Thursday 2 August 2012

Back so soon?

Still here. Still writing.

My new job takes up alot of my time right now, I'm still endeavoring to keep writing my articles as best I can though.

The new job does however mean video content is on  a permanent hiatus for the time being, they're on the list. Just near the bottom.

In the mean time I'm finishing the long overdue article on Treant Protector, afterwhich I'm considering writing an article on Ogre Magi, Morphling, Dragon Knight or Disruptor. I'm leaning more towards DK or Disruptor right now, I play both of them a fair amount. Kotl is also on the cards.

For now however, keep enjoying your hats and mid or feed!

Saturday 9 June 2012

Help Gamesbass choose the next hero analysis!

In the comments here or in the Reddit thread Here, decide what hero you'd like analysed next!

~Gamesbass

Thursday 7 June 2012

Nessaj, the Chaos Knight

Knight in blackest armor.

Armor more grey, less black.

This week, bestowed upon us is an agent of pandemonium itself: Chaos Knight!

As the name suggests Chaos Knight is very reliant upon luck, possessing one of the highest potential damage outputs available to both strength heroes and carries. As long as his luck holds true, he is a truly fearsome opponent. Chaos Bolt (Q), has both a damage and stun component. Depending on the dice, it can stun for up to 4 seconds and deal either poor or very reasonable damage. Reality Rift (W) teleports himself, the target and any illusions present to a random point between the two. As well as granting him bonus damage for the next hit. Chaos Strike (E) enables Nessaj to deal tremendous amounts of physical damage, allowing him to potentially strike for up to 3 times his usual damage. This is the highest of any non-ultimate critical in the game. Finally his ultimate, Phantasm (R) summons up to 3 illusions of himself which deal full unmodified damage but take additional damage. Giving him in essence quad deeps.

In similar vein to Mirana, Chaos Knight is typically played as a ganker with good potential to carry providing he does well enough early game. In essence making him a semi-carry.

Thursday 17 May 2012

Monday 14 May 2012

Another lance! and another!!

//Supplimental blog post


For those interested, and perhaps do not have access to for whatever reason, here is the lore for Phantom Lancer:

'The remote village of Pole had no knowledge of the wars raging in the heart of the kingdom. For them, the quiet of spear fishing, and a family meal were all that a full life required. Yet war came for them nonetheless. Joining the able-bodied conscripts as they filed past their homes, the humble lancer Azwraith vowed to bring peace to his kingdom, and in so doing, his people. Placed with his kin in the vanguard of the final assault against the Dread Magus Vorn, the cost to his fellows was absolute. As the charging force battled toward the fortress, Azwraith alone among his kind remained standing, and he alone was able to infiltrate the keep. Focused and infuriated by the slaughter of his brothers, Azwraith bested each of the wizard's deadly traps and conjured guardians. Soon the simple fisherman arrived at Vorn's tower sanctum. The pair dueled through the night, pike to staff, as chaos raged below, and with a deafening cry Azwraith pierced his enemy. But the wizard did not simply expire; he exploded into uncountable shards of light, penetrating his killer with power. As the dust settled and the smoke of combat began to clear, Azwraith found himself standing among a throng of his kin. Each seemed to be dressed as he was, each seemed armed as he was, and he could sense that each thought as he did. Aware that his allies were approaching, he willed these phantoms to hide themselves, and one by one they began to vanish into nothingness. As the soldiers came upon the sanctum, they found the warrior that had bested the wizard. When they approached their champion, the lancer vanished. The pikeman who had stood before them was no more than another phantom.'

Azwraith, the Phantom Lancer

From one: an army.

Big bad blue

I thought I'd kick off my return with an analysis of the last hero patch's hero: Phantom Lancer!

A hero of many, he sows confusion by spawning multiple illusions of himself up to as many as 10 with the assistance of Manta Style. Spirit Lance (Q), is a seemingly simple nuke. Dealing damage, slowing and spawning an illusion to attack the afflicted target. Doppelwalk (W), turns him invisible as well as instantly spawning an illusion in his place hiding the fact that he as disappeared. Juxtapose (E) is his signature skill. granting a chance to summon an illusion on every strike. His ultimate, Phantom edge (R), grants him additional magic resistance above the base as well as increasing both the rate Juxtapose generates illusions and allowing those illusions to generate more of themselves.

Phantom Lancer is a late pusher carry of sorts and potentially, due to his multiplicative nature, one of the hardest carries in the game.