Showing posts with label guide. Show all posts
Showing posts with label guide. Show all posts
Tuesday, July 25, 2017
DESTROYER JOB GUIDE
DESTROYER JOB GUIDE
DESTROYER JOB GUIDE
Human
Fighter > Warrior > Mercenary > Knight > Destroyer
1. Warrior : Wiff in Alker Harbor.
2. Mercenary : Wiff in Alker Harbor.
3. Knight : Heromech in Red Orc Outpost.
4. Destroyer : Sage in Naila Village.
IMPORTANT! Put all the stats to VITALITY if you wan power leveling FAST.
This is the difference between Mercenary and Swordman:
Swordman = 18Strike+
Mercenary = 10% Physical Attack+
When u get high level u dont need that 18strike its much better 10% Physical Attack.
And u wont have Spirit Sword = Sleep Skill, If you go mercenary.
COSTUMEZ
I recommend you to use Costumes with [5/5] Effect that gives 3% physical defense and 138 movement speed,
Like School Time Safety with Phixus Cape or Shinigami set [4/4] effects with 5% critical rate damage, 3% physical defense and movement speed with Pumpkin Head (Jack Oh Latern) or any thing u wan.
Till you get between 3.5k ~ 3.8k Physical Defense wear set effects costumes and once u have High defense you can use Black Widow Leader Suit.
Head Costume = Angry Green Lizard 5% Physical Defense and 10 STR or Critical Slime (Only if you can tank)
Glasses = Any glass with 5STR and 5VIT from item mall.
Use SunFlower (from item mall). The equipment that goes below the weapon.
PET (This is important dont Jump this step)
Buy a pet at alker from merchant any colour it deosnt matter, and train it killing monsters.
You will need a pet Lv. 80+ for pet supports.
Go to naila village > Talk to npc "Serie" and buy evolve pills for pet magic support type. It evolves at 20, 50 and 80.
And also u have to buy 6 "Shield" skills and put all of them to the pet, it stacks. So you will have pet shield buff Lv. 6, it adds around 300 physical defense more ! Its very usefull.
EQUIPMENT
Lv. 1 ~ 75 = Crafted Armors or if you are lazy just buy from NPC and do it +7 everything.
Use Any Two Handed Axe.
(You can buy at zakandia or naila village)
Lv. 80 ~ 104 = Try to buy "Seven Guardian Armor sets" It adds 5% Physical Defense.
Kimball Axe Lv. 83 one, or crafted One with STR or VIT it doesnt matter.
(The Seven Guardian Armor sets I think you can craft with karat diamonds)
Lv. 105+ = Holy iron Sets Armor, Glove, Boots, Living Necklace, Hathors, Fleckring, Flame ring.
Holy iron Armor = crafted with VIT + reinforce VIT
Holy iron Glove = Reinforce STR
Holy iron Boots = Reinforce VIT or Movement speed Its up to u.
Living necklace = Reinforce HP
Rings = 2 Hathors with VIT (2 hathors does the 2/2 Effect) + reinforce HP Recovery or MP
Earrings = Flickering Earrings. + reinforce HP Recovery or MP
Belt = Lv. 72 belt called Flame Ring that adds +5 stats to All.
Golden Axe = Reinforce with Critical Rate 100+
Helmet = Kynee is Okay.
All Philosoper Stats its UP TO YOU !
SKILLZ
Fighter Lv. 01 ~ 19.
1. Fighter Hearts [Max]
2. Uppercut [Max]
3. Crash Blow [Max]
4. Burning Rage [Max]
5. Enhanced HP [Max]
6. Two Handed Training [Max]
7. Axe Training [Max]
Warrior Lv. 20 ~ 39
1. Fighter Hearts [Max]
2. Warrior Form [Max]
3. Risk Taker [Max] (You must to relog to have Permanent additional Physical Attack)
4. Two Handed Training [Max]
5. Crash Blow [Max]
6. Uppercut [Max]
7. Axe Training [Max]
8. Wheel Wind [Lv. 1]
Mercenary Lv. 40 ~ 74
1. Fighter Hearts [Max]
2. Warrior Form [Max]
3. Crash Blow > Burning Crash [Max]
4. Uppercut > Earthquake [Max]
5. Blazing Body [Lv. 1]
6. Risk Taker [Max]
7. Rage Burst [Max]
8. Two Handed Training [Max]
9. Axe Training [Max]
Knight Lv. 75~104
1. Heavy Armor Expertise [Max]
2. Blessing Guard [Max]
3. Attract Circle [Lv. 1]
4. Solid Weapon [Max]
5. Sword Storm [Lv. 1]
6. Armor Synchro [Max]
7. Weapon Synchro [Max]
TIP!
