Showing posts with label moba. Show all posts
Showing posts with label moba. Show all posts

Wednesday, April 18, 2018

Dota 2: How to Fight & Pushing with Death Prophet by Pvgna

Dota 2: How to Fight & Pushing with Death Prophet | How To Play Dota 2

ButcherTV goes over a number of common scenarios and how to play them as Death Prophet in this video. Watch the full 6 video Death Prophet guide here: https://pvgna.com/dota2/death-prophet... Discord: https://discord.gg/z4xmH8Z Twitter: https://twitter.com/pvgna Facebook: https://www.facebook.com/pvgna/ Instagram: https://www.instagram.com/pvgna/
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Friday, December 15, 2017

League of Legends - Patch 7.24 Tier List by Mobalytics

Welcome to our Patch 7.24 Tier List video! Expand below for timestamps.
► Subscribe and try out Mobalytics today! 
→ https://moba.lol/vtl724

Timestamps
0:52 - 2:33 Top 
2:34 - 2:59 Jungle
3:00 - 4:09 Mid
4:10 - 4:44 ADC
4:45 - 5:29 Support

You can read more about our list here: 
https://mobalytics.gg/blog/league-of-...

►Discord: https://discord.gg/a3KHUp5
►Twitter: https://twitter.com/MobalyticsHQ
►Facebook: https://www.facebook.com/Mobalytics/

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Friday, December 8, 2017

League of Legends - Patch Notes 7.24 Biggest Changes/EVERYTHING YOU NEED TO KNOW by KingStix

Everything You need to know about PATCH 7.24 | Fast Accurate Patch 7.24 Rundown/Analysis. League of Legends Patch Notes 7.24 breakdown analysis.
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Wednesday, December 6, 2017

Dota 2 - Advanced Invoker Guide by MericGaming

This guide is for the people who are playing invoker or they wanna learn invoker or they wanna get better with invoker
I love playing invoker and i know that a lot of people would like to get better with playing invoker that's why specially i made this guide so i can see people who love this hero actually playing it in the correct way , this is only the part 1 in the part 2 which that i'm still editing i will explain how to deal with so many heroes in the mid lane and how to win against them and other stuff that u will find out later ;)
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Friday, November 17, 2017

Friday, August 18, 2017

League of Legends - Random Tips For Low Elo Players by HelloImJoshSwirl

Hello I'm Josh and these are some random Tips for low elo players:

Deep Enemy Jungle Control Ward

  • A control ward costs only 75 gold but can provide so much value. I like to buy a control ward usually by the second time I base. Place it deep in the enemy’s jungle. This is my favorite spot to place it. Sometimes, it takes the enemies 10-15 minutes to catch the ward. By that time, the ward has spotted the enemy jungler multiple times as he takes his red/krugs.
  • Keeping track of the enemy jungler is very important because it lets your laners play aggressive knowing that the enemy jungler is nowhere near by. It also lets your jungler invade the opposite side of the enemy jungle and gank without fear of being counter ganked.

Engage Comp

  • Know how to use an engage comp. Engage champions include but are not limited to: Rakan, Kled, Sion, Malphite, etc. How do you use these comps? During mid-game, you should look to have a side lane slow push (you can do this by trimming the enemy wave just a tad bit). This makes it so that your wave will inevitably become massive and slowly push towards the enemy’s towers.
  • After you get the lane slow shoving, you group with your team as 5! When one of the enemies goes to catch the wave that has built up, their team is now 4 v 5. The iron is hot, this is your time to strike! The enemies won’t want to fight you when you have a numbers advantage, but you have an engage comp so it doesn’t matter. Press R and force them to fight you. Once they die, take your objective (tower, dragon, herald, baron). Rinse and repeat.

Input Buffering Spells

  • This is an extremely important mechanic. For those who don’t know what input buffering is, it’s when you pre-cast certain spells when you are out of range, then you flash towards your enemies and the spell is cast instantaneously leaving the enemy with no chance to react.

