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Agility Heroes Like Clinkz are Inferior

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Forum » General Discussion » Agility Heroes Like Clinkz are Inferior 78 posts - page 5 of 8
Permalink | Quote | PM | +Rep by Nubtrain » January 11, 2013 4:21pm | Report
I was just wondering, when did you start playing dota Kyfoid?

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Permalink | Quote | PM | +Rep by SuperNova » January 11, 2013 11:38pm | Report
Kyfoid, i think i have played against you...

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Permalink | Quote | PM | +Rep by Capacious Maxis » January 12, 2013 11:13am | Report
Kyfold, let me just ask a few things;

1)How long have you been playing Dota 2/DoTA?

2)Have you had experiences with other MOBAs/LRTS?

You continously dub agility heroes "inferior," yet on stating your build and playstyle, which is very unorthodox with Clinkz.
Thing is, Agility-based carries are generally more effective and "harder" due to their main stat growth giving them more attack speed compared to Strength and Intelligence carries.

Let's take for example, Drow Ranger. At max level, she has 106.5 agility (with all levels of ultimate), equating to about 4.3 agility growth per level. When the passive bonus that allows her to gain double this, she has 146.5 agility, equating to about 5.9 (!) agility growth per level. This means she attacks faster and has more DPS than an equally fed Dragon Knight.

From the evidence you have stated before, you build Clinkz with Mask of Madness, Drum of Endurance, and Blade Mail.

Mask of Madness. Why? You may reason it gives you more attack speed while Blade Mail deters him from attacking you with the mask active, but Strafe gives 130 attack speed, 30 more than Mask of Madness, all without the risk.

Drum of Endurance is less than useful for Clinkz, as at maximum level of Skeleton Walk, along with a pair of boots, you will be moving at maximum speed.

The problem I see with your build is;
1:You have no damage items, making him useless on the late-game scenario
2: You've made a already squishy hero a snowflake

3)The more attack speed you have, the more damage you can do per second to targets.
How is agility 'inferior' in this case?

TL;DR (Since you seem to write walls of text, expecting everyone to read but don't read anyone else's)
Read the question numbers.

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Permalink | Quote | PM | +Rep by Kyfoid » January 13, 2013 6:35am | Report
I'll explain this one more time for you.

When I say agility heros like clinkz, I'm basically saying the agility heros that have the least amount of life. As said before, it should be common knowledge by now that strength is the counter to intellegence, intellegence the counter to agility, and agility the counter strength. This is not saying that a strength hero counters an intellegence hero perse, it's just the attributes that one ought to lean towards depending on the hero fought AND the item direction they take.

This is a game with a lot of crazy heros and abilities, in order to make the game most exciting, it tends to revolve around the special abilities accomplished with mana more then the other attributes.

So with most characters having atleast their strong damage dealing/stunning spell which they wield as their weapon of investment from the start, combined with the fact that agility, as said before, does not help one handle hardly any of these spells as armor does not reduce any% of magic damage recieved, nor does a shield composed of agility items help to block any magic damage recieved, it really puts a low life agility hero like clinkz at a straight disadvantage.

Sadly, people still cling to the idea that he needs to follow a glass cannon approach to be effective but I say that do to the unclarity of his role, people are missing out on games that can be more enjoyable with him, not saying that this makes it balanced.

Because, again, this is a game of magic and spells, and the public loves using their single power spells regardless of being agility, strength or intellegence hero, clinkz is far more effective starting in the strength/survivablity direction as skeleton walk alone will not keep you alive. Your not a value to your team if you can't stay alive and rushing to orchid means that your entire team will have to adapt to your weakness until you get it.

Starting items

-Wand, 2x strength gloves, tangos

-Get 2nd strength gloves asap from shop for a total of 3.

-Start making Jango and Urn, or get Boots asap, Power treads preferably for the intellegence or strength attribut depending, as agility is less valuable. The components to make medallion of courage are also useful and all 3 of these items, jango, medallion, and urn allow you to act as a gank coordinator starting on a target with urn, using medallion after, and then finally the jango to ensure the team swarming effect on the target.

-At this point bottle is ok, but it might be better to go for the mask of madness or blade mail + hood of defiance.

-If you use mask of madness properly, you won't even need to put more points in to skeleton walk which will allow you to save more points for raw stats. As said before, I start out with 1 point in to everything and then follow through on stats and death pact keeping stats maxed, and then I decided if I want to put 1-2 extra points in strafe or skeleton walk later. If you cast mask first, then strafe, this is all the speed you need to get from one location to the next. The mask should be intellegently used based on the situation, if you got opponents on the run, then it's obviously good, and as said before, just be ready to run. In a 1v1 match, with the items already said, you can even hold your own in a 1v1 if you reduce the opponents armor, steal life fast with strafe and active madness, and use a blademail to ward off.

-As said before, he should be noted for his ability to quickly bring positive buffs to allies and negative ones to enemies that are in a far away fight and avoid damage for atleast a little while using ww.

