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by Arirang, Level 35
Last updated at October 22, 2009, 1:46 pm
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Last week I talked about the general principle in effective skill point distribution. I also gave our readers some homework to do: Try and make the most optimal build for Nerubian Weaver or Madman. I apologize since the question itself has a lot of gray area. I completely understand that the builds can change depending on match ups and overall game flow. Nothing is ever absolute. There are always alternatives. However, I was trying to simplify the task.
Thank you for all those that participated in this. I enjoyed looking at various build with different rationales. It's cool to have a peak into our readers' minds. So as promised, I will present my own build which I think is the most optimal. Note that I am not trying to say this is the best build, nor am I saying other builds are terrible. I am simply suggesting that this play is the best fit for my playstyle and what I think of these heroes' role: Carry.
_____________________________________________________________________________

Nerubian Weaver
Level 1 - Shukuchi
Level 2 - Urna Swarm
Level 3 - Gemininate Attack
Level 4 - Stats
Level 5 - Stats
Level 6 - Ult
Level 7 - Stats
Level 8 - Stats
Level 9 - Stats
Level 10 - Stats
Level 11 - Ult
Shukuchi
This is one of the best level 1 spells. It gives plenty of value for single point. The only difference between level 1 and 4 is the cooldown. Which is still incredible (having only 2sec downtime of invis is pretty sick). But for what it's worth in early game, I feel that level 1 is sufficient. I am not really using it to chase people down or have an enduring presence in fights. I am just trying not to die and harass a little when I can. And for that, level 1 will serve me well enough for a some time. I rather invest points into stats after single level.
Urna Swarm
This is a very interesting skill. I've only invested one point in the example, but I would not mind spending a point or two more into this skill. These beetles are fast, and have good HP with high armor. They can be used effectively enough to make a good difference in a lane. I would share control with my teammates and send them a beetle or two to use at all times.
Gemininate Attack
I like this skill a lot but I feel that it doesn't scale the best. The value of this skill is reflective of your damage. In early games, you don't hit hard. So that says a lot of this skill's value early game. I only take level 1 in beginning to have it. Being able to harass a hit or two with this on enemy is not bad either. It's worth a point in the early game.
On a side note, it's my hope that this skill somehow scales with attack speed in the future.
Level 12 and beyond differs for me depending on which offensive item I get.
If I get radiance, it would look like this:
Level 12 - Shukuchi
Level 13 - Shukuchi
Level 14 - Shukuchi
Level 15 - Geminainte Attack
Level 16 - Ult
Level 17 - Gemininate Attack
Level 18 - Gemininate Attack
Level 19 - Stats and/or Urna Swarm
The reason why I prefer shukuchi with radiance is because I am aiming towards having a consistent presence in fights. And shukuchi can help me achieve this goal. The longer I stay in the scene of the battle, the more damage I do.
If I get monkey king bar, it would look like this:
Level 12 - Gemininate Attack
Level 13 - Gemininate Attack
Level 14 - Gemininate Attack
Level 15 - Shukuchi
Level 16 - Ult
Level 17 - Shukuchi
Level 18 - Shukuchi
Level 19 - Stats and/or Urna Swarm
With MKB, my goal is to really just pound on one guy as hard as I can. And geminate is perfect for that. MKB can proc off of secondary hits of geminate, so that plays an factor as well. I want to kill someone before they even realize it.
Side note
When I picked this hero for homework, I had completely forgotten about the Urna Swarm change he received. Weaver's build to me, was much simpler before that. But Urna Swarm added a whole lot more dimension to this hero than ever before. So it's gotten definitely more flexible while the build listed above would be the general direction I would go.
I think it wouldn't be a bad choice to take an draft pick of shukuchi - gemininate - shukuchi - gemininate either. I think it may be little more balanced. I do the same in certain games with Naix where I take rage - snare - rage - snare.

Madman
Level 1 - Stalk
Level 2 - Barrel Roll
Level 3 - Barrel Roll
Level 4 - Stats
Level 5 - Barrel Roll
Level 6 - Stats
Level 7 - Barrel Roll
Level 8 - Stats
Level 9 - Stats
Level 10 - Ult
Level 11 - Ult
Level 12 - Gash
Level 13 - Gash
Level 14 - Gash
Level 15 - Gash
Level 16 - Ult
Level 17 and beyond - Stalk priority then stats
The reason why I take this route with Madman is because I feel that it is very difficult to fully capitalize on Madman's abilities due to mana issues. Not only that, Madman is an agi hero. A melee agi hero at that. You dearly need the extra HP from stats. So I take stalk for only one level, much like Weaver. I use it often as a means of escape. You always want to have some sort of an out. That is very important for lot of these squishy heroes with outs. More on this later.