  • For example, if you are playing Pantheon and you see your enemy with low health but you're out of range and they are running away. You know they have flash and that if you flash, they will flash at the same time. You're not sure if you will have enough time to cast your Q (spear). Whilst out of range, cast your Q on them and your character will run towards them. Next, flash into range and your Q will cast as soon as you enter range. They will have no time to react. Sometimes you kill people before they have the chance to flash.
  • This works will all point and click spells.

During a gank, bait enemies with the cannon minion

  • Have you ever tried to gank a lane, but you can’t choose the perfect moment when the enemy laner is going to walk up in lane and make himself vulnerable? The answer is cannon minions. An enemy is almost never going to let a cannon minion die without farming it.
  • When the cannon minion is about to die, you can bet your butt that the enemy is going to walk up. That is the exact moment that you should leap from the bush and gank.

Summoner Spell Timers

  • Call out enemy summoners when they use them. You can check whether your opponents are running the insight mastery (15% lower Summoner Spell cooldown) by hovering their summoners in the score board during a game. The standard flash cooldown is 5 minutes or 300 seconds, but people running the insight mastery will have a cooldown of 4 minutes and 15 sec or a total of 255 seconds.
  • Many people sometimes click on the summoners on the scoreboard to call them out, but people rarely remember the timers on those. No one’s going to scroll back up in the chat and see when you pinged Yasuo’s summoners.
  • Call out when your laner’s summoner spells come back. For example, you can say “Yasuo flash 8:00”. Make sure to remind your team once or twice what the timer of your laner’s blow summoners is if you think you have kill potential. A jungler is more likely to gank for you if they know that your opponent's summoner spells are on cooldown.
If you want a bunch more random tips that every low elo player should know, check out the post I made a few months ago.

Saturday, September 24, 2016

Dota 2 - Warding Objectively: A guide to giving your team relevant vision by SerFluffywuffles

