75/150/225/300 to 70/140/210/280


Silencer
- Global Silence cooldown decreased from 160 to 140
- Global Silence duration increased from 3/4.5/6 to 4/5/6
- Base Intelligence increased by 6
- Base Damage reduced by 6
- Curse of the Silent duration rescaled from 5/6/7/8 to 6
- Curse of the Silent hp drain rescaled from 20/30/40/50 to 20/35/50/65
- Curse of the Silent mana drain rescaled from 10/15/20/25 to 8/16/24/32
- Int Steal moved from Last Word back to Glaives of Wisdom
- Glaives of Wisdom now steals Intelligence from outside of the AOE if Silencer gets the kill
- Int Steal aoe increased from 850 to the standard 900 aoe range
- Last Word replaced with new active skill
Targets an enemy unit placing a debuff on it. While the debuff is active, casting any spell causes the target to become silenced and take damage. If the duration of the debuff runs out without the target casting a spell, it will still take damage and be silenced but also be disarmed.

Debuff Duration: 5
Damage: 150/200/250/300
Silence/Disarm Duration: 3/4/5/6

Cast Range: 900
Cooldown: 36/28/20/12
Manacost: 100

Note: You have basic vision over the last word target while the initial buff is on them


Sniper
- Assassinate cast range increased from 1500/2000/2500 to 2000/2500/3000
- Headshot procs cannot be evaded (the entire attack gets through)
- Headshot chance from 25/30/35/40 to 40
- Headshot damage from 30/45/60/75 to 15/40/65/90
- Headshot ministun from 0.01/0.1/0.2/0.2 to 0.25
- Shrapnel provides vision in the targeted area
- Shrapnel cast range increased from 1200 to 1800


Templar Assassin
- Psionic Trap now requires a buildup time to reach it’s maximum slow. Starts at 30% and increases by 5% each second until it reaches 50%


Tidehunter
- Ravage damage decreased from 250/350/450 to 200/325/450


Treant Protector
- Strength growth increased from 2.8 to 3.3
- Living Armor HP regen increased from 4/6/8/10 to 4/7/10/13


Venomancer
- Venomous Gale manacost rescaled from 90/105/120/135 to 125
- Venomous Gale initial damage rescaled from 50/70/70/100 to 25/50/75/100
- Venomous Gale damage per tick increased from 10/20/40/50 to 15/30/45/60
- Poison Sting duration rescaled from 7 to 6/7/8/9


Warlock
- Infernal attack damage increased from 50/75/100 to 75/100/125


Witch Doctor
- Death Ward Aghanim’s upgrade changed from 3 target split attack to 5 target bounce
- Death Ward multi attack bounce AoE increased from 550 to 650
- Death Ward cooldown decreased from 90 to 80


Zeus
- Thundergod’s Wrath damage increased from 210/335/460 to 225/350/475
- Thundergod’s Wrath Aghanim’s damage increased from 400/500/600 to 440/540/640


Boots of Speed
- Price decreased from 500 to 450
- Move speed bonus from 55 to 50

Arcane Boots
- Move speed bonus decreased form 65 to 60

Phase Boots
- Move speed bonus decreased from 60 to 55

Power Treads
- Move speed bonus decreased from 60 to 55

Tranquil Boots
- Move speed bonus decreased from 80 to 75


Armlet of Mordiggian
- Armlet cooldown increased from 1 to 2 seconds


Force Staff
- Recipe reworked

Old Force Staff:
============
Requires:
Staff of Wizardry (1000)
Quarterstaff (900)
Recipe (500)
Total: 2400

Grants:
+10 Intelligence
+10 Damage
+10 Attack Speed
Force (600 units forward, 25 mana, 20 cd, 800 cast range)


New Force Staff:
=============
Requires:
Staff of Wizardry (1000)
Ring of Regeneration (350)
Recipe (1000)
Total: 2350

Grants:
+10 Intelligence
+3 Regeneration
Force (600 units forward, 25 mana, 20 cd, 800 cast range)


Null Talisman
- Recipe cost decreased from 155 to 145


Rod of Atos
- Cast range increased from 800 to 1200
- Slow increased from 50 to 60%


Shadow Amulet
- Fade time decreased from 2.75 to 2.6


Updated vision values on these abilities: Unstable Concoction, Phantasm, Waveform, Storm Bolt, Mirror Image, Spirit Lance, Requiem of Souls, Spectral Dagger, Venomous Gale, Earthbind, Dream Coil, Shackleshot, Wall of Replica, Flamebreak, Deafening Blast, Ghost Ship
You have to restart your Steam Client and Dota 2 Client to receive this patch via auto-update. Dota 2 currently does not support offline (downloadable) updates for the game. If you have any issues related to patch please post in Dota 2 developer forums.

