| zwen Australia. November 22 2012 06:38. Posts 7 | Profile # |
Hey all,
I have been playing Dota 2 for a while now and every time i play tinker i just have problems building him to benefit the team and using his full ability in game. I believe he is more of a hard-carry than semi-carry at times. However I just wanting to know your strategy whilst using tinker and how you build him? I have read a few guides however i am still not convinced.
Thanks 
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| synapse China. November 22 2012 07:13. Posts 6884 | Profile Blog # |
BoT core, get soul ring or some big int item (rearm burns mana really hard), then whatever the fuck you want eblade dagon? sure. permasheep? also fine. anything with a powerful active that synergizes with rearm, it's really dependent on the game.Last edit: 2012-11-22 21:09:06 |
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| zwen Australia. November 22 2012 07:18. Posts 7 | Profile # |
what are your thoughts on bloodstone incorporated in that mix ? the mana regen and the boost in mana will help .
thanks for your reply ! |
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Hot_Bid Administrator November 22 2012 07:33. | Profile Blog # |
| generally bloodstone is not as good as an earlier sheep, as you are returning to fountain so much to regen mana that it simply doesn't help that much, in my experience anyway |
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| Romitelli Brunei Darussalam. November 22 2012 07:39. Posts 377 | Profile Blog # |
| There's a video on youtube where SingSing goes 33-0 (or something like that) while playing Tinker. Check it out, it's quite a lesson on how to play and build the hero. Can't link it right now since I'm on my mobile. |
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| zwen Australia. November 22 2012 08:01. Posts 7 | Profile # |
i agree. plus earlier sheep will be alot more vital for team battles early on. i saw this video of a tinker rush force staff and necro book and came out 20/6/8 out of the match. do you think that is a vital approach on top of the nuking that you can do. i know its a situational approach and mana, sheep are more commonly used. I will look up the video now at work thanks |
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| Firebolt145 United Kingdom. November 22 2012 09:18. Posts 12274 | Profile # |
On November 22 2012 07:39 Romitelli wrote: There's a video on youtube where SingSing goes 33-0 (or something like that) while playing Tinker. Check it out, it's quite a lesson on how to play and build the hero. Can't link it right now since I'm on my mobile.
If I remember correctly he goes for dagon and eblade and rapes the enemy team. That's not how you should play Tinker in a serious game.
If anything, he should look at Merlini's highlight video for how a late game Tinker is played, found here: http://www.teamliquid.net/forum/viewmessage.php?topic_id=381216
Basically, you go for boots of travel as your first major core item. Get bottle and soul ring. Early game is focused on ganking with laser and rockets, then you start teleporting everywhere to farm and push/antipush with march of the machines. After soul ring, you should go for either blink or force staff (or even both, if you want the extra mobility!), followed by a sheep. If you need more push/antipush power than just MotM then you can go shivas as well. After sheep/shivas you can get a bkb/linkens if the game needs one to help prevent people interrupting your TP's.
There is another way of playing him (which I completely dislike, as it is boring, supports passive play, etc etc) which is built around skipping leveling up laser (sometimes still getting 1 level of it early purely for the miss chance though) and focusing on march of the machines and rockets. Using this you can stack ancients and use march to farm them easily. This build is focused around forcing the enemy to think twice before diving towers to kill you and your friends; it's much more about zoning enemies out from areas or making them think twice before attempting kills on you or allies. Personally it's a lot more boring to play this style of Tinker so I avoid it like the plague.Last edit: 2012-11-22 09:21:24 |
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| GentleDrill United Kingdom. November 22 2012 12:24. Posts 247 | Profile # |
| With regards to skill build, the one I've seen that seems to make the most sense is to max Laser and Rockets first no matter what (save for the ancient farming MotM build), get one point in Rearm only when you're about to get your BoTs, then leave that at one point until you have your first big mana item (usually Sheepstick). Does this sound about right? |
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| DucK- Singapore. November 22 2012 13:41. Posts 253 | Profile # |
In teamfights, all you need to do is spam March and Missile. Only when you are fat, then you consider doing shenanigans like perma-hex.
In ganks depending on builds, sometimes you could contribute with your big Laser Missile nuke. Or when you have a Blink and Dagon, things get more fun  |
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TheYango United States. November 22 2012 13:41. Posts 15685 | Profile # |
| Laser+Rocket is also a build more suitable for pubs, IMO than March max. Laser+Rocket is more active and lets you take control of the game earlier, while March has an inherently passive and reactive early game (you don't really have active ganking ability and can only farm and countergank). This is safe for competitive games, but in order to really take control in a pub game, you need to play more actively (for the same reason midgame heroes are better for pub games than hard carries). |
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| Nevuk United States. November 22 2012 15:12. Posts 4139 | Profile Blog # |
Soul ring is an exceptionally good item on tinker. I don't recommend it before travels but it lets you spam rearm infinitely. Also, leaving rearm at level 1 is frequently a better idea than immediately taking the second level of it.
Shiva's is a good item on tinker for pushing and a general aoe spam fest increase from the mana pool and 200 extra damage.
