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R-Conqueror
thanks again,
R-Conqueror
Having said that, I personally think Drow often shouldn't be played mid. When practicing against bots I may pick mid to gain XP fastest, but against other players, I wouldn't advice mid. An important part of playing mid is rune control and for that you'll need a
So I'd play in safe lane, bringing me to the second and better build. It's better because you don't pick a
Something else that's better in the second build is the skill buildup. Since
I wouldn't really agree with
I wouldn't upgrade to
You use a lot of colour in the guide which might improve readability. But since I can't discover a consistent pattern in it, it decreases the readability for me at some points.
What I do like about the guide is the mention of the neutral creeps you can get through
I also like the chapters about "Turtling" and "Overextending". They give your guide an edge on many other guides. Sometimes things aren't working out the way they should and the Turtling chapter can help in those situations. As most parts, it might be a bit more details may be useful, but it's ok as it is. And about overextending: often people will become greedy when things are going well and try to kill at the enemy fountain or just stall ending the game to farm even beyond their needs. It's good to remind them that the objective is to destroy the enemy ancient and they should pretty much focus on that.
So as you can see, there are certain things I agree on and other things that I would do different. But for the mere mention of using neutral creeps to your advantage may be worth a +1. Also the second build is pretty good, so I just voted you up. As I just wanted to give the feedback, I went through the efford to writing this twice, since my browser crashed the first time around :) Anyway, guide is ok. Try to use the feedback to your benefit.
At level 2, her average damage is 55. If you were to put in a level of
Thanks for reading,
R-Conqueror
Yeah, fair enough.
At level 2, her average damage is 55. If you were to put in a level of
Thanks for reading,
R-Conqueror
Again, thank you for the feedback
R-Conqueror
Yes, you do get more damage from leveling up aura to 2 before you get the ult, but the actual damage gained is 4 (at the point of level 6). So really, it just comes down to, in my opinion anyway, wich is more useful for ganking (the first build is a mid build, is it not?)
11% slow with 4 more damage (and let's just pretend the lane you are ganking has 2 battle ready ranged heroes, to say they benefit from this as well)
OR
24% slow with your already monster 98 damage (on top of the heroes who are in the lane who will now more likely be able to get some attacks off because of the slow)
Both situations have a silence, since the build is identical otherwise.
I guess it just comes down to preference. You are going to hit like a truck so long as you stay 375 units away from the enemy. The aura scales extremely poorly, the slow does not. I personally would want more base attacks from the enemy being less able to flee, vs a small increase in damage that is negligible based on everything else you already have.
I just feel the way the skill builds are formatted, they would be better in the reverse position, safe lane farming taking the aura for last hitting... (although taking the aura means you really have to focus on lane control if you want to safely farm the wave)
I never consider Lifesteal core on any hero, and that includes drow.
However,
saying "I want lifesteal so I can stay in lane longer" doesn't really work for me. Building a Hood of Defience from a Ring of Heath is equally effective at keeping you in lane (and since magic is strongest mid-game and this is in fact a mid-game build, it works out better against normal team compisition, I feel)
^^^ This is not saying "build a hood on drow", simply stating that getting
Also, on Lothar's Edge, I would add that while it is a good item, enemies needing to already expend money on invisibility makes it a very weak item for cost. If you have
On the skill build, I do question why you have 2 points of Perciscion Aura by 5, and not just leaving it at 1, since (assuming you complete your wraithbands and are on AGI treds [which is unlikely] and assuming level 6) you will have increased the potency of the aura from 14 to 18 (you should have 98 AGI at that point). An extra 4 damage (which let me remind you pushes the lane) vs 13% more slow on frost arrows, especially when talking about gankingk, is very important to consider. To all their own, but the slow does scale very well, while the percision aura does not.
Hello, thanks for the feedback, I'll try to explain some of my choices. Lets start with lifesteal. HotD has several uses, lifesteal being the first. Lifesteal is not just for killing creeps, but can be invaluable in team fights. When I say, "stay in the lane longer," I mean that Drow will be able to survive big encounters without having to return to base all the time. If you are low on life after a big battle, you can just go into the jungle and regain some hp. Secondly, you can dominate a creep. My main choices are either a centaur(hoof stomp and attack speed) or an alpha wolf(30%more damage!). Another adavntage is that you are able to Rosh with lifesteal, which is invaluable in a game. Also, I definitely agree that Shadow Blade should not be gotten when you have other invisible heroes on your team, which is why I have Yasha under the build 2 tab,and I will edit my guide to mention it. I do not recommend have treads on strngth early game, and the extra level of Precision Aura makes sure that you get the most out of your ulti at lvl 6. However, I did include more levels of frost arrows in the alternate/side lane skill build.
Thanks for reading
R-Conqueror
However,
saying "I want lifesteal so I can stay in lane longer" doesn't really work for me. Building a Hood of Defience from a Ring of Heath is equally effective at keeping you in lane (and since magic is strongest mid-game and this is in fact a mid-game build, it works out better against normal team compisition, I feel)
^^^ This is not saying "build a hood on drow", simply stating that getting
Also, on Lothar's Edge, I would add that while it is a good item, enemies needing to already expend money on invisibility makes it a very weak item for cost. If you have
On the skill build, I do question why you have 2 points of Perciscion Aura by 5, and not just leaving it at 1, since (assuming you complete your wraithbands and are on AGI treds [which is unlikely] and assuming level 6) you will have increased the potency of the aura from 14 to 18 (you should have 98 AGI at that point). An extra 4 damage (which let me remind you pushes the lane) vs 13% more slow on frost arrows, especially when talking about gankingk, is very important to consider. To all their own, but the slow does scale very well, while the percision aura does not.