DotA 2 Holloween Theme Map | DotA 2 Thorne


Valve has decided to change DotA 2 map for this Halloween fever. This week’s update from DotA 2 will bring a new theme with respect to the occasion which is coming in the end of this month. The trees, lanes, shops and creeps will be altered according to the Halloween theme. So have fun checking out this map.
Confirmed  Halloween date is  Wednesday, 31 October 2012. This theme will be added to DotA 2 before a week  from the Halloween. We hope that you guys will enjoy playing this map. So have fun and don’t forget to comeback here and check the latest updates of your favorite game.

DOTA 2 Spoon, the Goblin Techies Guide, Strategy & Builds

Goblin Techies Background Story
Coming Soon!



Affiliation: The Radiant
Type: Intelligence
Goblin Techies Mage Skills:-

1.
Land Mines


Plants an invisible mine that explodes when an enemy is near. The explosion deals less damage if the target is farther away. There is a max of 20 mines placed at a time. Range: 100
Radius: 200 Full damage radius/ 500 Half damage radius
Duration: Until destroyed



Full Damage: 300/400/500/600
Half Damage: 150/200/250/300



2.
Stasis Trap




Sacrifice yourself for the greater good. Deals massive area of effect damage.  
Range: 100
Radius: 200 Full Damage radius/ 500 Half Damage radius
Full Damage: 650/850/1150/1550
Half Damage: 350/400/450/500



3. Suicide Squad, Attack!

Sacrifice yourself for the greater good. Deals massive area of effect damage.  
Range: 100
Radius: 200 Full Damage radius/ 500 Half Damage radius
Full Damage: 650/850/1150/1550
Half Damage: 350/400/450/500




4. Remote Mines


Plants an invisible mine that will only activate when triggered.  
Range: 500 (700*)
Radius: 400/410/425 (410/425/425*)
Duration: 480 seconds
Damage: 300/450/600 (450/600/750*)





5. Focused Detonate




Detonates all remote mines in 700 radius around target area. Range: Global
Radius: 700
Duration: Remote Mines
Effects: Detonates all remote mines in the target area.






More Dota 2 Goblin Techies updates!
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DOTA 2 Dragonus, the Skywrath Mage Guide, Strategy & Builds

Skywrath Mage Background Story
Coming Soon!



Affiliation: The Radiant
Type: Agility
Skywrath Mage Skills:-

1. Arcane Bolt
The Sky Mage fires off a bolt of Arcane energy to harm his adversaries. Deals an additional 1.6× the Sky Mage's intelligence and grants 325 vision around the projectile.
Base damage: 60/80/100/120
Range: 800




2.
Concussive Shot



With Dragon-like intuition, the Skywrath Mage releases a compact ball of magical lightning at the closest visible hero within a 1600 radius. Upon impact the ball bursts slowing enemies by 40% for 4 seconds and dealing damage around the target. Range: 1600
Damage: 50/100/150/200
Slow: 40%


Slow radius: 200
Slow duration: 4


3. Ancient Seal
Dragonus draws a mystical rune on the enemy that amplifies all magical damage against them and snuffs out their ability to cast spells for a few seconds.  
Duration: 3/4/5/6
Magical damage amplification: 18/24/30/36%





4. Mystic Flare


Dragonus uses his ultimate magical ability to conjure a precise and violent mystical field that lays waste to his adversaries. Deals massive damage distributed evenly among any heroes in the area over 2 seconds. Total damage: 600/900/1200
Duration: 2
Radius: 170
Range: 1200






More Dota 2 Skywrath Mage updates!
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