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 Pit lord guide

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PitLord
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Age : 26
Registration date : 01.06.08

PostSubyek: Pit lord guide   Sun Jun 01, 2008 8:12 pm

Azgalor - The Pit Lord
Range: 100 | | Move Speed: 305 | Primary: STR
Str: 25 + 2.6 | Agi: 12 + 1.3 | Int: 14 + 2.6
Damage: 62 - 68 | HP: 625 | Mana: 182
HP Regen: 1 | Mana Regen: 0.57
Attack Speed: 1.34 (+ 12% IAS) | Armor: 2.7

Pros and Cons :

Pros :

* Nice Str and Int growth.
* 3rd highest base Str. Thus, 3rd highest base HP.
* Because of your rather large collision size, you can easily delay creeps/heroes.
* Thanks to his considerably high base damage, last hitting and denying is easier.
* He can take out creep waves very fast. Even mega-creeps.
* 3 second AoE disable that stops channeling spells.
* AoE Mini-Stunning spell * Mass Teleport skill, which ISN'T channeling. Great for defending, pushing, ambushing and escaping.

Cons :

* Well, you're huge. It's really not that hard to see you coming nor is it to target you.
* Bad Agi growth = Bad Armor growth.
* Azgalor is MANA DEPENDENT. He has NO PASSIVES.

Skills :

Firestorm

Firestorm. Of all of Azgalor's skills, this is the one we consider his "nuke". However, this "nuke" does NOT deal damage as soon as you click on your target, instead, this "nuke" does damage over time to all units within its area of effect. You're probably thinking "AoE? Damage over time? That isn't a nuke!", you're right, it'd be imbalanced if this skill was a point-click nuke considering it does more damage than Akasha's Level 2 Sonic Wave w/ an Aghanims Scepter.

Mechanics: Once casted, six waves of fire will fall upon the AoE of Firestorm with an interval of 1 second between each wave. Initial damage of 25/40/55/70 is done as the wave touches the ground. A buff is placed on units that were hit by the wave. Upon receiving the buff said units will receive 5/10/15/20 damage and another 5/10/15/20 damage a second later and the buff is removed. If a unit is hit by a wave while the buff is still present, the buff is renewed and thus burn damage cannot stack.

Just to simplify, the calculation goes as follows: Number of Waves That Hit * (Initial Damage + Burn Damage) + Burn Damage.

Maximum damage of Firestorm is 185/310/435/560.

Firestorm is a ground-targeted-AoE skill. Thus, its drawback is that your opponents NEED to be within the AoE of the spell if the spell is to do anything to them. We all know that no one most DotA players won't just stand around to get hit by Firestorm.

Unlike heroes, creeps won't attempt to evade Firestorm. Remember, "it does more damage than Akasha's Level 2 Sonic Wave w/ an Aghanims Scepter" and it has a relatively short cooldown of 14 seconds, meaning you can use it on almost every creepwave you encounter, and this is what makes Firestorm one of the best pushing/defending spells.

When Should This Skill Be Used?

* When you're pushing.
* When you're defending.
* In preparation of Expulsion.
* In combination with disables/slows that will ensure that your target gets hit by Firestorm a good number of times.

Facts about Firestorm You Should Know :

* Works independently from Azgalor once casted (can't be stopped by killing/disabling Azgalor).
* Hits units in fog.
* Hits invisible units.

Pit of Malice

Pit of Malice. This is Azgalor's disable. Like Firestorm, it is also a ground-targeted-AoE spell.

Mechanics: Once casted, tombstones will rise along the perimiter of the AoE (this is just for aesthetics). Pit of Malice lasts for 10 seconds. Any opponent that enters the AoE (or was within the AoE when the skill was casted) will be made immobile for 1.5/2/2.5/3 seconds.