Barrel roll is pretty much all my offense early game. Madman's physical doesn't do nearly enough damage to be a threat. So it's really just barrel roll. To have some sort of a presence early game, I prioritize on this. Going stats also grants me more mana for this ability.
I've noticed a lot of players taking ult at level 6. I do not recommend it. First, I find it very hard to believe that you have enough mana for the ult and other abilities. Secondly, it's doubtful that you have enough damage to make it worthwhile at level 6 (think Gash). Lastly, you'll seldom get in a spot where you can fully capitalize on this at level 6. It is from mid-game where you start to grow strong. So that's when I take it to pimp it. Taking Gash from 12-15 is the same as Juggernaut.
Side note
As for my item build, I do runed axe, whispering helm, and shrunken head. It's pretty much like Juggernaut. I like to get in there, pop my ult, then shrunken head and just attack ground to cleave everything. And that seems to work pretty well for me. This build definitely holds some weakness. One of the major issue with this build I find is the time factor. It's a quite a bit of stuff to have, so it takes some time to farm. If you have rough time farming, or if team's in a bad shape, it can really become a tough game.
After some thought, I think I still like my build over hellflower build. Because I feel that Madman can't really capitalize on hellflower's attack speed. While he can fully profit from the items I chose for him. Then again, the old saying goes "don't knock it until you tried it". I have not tried it, and I really should try it before I give a verdict.
Squishy Heroes and Outs
I mentioned earlier about how people play recklessly with their outs.
For example, Queen of Pain: Many players blink in, do their thing and then die before their blink CD is up. Whereas good players would avoid getting in that situation by being able to position themselves well enough without blink, do their thing, then blink out to safety. That is one of the biggest difference of a pro QoP and a bad one. Good players does not require blink to position perfectly. They know exactly where they need to be.
I see the same thing with lot of Madman players. They senselessly charge in with stalk, then barrel roll. And once the stun duration is up, they get smashed with no outs. Don't get in this situation. It is a terrible, thoughtless play.
Thanks again everyone for participating. Props to Rober0 for figuring out the shukuchi & stalk. Funny thing is, I wrote it, and even I didn't realize it. I was only trying to think of two heroes that has a different build than what most people would consider.
_____________________________________________________________________________
HoN Dev Interview: Submit your questions!!
I have an opportunity of interviewing a dev from now-one of my favourite game developer: S2. I did prepare a questionnaire for this person, but then I thought why should I have all the fun. So, I would like you guys to be part of this. Submit your questions down below in the comment section and I'll pick the best ones and present them.
Shoot away!!
Thank you for all those that participated in this. I enjoyed looking at various build with different rationales. It's cool to have a peak into our readers' minds. So as promised, I will present my own build which I think is the most optimal. Note that I am not trying to say this is the best build, nor am I saying other builds are terrible. I am simply suggesting that this play is the best fit for my playstyle and what I think of these heroes' role: Carry.
_____________________________________________________________________________
Nerubian Weaver
Level 1 - Shukuchi
Level 2 - Urna Swarm
Level 3 - Gemininate Attack
Level 4 - Stats
Level 5 - Stats
Level 6 - Ult
Level 7 - Stats
Level 8 - Stats
Level 9 - Stats
Level 10 - Stats
Level 11 - Ult
Shukuchi
This is one of the best level 1 spells. It gives plenty of value for single point. The only difference between level 1 and 4 is the cooldown. Which is still incredible (having only 2sec downtime of invis is pretty sick). But for what it's worth in early game, I feel that level 1 is sufficient. I am not really using it to chase people down or have an enduring presence in fights. I am just trying not to die and harass a little when I can. And for that, level 1 will serve me well enough for a some time. I rather invest points into stats after single level.
Urna Swarm
This is a very interesting skill. I've only invested one point in the example, but I would not mind spending a point or two more into this skill. These beetles are fast, and have good HP with high armor. They can be used effectively enough to make a good difference in a lane. I would share control with my teammates and send them a beetle or two to use at all times.
Gemininate Attack
I like this skill a lot but I feel that it doesn't scale the best. The value of this skill is reflective of your damage. In early games, you don't hit hard. So that says a lot of this skill's value early game. I only take level 1 in beginning to have it. Being able to harass a hit or two with this on enemy is not bad either. It's worth a point in the early game.
On a side note, it's my hope that this skill somehow scales with attack speed in the future.
Level 12 and beyond differs for me depending on which offensive item I get.
If I get radiance, it would look like this:
Level 12 - Shukuchi
Level 13 - Shukuchi
Level 14 - Shukuchi
Level 15 - Geminainte Attack
Level 16 - Ult
Level 17 - Gemininate Attack
Level 18 - Gemininate Attack
Level 19 - Stats and/or Urna Swarm
The reason why I prefer shukuchi with radiance is because I am aiming towards having a consistent presence in fights. And shukuchi can help me achieve this goal. The longer I stay in the scene of the battle, the more damage I do.