You will have: "Attract Circle Lv.1" / "Wheel Wind Lv.1" / "Sword Storm Lv.1" / "Blazing Body Lv.1" / "Earthquake"
with this 4 AoE (Area of Effect) Skills you can lure mobs with attract circle > and since u are full VIT you will be avaiable to tank and Kill with AoE Skills. And Always remember to use PET BUFFS !
Destroyer Lv. 105 ~ 125
1. Fighter Hearts [Max]
2. Warrior Form [Max]
3. Risk Taker [Max]
4. Fatal Force [Max]
5. Rage Burst [Max]
6. Earthquake [Lv. 20] (IMPORTANT! If you learn more than lvl 20 ur skill will get bugged and u cant use this skill)
7. Two Handed Training [Max]
8. Axe Training [Max]
9. Axe Mortality [Max]
10. Heavy Weapon Accuracy [Max]
Max those skills in the order listed above if you wan fast leveling. (This is my build about Destroyer).
As i know Destroyers job is the only job that even if you get to 125 you still cant max all the skills that you need,
thats why I didnt put "Fearful Blow" or "Burning Crash [Max]" because remember this is Fast leveling build not
a real powerful and great damager Destroyer.
LEVELING SPOT
Lv. 01 ~ 19 = Gate Of Alker / Ruins of Draconian
Lv. 20 ~ 39 = Tarintus / Moon Blind Forest
Lv. 40 ~ 74 = Mont Blanc Port / The way to the howling ravine / Dryed Gazell Fall
Lv. 75 ~ 110 = Howling Cave 2F / Ghost Swamp Valley / Naila harbor
[Remember that you can lure monsters and kill with AoE Skills]
Howling Cave 2F Lv. 75+
Howling Cave 2F Physical Defense Needed = 1500
Ghost Swamp valley Lv. 89+
Ghost Swamp Valley Physical Defense Needed = Unknown (I will update it as soon as possible)
Naila Harbor Lv. 99 ~ 110
Naila Harbor Physical Defense Needed = 2800
Lv. 111 ~ 125 = Grave of the Knights.
Grave of the Knights Physical Defense Needed = 3800
Friday, July 21, 2017
Diablo III Powerleveling 1 60 Guide
Diablo III Powerleveling 1 60 Guide
Here is a quick Diablo III Powerleveling guide for patch 1.0.8 and beyond.
- 1-15 Normal Whimsyshire
- 15 -> Put on the big ruby go to Keep Depths 2
- 15-23 -> Keep depths 2 (normal) ((buy cains set))
- 24-25 I normally run through Act 4 to diablo (need to be 25 for NM though, so make sure you ding).
- 25-38 NM Whimsyshire
- 38-49 NM Keep Depths 2
- 49-50 Act 4 NM (Kill diablo at 50)
- 50-53 Whimsyshire Hell
- 53-60 Keep 2 Hell.
- Note on speed: If you run into a dead end thats more than 10-15 seconds away in any place, just teleport to town and reset the game.
Wednesday, July 19, 2017
Disruptor Dota 2 Hero Guide
Disruptor Dota 2 Hero Guide

Disruptor is categorized as Ranged - Nuker - Support - Initiator - Disabler
Disruptor Overview
Intelligence: 22 + 2.50
Agility: 15 + 1.40
Strength: 19 + 1.90
Damage: 27 - 31
Movespeed: 300
Armor: 1.1
Disruptor Abilities
Thunder Strike - Repeatedly strikes the targeted unit with lightning. Each strike damages nearby enemy units in a small radius.
Glimpse - Teleports the target hero back to where it was 4 seconds ago. Instantly kills illusions.
Kinetic Field - After a short formation time, creates a circular barrier of kinetic energy that enemies cant pass.
Static Storm - Creates a damaging static storm that also silences all enemy units in the area for the duration. The damage starts off weak, but increases in power over the duration.
Disruptor Abilities Detailed

Thunder Strike
Repeatedly strikes the targeted unit with lightning. Each strike damages nearby enemy units in a small radius.
MANA COST: 130 / 130 / 130 / 130
COOLDOWN: 16.0
ABILITY: TARGET UNIT
AFFECTS: ENEMY HEROES
DAMAGE: MAGICAL
RADIUS: 200 / 200 / 200 / 200
STRIKES: 3 / 3 / 3 / 3
DURATION: 4 / 4 / 4 / 4

Glimpse
Teleports the target hero back to where it was 4 seconds ago. Instantly kills illusions.