Pit of Malice does not stop opponents from attacking nor does it stop opponents from using certain skills. You're probably thinking that Pit of Malice is a BAD disable. Here's a list of skills that have a similar effect (stops movement), let's contrast:

A = Pit of Malice's disable lasts longer.
B = Pit of Malice has a better AoE.
C = Pit of Malice is easier to land.
D = Pit of Malice can be casted from a safe range.
E = Pit of Malice doesn't have a cast time.
F = Pit of Malice isn't an ultimate.
G = Pit of Malice doesn't disable at one point alone, it can disable units even after disabling others.
H = Pit of Malice doesn't freeze your allies in time.
I = Pit of Malice isn't chanelling.

* Stasis Trap (Techies) - B, C, D, E, G
* Avalanche (Tiny) - A, B, C, D, G.
* Ice Path (Jakiro) - A, B, C, G.
* Fissure (Raigor) - A, B, G.
* Aftershock (Raigor) - A, B, C, D, G.
* Hoof Stomp (Bradwarden) - A, B, C, D, G.
* Slithereen Crush (Slardar) - A, B, C, D, G.
* Split Earth (Leshrac) - A, B, C, E, G.
* Light Strike Array (Lina) - A, B, C, E, G.
* Overgrowth (Treant) - D, F, G
* Ravage (Leviathan) - A, D, F, G
* Chronosphere (Faceless) - D, F, H
* Dream Coil (Puck) - F, G
* Black Hole (Enigma) - D, F, I

Still think it's a BAD disable?

When Should This Skill Be Used?

* When they're trying to escape.
* When you're trying to escape.
* When your opponent gets too close to your tower.
* When you have an ally using a skill that needs your opponents to stay in place (Lich, Rylai, Vol'Jin, Crixalis, Jakiro).
* When you have an ally who wants to hack and slash at them but they won’t stand still (Sven, Mortred, Faceless, Troll, Razor).
* To prolong the purpose of other skills (Overgrowth, Chronosphere, Reverse Polarity, Ravage, Vacuum, Smoke Screen).
* To cancel channeling spells (The same way Overgrowth does).
* Defending/ Pushing.

It's good practice NOT to cast the skill on moving opponents directly (center of the AoE on the target). Rather, cast it in the direction you DON'T want them to run. Especially while chasing. Why? Because, Azgalor has to raise his weapon and make it shine before the skill kicks in, odds are your opponent will be out of the AoE by the time it's casted. Positioning the Pit is very important, if and when you can block the whole lane with it, ensuring that your opponent can't just walk around it, do so.

Facts About Pit of Malice You Should Know:

* Works independently from Azgalor once casted.
* Gives vision of the area around where Pit of Malice is casted during the skill's duration.
* Does NOT catch invisible heroes. If an invisible unit steps into Pit of Malice, said opponent cannot be caught by that Pit of Malice anymore.
* If Pit of Malice is casted on a cycloned opponent (Euls/Invoker's Skill), said opponent cannot be caught by that Pit of Malice anymore.
* Units that were caught while channeling will be interrupted.
* Goes through BKB.
* Pit of Malice's duration remains the same even if the opponent is moved by a skill. (Leap, Time Walk, Greater Bash, Vacuum).
* You can't blink while caught in Pit of Malice.
* You can't use BKB while caught in Pit of Malice.

How Can I Use This in Pushing?


If your opponent's creeps do not make contact with your own, your creeps will continue to attack the tower. That's 3 more seconds of creep support.

How Can I Use This in Defending?


By delaying your opponent's creeps from reaching your tower, you allow your own creeps to advance and close the gap between your opponent's creeps, thus reducing the amount of damage that would have been dealt to your tower.

Expulsion

Expulsion. Like Azgalor's "Nuke" and Disable, Expulsion is also a ground-targeted-AoE spell. This skill serves both those purposes. However, this skill cannot perform efficiently alone because it is dependent on 2 factors: (1) Availability of corpses and (2) Opponents remaining in the AoE. But, when it is used in synergy with Firestorm and Pit of Malice, Expulsion becomes a force to be reckoned with.

