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Dota 6.68c Map Download 7 Aug 2010, 11:58 am
Dota 6.68c Map Download - Dota 6.68c Official Map has just released! Dota 6.68c is the next map of DotA 6.68b series. Check out the download links and changelogs of Dota 6.68c.Dota 6.68c via getdota
Dota 6.68b Map Download 30 Jul 2010, 2:11 pm
Dota 6.68b Map Download. This map fix some bugs on Dota 6.68 . The Dota 6.68b download link is inside. Alright, let's check the Dota 6.68b map!Dota 6.68b Changelogs:
* Fixed a major bug with Techies Remote Mines
* Fixed Geomancer clones restoring mana with Arcane Boots
* Wisp can no longer teleport to the enemy fountain
* Fixed a small bug with Flak Cannon against buildings when gyro has very low damage
* Fixed a bug when casting tether from outside of range limit while being moved with Relocate
* Fixed an issue with illusions and flak cannon
* Fixed a few other minor things
Dota 6.68b Via Getdota
Dota 6.68 Map released 29 Jul 2010, 9:41 am
DotA 6.68 map is now released by IceFrog. Iceforg release four heroes in the Dota 6.68 map :- Thrall The Far Seer. As a ranged intelligence hero, Thrall has three aoe (area of effect) spells and an ability to relocate an enemy. Due to these aspects, Thrall is likely to play the ganker role.
- Eredar The Shadow Demon . Eredar is another ranged intelligence hero that possesses the long gone Purge skill. In addition, Eredar has two damaging spells and a banishing ability that can contribute him as another ganker.
- Io The Guardian Wisp. Io is a ranged strength hero that has two protective skills, an increased attack speed skill and a mobility skill. This hero is most likely to be a carry due to its protective skills and a skill that depends on its base damage.- Aurel Vlaicu the Gyrocopter. Being a ranged agility hero, Aurel is an engineer that deals with rockets. All four of his spells are damaging spells, one of which is capable of stunning. Due to its ability to shoot long ranged spells, Aurel is another ganker that can help ganking at a distance.
Dota 6.68 Download Links:
Dota 6.68 Download Via Getdota
Dota 6.67c OMG Download and Changelogs 16 Jul 2010, 11:03 am
Dota 6.67c Omg Changelogs : - Abilities icons in taverns no longer moves left when some are picked.
- Switch is disabled in Abilities Draft.
- OMG mode is now based on DotA 6.67c. All features are saved.
- Abilities Draft is now compatible with Shuffle Players.
Dota 6.67c Omg Download :
Dota 6.67c OMG
Dota 6.67c Bug Alleria - Windrunner 30 Jun 2010, 1:20 pm
After yesterday's video from Kuarinofu Rosahn bug and Puck bug, now there are more video of the Alleria - Windrunner bug in the map 6.67c. Check out the video above for the details.(application/x-shockwave-flash)
Dota 6.67c Bug Roshan [ Kuarinofu video ] 24 Jun 2010, 6:55 am
Just use Morphling your can kill Roshan solo at any lvl possible.(application/x-shockwave-flash)
Garena MapHack v6.1 [ 1.23, 1.24b, 1.24c, 1.24d, 1.24e ] 22 Jun 2010, 8:36 pm
Features:* MapHack Garena for patch 1.23 , patch 1.24b , patch 1.24c , patch 1.24d , patch 1.24e that works on Garena
* does NOT modify any Garena files and does NOT crack garena, so there's no "cracked version" issue
* undetectable ! Yes !!!
* bugs ( )
* added 1.24e support (maphack + camera hack, no -ah problem), reworked protection and war3 version detector.
* fixed some 1.24b bugs
* reworked visuals
Download Link :
GarenaMapHack v6.1.zip

WCG 2010 Sweden: FnaticMsi Win 20 Jun 2010, 10:55 am
First map (de_dust2)The first map of the WCG Sweden 2010 final was selected to be de_dust2. This map hasn't been played yet by FnaticMSI as they were able to shut-out their previous opponent (Meet Your Makers) 2:0 and there was no need for a third map. FnaticMSI would start on the terrorist side like they have for every map so far. After a rush on the B bombsite the team went on to win the all important pistol round. As a result, the first three rounds in general went Fnatic's way.
The first gun round came down to a tense 1 vs. 1 situation which Fnatic's latest addition Bjorn 'THREAT' Pers was able to win to give Fnatic their fourth round. SK Gaming wasn't able to win their first round until Fnatic went up 5:0. Fnatic wasn't about to let SK Gaming get some momentum however, and was able to win the next to rounds to go up 7:1. SK Gaming would only be able to get one round from this point on, and Fnatic would go on to win the first half 13:2 with amazing play from THREAT.
The second half would have Fnatic sporting the Counter-Terrorist side now. Yet again Fnatic was able to win the pistol round going up 14:2. The next round also went to Fnatic, however the first gun round went to SK Gaming to make the score 15:3. Due to losing this gun round, Fnatic was forced to save and play an eco-round which they lost making the score 15:4. Fnatic however would not look back from this point on and went on to win the map 16:4.
Second map (de_inferno)
The second map of the match was selected to be de_inferno. FnaticMSI had a dominating performance earlier in the day against Meet Your Makers and they were looking to do more of the same against SK Gaming. As usual Fnatic started on the terrorist side. This map would prove much of the same as we have seen today as Fnatic would go up against SK Gaming in convincing fashion. After starting out 1:1, Fnatic would go on a rampage to build a lead of 11:1. Only at this point was SK Gaming able to win their second round to make the gap a little smaller. The first half would finally end with the scoreline reading 12:3 in favor of FnaticMSI.The second half went underway quickly with Fnatic on the CT side. SK Gaming was able to take the pistol round in quick round as they rushed to the A bombsite. SK Gaming would go on to win the next round, however in the third round FnaticMSI did a surprise buy and were able to win the round bringing the score to 13:5. SK Gaming however seemed determine to get everything they could out of de_inferno and were able to close the gap even futher to 13:8 before Fnatic could stop their run. With the score at 15:12, SK Gaming brought the match much closer than it was looking to be at the beginning. However at this point Fnatic finally turned it on and won the last remaining round to take the map 16:12.
With this win FnaticMSI has earned the higher seed at WCG Nordic. Both teams will play at the WCG Nordic to see which team from Scandinavia earns an all expenses paid trip to the WCG Grand Finals in Los Angeles, California.
Link : http://fnatic.com/

