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PostSubject: Doom roots   Doom roots EmptyThu Jan 20, 2011 12:33 am

From what i read doom root is pointless. Can anyone give a instance when you would use this?
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PostSubject: Re: Doom roots   Doom roots EmptyThu Jan 20, 2011 12:36 am

you can use it on an early game ganking build. its good until they can get a supersonic ring, which is about level 15ish. you can play on their side on the map if you have a strong build, and have a late game skill hidden away for if it fails.
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PostSubject: Re: Doom roots   Doom roots EmptyThu Jan 20, 2011 1:22 am

How long is the rings cooldown?
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PostSubject: Re: Doom roots   Doom roots EmptyThu Jan 20, 2011 8:24 am

The cool down on ring is 30 seconds, Cool down on Roots is... 110 seconds, 105 seconds, 100 seconds, 95 seconds, and 90 seconds.
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PostSubject: Re: Doom roots   Doom roots EmptyThu Jan 20, 2011 9:18 am

honestly its best used against str but thats why you see most str builds w abolish magic :/
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PostSubject: Re: Doom roots   Doom roots EmptyThu Jan 20, 2011 11:03 am

lets be honest.... doom roots just sucks. it needs some kind of rework to make it useable and not so easily counterable.
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PostSubject: Re: Doom roots   Doom roots EmptyThu Jan 20, 2011 1:12 pm

... you suck, you need rework.

Doom roots is one of those "win or lose" type skills.

IF your opponent doesnt get something to counter it, then they will lose; you cannot beat a roots user unless you get a supersonic ring.

Okay, so supersonic beats roots. Now what? Use some logic; grab another skill that works against supersonic. Why? Well, now your opponent will have to take at least 1 of those skills.

You see, you can argue that soul burn is completely useless, because someone with a supersonic ring can counter it. What if... You had both of them? Keep using 1 disable until they are forced to supersonic out of it; then use roots.

On top of needing some amount of planning and skill to use to for PVP; (in team games, each opponent will have to counter this) it is insane at bosses. You can take out elementals at 16 with a good set-up. You can start killing yiff at 16, easily. I dont fully understand why people overlook this as one of the best boss farming abilities in the game. Mets might be amazing for creeping, but you arent gonna brag about how well it PVPs...
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PostSubject: Re: Doom roots   Doom roots EmptyThu Jan 20, 2011 1:39 pm

so doom root would be great if i was going after ragnok? (i think that's its name) or tricking them into using the ring then throwing doom roots out.
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PostSubject: Re: Doom roots   Doom roots EmptyThu Jan 20, 2011 3:21 pm

but the thing about roots is the CD is unbearably long. Soulburn even if they use supersonic once, you can pop it on them again in a few seconds. overall if you aren't getting the full duration off with soulburn you can get a good chunk of it off. as well as teh fact soulburn isn't an ultimate. when you compare the counterablity of roots as a disable to idk storm bolt or even death orb, its much harder to counter.

i haven't tried it for bossing i will admit, but if i want to do bossing super early i just grab vamp soul and truck them down super fast.
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PostSubject: Re: Doom roots   Doom roots EmptyThu Jan 20, 2011 4:15 pm

i guess ill try to find a build for doom root. use it as a hidden ability.
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PostSubject: Re: Doom roots   Doom roots EmptyThu Jan 20, 2011 4:34 pm

Also, what charge left out, is how powerful doom roots is until your opponent can counter it.

I have lost games to doom roots because they ganked me with it before I could buy a supersonic ring. Having to rush an early game 10K gold item that only gives agility, on a non-agility hero... can really ruin a game for you.

The best roots builds are played very fast. Plan to win by 3rd duel with a roots build.

***Just to add some more input on my statement***

Doom roots can be cast 2 times between duels, assuming you use it during duels as well. The cooldown is actually short enough to be cast in duels, and 3 times outside of duels; but it would be pushing it try 3 root kills between duels. If they arent countering roots; they WILL die to it. That is 1 kill first duel, 2 kills after, 1 kill 2nd duel, 2 kills after, 1 kill 3rd duel, 1 after. Any non agi-user who gets a supersonic for, or right after 2nd duel, has no stats anywhere else, and any nuke at all, or auto attack, or penis slap, will kill them; so you dont need to use roots on them.
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PostSubject: Re: Doom roots   Doom roots EmptyThu Jan 20, 2011 4:59 pm

wow ^^ it was help a lot for me and its rebirthed doom roots in my mind ^^
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PostSubject: Re: Doom roots   Doom roots EmptyThu Jan 20, 2011 5:07 pm

i acually use a lot of doom roots builds, like glorn said its a "win or lose" type of skill where it will either pwn hard or be completely useless. Thats how i like to play alot of the time, where i either ez win or fail. roots is basically a early ganking and pvp skill, if they dont have a counter to it you can just perma gank and win before the 3rd duel. early-mid game doom roots will generally keep them in place and do enough damage to allow you to kill them easily whenever the cd on roots is up. once the cd is rdy, just camp outside their base. they can come outside and give you a kill with you using roots, or they can just stay in and wait until duel. the problem with roots is that is is so easily countered, not really by items but by skills. but if you are good, you can find ways to work around those hard counters such as spamming a spell like cripple or life drain or any negative buff or ability that they can also counter, eventually they will crack and use their divine or whatever to get out of it and then you hit them with roots before they can cast it again. abilities are the main counters to roots, although supersonic and eternal set will both counter it doom roots builds will typically win before you can get those items, and rushing a 10k gold item that gives nothing but agility on a int or str hero will let you win with auto attacking anyways even without roots.
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PostSubject: Re: Doom roots   Doom roots EmptyThu Jan 20, 2011 5:27 pm

ill keep doom roots in mind. guess something i have to play around with some more.
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PostSubject: Re: Doom roots   Doom roots EmptyThu Jan 20, 2011 5:34 pm

still, the % of good players who use abolish magic is surprisingly high, maybe i am just biased, because i pick abolish if i don't have avatar/divine/vortex every game. i agree its hit or miss, but its always been my logic the most powerful late game 1v1 skills are buffs and debuffs so why not always have a built in counter
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PostSubject: Re: Doom roots   Doom roots EmptyThu Jan 20, 2011 5:54 pm

lol i dont use divine avatar or vortex lol
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PostSubject: Re: Doom roots   Doom roots EmptyFri Jan 21, 2011 1:06 am

Doom roots is amazingly strong early game, can be countered mid game, and makes an amazing strong come back late game. Are they going to hold on to that super sonic ring forever? Most cases they're going to upgrade it to ring of the speed demon. Even if they do hold on to that counter forever that's one slot on a +125 agility that could of went to an immortal item. Even if you can't doom root them in duels it's still one of the best boss slayers around. Do not under estimate being able to kill yiff fox or elements before your opponents can.
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PostSubject: Re: Doom roots   Doom roots EmptyFri Jan 21, 2011 1:14 am

I may mix it with stormbolt. Be a nice combo and with parasite already damaging them.
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PostSubject: Re: Doom roots   Doom roots EmptyFri Jan 21, 2011 2:20 pm

yea that might work nicely.

What ive done is flamestrike + banish + doom roots. First banish them, then Roots, and them apply a flamestrike. Will work really nicely unless they have that counter.
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