If I get monkey king bar, it would look like this:
Level 12 - Gemininate Attack
Level 13 - Gemininate Attack
Level 14 - Gemininate Attack
Level 15 - Shukuchi
Level 16 - Ult
Level 17 - Shukuchi
Level 18 - Shukuchi
Level 19 - Stats and/or Urna Swarm
With MKB, my goal is to really just pound on one guy as hard as I can. And geminate is perfect for that. MKB can proc off of secondary hits of geminate, so that plays an factor as well. I want to kill someone before they even realize it.
Side note
When I picked this hero for homework, I had completely forgotten about the Urna Swarm change he received. Weaver's build to me, was much simpler before that. But Urna Swarm added a whole lot more dimension to this hero than ever before. So it's gotten definitely more flexible while the build listed above would be the general direction I would go.
I think it wouldn't be a bad choice to take an draft pick of shukuchi - gemininate - shukuchi - gemininate either. I think it may be little more balanced. I do the same in certain games with Naix where I take rage - snare - rage - snare.
Madman
Level 1 - Stalk
Level 2 - Barrel Roll
Level 3 - Barrel Roll
Level 4 - Stats
Level 5 - Barrel Roll
Level 6 - Stats
Level 7 - Barrel Roll
Level 8 - Stats
Level 9 - Stats
Level 10 - Ult
Level 11 - Ult
Level 12 - Gash
Level 13 - Gash
Level 14 - Gash
Level 15 - Gash
Level 16 - Ult
Level 17 and beyond - Stalk priority then stats
The reason why I take this route with Madman is because I feel that it is very difficult to fully capitalize on Madman's abilities due to mana issues. Not only that, Madman is an agi hero. A melee agi hero at that. You dearly need the extra HP from stats. So I take stalk for only one level, much like Weaver. I use it often as a means of escape. You always want to have some sort of an out. That is very important for lot of these squishy heroes with outs. More on this later.
Barrel roll is pretty much all my offense early game. Madman's physical doesn't do nearly enough damage to be a threat. So it's really just barrel roll. To have some sort of a presence early game, I prioritize on this. Going stats also grants me more mana for this ability.
I've noticed a lot of players taking ult at level 6. I do not recommend it. First, I find it very hard to believe that you have enough mana for the ult and other abilities. Secondly, it's doubtful that you have enough damage to make it worthwhile at level 6 (think Gash). Lastly, you'll seldom get in a spot where you can fully capitalize on this at level 6. It is from mid-game where you start to grow strong. So that's when I take it to pimp it. Taking Gash from 12-15 is the same as Juggernaut.
Side note
As for my item build, I do runed axe, whispering helm, and shrunken head. It's pretty much like Juggernaut. I like to get in there, pop my ult, then shrunken head and just attack ground to cleave everything. And that seems to work pretty well for me. This build definitely holds some weakness. One of the major issue with this build I find is the time factor. It's a quite a bit of stuff to have, so it takes some time to farm. If you have rough time farming, or if team's in a bad shape, it can really become a tough game.
After some thought, I think I still like my build over hellflower build. Because I feel that Madman can't really capitalize on hellflower's attack speed. While he can fully profit from the items I chose for him. Then again, the old saying goes "don't knock it until you tried it". I have not tried it, and I really should try it before I give a verdict.
Squishy Heroes and Outs
I mentioned earlier about how people play recklessly with their outs.
For example, Queen of Pain: Many players blink in, do their thing and then die before their blink CD is up. Whereas good players would avoid getting in that situation by being able to position themselves well enough without blink, do their thing, then blink out to safety. That is one of the biggest difference of a pro QoP and a bad one. Good players does not require blink to position perfectly. They know exactly where they need to be.
I see the same thing with lot of Madman players. They senselessly charge in with stalk, then barrel roll. And once the stun duration is up, they get smashed with no outs. Don't get in this situation. It is a terrible, thoughtless play.
Thanks again everyone for participating. Props to Rober0 for figuring out the shukuchi & stalk. Funny thing is, I wrote it, and even I didn't realize it. I was only trying to think of two heroes that has a different build than what most people would consider.
_____________________________________________________________________________
HoN Dev Interview: Submit your questions!!
I have an opportunity of interviewing a dev from now-one of my favourite game developer: S2. I did prepare a questionnaire for this person, but then I thought why should I have all the fun. So, I would like you guys to be part of this. Submit your questions down below in the comment section and I'll pick the best ones and present them.
Shoot away!!