">We need wards!"
You've heard that one before, right? Maybe you dropped the ball and have fallen behind on getting wards up for your team. But sometimes you're being told that even when you do have wards. It probably irks you some. Maybe you start pinging your wards on the map in response. But here's the thing, sometimes what people are saying isn't just "> We need wards!". Sometimes it's more like "> We need relevant vision because what we have lets us use about 5% of the map!". Hopefully, I can help.
I recently made a thread on this subreddit, letting people ask general questions about climbing the ranks as a support. Warding was discussed some, but there are a lot of things I find lower-ranked support players do with their vision that could be addressed. Note that this guide will focus mostly on the use of observer wards. I can struggle with being too long-winded, so I'd rather focus on one.
Why do you need wards?
Here's the simply answer. We ward because their are 10 players in the game who each have some sort of goal. Some are about killing. Some about pushing out creep waves. Some want to have a respite in the jungle (friendly or enemy jungle). Some want to take down objectives such as towers or Roshan. You ward because you want to facilitate your teams goals while also denying the other team their own.
As such, your vision is objective oriented. How you ward should be informed by how you think the game is going to be played out over the next six minutes. But not every team composition approaches the game exactly the same, do they? That's where you, the support, have to use your head a little bit. You need to ask yourself, "What are we going to be doing, and what will the enemy team be trying to do?". So let's break it down.
Laning Wards
Wards during the laning phase tend to be more defensive in nature, though there are plenty of exceptions to this. One observer will often be used by the offlaner(s), either to block a neutral camp in the enemy jungle from which an opposing player could pull and deny your team some xp, or to provide vision to spot the supports as they come around for kill attempts. These wards are useful, though they often are very short-lived if the enemy supports are competent and (1) have sentries to deward and (2) are perceptive enough to notice blocked camps.
Your second ward at the start of the game could be used in a few ways, but again the purpose is generally defensive. Usually, you're either going to be protecting your mid or your safelane with this ward. When to use which depends on the enemy composition. If the enemy heroes are a high threat of roaming to gank your mid, you should provide vision to protect him. Rune vision isn't AS important as it was a few years ago (when only one rune spawned, it is was random whether it'd be top or bottom), but it can be good to place a ward that both provides vision to spot enemy support movement while also seeing a rune at the same time. If you're up against a dual offlane and need to keep an eye on things like the enemy pulling from your hard camp or an enemy Pudge who sits in the fog threatening to throw out a hook, you're going to probably want a safelane ward to track their movements.
There are some cases where you can maybe do without either a mid or safelane ward. Maybe the enemy has a jungler and you want to keep on eye on him so you can maybe go kill him or notice other movements (if a jungle Ursa isn't showing, you can guess that he's taking Rosh. If a level 6 jungle Bloodseeker is missing, you can guess that he's ganking).
So time passes and new wards are in stock. This is where things become more dynamic (and it only gets more and more so as time passes). What are your goals now? In the safelane, you may be at a point where you're ready to leave your carry to solo. This is one of the more crucial times to provide a lane ward for him. He's accrued an advantage, but is still susceptible to enemy rotations. So you put down a ward so you can see them coming first.
And the other ward? Well...this can go anywhere. Maybe you protect your mid again. This is going to be around 4-10 minutes, so think about what's happening. The enemy players are getting their critical levels. Some heroes use this point to attempt ganks. Others (like Sven, Tidehunter, or Alchemist), are preparing to ramp up their farm by stacking or even taking stacks that supports have prepared for them. Again, it's your job to look at the enemy team and decipher how it makes sense for them to be playing at this point. The laning phase is coming to an end and you need to have the foresight to see what's coming next.
Post-Laning Phase Wards
I want to be very clear at the start of this section. Dota is a very dynamic game. I don't think it's possible for me to cover every scenario. Part of the point of me making this guide is to encourage you to put more thought into where you're putting up vision and to not rely on comfort spots and habitual or over-reactive wards. However, one concept in Dota will always be at the forefront: Map control. This isn't just a buzzword that people like to use. Map control is a substantial part of what determines who has an advantage in a game. After all, it's all about killing buildings in the end. So in a general sense, you should be thinking of how you wards allow you to both protect your map control while also taking away the enemy's. So let's talk about how you do this.
  • Pushing wards: One thing less experienced supports don't do is to ward around where their pushes will be. Part of the problem is they generally avoid aggressive vision in general aside from obvious spots (plopped down right in the middle of Radiant jungle, or one of the various hill wards). But a ward that provides vision behind the enemy tower can do wonders for your team while you're pushing. It makes everyone's job easier. Your initiator knows when to go in. Your tower-hitters know when they are safe or not. Everyone else can position themselves better. The vision they provide in the long-run may not spot as much as some other wards, but they help you take objectives. And even the lane vision they provide later on is useful.
  • Aggressive wards: The point of these wards is to spot out isolated enemies while they are farming or otherwise moving around their side of the map. Afterwards, they provide deep vision that allows your teammates to occupy that space relatively safely (except for invisible enemies or smokes). These wards are generally situated in various spots around the enemy jungle or ancients area, and tend to see larger parts of the map the the pushing wards, or at least multiple pathways that the enemy can approach from. As a downside, these wards are also often dewarded. So I encourage creativity. Hitting that sweet spot on top of the hill by the large camp in Radiant jungle might provide a lot of vision, but it's also very obvious and easily dewarded. One trick you can do is to ask yourself how you would deward there if you were on the enemy team. Try to place a ward that would be just outside of your own sentry range in that case. Creativity is a great thing to have when the enemy supports are countering your vision. These wards are very important to have as the game goes on, though. One of the critical jobs of most cores in the mid to late game is to push lanes. Your vision in this case allows them to do this more safely. These wards facilitate split-pushing, discourage the enemy from farming their own woods, and allow you to accrue a gold and xp advantage by taking way resources from the other team.