Mechanics: A second after casting the spell, a random corpse will explode causing 20/40/60/80 damage and a ministun in an AoE roughly the same size of Expulsion. After a corpse explosion, another random corpse will blow up. If, for 3 seconds, there are no available corpses the skill will end. There is an interval of 1 second between each corpse explosion.

Earlier I mentioned that Expulsion's role is similar to both Firestorm's and Pit of Malice's together. It is a "Nuke" like Firestorm due to its AoE DoT nature. Together with Firestorm, insane amounts of damage can be inflicted into an area in only a few seconds. Consider this, at level 4, Firestorm does at least 90 damage per wave and Expulsion does 80 damage per corpse, that's 170 damage per second in an AoE. Now, Expulsion's second role is to disable, it disables via the ministuns produced from the corpse explosions. A ministun during an attack or spell animation will delay, if not completely cancel, that action in the unit's queue of actions to perform.

When Should This Skill Be Used?

* During clashes
* When you're pushing
* When you're defending
* IF THERE ARE/WILL BE CORPSES. You'll be surprised how some people use this skill even when there aren't any corpses dry.gif
* Only use this skill when you're sure there will be a chain reaction (the skill goes on for a decent amount of time, preferably until the whole creep wave is wiped out).

Facts About Expulsion You Should Know:

* Completely blocked by BKB.
* Works in fog
* Does NOT give you sight of the area where the skill is used.
* Works independently from Azgalor once casted.
* Hits invisible units
* Corpse explosion radius is roughly the same size as that of Expulsion's and is not limited to the AoE of the spell.

Dark Rift

Dark Rift. It's a mass teleport, you use it to get from point A to point B, and you can take your allied heroes with you, there's loads of things you can do with it.

Mechanics: Target one of your creeps or buildings. Your target becomes the "destination". After 6/5/4 seconds, you, and all of your allied heroes who were within the AoE of Dark Rift at the end of the 6/5/4 seconds will be teleported to "destination". Think of it as a really far blink.

You CANNOT use this on:

* Opponents
* Your creeps if the skill is at level 1
* Couriers
* Heroes

The 6/5/4 second wait is NOT channeling, you can walk, attack, cast spells basically whatever you want while waiting, like say, run away from a group of heroes who want you dead or rendezvous with your ally to save him from certain death.

Your "destination" gets to move around as well!

Once Dark Rift is casted, there is ONLY TWO WAYS TO STOP IT: kill Azgalor, kill/raze the destination. I reiterate, ONLY TWO WAYS TO STOP IT.

When Should This Skill Be Used?

* To push
* To defend
* To save your allies
* To save yourself
* To gank

What Else Can I Rift To?



You're probably thinking "Isn't that Nerubian Weaver's shade?!!1one".

Dark Rift works on these INVISIBLE, MAXIMUM MOVE SPEED, PLAYER CONTROLLABLE UNITS *hint hint hint*

Yeah, so anyway, basically Azgalor + Nerubian Weaver/Banehallow = Ganks/Pushes anywhere any when.

I've tried with other summons, Watchers are the only ones that Dark Rift will work on. The most conclusive reason that I've come up with to explain this is because watchers do not have a timed life, and that they are independent from the summoner.
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PitLord
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PostSubyek: Re: Pit lord guide   Sun Jun 01, 2008 8:12 pm

Skill Build :

1 : Pit of Malice
2 : Firestorm
3 : Pit of Malice
4 : Firestorm
5 : Firestorm
6 : Pit of Malice
7 : Firestorm
8 : Pit of Malice
9 : Dark Rift
10 : Expulsion
11 : Dark Rift
12 : Expulsion
13 : Expulsion
14 : Expulsion
15 : Stats
16 : Dark Rift
17 - 25 : Stats

Just a quick legend:

* "SL" = Skill Level
* "HL" = Hero Level
* "&" = And
* "|" = Or

Justification of Skills :