Dota Guide - Purist Thunderwrath, the Omniknight 6 Jun 2010, 6:16 am
The Omniknight is being played in several different ways. You can see him as an ugly chaser with a high MS and a slow (S&Y, Skadi), you can see him stacked with STR items (Heart, Satanic) and as a supporter (Guinsoo, Refresher). The way you are playing him depends on your line-up and match-up, and of course the level of the game.Basically what I think is that Omniknight is a support hero, that can become a hybrid in many ways. Give him some mana regeneration and then do whatever you want to do and needs to be done to him. If your team lacks a tank, then buy a Heart. If your team fails horribly at carrying and you have the possibility of buying a Radiance, then do so for Christ's sake.
I will go through all of his skills one-by-one analysing them and giving guidelines on how to use them. As it's a Strategy Hero Guide, I will be concentrating more on the strategical aspects than on the unimportant filler sentences allowing this guide to be short, yet helpful and filled with important information.
Purification
Mechanics: the damage is mixed, therefore both armor and spell resistance reduces the damage dealt by Purification. As the game progresses it becomes less and less useful against heroes. Strategics: the way you have to use this spell is waiting for at least until your or an ally's HP drops to a level that if you healed, the target won't have full health pool. The only occiasion when you should be healing someone to full health is when you are harassing an enemy and especially if you can score a frag with Purification. If you need to speedfarm, then you can use this skill for killing the ranged creeps instantly and damaging the melee ones heavily. But otherwise you should not be using it for farming, last hits will be enough if you can learn how to time it well.
Repel
Mechanics: if you cast it on a hero, it will remove most of the casted buffs, doesn't matter if they are negative or positive ones. Most of the target spells won't work on the repeled unit and spell damage are fully negated.
Strategics: while you are laning this spell might be useful in saving one of your allies. Cast it before a stun would land in, or remove some negative buffs. Also if you or your ally plan to rush in, then being able to run in without getting interrupted by a spell is very important. Later it will be used on heroes that are channeling their spells or on the carries. I think in serious games Omni should be picked only if his repel will be in need of at least on one of the heroes.
Degen Aura
Mechanics: the AoE of the slow is 300.
Strategics: this is both an offensive and defensive ability. When retreating it's especially useful agaisnt melee heroes, or when you want to block enemy heroes reaching your allies, Degen Aura is your friend. If you are an agressively playing player and can be agressive in the game, then Degen Aura will help out so well in chasing it will be near to impossible to flee alive from you. Using animation canceling is very important or else you might be slowed down so that you can't follow your target to "channel" (not real channel) the slow aura.
Guardian Angel
Mechanics: gives 98% physical damage reduction and a high additional HP regeneration. The AoE is 1000 on levels. Repel removes Guardian Angel from target.
Strategics: in early game it might save your ass sometimes. Later it will be used in team fights when you jump on your enemies. Don't waste this spell, wait patiently for the perfect time.
The Skillbuild
Basically, there is just one way to efficiently build an Omniknight.
Level 01 - Purification
Level 02 - Degen Aura/Repel
Level 03 - Purification
Level 04 - Degen Aura/Repel
Level 05 - Purification
Level 06 - Guardian Angel
Level 07 - Purification
Level 08 - Degen Aura
Level 09 - Repel/Degen Aura
Level 10 - Repel/Degen Aura
Level 11 - Guardian Angel
Level 12 - Degen Aura
Level 13 - Repel
Level 14 - Repel
Level 15 - Attribute Bonuses
Level 16 - Guardian Angel
17 to 25 - Attribute Bonuses
The justification of the rather easy. Purification is maxed first for obvious reason - it's a heal and your only damaging spell.
Then the confusion begins. Degen Aura or Repel? The answer differs from game to game, respectively from lane to lane. If you're laning against nukers/combo heroes or heroes with damage over time spells, get one level of Repel early. As an example, if you're laning against like Sven and Leshrac, get repel so you can Repel your ally (or yourself) after Storm Bolt hits so Leshrac won't be able to chain (doesn't work all the times, especially when you're the target and they don't leave a gap between the stuns).
Another situation would be when laning agianst Viper, Repel prevents orbwalking and nullifies the damage and the slow of Viper Strike when cast after it. Two levels of Repel at level 2/4 should only be taken when you're leveling against Venomancer (to block 10 from the 12 seconds of Poison Nova) and maybe against Doom Bringer, though it's only useful when he's casting Doom on your ally, else you're silenced and can't cast that spell anyway.
From that point on it's more or less at your disposal how you're chosing the skillbuild. I recommend that you're having 2 levels of Repel when reaching level 11, and that you finish Degen Aura by level 12.
Guardian Angel should be taken whenever available, it may always save your or your allies' asses when ganked or when diving a tower.
The Itembuilds
I decided to make only one core item build, which is quite flexible. I will rather discuss some possible alternates in a different section.
Basically you need some form of mana regeneration. You won't be spamming your spells, but when there's a big battle, you will spend a lot of mana in a considerably short time. So burst regeneration is the best for you, which can be found in Bottle or Arcane Ring. Wether to choose Bottle or Ring depends on the game rules. In most tournaments only one Arcane Ring is allowed per team, and if there's a hero that needs Arcane more than you, then get Bottle.
Observer/Sentry Wards are to be gotten by you, because even if you don't have much items, you can still be a helpful hero in your team. TP scrolls are to be gotten till you buy Boots of Travel. You don't need Power Treads, because you will be supporting not by the physical damage you deal. Movementspeed is much more needed for you than Attackspeed. Also, being able to teleport helps a lot, too.
Arcane Ring - undoubtly the best mana item for the Omniknight. It boosts your manapool by a lot and the burst mana regeneration will make sure that you can cast your spells all the time. I think this item was made especially for heroes with low starting INT, mainly the STR heroes.
Bottle - if you want to rush an expensive item or you are playing in a tournament/league where only one Arcane Ring is allowed per team and one of your allies is already making it (Zeus, Ogre Magi, Earthshaker etc) then Bottle is to be gotten on this hero. The fact that you regenerate health along with mana will allow you to use your Purification on your allies instead of you.
Bracers - wraiths are obviously not needed on this hero. Null Talismans look appealing, but the fact is that a Bottle and especially an Arcane Ring already fixes your mana issues. However you need survivalability and the ability to farm neutrals faster and Bracers is just perfect for these purposes. Of course if you have no problems surviving, just don't upgrade the circlets, they will be enough (especially if you go for Necronomicon).
Necronomicon - a really great item on this hero. He was meant to hold this book in his hands. The MS aura that one of the demons give will allow you to chase more efficiently, the mana burn gives you a high boost on damage as you will not be attacking too frequently. The attribute bonuses are both needed, a little STR and a nice amount of INT. Especially if noone else is heading for this item you are to be getting it as a Necronomicon 3 will allow you to destroy wards, detect mines and invisible heroes.
Radiance - we could as well call it the Carry Item. The immolation allows you to farm neutrals fast and speed-farm in lanes, so it becomes harder to catch you. In case you can farm up the 3800 golds early on, this will be a great addition to your inventory. Suggested mainly for pubs and fun IH games.
Some Further Item-Discussion
In this section I would like to mention some of the better and some of the not so good items for the Omniknight. I will give justifications when and why to use certain items, and why others fail horribly.
Heart of Tarrasque - this is a great item for Purist Thunderwrath. Sometimes you need to become the tank of your team and as you need to be near to your opponents to make use of Degen Aura or need to be around your allies to use Guardian Angel there can be no question why. Also if there are no better heroes to cast Repel on, and it's you who get the benefits of magic immunity, then you need to be able to tank physical damage.
Eye of Skadi - some players like to buy this item, while the most players bash it instead. I say that it's a viable choice for Purist, as the slow, the mana and helath pool, everything is good for him. The problem is that it costs 7050 golds and it is really hard to farm it early enough. Rush it only in fun pub games or get it after Radiance. I would not recommend it in any other cases.
Assault Cuirass - as you have a relatively slow attack speed and as you are a melee hero, this item can be of a good use for you. With Repel on and an AC in your inventory you are basically unkillable. When you are low on health, then you just use Guradian Angel and there's no problem at all. After the core builds are complished and either there are no magical threats or you are a better repel-user than your allies, buy this item.
Hood of Defiance - when you have allies that MUST be repeled all the time, but you die to nukes in team fights all the time, then Hood is a really useful item. It's easy to farm it up and let's you tank all the damage done in team fights.
Sange & Yasha - the item that many hate and many love. Actually it's not a bad item on this hero, it's easy to farm up and you benefit from everything this item gives to you. The only problem is, that you can always find better alternatives. I myself rarely get it on Omni.
