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37 Votes

How To: Slithice, the Naga Siren

January 18, 2013 by xCO2
Comments: 27    |    Views: 96462    |   


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xCO2 (72) | February 10, 2013 10:26pm
Kruggles wrote:

Haha. I know. I forgot about that while I was posting it. Though I suppose that the recommendation still stands, though you may want to change it for the abilities? Don't know. Can't say for it.

Either way. Thanks for listening. Much respect for someone willing to talk this much to a new guy.


Most of us here will treat new comers the same as vets. Just trying to create a friendly community. :)
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Kruggles | February 10, 2013 8:41pm
Haha. I know. I forgot about that while I was posting it. Though I suppose that the recommendation still stands, though you may want to change it for the abilities? Don't know. Can't say for it.

Either way. Thanks for listening. Much respect for someone willing to talk this much to a new guy.
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xCO2 (72) | February 10, 2013 5:20pm
Kruggles wrote:

Well, in a sort of ironic twist, I'd like to thank you for even attempting to respond to the wall of text (I honestly did not realize it was that long until I posted it up). I will admit, I can definately see the base idea of how and why you did things present. I had a feeling you were not trying to 'teach' the game to new players, though I wasn't sure the exact reason.

As far as the lanes go, I find myself in a group that likes the suicide lane. It has nothing to the difficulty, and more to do with a helpful learning tool. It is less forgiving, and therefore, helps me get a better idea when I should be aggressive and when not to. I realize most newer players aren't at the point in play to start playing riskier positions, but it dohas helped me a bit with what I'm trying to learn.

The color scheme is actually a very good idea. I would definately keep it. I would take a look at adjusting the color in the Rune section, or perhaps changing it to your usual Good/Situational/Bad setup.

In regards to the lack of item/skill section, that does make a good deal of sense. I can imagine for a player who has been playing the game for a long while would have a significantly better understanding of when/why to use items/skills, and as such, wouldn't need the details. I'm sure the site has changed significantly since these went up as well. My comments have more been oriented as such because I've seen this site mostly as an introduction of information on characters.

I suppose to close this out, I should say I'm looking forward to the updates to your guides. I do like the brievity of the way you discuss how you explain things, as some guides do overdo it.

Again, thanks for even bothering to respond. I tend to type too much, it seems.


Don't worry about it, the more text the more sense of some one actually caring about giving criticism. The colors of the runes actually correspond to the in-game colors of the runes.
Invis is purp, Illusion is yellow, ect...
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Kruggles | February 10, 2013 4:45pm
Well, in a sort of ironic twist, I'd like to thank you for even attempting to respond to the wall of text (I honestly did not realize it was that long until I posted it up). I will admit, I can definately see the base idea of how and why you did things present. I had a feeling you were not trying to 'teach' the game to new players, though I wasn't sure the exact reason.

As far as the lanes go, I find myself in a group that likes the suicide lane. It has nothing to the difficulty, and more to do with a helpful learning tool. It is less forgiving, and therefore, helps me get a better idea when I should be aggressive and when not to. I realize most newer players aren't at the point in play to start playing riskier positions, but it dohas helped me a bit with what I'm trying to learn.

The color scheme is actually a very good idea. I would definately keep it. I would take a look at adjusting the color in the Rune section, or perhaps changing it to your usual Good/Situational/Bad setup.

In regards to the lack of item/skill section, that does make a good deal of sense. I can imagine for a player who has been playing the game for a long while would have a significantly better understanding of when/why to use items/skills, and as such, wouldn't need the details. I'm sure the site has changed significantly since these went up as well. My comments have more been oriented as such because I've seen this site mostly as an introduction of information on characters.

I suppose to close this out, I should say I'm looking forward to the updates to your guides. I do like the brievity of the way you discuss how you explain things, as some guides do overdo it.

Again, thanks for even bothering to respond. I tend to type too much, it seems.
1
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xCO2 (72) | February 10, 2013 2:46pm
Kruggles wrote:

Hi. First post on the site.