  • Defensive wards: These are basically the opposite of the last category. If your carry is not survivable or capable of occupying enemy territory, then these wards should serve as an early warning when the enemy comes to invade. In general, I prefer less defensive wards and more aggressive wards. Aggressive wards allows your team to apply more pressure and take the game into their own hands. Defensive wards simply let you know when it's time to leave. You're rarely going to be as five heroes farming your own woods (or at least I hope that's not the case in your games), so the effect of these wards is on average going to be lesser than ones that allow your carry to take enemy jungle camps while also pushing out lanes. I'm not saying to not have any defensive wards. I'm saying the ratio should be more favored towards aggressive ones. Also, try not to ward too shallow in your own jungle (for example, Radiant supports will commonly place a ward on that hill by the large camp near mid lane. But that ward doesn't really provide much useful vision. In some cases, it might not even give your heroes enough time to get away. I hate that defensive ward spot, honestly). The best areas to get vision of are going to be around the various entrances to your jungle. This is harder to cover on Radiant than if you're on Dire. But the goal is for it to be sort of an alarm system for invaders. It's also good a lot of times to see around your own secret shop/ancients area, especially if you have a hero that stacks ancients and farms them. In many cases, these wards will be needed to spot enemy split-pushers so you can track them down and kill them off (so you can go for an objective without the threat of them being in the fight or pressuring your side of the map).
  • Roshan wards: There's less to say about these, as it's pretty obvious. These wards let you see around the Rosh pit, either so you can see the enemy going for it, or so you can take it while being able to spot the other team should they try to contest it. These wards will often die VERY fast, as there are little ways to be creative about it while also providing relevant vision. Nevertheless, they are often times necessary anyway. All I'll say about placing vision here is to try to not place the same ward twice if you get dewarded (that goes for all wards, actually). The hill next to the pit is sort of an exception. Sometimes you just need it while you're trying to take Rosh. It can also be good to place wards that spot the approach of the enemy to the pit, rather than around the pit itself.
  • Turtling wards: This is a "last resort" kind of situation in most cases, as the vision they provide is not so useful outside of defending your base. They will be placed up the lane were the enemy is pushing (usually at the top of the ramps near your base in the side lanes). They are the opposite of pushing wards, but accomplish some of the same things. They let you position or initiate more easily. They can give you vision of a crucial back-line support (obvious examples being like a Warlock, Silencer, Oracle, or Dazzle) and let your team jump on and hopefully kill them before they can get their abilities off. They also give you great information when you successfully defend your base and the enemy begins their retreat. Those side lane ramps can be scary to go near if you're chasing and don't have vision up them.
  • Celebratory wards: If you're taking down the enemy throne and and have some wards left for whatever reason (not judging you...ok, maybe a little), then it's crucial to place some wards outside their fountain to establish dominance. Maybe get some sentries too and try to make a smiley face.
Miscellaneous warding tips:
  • Try not not be over-reliant on the same spots. Mix it up, especially if you get dewarded. Don't place an obs in the same spot that got dewarded before. There are definitely some "prime" spots that give superior vision, but those spots are also obvious and get killed off easily. Sometimes all you need to do is go slightly off a common spot and you still have good vision, and it's less obvious to get dewarded.
  • Don't get into "warding battles". This is where two opposing supports repeatedly ward and deward the same area and whoever runs out of money first loses. This is just dumb, but it happens sometimes. The real way to outplay them is to both kill their vision and find a different spot where they won't kill yours.
  • When planting both sentry and an observer, place the sentry first. You sentry first so you can see if there is vision in that area. You never want to be seen by the enemy when you're placing an observer ward. Also, if your sentry does spot an enemy ward, then you should avoid placing your own obs there after you've dewarded. The enemy support is likely to check for your ward there later.
  • If you're having trouble getting vision out (due to threat of dying), then ask for help. Request for your team to go with you while you ward, or at least one or two heroes on your team.
  • Similarly, use smoke ganks as an opportunity to get wards out. Smoke ganks. You guys do those, right? In the early game, if you're moving around smoked alone or with 1 other hero, you can also use that time as a chance to get some vision out while knowing you're not seen.
  • A very special kind of ward is what's called a "Tinker ward". These are on the cliffs at the edge of the map in the side lanes, and spot enemy heroes who like to hide in the trees (commonly a Tinker, hence the name). These spots tend to jut out a little bit, but you can just hover over the with the ward selected to find valid spots. If you need more help finding these, I can post some screenshots (or you can Google it!). They don't provide much useful vision outside of this specific purpose, but can be game-wining in the right scenario.
  • Using an obs ward to block a camp (such as the ancients if you're against a Sven) is a nice thought, but you're losing out on potentially better vision. And since it's pretty easy to notice when a camp is blocked, it's likely you'll lose what vision it does give you anyway. I prefer to use a sentry for this purpose. It costs more (especially since sentries last less time). But you have to weigh what it costs you vs what it costs the enemy to have that camp blocked and make the judgment yourself.
  • Rune wards are generally not that great as the game goes on. Don't let them be a crutch.
  • Some good spots to place wards that don't generally get dewarded are where enemy towers used to be.
  • Getting wards inside the enemy base can be tricky because it's often very obvious. If you've won a fight at their base and are taking down their buildings, you can try placing an obs further into their base (as opposed to right at the top of their ramp). They're probably too busy tilting and blaming each other to notice you do so. Just mind their tier 4 tower sight range.
Closing
That's all! Hopefully, this is helpful. If you're interested in some screenshots of the kinds of wards I talk about, then say something and I can look into adding them into the post. I'm a bit wary about it, because I don't want you to be like "Oh, so I just ward that exact spot in this picture every time!". The idea, again, is to get you to ward situationally and in a more objective-focused manner. And I'm also lazy. But I can add some screenshots if you think it'll be helpful. Again, I apologize for my long-windedness. There's no way to tl;dr this, though. I'm happy to hear any questions, thoughts, or criticism. Thanks, guys!