* The first 2 SL's of Pit of Malice are taken at HL's 1 & 3 for the reason that Firestorm needs to be at least SL 3 to be useful, thus making it useless to have until HL 5. Whereas, Pit of Malice at SL 1 | 2 can save you or your ally from an unnecessary death, or maybe even ensure your opponent's death.
* Firestorm is taken at HL 2, NOT SO YOU HAVE SOMETHING TO NUKE WITH, but, so as to allow you to get it to SL 3 by HL 5 because "Firestorm needs to be at least SL 3 to be useful".
* Pit of Malice is taken at HL's 6 and 8. Since we'll want to have Firestorm and Pit of Malice maxed out ASAP. (See the next next bullet for the justification of not taking Dark Rift until HL 9)
* Firestorm is taken at HL 7 so as to maximize its damage efficiency. Why not max out Pit of Malice ahead of Firestorm by taking it at HL 7? Because, the benefit of leveling Pit of Malice to SL 4 is that the cooldown is reduced by 3 seconds and it disables 0.5 seconds longer for 15 more mana. Whereas Firestorm does 125 MORE damage into the AREA for only 10 more mana.
* Dark Rift is taken at HL 9 because Firestorm and Pit of Malice are more important. Considering that Dark Rift level 1 is more defense oriented (because you can only target buildings), you'll either be using it for (1) Getting to a tower quickly to defend or (2) Escaping from death. Scroll of TP solves the first reason, and good map sense and simple precautions (AND YOUR DISABLE) should solve the second.
* First SL of Expulsion is taken now simply because it's either this or Stats, you don't really need Stats at the moment, it's more important that Azgalor gets his arsenal of spells ASAP.
* Second SL of Dark Rift is taken at 11. Now, the only difference it has from the 1st SL is that you can target allied creeps, 1 second less in the delay, 20 seconds less in the cooldown, and of course the 75 mana cost increase. Thing about the second SL is that it is more offense oriented as compared to the 1st level, because the only reason you'd need to teleport to a creep is when you need to get to where it is, and where do creeps go? Towards the opponents base of course! Which means, to push. Long story short, from being a Mass Scroll of Town portal, it has become a Mass Boots of Travel.
* Expulsion gets maxed out next because it's somewhere around this point in the game that pushes happen more often, and when there are a lot of creeps, that's when this skill shines.
* A point into Stats just because you have to.
* Take the last level of Dark Rift at HL 16. You'll be surprised how much you will appreciate the 1 second reduction from the casting delay and the 20 second reduction from the cooldown. Sure it may cost more mana but, at this point in the game, you should be able to support it. But why? By leveling Dark Rift to SL 3, you reduce the casting delay by 20%, as well as reducing the cooldown by 12.5%. And if you don't think that that's significant, then... Just do it because I said so dry.gif
* Stats all teh way!

Dark Rift vs Pit of Malice at levels 6 and 8 :

Allow me to elaborate my justification previously mentioned:

* Dark Rift is taken at HL 9 because Firestorm and Pit of Malice are more important. Considering that Dark Rift level 1 is more defense oriented (because you can only target buildings), you'll either be using it for (1) Getting to a tower quickly to defend or (2) Escaping from death. Scroll of TP solves the first reason, and good map sense and simple precautions (AND YOUR DISABLE) should solve the second.

I've mentioned in the above justification that there are 2 scenarios wherein one would NEED to use Dark Rift Level 1: to get to a tower quickly to defend, and to escape from death. And I've also mentioned that the first scenario can be solved by a Scroll of Town Portal which actually betters your attempt to defend because of the bonus armor it gives to the structure. Now, as for the second scenario, let me discuss further. At levels 6, 7, and 8 Azgalor has 872, 910, 967 health respectively. Because I advocate the bottle-crow strategy, we can assume that a majority of the time during these levels Azgalor's health will be near full if not full. If you were to be ganked in such a way your opponents managed to inflict damage onto you during a short time interval via chain nukes/disables, do you really think that you can survive the 6 second cast delay of Dark Rift after receiving all that damage? Or how about if your opponents did not have access to such chain nukes/disables, would you still find it necessary to have to Rift out? Wouldn't simply immobilizing them with Pit of Malice (whose disable time would be longer if you didn't take Dark Rift) and walk away? Consider this, good map sense and a small investment into wards, if deemed necessary, AND your disable should suffice to keep alive during the early game.Starting items:
chicken courier,tango x2

core items :
-RUSH for guinso immediately.
-get hp regen from bottle or RoH.
-cuirass/shiva on late game.
-want some damage?get radiance.
-travel for the boots.
-get tarrasque and defiance if needed for tanking

Strategy

Early/Mid/Late Game

Early Game

Start out with two sets of tangoes and an animal courier.