Guinsoo's Scythe of Wyse - this used to be a very much liked item on the Omniknight. It was gotten on this hero because he needed some form of mana regeneration and manapool. The Cyclone and then the Hex abilities are really useful. The only problem is, that both Arcane Ring and Bottle are thousand times better to fix your mana problems and a Necronomicon suits this hero much more (giving STR, MS/AS auras, manaburn). I haven't bought this item for Purist for more than a year.
Refresher Orb - a great item especially if you went for the Basic Build with Arcane Ring. Double Guardian Angel and double Repel is an amazingly powerful combination and can easily determine the outcome of a fight in lategame. The only problem is that you can rarely get to buying this item.
Mekansm - you can heal the hero that is repeled. Great auras as well. Good thing. The bad part is, you already have a low manapool and heroes with high starting INT should be getting this item instead of you.
Omniknight Techniques
Puri-Harass:
There are two ways of harassing with Purification. One possibility is that you run up to your enemy, and then heal yourself, so the enemy takes damage. This technique isn't that easy to execute and could horribly backfire when you're not paying attention. The hardest part about this technique is that you have to place yourself in a way so your enemy is still within the AoE of Purification when you're casting the spell, and doesn't run out of it when you're standing still and raising your hammer towards the sky to recieve the heal. The risk with this technique is that the enemy can simply disable you when you're behind the creepline, and then you're in trouble.
The second possibility is that you heal a creep which is attacked by an enemy. The upside is that the enemy can't counter this, besides standing out of the AoE which would mean no farming for a melee hero, but the downside is that you heal a creep and not yourself. An alternative is when you heal an ally of yours that is standing near to an opponent.
Puri-Farm:
Again, two ways to farm with Purification. One possibility is that you run into the creeps and heal yourself. Notice that Purification instantly kills randed creeps at full health within the first 50 minutes, after that the Necromancers/Druids of the Talon have more than 360 hp, so this won't work again. You make best use of this when there are some melee creeps below 360 hp, and you perform this by placing yourself approximately in the middle between the ranged unit and the melee units, then heal yourself. Like this, you should be able to damage/kill both, rangers and melee units. Alternatively, you can simply wait until all of your creeps are dead, then run next to the ranged unit (with the melee units tailing you as you're the only enemy left), then heal yourself. Dangerous when there's still an enemy around.
The second possibility is healing a creep when some enemy creeps are below 360 hp. You can as well run straight towards the enemy creeps, while your own creeps are far behind, pulling them around you and then heal yourself after hitting some of the creeps. Especially easy to farm this way if you have a Radiance.
Remedy-Repel:
All you need to do to be able to perform this technique is to pay attention. Repel the unit that is either going to be the target of magic spells (as an example, Sven just stunned your ally and you see a Lina popping out of the forest - Repel your ally, and Lina's spells will go to waste, as they're both do not require to click on the unit, so there will be no "Cannot target" error message) or allies that are suffering from Damage over Time spells, such as Shadow Strike, Posion Nova, Viper Strike, Doom etc. Notice that Repel does not remove these spells, but blocks the damage as long as the spell lasts. If your enemy has ordered to cast a targeting spell on a unit, and you repel that unit in between, the spell is still going to be cast but won't deal any damage.
Repel-Channel:
Repel-Channel, or "How to save my ally 3800 golds from buying a Black King Bar" means nothing but casting Repel on an ally who has a channeling spell, such as Crystal Maiden (Freezing Field), Enigma (Black Hole), Bane Elemental (Fiend's Grip) etc. Talk with your ally, tell him that he should ask for a Repel before jumping in, so the chance of being disabled during the channel is zero.
Carry-Repel:
This is very simple, before or right at the start of a Teamfight, repel your main damage-hero so he doesn't have to be afraid of being disabled. Repel heroes that rely on their physical damage output, such as Shadow Fiend, Viper, Clinkz, Silencer, Troll Warlord etc. Being able to engage for up to 20 seconds without being thrown back by a disable and nuked to death really means something, believe me.
Degen-Block:
This is a technique you should use when you and at least one ally are chasing an enemy hero. Try to get in front of the enemy, so he is caught in your Degen aura, losing 28% of his current movespeed, and then try to block him as you'd block the first creeps that spawn in the game. With your enemy being caught in the Degen Aura, you can react much faster to his movements, always blocking the path in front of him.
Degen-Walk:
This is the alternative to the Degen-Block. Walk next to your enemy, so he's caught in the Degen Aura, and walk all the way by his side, so your allies can catch up. Very important here is that you don't attack him (as in right-click on the hero), but always right-click on the ground in front of him, so you're walking the same way and he can't get rid of the Degen aura. Especially important against heroes with much higher MS than what you have. Really annoying for the enemies If you want to flee from melee heroes or summons, then Degen Aura will be your best friend.
Angel-Save:
So, there's your ally, in the river, and there are those two enemies, pounding on him like there is no tomorrow. What do you do? You try to get within 1000 units to your ally, and then hit "G" to activate Guardian Angel. Gaining 1000 armor (also known as "almost complete physical invulnerability") and a regeneration of 25 hp/sec, your ally doesn't have to be afraid of dying until the GA-buff wears off. Meanwhile you run to your ally, use Purification and Repel as soon as GA is gone (not before, else you'll remove GA!) and run with him to slow down the enemies if they try to catch up again.
You should NOT use this technique if your ally is already very low on health (as in, about 100 hp) and one of the enemies engaging him is a spellcaster. Guardian Angel does not block incoming spells at all, so it would be a waste of your ultimate casting Guardian Angel, and then Lion hexing/fingering your ally to death.
Angel-Jump:
Your signature move in teambattles. Basically this means that you're casting Guardian Angel during a teambattle, to turn the tides because all your allied heroes (and all your creeps) are invulnerable to physical attacks. However, there are to two things you should keep in mind.
The first one is the timing of this spell. You shouldn't cast it right in the beginning, as the enemy would simply back off and wait those 5/7/9 seconds, then come again. Also, you shouldn't cast it when one or two of your allies are already dead, while your enemy hasn't lost any, because like this it will just look like a runaway move. Cast it before one of your allies is dead, but when the battle has already fully developed, so your enemies can't just back off without suffering heavy defeat/losses. The other thing is that you shouldn't cast Guardian Angel and then Repel someone right afterwards. Repel before, then use GA, else Repel will override GA for whoever just gained spell immunity.
Omniknight Strategies
Laning - Purist is a rather weak soloer, although against melee heroes he does really fine as he can adapt to any circumstances. However in organized games you will see him paired up with a ranged hero, who has a nuke, a stun or a slow at least, which will allow you to take the lane control. If you face troubles, you can always use Puri-Heal or Remedy-Repel. Puri-Harass should be used when you assured lane-control. Otherwise spare your mana for the worse times.
Soloing - as I said, Omni isn't that good at soloing unless put against a melee hero. Ranged heroes are probably going to out-micro you and won't allow you to get any last hits/creep denies. Try to play conservatively against them and go in only for the last hits or when he is over-confident and makes a big mistake, then use the Puri-Harass technique. Against melee heroes you are going to max Degen Aura before putting points on Repel, as it allows you to harass the hell out of them and maybe score a kill. Heroes like Nerubian Assassin will be really harmful for you. Spam all your spells before he does much harm to you. Against Ogre Magi you might want to get Repel, because a hero might come over to help him and that will hurt you. Against many dual and especially tri-lanes, get 2 points on Repel, too. This all depends on wether you'll be nuked/disabled or not. You have to be observant.
Getting Ganked - when you see someone trying to gank you, or a spell is heading towards you, then immediately put Repel on yourself. After that run back to your tower and if needed, then heal. If you fail to cast Repel in time, cast Purification first, then Repel and then Guardian Angel. If you managed to cast Repel in time, but their physical damage is so hurting you, then cast Guardian Angel this case as well. If you don't have Repel, then try to juke you and/or ask for you ally's help. Try to calculate wether a guardian Angle will be in need or not and cast it in case it is needed. It is something I cannot teach in words, you will learn it only the hard way: game experience.
Ganking - this depends on wether you go to another lane, someone else came to your lane, you have Repel or you have Degen Aura or both. If you have Repel, then put it on the ally that can deal out the most damage or on someone that can chain-disable. If you are on a high level, then cast it on yourself and use the Degen-Block technique, which is uncounterable. It all depends on your allies and the ganked hero(es). If your allies come to gank your lane enemies, then start running towards your opponents soem seconds before your allies would be revealed. If someone is heavily damaged AND is near enough an enemy, then cast Purification on the target ally (or yourself). If you go gank an enemy in your ally's lane, then most of the time you will want to go from behind, to block the target's way with Degen Block and then using Puri-Harass (and probably stealing the kill ).