Heroes of the Storm - Stutter Step Micro by Tetcher



Monday, July 11, 2016

Heroes of the Storm - Free hero Rotation : July 12 - July 19


  • Raynor
  • Muradin
  • Rehgar
  • Jaina
  • Nazeebo
  • Diablo
  • Xul (Slot unlocked at Player Level 5)
  • Lunara (Slot unlocked at Player Level 7)
  • Chen (Slot unlocked at Player Level 12)
  • Lt. Morales (Slot unlocked at Player Level 15)
SOURCE

Friday, February 12, 2016

Heroes of the Storm - Li Ming OP Teleport Build Gameplay/Guide Top Stats by Just Benn

oday i' ll be playing Heroes Of The Storm! This turns out to be a really close match on Black Heart's Bay where I will be playing as Li-Ming. I play on the EU Sever of Heroes Of The Storm.
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Heroes Of The Storm is a team brawler by Blizzard featuring characters from World Of Warcraft, Starcraft and Diablo and soon even Overwatch as Tracer has been confirmed to make an appearance too!
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Social Media :
https://twitter.com/lJustBenl
https://www.facebook.com/lJustBennl/

Tuesday, February 2, 2016

Blade & Soul - A spread sheet for the best Soul Shields to obtain while leveling up by safetyseal


I used my own knowledge and some parts (mainly the Profane Jiangshi soul shields, which I forgot about) from Magzs' Soul Shield guide which you can find here. His video guide is much more detailed and longer but my spread-sheet contains the need-to-know info, to have readily available when you need it.

SOURCE

Thursday, January 14, 2016

Heroes of the Storm - New Party Size Rule for Quick Match


As part of our ongoing improvements for the Heroes of the Storm matchmaking system, we’ve just implemented a new change that will affect what types of parties you may get matched against while playing Quick Match. Starting today, we’ve greatly reduced the possibility that you’ll be matched against a party that has three more members than the largest party on your own team.
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Let’s expand on what that means. Take a look at a few common party sizes below, and what you can expect to see in Quick Match after today:

  • Solo players: Cannot be matched against four or five-player parties.
  • Duo players*: Cannot be matched against five-player parties.
  • Three-player parties: Can match against any party size.

It is important to note that the matchmaker will still prioritize match quality over party size, and may pull in parties outside of these ranges if the resulting game is the most suitable match available. This means that it’s still possible to play against a party that’s larger than your own, but this will only occur in rare cases.

*EDIT: There has been some confusion about how parties of 3 can match against full parties. This rule is based on the largest party size on each team, so it IS still possible that 2 and 3-player parties (or 4+1 solo) will be matched together against a full party. However, as mentioned above, the matchmaker still prioritizes match quality, so the system will do its best to ensure your game is the best match available at the time the game is created. You should see cases like 2+1+1+1 and 5 solos against full parties much less often.
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We’re still hard at work exploring and testing further improvements for the matchmaking system internally, and your feedback helps us make sure our changes are headed in the right direction. Keep playing games, and keep sending your constructive thoughts about matchmaking our way. We’ll have more information to share about upcoming matchmaking changes in the future.
Thank you! 


