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Because new players cant last hit/ deny
Just kidding! I'm calling you out on this too:
You realize this is a completely counterproductive way of using Blade Mail, right? "Hey yeah, let's activate an item that reflects all damage I receive... as I taunt and dramatically decrease all damage I recieve!" GENIUS!
If you land a good taunt, all affected enemy heroes can't even cast while it's active - so those nukes you were complaining about? Yeah dude, they're going to hit you AFTER Berserker's Call (and Blade Mail) are expired. No wonder you're so worried about getting nuked down.
To maximize your survivability with Blade Mail, it should be used as taunts end - not at the same time. After your taunt is up, your enemies can cast, your armor bonus is gone, and it's 7-8 seconds until it's off cooldown. Blade Mail is your bridge between two taunts. It makes it a bad idea to attack you for 4.5 seconds of this downtime, leaving a measly 2.5-3 seconds to hit Axe before taunt's off cooldown! This extra safe time is great for NUKING SOME SCRUBS DOWN.
Further, Blade Mail would hardly be my choice to "scale into lategame". Axe doesn't scale into lategame, man. That's why you need Assault Aura, or Disarm, or Shiva's to continue to be an asset to the team despite your Counter Helixes hitting like kittens.
Well it really depends of the enemy hero...An Axe shutted me down hard with that tactic when I was playing with Kunka as a carry, I just couldn't afford to eat 1 or 2 of my own crits.
Well, I can see you're not going to change your mind on this, but I would strongly recommend that you try out some other options. Dagon is a situational enough item as it is, and the upgrades very rarely bought at any kind of higher level play - put it this way, the upgraded nuke damage can be easily neutralised with just a
Yeah, but you also have to consider utility over time while acquiring that gold. The first 1480 is a Null Talisman and a Staff of Wizardry, which is a grab bag of stats Axe benefits greatly from early game. The next 1300 for Dagon 1 is a massive utility spike because you can nuke whereas you couldn't before.
All the items you list are big ticket, with extremely cost-inefficient components. The Reaver for a heart is 3200 for 25 STR - more than 100g per point of strength. This is not a good point of comparison for what utility you should expect out of 1300 gold for a Dagon upgrade. Instead, let's look at what else ~1300 gold gets you compared to everything listed in my last post:
Staff of Wizardry + 2x Mantle of Intelligence - +16 Int
Point Booster - +200 HP +150 mana, 100g change for a TP or something
It is also worth considering that item slots are a resource, and upgrading Dagon is free in terms of inventory space. Just off the top of my head, a circumstance Int Axe with Dagon 3 would be a surefire choice is against stealthies, who tend to be low HP and easy to nuke down, but require an additional inventory slot to detect. You best believe I'm going Dagon 3 on PL and Bounty Hunter's ***es.
Don't get me wrong - nowhere in the guide do I say "Level 3 Dagon err' game", I just find that 1-2 levels added on in the midgame is often worthwhile. It's basically a matter of whether you need more DPS or more survivability whether you should buy more Dagon or one of the survivability items listed.
+2 int
+100 damage
+50 range (!)
-20 manacost
-5 sec CD (!!)
Stronger nukes more often from further away for cheaper. In testing this out, I discovered it is worth 1300 gold.
To add onto your point about Counter Helix not scaling: its damage is decreasing all game too. It's physical, so as everyone gains armor it hits for less and less.
Totally agree with your point about
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It largely comes down to the rhythm of the game. Sometimes you get enough peace and quiet to farm up another full item, but sometimes, you've only got 1450 in your pocket and there's a teamfight brewing mid. L3 Dagon isn't for every game but L2 Dagon is almost always a good idea somewhere around 25-30min.