Choosing a lane: Actually, any lane is fine for Azgalor. But the middle lane would have to be the most preferable followed by bottom (sentinel)/ top (scourge).

Your main objective early game: Farm for your core items. Plate Mail is an exception since you won't be needing it till mid game.

The hardest part of your early game is farming for your bottle and crow. Until you get your bottle and crow, traditional last hitting will have to be utilized.

Once you have a bottle and crow, and have learned Firestorm to at least level 3, you will be using Firestorm on almost every, if not every, creep wave you encounter thereafter. You may be thinking "Wait, but then that will cause me to push forward and make me vulnerable to ganks". Yes, it would make you push forward, but you will be countering this push effect by creep delaying.

Right after finishing off a creep wave do not move forward with whatever remains of your creeps. Instead, fall back and delay your next creep wave. By doing this, you balance the push effect you have created by using Firestorm priorly.

You may be wondering "Why should I be using Firestorm on the creeps anyway, why cant I just last hit and deny like I would with any other hero?". Well, Azgalor is a me lee hero, and as a me lee hero, if you get laned against a ranged hero, disablers, or nuker your not going to have a very smooth early game. In these situations, rather than just standing around, and leeching exp because your lane opponents won't let you get close without paying in blood, you could use Firestorm which has very good odds of netting you creep kills and all you have to do is stand around and watch. But what if you're laned with say a me lee hero who you could probably just last hit and deny against? If this was the case, why not just use Firestorm so as to prevent your opponent from coming close to last hit and deny himself? In either situation, spamming Firestorm and balancing the push via creep delaying really will prove beneficial.

Use your empty bottle to replenish your health/mana whenever possible, normally after using Firestorm. Early in the game, your empty bottle will serve more as "burst regeneration". Right after using up your bottle, transfer it to your crow, and have your crow refill your bottle, always remember to use the crow's burst. Doing this assures that your health remains at a safe level and that you always have mana to use your skills.

Lane Partners: Lane with a hero with a disable or who can push. You could solo, but Azgalor isn't exactly on the priority list for calling solo.

Should you feel the need to, you can invest in some wards so as to increase your laning survivability because there exists the possibility that you will be ganked. And if you die, then your items are going to be delayed, and that's never good.

Mid Game/Late Game

Azgalor's mid game starts at level 8 when he has both Firestorm and Pit of Malice maximized at his disposal. It's from this point onwards that you really begin fulfilling your role.

You will be pushing, defending, ganking (with allies), and supporting your allies in any confrontations that may occur. If you aren't defending, ganking or supporting, then you're pushing. If your opponents are pushing, then you're defending. If you see any vulnerable opponents, coordinate a gank. And should your allies be facing off with your opponents, you should be there to help.

Again, if you feel it necessary, go on ahead and purchase wards to establish map control. This is especially useful at this point in the game because (1) you and your allies have better ganking potential and (2) because your opponents will be attempting to gank as well. And I'm sure we can all agree that foresight > ganks.

There really isn't much change in Azgalor's role late game. So it doesn't deserve its own section and gets merged with mid game instead =)

Standard Operating Procedures

When Pushing

* If you're already at the tower, and you have not yet enganged your opponent's creeps, use Pit of Malice to delay them as they approach. Don't do this if you think the push will turn into a gank or a clash since you could put Pit of Malice to better use.
* When the creeps engage, cast Firestorm in such a way that you'll hit as many of your opponents as possible.
* Cast Expulsion (if necessary) afterwards.
* In case there are any enemy heroes in the AoE of your spells (Firestorm and Expulsion), throw in a Pit of Malice to hold them in place for a Pseudo-Nuke. Don't do this if you think the push will turn into a gank or a clash since you could put Pit of Malice to better use.