MANA COST: 160 / 130 / 100 / 70
COOLDOWN: 60.0 / 50.0 / 40.0 / 30.0
ABILITY: TARGET UNIT
AFFECTS: ENEMY HEROES
CAST RANGE: 600 / 1000 / 1400 / 1800

Kinetic Field
After a short formation time, creates a circular barrier of kinetic energy that enemies cant pass.
MANA COST: 70 / 70 / 70 / 70
COOLDOWN: 14.0
ABILITY: TARGET POINT
RADIUS: 300 / 300 / 300 / 300
FORMATION TIME: 1.2 / 1.2 / 1.2 / 1.2
DURATION: 2.5 / 3 / 3.5 / 4

Static Storm
Creates a damaging static storm that also silences all enemy units in the area for the duration. The damage starts off weak, but increases in power over the duration.
MANA COST: 125 / 175 / 225
COOLDOWN: 85.0
ABILITY: TARGET POINT
DAMAGE: MAGICAL
RADIUS: 375 / 375 / 375
MAX DAMAGE PER SECOND: 170 / 210 / 250
DURATION: 5 / 5 / 5
Thursday, June 8, 2017
Detailed Tuskarr Ymir Guide
Detailed Tuskarr Ymir Guide
I.Foreword
I have just played DotA for about 6months right now and am in no way a very good player. I can get that oh so desired #1 spot once in a while in some games so I can say that Im pretty decent in playing this game.
This ALT+TAB guide is my first one, and hopefully not the last. This is not meant to be the SOLID Ymir guide as most players can device something new and better for him. This guide is what has worked for me in my games using Ymir.
NOTE: This guide, will not feed you very detailed strategies. Being creative and playing the hero constantly is a part of the learning curve. There are just some things that a guide CAN NOT teach you. You MUST LEARN them YOURSELF.
II. The Hero
Hailing from the Borean Tundra, Ymir is one of the wisest Tuskarr warriors. Acquainted with years of warfare experience against raiding Ice Trolls and Nerubian Spiders that beset his village during his younger years, Ymir eagerly volunteered himself into the ranks of the Sentinel to help halt the notorious rise of the Lich King. A specialist in controlling the element of ice, Ymirs prowess lies in surprising enemies with frosty magics. His arsenal not only consists of propelling Snowballs and hurling shards of solidifying ice, but also conjuring massive Snowstorms that greatly impede his enemies battle efficiency.
A. The Stats
STR: 23 + 2.3
- Ymirs main stat. Pretty decent growth. Getting a lot of it will increase not only your HP but also your base damage and Last Skill Critical.
AGI: 23 + 2.1
- Ymirs secondary stat, as you can see, its growth is actually almost on par with his STR.
INT: 18 + 1.7
- Ymirs crappiest stat. Low starting INT coupled with low int gain = low mana pool. Dont worry, this can be countered early in the game.
B. The Skills
Click on the Skill Icons to view the skill tables from the main hero page.
ICE SHARDS
Tuskarr compresses 5 shards of ice into a ball of frozen energy that damages all enemies in comes in contact with. If the ball comes in contact with an enemy hero or reaches its maximum range the shards are released, creating a barrier that lasts for 5 seconds.
- This is your main nuke with the added "trapping" device. Use wisely and creatively.
SNOWBALL
Tuskarr and any nearby allied heroes roll in a quickly growing snowball towards the target enemy unit. Any victims caught in the snowballs path take damage and are briefly stunned; the final target takes 40 extra damage and 0.25 extra stun duration.
- This one is your initiating skill, be it in 1v1, ganks or clashes, use this to close in.
FROZEN SIGIL
Tuskarr summons a Frozen Sigil by calling upon the deepest cold of winter. The Sigil creates a snowstorm which slows all enemy units within 600 range.
- Your epic slow is a good chasing mechanism. Also good for clashes and 1v1 situations. Use with care as the CD is pretty high.
WALRUS PUNCH
Tuskarr prepares his mighty Walrus Punch; his next attack will do a critical strike and launch the victim into the air. The victim will be slowed upon landing and take damage.
- This is your killer punch. Kinda reminds me of Falcon Punch. That extra disable and crit works pretty good on 1v1 situations when youre waiting for backup, low on hp and the difference of winning and losing is that couple of seconds. Guess what? The CD is great and the mana it requires is low! You can use this twice in a clash, even more if it gets drawn out.