Farming - while laning, you should never use Purification to gain gold. Only exceptions are when you would use the Puri-Harass technique or either you or your ally is on lower health. When the lanes mix up and everyone is ganking around, sometimes pushing as well, you will already have a Bottle or an Arcane Ring. At that time of the game you may use the Puri-Farm technique. Neutraling is also viable from mid game. Just hit all of them as much as to getting them instantly killed by a single Purifitcation. This way you won't lose HP and you will clear a whole creep spawn.
Pushing - this again depends a lot on game situation. If your allies are pushing a different lane AND all the enemies are defending there, then you need to push your lane as fast as possible. For that you need to rush towerd the next creep wave leaving your own creeps behind. Use the Puri-Farm technique's creep pulling version. If you went for the necro build, then cast the demons when the two opposing waves collide. This will ensure your creeps have a higher DPS and they can run faster, fastening the push as well. If you push with your allies, use Puri-Farm only if you do need the heal. Otherwise stay aware of the situation and cast Repel on your carry hero if you get ganked. Use Guardian Angel as well, turning the tides of the battle.
5v5 Battles (defensive) - when trying to defend an outer tower, you will need to stay behind the tower and waiting for the best opportunity to initiate. If you have no problem keeping your carry hero or ulti-channeler repeled, then don't hesitate using it every time it cools down. Your role is waiting patiently, while your AoE-spammers (Leshrac, THD, Zeus, etc) are clearing up the upcoming creep waves all the time. Once the enemies initiate use Guardian Angel immediately and if you have necrobook, then cast the demons (try to do that before using GA, though). However if your opponents screw up and hesitate for too long, you might try to initiate. Wait for the best opportunity: you just used repel on an ally AND one of the opponents don't retreat in time or run in without the others. If that happens, then summon the demons immediately, burn the mana of the poor enemy. If his allies run in, then execute the Angel-Jump technique.
5v5 Battles (offensive) - when your team is trying to gank all the heroes of the enemies then use either the Carry-Repel or the Repel-Channel technique. After that, do the Angel-Jump and you are probably going to heavily win that battle. That was the easier version. However when you are pushing and especially if you try to push inside the base - when you don't have vision over the enemies - you will have to be very very careful. If there are heroes like Silencer (Global Silence), Warlock (Infernal), Pugna (Nether Ward), wait until they waste their spells. You need them to initiate and to fail. It's not that risky if your tank goes close with Repel on him, because you'll be able to heal him up later or go jump in with Angel-Jump. It all depends on game situation, but as I said, try to wait until your opponents do a fatal mistake, which will allow you to smash them into pieces.
Source : www.garena.com
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Patch 1.0.2 - Heroes of Newerth 3 Jun 2010, 4:28 am
Hon - Patch 1.0.2 . Until now, patch 1.0.1 has been released. Only within a period of 1 months, Patch HON developments have been very rapid, so if we do not follow the latest information of Heroes of Newerth, we'll miss a few steps. Heroes of Newert Patch 1.0.2 implement some cool features that does not available on Dota. So it would be easier to enter the same game now.General
- Marchers are now in the outpost
- Implemented functionality for “Buy All Components”
* Clicking this button will attempt to purchase all components and sub-components needed to complete the recipe.
- Fixed several stringtable entries
- Fixed blockers behind the Legion fountain to help people who teleport back there
- Updated some cliffs so wards will not sink into them anymore
- Fixed “Helm of the Black Legion” appearing incorrectly on the shop due to it’s length
- Tweaked some weirdness with collisions in the pathing code
- Fixed the pause dropdown so it now has the correct title
- Following functionality added: Right click on a buddy or clanmate and select “Follow” to follow them. You will join and leave any games they join or leave until you unfollow them, quit the game, or are in a game that starts.
* thanks to __VIking for the idea
- Players attempting to re-connect to servers they got disconnected from will no longer be unable to join them due to PSR restrictions for times when they have recently played a game and their PSR was not updated before connecting to the server.
- Fixed matchmaking to auto focus the channel they join in on
- Removed the “stats reset by release” notification from the reset stats form
- Fixed an issue where blank lines would appear on IMs when one of the players chatting would join or leave a game.
- Fixed a bug where the No Stats icon would not show up in notifications for games that were “No Stats”
- The game will no longer display an additional disconnect message indicating that the hero was removed and assets distributed to their team when a player with no team is kicked from the game
- Rearranged the icons on the bottom of Public Games interface to make more space and fix alignments
- Updated Min/Max PSR Filter to be a little more lenient, for example selecting <1500 and >1600 now checks if it the server is <=1500 or >=1600.
- The Public Game interface so that it can now display the actual advanced game options when hovering over the “Advanced Options” icon
- Added a “Hide Restricted Games” option to the Public Game interface
* When enabled any games a player is ineligible for due to having a leaver status or having a PSR outside the range of that game will be hidden
* Credit to Bangerz for the implementation
- Added the Premium Account icon to the Icon Key tooltip
- Added more ping filter values (from a max of 270 to a max of 360) and added more PSR values (1900 and 1950).
- Added game hint indicating players can disable notifications in game via the options menu
- Logging in with “Invisible Mode” will now always bring focus to the “Status” channel, previously it wouldn’t the first time logging in
- Removed requirement to enter a reason when banning someone via “/bl add nickname”, it now defaults to the reason “None” if none is specified
- Fixed an issue where the banlist reason was not updated properly unless the player logged out first
- Using “/r” will only reply to the last whisper received, and will no longer reply to the last buddy or clan whisper
Matchmaking
- Added maximum spread setting for matchmaking
- Restrict matchmaking regions to just USW, USE, EU
- Improve tracking of matchmaking failure rates and player disconnections
Heroes
Bubbles
- Fixed a glitch when you had a body effect on and threw the shell
- Can now use Shell Surf’s Teleport while under the effects of Take Cover
- Take Cover now tiggeres off tower hits
- Initial radius of Kelp Field changed from 600 to 400
Chipper
- Rocket damage reduced from 105/130/155/180 to 85/115/145/180
- Sawblade cool down set to 50 seconds at all levels (from 60/45/30)
Fayde
- Stances will no longer reset when she dies
Gauntlet
- Completely reworked, still a dev hero. Let us know what you think on the forums.
Night Hound
- Updated the tooltip for Smoke Bomb to explain that he cannot attack towers while in the cloud
Scout
- Marksman Shot will no longer place an infinite life state on the target
Patch 1.0.1 - Heroes of Newerth 23 May 2010, 8:02 am
Patch Version 1.0.1 Changelog - Bubbles & MM PatchMatchmaking
- Fixed average wait time and percent successful matches stat tracking for matchmaking
- Added some matchmaker logging
- Fixed substitutions not working properly
General
- Tweaked some oddities in the pathing code
* Heroes might 'stick' on each other slightly again. We are developing a more permanent solution
- Toggling autocast and attack abilities no longer interrupt any current actions
Items
Harkon's Blade
- No longer stacks with Lifeleech & other attack modifiers
Nome's Wisdom
- Recipe cost from 600 to 200
Plated Greaves
- The activated effect can now apply to all allied non-hero units (including player controlled units).
Puzzlebox
- Recipe cost from 1000 to 1100
Heroes
Added New Legion Int hero, Bubbles, inspired by Puck the Faerie Dragon
* Fun Fact: The voice of this hero was recorded by Robert Jadah, who also voiced Morla The Thousand Year-Old Turtle for 'The Neverending Story'
Balphagore
- Un-Dev
- Fixed Recommended Items
- Base armor lowered by 2
- Demonic Pathogen silence from 1/1.5/2/2.5 seconds to 1/2/3/4 seconds
- Demonic Pathogen damage from 100 magic DPS to 60 magic DPS
- Corpse Conversion cooldown from 30 to 20
- Gold bounty from minions from 21/26/36/41 to 10/13/18/20
- Minions now have 3 Magic Armor
- Now takes 30 seconds for charges on his ult to start disappearing
- His ultimate now gains 0.6 charges per 1% of enemy mana spent (increased from 0.5)
Bloodhunter
- Blood Sense now grants full vision of low HP targets
Deadwood
- Uproot's Mana Cost from 60 to 30
- Uproot's charges from 5/6/7/8 to 5 at all levels
- Willowmaker now casts 100ms faster
Devourer
- Armor from 1.96 to 2.96
Engineer
- Base STR from 22 to 20
- Base INT from 19 to 21
Fayde
- Scythe Stance now causes Cull to stun and Burning Shadows to destroy mana
- Shadow Stance now causes Cull to destroy mana and Burning Shadows to stun
- Fayde now starts in Scythe Stance by default (This makes Reflection deal Physical damage by default, even when stances are unleveled)
Hellbringer
- STR growth from 2.5 to 2.1
- AGI growth from 1.0 to 1.2
- INT growth from 2.7 to 2.9
Legionnaire
- Armor from 1.8 to 2.8
Madman
- Stalk cooldown lowered by 1
Nymphora
- Grace of the Nymph now only dispels from player-controlled unit damage
- Teleport no longer displays graphic/sfx to enemies when in fog
Pandamonium
- Cannonball now snares by 60% for 4 seconds instead of stunning when missed
Slither
- Toxin Wards now have 1/1/2/2 charges for placement, decreased from 1/2/2/3
- Toxin Wards attack effect changed from -10% Movespeed to -25 Movespeed at all levels
- Fixed tool tip of Toxin Wards displaying the incorrect amount of health
Swiftblade
- Counter-Attack no longer uses real attacks, meaning it will not trigger things like critical strike, life steal, or Frostburn. It now simply deals damage equal to Swiftblade's base attack damage.