When Defending

* In the event that your creeps will not be able to engage your opponents before they reach your tower, use Pit of Malice to delay them so as to reduce the amount of damage that would be done to your tower. Don't do this if you think the defense will turn into a gank or a clash since you could put Pit of Malice to better use.
* When the creeps engage, cast Firestorm in such a way that you'll hit as many of your opponents as possible.
* Cast Expulsion (if necessary) afterwards.
* In case you haven't used Pit of Malice yet and there are any enemy heroes in the AoE of your spells (Firestorm and Expulsion), throw in a Pit of Malice to hold them in place for a Pseudo-Nuke. Don't do this if you think the defense will turn into a gank or a clash since you could put Pit of Malice to better use.

During a Clash

* Cast Firestorm in such a way that you'll hit as many of your opponents as possible.
* If/When your opponent's attempt to move out of the AoE, use Pit of Malice to hold them in place.
* If there are any creeps (corpses), use Expulsion once a chain reaction can take place.
* If/When your opponent's attempt to move out of the AoE, use Pit of Malice to hold them in place. (I repeated this on purpose)
* If things do not look well for your team, coordinate a retreat, use Pit of Malice (if you haven't yet) to hold your opponents and use Dark Rift to escape. Your team HAS TO BE AWARE of your intentions, it's never cool to leave one or two guys behind.

When Ganking

* Don't be alone! Yeah. Because it's not your job to kill.
* If any of your allies have a mobility disable, have them use it first so you can position Firestorm. If you have Guinsoo that works too.
* Use Firestorm on your target only if you're sure you can immobilize your target within Firestorm's AoE via Pit of Malice. Otherwise, use Firestorm on your target after immobilizing your target via Pit of Malice.
* If there are any creeps (corpses), use Expulsion once a chain reaction can take place.
* Block your target from escaping. Yeah, just like what you do with creeps. But if you're confident that attacking your target will get it killed faster then go ahead and do that.

When Ganked w/ Allies

* If you have Guinsoo, use it on whichever hero poses the biggest threat to you/your allies. Most the time you'll want to cyclone their disabler. Otherwise it'd be the hero that will potentially kill you/your allies.
* Use Pit of Malice to delay your opponents and to allow you to get a good distance away from them.
* If you and your allies can escape just by running to safety, then run.
* If you or your allies CAN'T escape just by running to safety, CAST DARK RIFT to safety, then keep yourself alive by running, make sure to keep your allies within the AoE of Dark Rift, not necessarily in the direction of your base since all you're after is staying alive for 6/5/4 seconds and your opponents might have an ambush waiting for you/your allies.




NB : Sorry guidenya inggris.yg buat temen gue ama gue.tp kerja gue cm 10% paling cm kasi2 saran.ini repost dari guide dia di forum lain.
NB 2 : pit lord hanyalah untuk orang jelek dan sering2lah membacot ke allies "SORRY MUKA GW JELEK","SORRY ALL INI SMUA GR2 MUKA JELEK" dan sebagainya

Thx.maaf kalau tidak sempurna.

idgs id : Pulverizer
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PitLord
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PostSubyek: Re: Pit lord guide   Sun Jun 01, 2008 11:44 pm

jahat amat gak ada yg kasi comment..mentang2 muke gue jelek
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PostSubyek: Re: Pit lord guide   Tue Jun 03, 2008 9:49 pm

WKWKWK...INI MAH COPY PASTE ...


KLO ORG GQ BISA BHS INGG GMN BOS?
CKCK PARAH SI OMSEX INI..HUAHUA
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PostSubyek: Re: Pit lord guide   Tue Jun 03, 2008 9:50 pm

emang copas...baca dong bwhnya mas...
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