-Obviously attack speed and crit go hand and hand, and at any point if you feel like you have an upper hand in creeping, sure, the crystalis is probably the best choice... it is rather difficult to be offensive with him until then, but like I said, the blademail, the urn, the medallion, the jango are really all you can do.

-It all makes perfect sense with death pact, the life gotten out weighs the damage and just proves that clinkz can and should actually be the tank he was meant to be.

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Permalink | Quote | PM | +Rep by Atlas » January 13, 2013 6:54am | Report
Kyfoid wrote:

As said before, it should be common knowledge by now that strength is the counter to intellegence, intellegence the counter to agility, and agility the counter strength.


Wrong.

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Permalink | Quote | PM | +Rep by StevenLK » January 13, 2013 7:16am | Report
Clinkz's entire skill set just makes him an amazing ganker.

Why would you take stats over searing arrows? You 38 hp her point of stats which you can easily make up for by using death pact on a hard camp. The int you can just make up for with an orchid and the agility is completely unnecessary considering strafe gives you 130 attack speed and searing arrows gives you 50(read the ******* skill it gives you 50 whole damage) dmg at max lvl, much more than 2 attack speed, 2 damage, and 2/7ths of a point of armor for lvling up stats.

You dont need a mask of madness because if you just max skeleton walk, there is no need to waste 1900 gold on an item that makes you easier to kill because people will focus you. The lifesteal also does not stack with searing arrows because they are BOTH ORBS and do not stack. I would rather take an 50 damage buff with 8 mana cost that you can abuse with strafe than 100 more attack speed, which is as Capacious Maxis said, 30 less attack speed than strafe, a 25% ms increase which you can easily beat with maxed skeleton walk that gives you 45% ms increase(i have reached 511 ms with just treads and skeleton walk maxed, just 1 ms off from maximum ms of 512 because ms is capped). What i am saying is that you waste unnecessary points and gold on the most stupid things.

If you want to be safe, get a BKB. You can just stand in a teamfight with searing arrows and strafe turned on then BKB and watch them try to kill you. Your idea for 1v1 against a hero is okay but you are just wasting his potential damage and playing him too dangerously. You want to get in there to pick off solo people, kill fast, and gtfo before they can catch you. Orchid lets you 1v1 much better with added damage and as and a silence so they cant kill you with those magic spells you fear so much. You should also be using death pact on hard camps before you try to go for a kill.

Last but not least, he is not a tank or beefy. Death pact makes you a little bit safer but it does not change the fact that he is an assassin.

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Permalink | Quote | PM | +Rep by Kyfoid » January 13, 2013 7:29am | Report
Atlas wrote:



Wrong.


Not wrong. If you want to take more magic damage and fair off better against intellegence oriented attacks, you get more life and life recovery. Agility, as said before, does not help you take more magic damage better, it gives you more armor and more armor is more effective against fighting a strength hero who's style is more basic attack oriented.

I know the perspecitve from which you say that I'm wrong, but under that perspective there would be no reason or purpose for categorizing strength, intellegence, and agility heros in to separate categories, aside from the mere 1 damage that they get per stat of that attribute which does not define any real difference between them.

You assume that all heros are just randomly designed and different, and if that was the case then this would be the poorest design philosophy I have ever heard of, but if you have substantial evidence of this, I won't discredit your theory because the games these days are starting to really suck bad.

Take clinkz for example... his abilities as a collective and functioning whole are modeled after the concept of agility to a higher degree with his main ability strafe which is an enhancement of his basic attack, while his searing arrow that gives him an element of intellegence to a minimal degree with the cheap and cost effective function with strafe. All heroes have an element of strength, agility, and intellegence found with in their skills and the function of those skills, but its the degree, usually found with in mana costs and MSOT (mana spent over time) for each of these abilties which defines what they are.

To simply say wrong with out even understanding and exaplaining anything is blasphemy... how could you say wrong or right if you can't even explain this supposed knowledge in the first place?

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Permalink | Quote | PM | +Rep by Kyfoid » January 13, 2013 7:48am | Report
Oh yeah, and strength heroes do lean toward and traditionally function in the melee style, which is ANOTHER good reason why agility, which represents more haste and missile oriented combat, most certainly fairs off better against strength as agility harassing nightmare against strength.

Again, this is somewhat hero dependent, but if everything came back to invidual hero dependancy then there would be absolutely no point for categorizing 3 different kinds of heros.

You assume that game designers are that money hungry and stupid?

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Permalink | Quote | PM | +Rep by Atlas » January 13, 2013 7:59am | Report
You have a fundamental misunderstanding of the workings of the game. It's not rock-paper-scissors. No attribute counters another attribute. There are Agi heroes like Juggernaut that are immune to spells, and all heroes have spells, most of them bursty spells, it's not unique to intelligence heroes.

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Permalink | Quote | PM | +Rep by Kyfoid » January 13, 2013 8:19am | Report
Atlas wrote:

You have a fundamental misunderstanding of the workings of the game. It's not rock-paper-scissors. No attribute counters another attribute. There are Agi heroes like Juggernaut that are immune to spells, and all heroes have spells, most of them bursty spells, it's not unique to intelligence heroes.


WHAT WORKINGS? LOL!

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