Dota 6.68 - Icefrog Video and Update 23 May 2010, 7:40 am
Dota 6.68 Video and Update. IceFrog has just announced that he will make some balance changes on Dota 6.68 map. They recently updated the status on the blog. This time iceforg very hardworking released Dota 6.68. They will feature 2 new hero in the video. Just so we're waiting for the video :)
Update From IceFrog Blog:
I am still working hard on 6.68. We plan to release a preview video in the near future to showcase some of the new content. There are quite a few new heroes in development so we are taking extra time to make sure they are high quality. There will also be balance work done for the current content as well various other improvements and features.
If there is anything you'd like to see in the next patch, please let me know.
Heroes of Newerth - Gauntlet Guide 22 May 2010, 5:17 am
The demonic force powering Gauntlet massive glove grows unstable. If Gauntlet's glove hits anything in the next couple of seconds, some of the demonic power inside it will detonate, damaging all nearby enemies.Stats

Attack Type=Melee
Attack Damage=55-57
Attack Range=110
Movementspeed=300
Turnrate=320
Armor=3.10
MagicArmor=5.5
Strength=24
Agility=14
Intelligence=18
Spells
Infernal Instability

The demonic force powering Gauntlet’s massive glove grows unstable. If Gauntlet’s glove hits anything in the next couple of seconds, some of the demonic power inside it will detonate, damaging all nearby enemies.
Level 1 : Applies Infernal Instability to self for 4 seconds. Glove detonates on first auto attack, Grapple, or Gauntlet Blast.
Level 2 : Applies Infernal Instability to self for 4 seconds. Glove detonates on first auto attack, Grapple, or Gauntlet Blast.
Level 3 : Applies Infernal Instability to self for 4 seconds. Glove detonates on first auto attack, Grapple, or Gauntlet Blast.
Level 4 : Applies Infernal Instability to self for 4 seconds. Glove detonates on first auto attack, Grapple, or Gauntlet Blast.
Mana cost 50/60/70/80
Cooldown 15 seconds
Infernal Instability effects
+5% Movement Speed
Unit Walking
Grapple

Gauntlet’s fires his chain-mounted glove. If the glove catches an enemy both Gauntlet and his foe will be dragged toward each other.
Level 1 : Shoots the glove 600 units on an axle, deals 60 Physical damage and grabs target.
Level 2 : Shoots the glove 600 units on an axle, deals 100 Physical damage and grabs target.
Level 3 : Shoots the glove 600 units on an axle, deals 140 Physical damage and grabs target.
Level 4 : Shoots the glove 600 units on an axle, deals 180 Physical damage and grabs target.
Mana cost 150
Cooldown 20 seconds
If the enemy is grabbed before the target point, it just pulls him back to gauntlet. If an enemy however is grabbed after the target point on the axle, then both gauntlet and the target are pulled to that spot.
Cripple