I've been looking up a lot of guides lately, as I just joined this game last week. I played LoL for awhile, so I'm not COMPLETELY inexperienced, but at the same time, I have no where near the type of experience to actively comment on actual builds and such. All that being said, I felt I might give some feedback on how you do guides overall, as I think you could do a few things to make it slightly more informative and more useful. This is not necessarily aimed at this guide specifically, but in general.

1. The color coding is a very nice touch, but I dislike how it transitions into the Skill Build section. With the Rune section between it and the color explaination that uses two of the colors, not to mention that you do not refer to the skills by name, it makes it a bit harder to get a quick read on which skills you are referring to. You may consider sliding the name in after the "Lvl X:" just for some more clarity.

2. You may consider adding some suggestions on when to use specific builds. On this particular guide, there are 4 different builds, and though I understand the particular idea behind each, it might be a good idea to mention some team situations or matchups where a certain build might make more sense than another. Though it does boil down to preference, grasping what a skill is useful for early game can be key to learning how to play a character.

3. Though I understand that most people should be able to get an idea of what skills do just from reading the stub of the abilities, I don't like how you do not make any mention of what individual skills do/are used for at any point within the guide, which is usually information I look for in a guide. With this guide in particular, an explaination of the Q would be useful. Obviously, it is not useful early, but there must be some reason to use it, and I would figure someone like you would be able to elaborate a little on that.

4. I do like the section on the various characters that work well with the character and those that you wish to avoid. I notice A LOT of guides do very minimal coverage of these.

5. No item explaination at all is a little upsetting, more because I like to get an idea about what enhances a character the most and what sort of stats/abilities help make a character more beneficial. I realize that most of your guides are still a work in progress, but I notice that this is a common section left out. I also realize that between this and skill sections they are probably the most argueable areas, but this type of information is helpful for people like me who are trying to learn how to make these decisions and why some are more favorable than others.

The main reason I'm writing this at all is because I know you know a lot about the game from the comments I have read that you have made on other guides, and I believe with just a little tweeking, your guides could show that better with little more additions. I am not trying to be negative, but trying to give a little constructive critisism as to how you write your guides.

As a final sidenote, I thought it was funny that almost every character you have done a guide on you recommend go in the Safe Lane. I don't think there's anything wrong with that, just that it seems to be a common theme in the type of character/position you like to play in.


I'll do this a little differently, I'll respond to your points backwards and address them individually that way I can make a quick response and not procrastinate like I did with someone on my Melee Vs. Ranged article. Before I start I'd like to thank you on providing some feedback for not only this guide, but the concept as a whole.

Believe it or not, safe laning is the last position I like to be in. I prefer to Jungle or Suicide lane. I just feel that heroes that are safe laners tend to be easier to teach as a concept, while suicide laners are extremely difficult to not go as in-depth with. Each suicide laner has some mechanic that allows them to suicide lane, while a safe laner could be just about anyone. I tend to make alternative styles and lanes for just about each hero I do a write-up on though providing alternative lanes and roles.

Before we get into the whole item and skill section, I should probably describe what WAS the purpose of these guides. I create these generally about a few weeks/months before the characters come out. They are to have a preview of the hero before they are released, therefore giving you a chance to maybe go into Warcraft III and test them out on the original DoTA, or just as a preview on the site to start theory-crafting skill builds and items prerelease. They are designed with the intent you have a general grasp of the game including all its items, the general idea of the hero, and the basic fundamentals of the role I assign the hero. I choose to not create an item/skill/or pros section, because I personally get annoyed at seeing an entire guide filled out with information I already know. So in regards to being Newb friendly, that's not the intent, its more about being noob friendly. I'm not teaching you how to play the hero in these, I'm telling you how to play them, and I assume if you're playing an ARTS game and looking up guides you are intelligent enough to learn the hero as you go with me as a guideline.

The color section was what I used in the first guide as an intent to create a much more vast in-depth view, where the color would become useful in very large sections of text. The way it did turn out was this, because the success of these turned out being much bigger then I expected I decided that for the small community on the site who already know all the basic content it was uneeded to go much more further in detail, and that I should create more general guides. Turns out, its all catching up to me, the site is expanding, we get new members every day and the standard of my guides are far below what a good guide should be for newcomers.