III. Skill Build
I played Ymir a couple of times and saw that he can actually go into 2 main different builds. These builds focus on either assisting allies or going for the kill yourself. Ill explain my first skill build, and also the preferred one.
A. Killer Skill Build
1-Ice Shards
2-Snowball
3-Ice Shards
4-Snowball
5-Ice shards
6-Walrus Punch
7-Ice Shards
8-Snowball
9-Frozen Sigil
10-Snowball
11-Walrus Punch
12-Frozen Sigil
13-Frozen Sigil
14-Frozen Sigil
15-Stats
16-Walrus Punch
17-25-Stats
Justification:
Maxing your nuke first greatly increases your kill potential in every attempt that you make. 280dmg and a 5second trap isnt something to joke about. Maxing Snowball second allows you to roll in and add extra damage. Thats 480dmg right off the bat, headstart right? Maxing Frozen Sigil last makes sense because Ymir has a pretty decent MS of 305 and in early game, heroes are still pretty slow. Dont forget to factor in your lane partners disable too.
B. Assist Skill Build (can still pawn)
1-Snowball
2-Frozen Sigil
3-Snowball
4-Frozen Sigil
5-Ice Shards
6-Walrus Punch
7-Snowball
8-Ice Shards
9-Snowball
10-Ice Shards
11-Walrus Punch
12-Ice Shards
13-Frozen Sigil
14-Frozen Sigil
15-Stats
16-Walrus Punch
17-25-Stats
Justification:
This build prioritizes on maxing out Snowball first, its a nuke that stuns for a short time. We also get 2 levels of Frozen Sigil because Im assuming that your going to roll in with a teammate or 2 to gank and the slow + your damage + gankers dmg will do the job. Netting kills for yourself will be pretty hard with this one, but the assist is always there.
I havent tried this build that much because I love the way the first one pawns.
IV. Item Build
Assuming you picked Ymir, your starting gold is going to be 603. This leaves you with this:
A. Starting Items
Set A
Gauntlets of Strength150 gold
Sobi Mask325 gold
Tango90 gold
This leaves you with 38 gold.
Justification:
Getting Sobi Mask first solves your early mana problems, 150 gold on +3damage, +3strength and some HP is a good deal, you may say that "why not get 3GG branches instead to make a wand later?", I say, go get your core first to solve that mana problem forever. Tango is a no brainer.
Personally, I like this one better than the next set.
Set B
Ironwood Branch (3x)159 gold
Sobi Mask325 gold
Tango90 gold
or Healing Salve100 gold
Justification:
Almost the same thing except you get 3 GG brances instead of a bracer. This set aims for the wand.
B. Core Items
Urn of Shadows:875 gold
You have 2 of its components as your starting items. This one should be easy to farm first. It has both HP and mana regeneration properties.
Power Treads (Strength):1450 gold
Strength Treads. Why not, right? I mean, come on, +stats, +MS, +AS, whats not to like? You wont be needing phase boots because of your second skill and BoT is just too much to farm, you can use 135 TPs to solve your teleportation problems right?
Sange:2150 gold
Yes, I know, you may say this is "pretty nooby" because you already have your 3rd skill, yes? No, sanges maim is a good stack on your third skill any regular hero without blink cant escape that, youd also want that +26dmg boost.
Sange & Yasha:4300 gold
Sange and Yasha. This is a core as you can upgrade your Sange pretty easily into this. Sanges maim synergies well with your Sigil and Yasha will be your "Mask of Madness" minus the extra damage that you take.
Bracer:525 gold
Bracer adds survivability, damage and tanking ability. Cheap item for good stats. Also, upgradeable into that new item that I forgot.
Scroll of Town Portal:135 gold
Every hero needs this.
Empty Bottle:600 gold
Empty Bottle. Purely optional. Personally, I rarely get this when its pretty easy for me. Get this if youre having a hard time on the lane.
Magic Wand:509 gold
You should obviously get this if you went for the 2nd Starting Items Set. Skip the bracer.
C. Extension (Usually gotten if the game isnt over after youve gotten your core since your core is pretty costly)
Battlefury:4350 gold
Battlefury adds +60damage, HP and mana regen. Combine the mana regen with your Urn and you get 200% mana regen, this pretty much solves your mana problems.
Vladimirs Offering:2050 gold
Vladimirs Offering is known for its Lifesteal Aura for melee heroes but dont forget that 15% Damage Aura that it brings along with the Armor Aura as well, carry this if no one bought it for the team or if just have that extra space.