The incredible pummeling Gauntlet unleashes upon his opponent is crippling. Each blow dealt to his opponent is more debilitating than the last, slowing their every movement.
Level 1 : Slows the enemy movement speed by 6% per auto attack for 10 seconds. Stacks up to a maximum of 10 times.
Level 2 : Slows the enemy movement speed by 9% per auto attack for 10 seconds. Stacks up to a maximum of 10 times.
Level 3 : Slows the enemy movement speed by 12% per auto attack for 10 seconds. Stacks up to a maximum of 10 times.
Level 4 : Slows the enemy movement speed by 15% per auto attack for 10 seconds. Stacks up to a maximum of 10 times.
Mana cost n/a
Cooldown n/a
Ultimate
Gauntlet Blast

Fueled by malevolent power, Gauntlet’s glove rockets away. Any foes struck by the glove are bathed in its demonic power, stripping them of their enchantments and reducing their speed.
Level 1 : Shoots the glove 550 units forward dealing 40 True damage and purging targets in a line.
Level 2 : Shoots the glove 700 units forward dealing 80 True damage and purging targets in a line.
Level 3 : Shoots the glove 850 units forward dealing 120 True damage and purging targets in a line.
Mana Cost 150
Cooldown 45 seconds
Heroes of Newerth - Patch 1.0.0 22 May 2010, 5:15 am
Heroes of Newerth Latest Patch - Version 1.0.0Bug Fixes
* Fixed terminating players properly ingame when they left
* Fixed disconnection caused by the terminated player message
* Fixed upside down taskbar icon under Linux
* Fixed matchmaking giving improper point values
* Fixed the black and white box when picking a dev hero
* Fixed MinPSR/MaxPSR not being reset back to 0 when a game ends
* Rate of passive income is now adjusted when a player terminates (Higher with less players)
* Cleaned up create game dialog
* Added a frame that holds the disconnect button on the loading screen
* Updated tooltip description for hardcore mode so it doesn't say items are dropped
* Tweaked Linux resource auto-reloading
New Dev hero, Gauntlet
Balphagore
Minions spawned by Balphagore's ult will now die if their target dies
Won't eat Items, Wildsoul's Bear, or Mechanical units anymore
Heroes of Newerth - Balphagore Guide 21 May 2010, 6:23 pm
Balphagore is one of the next to be released heroes in HoN. He is a fat monstrosety that feels like an early laning strength hero, who has pushing power and is an anti teamfight powerhouse.Primary Attribute - Strength
Str 25 +3.1
Agi 17 +1.2
Int 17 +1.9
Balphagore Skills
Regurgitate: This skill is an aoe blast similar to Malphas' flame breath. It does some decent damage and has a pretty low cooldown. It also applies a slow to his enemies and regurgitates corpses for his other ability. This ability is going to be used to harass and support your other abilities.
Demonic Pathogen: This skill is a short silence, and one that will spread to their entire team if they are too close. This skill synergizes perfect with his ult and first skill; punishing any team who is foolish enough to group up. This skill is very mana inefficient if you only manage to hit one person with it, so keep in mind that you need the ability to spread to get your worth.
Corpse Conversion: This ability gives staying power and pushing power. At max charges/level you gain 5 minions to push a tower/gank a hero/jungle in the woods. Additionally this skill gives you health for each corpse you pick up, giving you a little extra regen.
Hell on Newerth: This skill is the explosive anti-teamfight power of Balphagore. He waits till the enemy team throws a ton of mana at them to max out his charges and then lays a solid 550 damage nuke on them all that spawns a 300 damage unit bomb per hero he hits. Throw a tempest into the mix after all the spells are blown, and can you say annihilation? Balphagore can.Item Build and Strategy
Balphagore is the team tank and as a side a pusher. Start yourself off with a few minor totem, pretender's crown, crushing claws, and some health regen, just like any normal strength hero. Your best bet for boots on this beast is Plated Greaves or Str Steamboots because you want to be a tank. Pick up a runed axe for both mana regen and cleaving to help you gather corpses for your pushing and you will storm through towers. Pick up a Helm of the Black Legion or my preference, Shaman's Headdress into a Barrier Idol so that you can survive the initial spell blasts that you need for your ultimate to be effective. Pick up a Shrunken Head if you are getting disabled terribly, or rush for some more massive health boosts if you can and soak up all the team damage you possibly can.In terms of effective use of Balphagore, you can push extremely well with minions and a cleave, saving the minions for stomping towers rapidly. In terms of teamfights you want to get the enemies attention, live through enough nukes to give you 80+ charges on Hell on Newerth and mash that skill onto the entire enemy skill. Toss out your minions and your DoT/silence and blast them with a cone of Bile. If you can survive to get your charges to 80+ and pull off that sequence of moves you will be able to take a grouped up set of heroes from full to almost nothing near instantly. Tempest is your best friend when he blinks in after they use their abilities on you enough to pump you up. Watch your enemies explode.
Patch 13 - StarCraft 2 Beta 21 May 2010, 12:47 pm
StarCraft 2 Beta - Patch 13 (version 0.15.0.15449).General
* Map Publishing is now enabled: Using the map editor, you can upload your custom maps to share with the Battle.net community.
* Facebook feature is integrated: Here’s a quick way to expand your social network by seeing who among your existing Facebook friends also has a Battle.net account.
3v3 and 4v4 formats are now enabled.
* Numerous updates have been made to the Leagues & Ladders system:
- Removed Copper League and added Diamond League above Platinum League.
- Player ratings start at 0, rather than 1000.
- No longer displays loading screen odds in placement or practice league matches.
- Matchmaking system logic updated.
* UDP is enabled to help improve game performance.
* Numerous performance and stability improvements.
PROTOSS
* Sentry
- Force Fields can now be destroyed by Massive ground units walking over them.
* Void Ray
- Range decreased from 7 to 6.
* Warp Gate
- Subgroup selection priority changed from 2 to 3 so that it takes priority over Gateways when selected.
TERRAN
* Marine
- Stimpack research cost decreased from 150/150 to 100/100.
- Combat Shield research cost decreased from 150/150 to 100/100.
ZERG
* Infestor
- Infested Terran spell removed.
- Frenzy spell added:
~ Costs 25 energy.
~ Targets a single biological unit which deals 25% more damage and is immune to snare, stuns, and mind control for 30 seconds.
* Overseer
- Contaminate spell added:
~ Costs 75 energy.
~ Targets a single enemy structure which cannot train units or research upgrades for 30 seconds.
- Infested Terran spell added:
~ Costs 125 energy.
~ Infested Terrans have the same stats as those previously created by the Infestor and are placed directly under the Overseer when spawned.
* Ultralisk
- Life decreased from 600 to 450.
- Damage changed from 25 to 15 (+25 Armored).
- Damage versus structures increased from 60 to 75.
Hotkey Changes (English Only):
- Zerg Set Worker Rally Point changed from R to G.
- Zerg Spore Crawler changed from W to A to avoid conflict with the Select All Warp Gates hotkey.
Battle.net Interface
- Revamped summary pages for player Profiles and Leagues & Ladders.
- Added a Help system with tech trees and other tips and tricks.
- Removed identifier from the character naming process and added the ability to refer friends for invitation into your party or lobby.
- Updated the Battle.net user interface to consistently use a nested menu system.
-Added in-game blocking and player muting.
Source : http://forums.battle.net/

The Biggest Online tournament in DotA history 19 May 2010, 7:47 pm
The previously announced Razor DotA Challenge has finally opened its sign-ups, allowing team to take a chance at winning the grand prize of $8000.Teams from all of the world can enter this global challenge, with the organizing crew catering for 1024 team slots at the moment. However, if there is a need, this limit will be increased. The qualifiers will be played using a Single Elimination - Best of one format. As this is a global challenge, different sections of world have been split into four respective regions with Region A catering for Africa and Western Europe, Region B for Eastern Europe, Region C for the Americas and Region D hosting Asia and Australasia. After the first round, the top 64 teams will determined. These teams will proceed to round two and participate against other teams, regardless of which region they fall under. Cleverly placed host-bots will be used to provide for the various regions.