In regards to all you have mentioned, I've heard just about all of it in previous posts, and I've decided what my next plan of action is. I plan on doing a complete overhaul of each of my guides in due time, I would really like to pump out about two more of these prior-release of certain heroes, then basically remake them. I have plans to create an actually pleasing guide layout / item section / minor ability coverage / overall playstyle / and an indepth friends - foes - food section.

This was probably a bad response and turned out nothing how I actually meant to splay my points, I'll end up re-editing this post a few times later most likely. For now, once again, thanks.
1
[-]
Kruggles | February 10, 2013 1:58pm
Hi. First post on the site.

I've been looking up a lot of guides lately, as I just joined this game last week. I played LoL for awhile, so I'm not COMPLETELY inexperienced, but at the same time, I have no where near the type of experience to actively comment on actual builds and such. All that being said, I felt I might give some feedback on how you do guides overall, as I think you could do a few things to make it slightly more informative and more useful. This is not necessarily aimed at this guide specifically, but in general.

1. The color coding is a very nice touch, but I dislike how it transitions into the Skill Build section. With the Rune section between it and the color explaination that uses two of the colors, not to mention that you do not refer to the skills by name, it makes it a bit harder to get a quick read on which skills you are referring to. You may consider sliding the name in after the "Lvl X:" just for some more clarity.

2. You may consider adding some suggestions on when to use specific builds. On this particular guide, there are 4 different builds, and though I understand the particular idea behind each, it might be a good idea to mention some team situations or matchups where a certain build might make more sense than another. Though it does boil down to preference, grasping what a skill is useful for early game can be key to learning how to play a character.

3. Though I understand that most people should be able to get an idea of what skills do just from reading the stub of the abilities, I don't like how you do not make any mention of what individual skills do/are used for at any point within the guide, which is usually information I look for in a guide. With this guide in particular, an explaination of the Q would be useful. Obviously, it is not useful early, but there must be some reason to use it, and I would figure someone like you would be able to elaborate a little on that.

4. I do like the section on the various characters that work well with the character and those that you wish to avoid. I notice A LOT of guides do very minimal coverage of these.

5. No item explaination at all is a little upsetting, more because I like to get an idea about what enhances a character the most and what sort of stats/abilities help make a character more beneficial. I realize that most of your guides are still a work in progress, but I notice that this is a common section left out. I also realize that between this and skill sections they are probably the most argueable areas, but this type of information is helpful for people like me who are trying to learn how to make these decisions and why some are more favorable than others.

The main reason I'm writing this at all is because I know you know a lot about the game from the comments I have read that you have made on other guides, and I believe with just a little tweeking, your guides could show that better with little more additions. I am not trying to be negative, but trying to give a little constructive critisism as to how you write your guides.

As a final sidenote, I thought it was funny that almost every character you have done a guide on you recommend go in the Safe Lane. I don't think there's anything wrong with that, just that it seems to be a common theme in the type of character/position you like to play in.
1
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xCO2 (72) | December 30, 2012 11:45am
All builds updated and reformed accordingly as of 12/30/12.
1
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xCO2 (72) | September 21, 2012 2:04pm
Atlas wrote:

Disruptor's name is Thrall, just so you can add that to the section going over friends and foes.

If I was making a Wc3 guide, yes, but that is old lore. Disruptor's name now is disruptor; proper name.
1
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Atlas (117) | September 17, 2012 4:30pm
Disruptor's name is Thrall, just so you can add that to the section going over friends and foes.
1
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Talon | September 9, 2012 6:38pm
Maybe a ring of aquila in the critical build?
1
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Sallomi (2) | August 24, 2012 8:04pm
:D
1
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xCO2 (72) | August 24, 2012 6:16pm
Sallomi wrote:

why is anti mage considered a counter? Sure he has mana burn which can be horrible for naga but she has one of the best spells against anti mage in the entire game (ensnare) as you can't blink out of it, If i picked a naga and the enemy went anti mage i'd think food rather than foe.

But great guide :)

Good thing you brought that up, he's not a counter, its a mistake on my part. At the time I was thinking his passive purged illusions. He is now removed. +1 to you for helping out. :)
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