18 comments
Fantasticles Oct 22, 2009 at 5:27 pm
+1 votes
Decent blog, miss reading the daily blogs as there's like a blog a week now :<
I'd ask "What five heroes do you think the game needs at the current stage?" Obviously heroes not implemented yet or are being implemented soon as hinted from teasers/pics (Lion / Razor / Silencer / Spiritbreaker).
I'd ask "What five heroes do you think the game needs at the current stage?" Obviously heroes not implemented yet or are being implemented soon as hinted from teasers/pics (Lion / Razor / Silencer / Spiritbreaker).
Rhave Oct 22, 2009 at 5:39 pm
+1 votes
which dev are we talking about here?
if maliken: What is your favorite ability for Maliken hero?
if Idejer: How long does it take to code a hero from scratch (using your temples)
if maliken: What is your favorite ability for Maliken hero?
if Idejer: How long does it take to code a hero from scratch (using your temples)
Fantasticles Oct 22, 2009 at 7:30 pm
+1 votes
Rhave said
which dev are we talking about here?
if maliken: What is your favorite ability for Maliken hero?
if Idejer: How long does it take to code a hero from scratch (using your temples)
if maliken: What is your favorite ability for Maliken hero?
if Idejer: How long does it take to code a hero from scratch (using your temples)
Xndr Oct 22, 2009 at 6:38 pm
+1 votes
Will the final hero pool be of comparable size to DotA's current hero pool (95)?
Fantasticles Oct 22, 2009 at 7:43 pm
+1 votes
I think I remember wanting to have at least 80 before release, though they did say they would always be adding more and more heroes to the game. Don't forget that some heroes are remade and combined to make new heroes (nymphora/scout/arachna as an example).
Corgel Oct 22, 2009 at 9:27 pm
+1 votes
nice... and u're the only one blogging now... is this blog gonna die?
Arirang Oct 23, 2009 at 12:41 am
+1 votes
I have no idea. I will continue to do my thing until I grow bored of it. Which won't be anytime soon since I'm having fun with what I'm doing.
Corgel Oct 26, 2009 at 1:10 am
+1 votes
Arirang said
I have no idea. I will continue to do my thing until I grow bored of it. Which won't be anytime soon since I'm having fun with what I'm doing.
Robert0 Oct 23, 2009 at 3:00 am
+1 votes
What three DotA heroes will never see the light of day in HoN (reasons being other than that their skills are already in the game)
Catscratch Nov 6, 2009 at 10:11 am
+1 votes
Thats not a surefire reason,
Pyros ult is in HoN and yet we have Lion on the way soon.
Same as how malikens sword throw does not guarantee a puck port won't happen.
Pyros ult is in HoN and yet we have Lion on the way soon.
Same as how malikens sword throw does not guarantee a puck port won't happen.
Ghork Oct 23, 2009 at 3:05 am
+1 votes
madman you should really take ult, rest of the build i agree with but ult gives so much also just in run speed. Granted to use it properly you need to appraoch with full mana bar from fountain but thats what you should do.
also remember to give him some bracers or wraith bands, depending on opposing teams dmg.
i usually do steamboots as well, they are overall worth less than the components of enchanted marchers. BUT they give you early game survivability and mana + a higher base move speed which is good for your ults % modifier. 2/3 bracers and steamboots and you should have mana for that ult
also remember to give him some bracers or wraith bands, depending on opposing teams dmg.
i usually do steamboots as well, they are overall worth less than the components of enchanted marchers. BUT they give you early game survivability and mana + a higher base move speed which is good for your ults % modifier. 2/3 bracers and steamboots and you should have mana for that ult
Muffster Oct 23, 2009 at 4:53 am
+1 votes
Your madman build isn't good. Any competent team puts madman in mid since hes probably the best mid hero in the game. Get a bottle early, max out stalk before barrel roll (this is what you harass with, not barrel roll. Barrel roll is much less mana efficient) and with the short cd on it while you harass you should also get every single rune. Last hitting with stalk + damaging enemy hero should get you enough to get steamboots early, you use the +int at first. At this point you generally have a few kills/assists being that you got nearly every rune, and now you're one or two lvls ahead already and dont need to invest gold in wraith bands/bracers(? id never go bracers). From here i generally go runed axe and bkb, followed by abyssal. Grats, you've won
Edit: and yeah, you dont skill ulti before lvl 10+11, gash after maxing stalk/barrel
Edit: and yeah, you dont skill ulti before lvl 10+11, gash after maxing stalk/barrel
Arirang Oct 23, 2009 at 12:31 pm
+1 votes
To each to his own, right? As far as I'm concerned, Madman can be laned with a secondary stunner since he can do the initiating stun. He's a got a pretty wide range of playstyle.
Muffster Oct 23, 2009 at 5:00 am
+1 votes
@Arirang: Out of interest, can i ask what your psr and k/d is?
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