Short info on the "DotA Razer Global Challenge":
- Sign-ups will be open until: May 28., 2010 at 11:59 AM CEST
- Default client will be Garena
- Carefully placed Hostbots will be provided globally
- Regional qualifiers are held in Single Elimination "Best of 1"
- Group Stage will be held in "Best of 2"
- Group stage games will of course be broadcasted through all possible channels (Garena, WaaaghTV, Shoutcasts, Videostreams)
- Default IRC Channel is #rgc @ Quakenet
Sign up Now
Source :
Gosugamers.net
dota-league.com
Patch 12 - Starcraft 2 16 May 2010, 5:29 pm
Patch 12 Starcraft 2 . Our first Situation Report took a look at the changes with Patch 11 Starcraft 2 and while not a large patch, we wanted to continue sharing our insight on balance changes with Patch 12. Please keep in mind that we are continuing to keep a close eye on many of these changes to better gauge their effects and may not apply all of our planned changes into any one patch. This allows us to track the effects a bit better and layer in our planned changes to better set the pace of how they affect balance overall.
Thor - Radius decreased from 1.375 to 0.8125. Model size reduced to match new radius.
We have reduced the physical and pathing size of the Thor just to make him more useable. This will end up being a minor buff to the Thor (which he didn’t really need). We made the change just to make him less frustrating to use. We’ll be keeping a close eye on how this change plays out and if Thors become too dominant we will deal with them in other ways in future patches.
Forge - Build time increased from 35 to 45. Life and shield values decreased from 550/550 to 400/400.
We are seeing a Photon Cannon rush against protoss and zerg. Against protoss, players usually use a cliff edge or the enemy minerals in combination with their forge to protect their pylon. Against zerg, you can use the Forge and Pylon to block the zerg player’s ramp. We have a few numbers we can tweak to fix this, build time on the Forge being the most obvious. However if we make the build time too high it will be difficult to panic build a Forge and Cannons to block a badly played cloak attack. So we are going to try a mixture of health nerfs to the Forge and a small timing change.
Mothership - Vortex now removes Force Fields within its area of effect.
Vortex continues to be an exciting ability with some known issues. Limiting how Force Fields are used around Vortexes will help fix a few exploitable situations. Our thanks go to the community for continuing to find and report issues with it. =)
Roach - Supply count increased from 1 to 2.
Roaches are just too mighty to be a 1 supply unit. In 200 supply battles Roaches can be very difficult to deal with even with the correct counters in play by protoss or terran players.
As always, we appreciate the ongoing constructive feedback and will continue to closely monitor the effects of these changes within the game.
http://forums.battle.net

Yurnero [ The Juggernaut ] 16 May 2010, 5:12 pm
Once apon a time in Tokyo, Japan, ten days before the new Nintendo Wii was sold the first time. A small kid, called Yurnero was standing in front of the biggest hardwarestore of whole Tokyo. His plan was to stay there for ten days, to be sure that he will buy the first Nintendo Wii worldwide. After ten days waiting, the shopdoor opened and Yuneroo ran into the shop, grabbed a Nintendo Wii, bought it, and was back on his way home. Back at home he installed his new gameconsole at the 46“ Plasma-Tv, which he bought espacially for the new Nintendo. After some minutes playing he realised how it works. Yurnero played for days without sleeping. Some weeks after the Nintendo was published he bought the brandnew game called Zelda. Yurnero was so agil, he jumped arrouned, hit 3 people by jumping as fast, that noone could hit him, while dealing all those damage. But that was only the beginning.

When Zeus - Lord of Olympia , leader of the Sentinel power, and his mate Raijin Thunderkeg - Storm Spirit, saw those video, they thought Yurnero would be a perfect Swordmaster for their team. They travelled down to earth and talked with Yurnero. They needed hours to persuade him, but finally Raijin grappled them up to Heaven again. Zeus, told Yunero that he has to fight with a sword, instead of the Nintendo Wii controller. Yurnero only needed about 2 days to learn Omnislash with his sword. Finnaly Zeus Sister, Slithice - The Naga Siren, tought Yurnero how to hit a Critical Strike, Yunero didnt fancy the name of his new skill and called it BladeDance from now on.Finally Yurnero learned how to block Zeus thunders by turning his Blade as fast as possible. He found out that he can block every magical damage and deal loads of damage with that new skill. After some days in Zeus Bootcamp Yurnero became imba and Zeus decided to let him fight against the Scourge power, to defend the Ancients and Yurnero suceeded.
http://www.dota-board.com

Abbadon Love Story 14 May 2010, 10:02 pm
Once far away from any war a child was born. It was ugly and fat and nobody liked to be his friend. Yes, even his father, the king of this holy land, beat him up every day, just for fun…When this child, called Eugen, become a teenager he fell in love to this beautiful girl. Her name was Lina Inverse. She was the princess of another kingdom. But the brother off him the brave omni knight, who was really cool and fought in many wars for the alliance of the kingdoms, also fell in love with her. Lina decided to marry the knight and not Eugen. Both kingdoms become one. But Eugen could not except the love of Lina and his brother. So he starts to fight for her. He sold his soul to the devil and Lucifer himself gave him the mighty sword frostmourne. The sword freezed his arm and his body died. But the great love of Eugen force him to move on. He starts to learn black magic to cast a death shield, which should defend him in the fight against his brother.
www.dota-board.com