Soul Booster:3030 gold
Farmed to the bone? Enemies are feeders? Soul Booster can be an Extension of your Urn of Shadows. Just sell that Urn.
Bloodstone:5050 gold
Upgrade to Bloodstone. Youve really got to be rocking the game if you can farm up to this. Waste no time in getting this.
NOTE: Sometimes, the situational items take priority over these. You have to know which one is more important for you and your team.
D. Situational
Monkey King Bar:5400 gold
-Show Mortred and Troll Warlord whos boss. +88damage, +15AS and mini bash are just bonuses.
Dagon:2805 gold
-WTF right? You are a ganker, you can also get this for that burst damage. Also adds a small amount of damage and a little bit of INT to increase your mana pool. You can use this in pubs or in heavy ganking games. Can be used to farm heroes.
Vanguard:2225 gold
-Carry if youre taking too much fire and that HP boost is the difference between life and death.
Hood of Defiance:2125 gold
-Carry if you have too much magic using enemies
Khadgars Pipe of Insight:3628 gold
-Upgrade from Hood if the nukes are still to much
Black King Bar:3900 gold
-You are made to hit, nothings more annoying than being disabled and not able to see that Hero Fly High in the Sky. Also adds some STR (meaning it adds damage and HP)
Blade Mail:2200 gold
-Taking too much enemy fire? Stick your middle finger back up at their damage.
Heart of Tarrasque:5500 gold
-Carry for tanking and survivability and damage boost
Gem of Truesight:700 gold
-Youve got the HP, youve got the damage, and you CERTAINLY can destroy those invisible heroes (eg. Rikimaru, Nerubian Weaver) why not?
NOTE: This item build is purely based on my playstyle and this is what has worked for me in my games. Builds are flexible to the players style of play.
NOTE2: You might ask why didnt I put any escape items like dagger or Lothars edge. I didnt put any, since in most of my games I rarely have the need to run away from them since I have the means to kill every single hero in the game. Also, did you notice that the core items I buy are costly? 2150 gold Daggers and 3300 gold Lothars are just too much. Get them if youre fed well.
V. How to use your skills?
I will not expound too much on this area as Ymirs skills are pretty straightforward.
Ill list a couple of combos and how-tos and then thats it.
First Up
Frozen Sigil -> Charge Walrus Punch -> Snowball in -> Hit with Walrus Punch -> Ice Shards enemy upon Landing -> Hit to death.
The Frozen Sigil is there when youre not sure if you can land an autokill. Works in 1v1, clashes and ganks.
Second One
Charge Walrus Punch -> Snowball in -> Hit with Walrus Punch -> Ice Shards enemy upon Landing.
No Frozen Sigil here, youre sure that the target will die as soon as you do your combo with a couple of hits more. Best used in 1v1 situations.
Thirdly
Charge Walrus Punch -> Snowball in -> Hit with Walrus Punch -> Ice Shards enemy upon Landing -> Hit enemies too death -> Frozen Sigil if someone tries to escape.
Frozen Sigil is used last if there are agile heroes that can escape after the clash, Im assuming that youre not the only stunner so your third skill is best used for chasing.
Lastly
Charge Walrus Punch -> Snowball in -> Hit with Walrus Punch -> Ice Shards enemy upon Landing -> Hit enemies too death -> Frozen Sigil if...
This one is focused on escaping. Not sure about the gank? You think the clash might not go your way? That last minute slow will be the difference between life and death, a kill/assist/death. Not really advisable, your teammates might complain that the reason you lost the clash was because you did activate the Sigil immediately.
NOTE: Always try to make sure you hit the most number of enemy heroes with your Snowball and Ice Shards.
NOTE2: Normally, the Sigil is ALWAYS activated first.
NOTE3: ALMOST ALWAYS NEVER roll in with a paper nuking hero like Crystal Maiden. You are a tank and you draw fire, rolling in with her will just kill them in an instant. AVOID at all costs. (There are certain exceptions when its more advisable to roll in with them though, you have to figure that out yourself ^^)
VI.Natural Allies
Almost every hero. Since you are strong in all three phases of the game, getting a babysitter would be nice to get a really good farming head start or a good disabler for early kills.
VII. Natural Enemies
Basically, enemy heroes that wont let you use your combo in quick succession and there are those that wont let you use your combo at all by draining your mana or by shutting you up.
Disablers, Evaders and Manabreakers
This one can be countered by preparing beforehand, but a good one will rape you.
Special Mention to Lucifer, The Doom Bringer. Doom will just fuck you up. All you can do is auto-attack and thats not good at all.
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