Situationally pipe/manta are good. Just very, very situationally.Last edit: 2012-11-22 15:15:09 |
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| DucK- Singapore. November 22 2012 15:48. Posts 253 | Profile # |
On November 22 2012 13:41 TheYango wrote: Laser+Rocket is also a build more suitable for pubs, IMO than March max. Laser+Rocket is more active and lets you take control of the game earlier, while March has an inherently passive and reactive early game (you don't really have active ganking ability and can only farm and countergank). This is safe for competitive games, but in order to really take control in a pub game, you need to play more actively (for the same reason midgame heroes are better for pub games than hard carries).
This is true. I generally only go March Missile when I'm going to Ancient from level 1. 9 minute BoT consistently, unless you get ganked. Pubs don't really bother you for the first 10 minutes at Ancients unless you let them see your Marches. |
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Erasme France. November 22 2012 16:56. Posts 4060 | Profile Blog # |
| As a rule of thumb, get rearm when you're close to BoT, lvl 2 when you have 1000mana and lvl 3 when you have 1500. MotM is better than lazer/rocket since you control your lane really easily, you're nearly ungankable and it's way harder to push your towers. |
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| Firebolt145 United Kingdom. November 22 2012 17:25. Posts 12274 | Profile # |
On November 22 2012 16:56 Erasme wrote: As a rule of thumb, get rearm when you're close to BoT, lvl 2 when you have 1000mana and lvl 3 when you have 1500. MotM is better than lazer/rocket since you control your lane really easily, you're nearly ungankable and it's way harder to push your towers.
MotM is also really fucking boring, laser/rocket 4lyfe. ^_^ |
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| Attakijing United States. November 22 2012 17:32. Posts 350 | Profile # |
In my opinion it depends on the level of play. This is the case for most heroes with flexibility. If you are playing against some average or below average players, max laser and rocket to get a bunch of kills and shut the game down early. Against these bad players, a good early/midgame will destroy their morale because they think tinker is hard to play. However doing this honestly does not require much skill, I am terrible but it's practically impossible to lose mid as tinker. If you can beat bots as tinker, you're ready to play him in an all pick.
If you are in a game with genuinely skilled opponents, maybe you should max motm, maybe not, I can't speak from experience.
edit: don't get a null talisman and don't get soul ring before bot!Last edit: 2012-11-22 17:34:09 |
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| Firebolt145 United Kingdom. November 22 2012 18:07. Posts 12274 | Profile # |
Early game tinker is easy, late game tinker has a pretty high skill cap.
Even against high skilled opponents I would still recommend laser rocket unless you absolutely need to zone the opponents out or they are diving you over and over again. Just learn to gank against their wards; use tps or smoke to get around, have game sense to figure out where the opponent wards are and avoid them.
Regarding items, as above said, in an ideal situation you want to rush travels before anything else except a bottle. |
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| zwen Australia. November 22 2012 18:13. Posts 7 | Profile # |
On November 22 2012 16:56 Erasme wrote: As a rule of thumb, get rearm when you're close to BoT, lvl 2 when you have 1000mana and lvl 3 when you have 1500. MotM is better than lazer/rocket since you control your lane really easily, you're nearly ungankable and it's way harder to push your towers.
i have been doing this, however i have been encountering alot of teams with massive stun ability and cc this is why i have been pushing forcestaff after BoT and not rushing to sheep.
however do you feel that tinker is more hard-carry rather than semi-carry at times?
also would Eul's Scepter of Divinity be viable over other core items? thoughts?
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| evilfatsh1t Korea (South). November 22 2012 19:03. Posts 847 | Profile # |
i dont agree with hex rush right after travels as a core as you said you run into survivability problems. Blink is the best survival item for tinker bar bkb because he can spam it, but the mana from force staff early game is also really handy and does its job almost as well as blink so i totally agree on your force staff pick. Euls is ok but it doesnt have enough impact on the game imo. Sure you could perma cyclone someone, but why perma cyclone when you can perma hex. You dont need the movespeed because of force/blink and the mana regen isnt as good as hex |
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Erasme France. November 22 2012 19:19. Posts 4060 | Profile Blog # |
On November 22 2012 18:13 zwen wrote: Show nested quote +On November 22 2012 16:56 Erasme wrote: As a rule of thumb, get rearm when you're close to BoT, lvl 2 when you have 1000mana and lvl 3 when you have 1500. MotM is better than lazer/rocket since you control your lane really easily, you're nearly ungankable and it's way harder to push your towers.
i have been doing this, however i have been encountering alot of teams with massive stun ability and cc this is why i have been pushing forcestaff after BoT and not rushing to sheep. however do you feel that tinker is more hard-carry rather than semi-carry at times? also would Eul's Scepter of Divinity be viable over other core items? thoughts?
I don't really build forcestaff anymore on tinker, i think that euls + blink is better. And late game tinker rulz when 5sec bkb |
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| BlitzerSC Italy. November 22 2012 20:03. Posts 2390 | Profile # |
BoT, Sould ring, Bottle ( can sell this later ), Forcestaff, Schyte of vise/Shivas.
I don't like blink dagger on Tinker, it's pretty useless. People build it only because Dendi did it but that doesn't mean that it's a good choice. |
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