Patch 11 - StarCraft II Beta 12 May 2010, 7:27 pm
Blizzard releases Patch 11 to the Starcraft 2 Beta today, featuring a slew of various changes for all three races.Balance Changes
* TERRAN
o Battlecruiser
+ The build time has been decreased from 110 to 90.
o Fusion Core
+ The build time has been decreased from 80 to 65.
o Hellion
+ The range has been increased from 5 to 6.
o Planetary Fortress
+ The splash damage now originates from the center of the target, rather than the impact location near the unit in order to maintain more reliable splash damage.
o Raven
+ Seeker Missile range has been decreased from 9 to 6.
+ Seeker Missile splash radius has been decreased from 2.4 to 2.
+ Seeker Missile upgrade no longer requires Fusion Core.
o Siege Tank
+ Life increased from 150 to 160.
+ Siege Mode splash damage now originates from the center of the target, rather than the impact location near the unit in order to maintain more reliable splash damage.
o Thor
+ Ground damage decreased from 45 to 30.
+ Ground rate of fire improved from 1.93 to 1.28.
+ Air damage changed from 8 (+4 Light) to 6 (+6 Light).
+ 250mm Strike Cannons are now an upgrade at the Factory Tech Lab.
+ 250mm Strike Cannons research now costs 150/150 and 110 seconds.
+ 250mm Strike Cannons energy cost increased from 100 to 150.
+ Anti-Air splash damage now originates from the center of the target, rather than the impact location near the unit in order to maintain more reliable splash damage.
* PROTOSS
o Archon
+ The splash radius has been increased from 0.8 to 1.
+ Splash damage now originates from the center of the target, rather than the impact location near the unit in order to maintain more reliable splash damage.
o Colossus
+ The damage has been decreased from 20 to 15.
+ The rate of fire has been improved from 2.2 to 1.65.
o Phoenix
+ Can now attack while moving.
o Sentry
+ The damage has been decreased from 8 to 6.
* ZERG
o Brood Lord
+ Life has been decreased from 275 to 225.
+ Armor has been decreased from 2 to 1.
o Corruptor
+ Corruptor damage changed from 12 (+10 Massive) to 14 (+6 Massive).
+ Corruptor speed increased from 2.75 to 2.9531
+ Corruption ability redesigned:
# Single target.
# Increases damage taken by 20%.
# Lasts 30 seconds.
# Costs 100 energy.
# Range 6.
# Cannot target structures.
o Infestor
+ Neural Parasite is now an upgrade at the Infestation Pit.
+ Neural Parasite research costs 150/150 and 110 seconds.
+ Neural Parasite can now target Air units.
+ Neural Parasite energy cost increased from 50 to 100.
o Spine Crawler
+ The root time has been increased from 6 to 12.
o Spore Crawler
+ The root time has been increased from 6 to 12.
o Ultralisk
+ Damage has been increased from 18 to 25.
* TERRAN
o Battlecruiser
+ The build time has been decreased from 110 to 90.
o Fusion Core
+ The build time has been decreased from 80 to 65.
o Hellion
+ The range has been increased from 5 to 6.
o Planetary Fortress
+ The splash damage now originates from the center of the target, rather than the impact location near the unit in order to maintain more reliable splash damage.
o Raven
+ Seeker Missile range has been decreased from 9 to 6.
+ Seeker Missile splash radius has been decreased from 2.4 to 2.
+ Seeker Missile upgrade no longer requires Fusion Core.
o Siege Tank
+ Life increased from 150 to 160.
+ Siege Mode splash damage now originates from the center of the target, rather than the impact location near the unit in order to maintain more reliable splash damage.
o Thor
+ Ground damage decreased from 45 to 30.
+ Ground rate of fire improved from 1.93 to 1.28.
+ Air damage changed from 8 (+4 Light) to 6 (+6 Light).
+ 250mm Strike Cannons are now an upgrade at the Factory Tech Lab.
+ 250mm Strike Cannons research now costs 150/150 and 110 seconds.
+ 250mm Strike Cannons energy cost increased from 100 to 150.
+ Anti-Air splash damage now originates from the center of the target, rather than the impact location near the unit in order to maintain more reliable splash damage.
* PROTOSS
o Archon
+ The splash radius has been increased from 0.8 to 1.
+ Splash damage now originates from the center of the target, rather than the impact location near the unit in order to maintain more reliable splash damage.
o Colossus
+ The damage has been decreased from 20 to 15.
+ The rate of fire has been improved from 2.2 to 1.65.
o Phoenix
+ Can now attack while moving.
o Sentry
+ The damage has been decreased from 8 to 6.
* ZERG
o Brood Lord
+ Life has been decreased from 275 to 225.
+ Armor has been decreased from 2 to 1.
o Corruptor
+ Corruptor damage changed from 12 (+10 Massive) to 14 (+6 Massive).
+ Corruptor speed increased from 2.75 to 2.9531
+ Corruption ability redesigned:
# Single target.
# Increases damage taken by 20%.
# Lasts 30 seconds.
# Costs 100 energy.
# Range 6.
# Cannot target structures.
o Infestor
+ Neural Parasite is now an upgrade at the Infestation Pit.
+ Neural Parasite research costs 150/150 and 110 seconds.
+ Neural Parasite can now target Air units.
+ Neural Parasite energy cost increased from 50 to 100.
o Spine Crawler
+ The root time has been increased from 6 to 12.
o Spore Crawler
+ The root time has been increased from 6 to 12.
o Ultralisk
+ Damage has been increased from 18 to 25.
Protoss had a few minor changes, with probably the most significant, being the Colossus change; although The Phoenix attack move could prove very deadly with proper micro. The Colossus' damage decreases from 20 to 15 damage, making armor upgrades more effective, however it's rate of fire increased fairly significantly, as it now attacks 25% faster than before.
The Phoenix "Move attack" :
(application/x-shockwave-flash)
Starcraft II Beta Offline 12 May 2010, 5:56 pm
First, Download Starcraft 2 Beta From Torrents or from your Battle.net Profiles.Second, download Lazy Launch.
Third, download the map pack . ( Namely : Starcraft 2 Beta Login Bypass, Cache, and Replays )
Install the game and run it. It will update it to the latest patch. After that close the game and run Lazy Launch. It will take you to your explorer, choose the map you want to play and that’s it.
Keep in mind it will automatically choose a race for you and the AI. If you’re not comfortable with that, just restart the game again for your favorite race.
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Facebook and Battle.Net Integration Announced 6 May 2010, 4:23 pm
Blizzard have announced that they're going to be integrating Facebook support into Battle.net:Blizzard Entertainment, Inc. announced today that its Battle.net® gaming service will integrate with Facebook®, linking the world's premier online gaming platform with the world's most popular social platform. The first step in the integration will enable StarCraft II : Wings of Liberty players to quickly add Blizzard gamers who are friends on Facebook to their Battle.net friend lists, facilitating their social gaming experience on the service.
"We're pleased to be working with Facebook to integrate their platform with Battle.net to enhance the social-entertainment experience for our players," said Paul Sams, chief operating officer of Blizzard Entertainment. "This new functionality will make it easier than ever to connect with friends on Battle.net and play StarCraft II and future Blizzard Entertainment games together."

DotA Tournament - SMM 2010 2 May 2010, 3:38 am
The Sendi Mutiara Multimedia Grand National DotA Tournament is hosted by Sendi Mutiara Multimedia SDN BHD, the official licensing holder of Blizzard products in Malaysia. SGNDT aims to create a prestigious e-Sports hub for Defense of the Ancients (DotA): a custom map from Warcraft III with local and international participants. In 2008, SGNDT 08 booked a placed in The Malaysia Book of Records on two accounts, the first being the "Highest Prize Money in a PC Gaming Tournament" of over RM 120,000, and the second being "Most International Participants in a Single Gaming Event" (60 gamers from 7 countries: Singapore, Brunei, Indonesia, the Philippines, Australia, China, and Russia).Last year, SMM 2009 prove to be even more mind-blowing as fans witness the likes of Denmark, Ukraine, Australia, Canada, China, The Philippines, Indonesia, Vietnam, Thailand, Kazakhstan and Singapore participate in the event. As promised by SMM's CEO & President - Dato' Dr. Ricky M.G Lim, with SGNDT being such a huge hit internationally and locally - the gaming community is bound to see an even larger international team count present, superb cash prize up for grabs, and excellent atmospheric crowd appeal at the SMM World Premier DotA Tournament for the year 2010 – The Sendi Mutiara Multimedia Grand National DotA Tournament 2010 !
Game Version: Dota 6.67c

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