SOURCE

Wednesday, January 13, 2016

Heroes of the Storm - Greymane Spotlight

Kevin “Cloaken” Johnson introduces you to the newest Assassin entering the Nexus, Greymane.

For information on Heroes of the Storm, visit the links below:

Website - http://heroesofthestorm.com
Facebook: http://facebook.com/BlizzHeroes
Twitter: http://twitter.com/BlizzHeroes

Saturday, September 26, 2015

Heroes of the Storm Video - Lt. Morales Spotlight

Kevin “Cloaken” Johnson introduces you to the newest Support entering the Nexus, Lt. Morales.

For information on Heroes of the Storm, visit the links below:

Website - http://heroesofthestorm.com
Facebook: http://facebook.com/BlizzHeroes
Twitter: http://twitter.com/BlizzHeroes

Tuesday, September 1, 2015

Heroes of the Storm - Is Kharazim your kind of guy? [by MrTransparent]

As some of you may know, commonly now 2 weeks after a heroes release its gold price is reduced from 15k to 10k today (from 10pm to 11:59 pm bst in my experience).

So many want to know, is this hero for me? is he worth 10k or should I just palm him to one side?
Here are a few points I've observed, as I unfortunately couldn't buy kharazim myself :
  • Capable solo healer (especially with echo of heaven)
  • Great aoe heal, in a short range,
  • great mobility, kit full of speed boosts and blinks
  • "scary" single target damage (barely lethal, but not to be taken lightly)
  • no aoe damage (doesn't kill infernal shrines goblins well)
  • huge utility, unique cleanse on heal, foresight blink, as well as just the standard talents,
  • can help retreat and make gaps due to staying behind then blinking back,
  • divine palm is great in chaotic fights, not so much in methodical fighting,
  • 7 sided strike is ok on a single target, not great on many targets, gives you a few seconds of essential immunity, but means you're not in the fight to heal team mates
  • the trait choice seems to have been cornered, as heal on strike gives more sustain to himself , and more heal to others.
I did want to make this thread super fancy with YouTube vids and where people rate him on a tier list, but I'm on a boat in the English countryside at the moment.

If you're still not sure do remember he will most likely be free to play in about 3 weeks time. 

SOURCE

Thursday, August 20, 2015

Heroes of the Storm - History of HotS meta so far [by r_gg]

Disclaimer:
I don't claim to be an expert in Heroes. I am not a progamer. Not even a very good gamer in fact. Most of the stuff I wrote were heavily inspired by posts I've read in the Korean community (such as this and this).
I wasn't always there to witness all the stuff that happened, so some of the stuff I'm just going by what I read/heard. I just wanted to share what I read, and also add a few spins of how I interpret the HotS meta as a spectate thus far. I'm sure there are parts where I'm blatantly wrong, so feel free to point those out so we can have a more complete picture of how the game evolved over the year.
Also note that what I say leans heavily towards KR meta, since I'm getting 80% of the content from the Korean post I linked, and it's the meta I've been following most actively in recent times. (Sorry NA/EU T.T)

Overview / TLDR(?)

We have seen several big shifts in the HotS meta, and with the new Monk patch, I think we are about to see the meta shift in big ways again. Before we all get caught up in it, I wanted to take a time to look back on how the meta shifted over the years.
Here are patches and the big trends in meta that were prevalent in HotS so far. Patches before Jaina are ignored because I don't know much about it, and I believe Jaina Patch was when ranked play really started.
  1. Jaina~Thrall Patch - Double Support meta
  2. TLV~Sylvanas Patch - A table of two Tanks
  3. Kael'thas~Butcher Patch - Mage/Bruiser meta

Double Support meta - "You were not prepared!"

Double support meta started to emerge from Jaina patch, due to the following factors:
  • Buffs to Imposing Presence from 30%->50%, making it difficult to deal with the front line.
  • Nerfs to assassins such as Nova, making damage (especially burst damage) hard to come by.
With the lack of overall lack of damage in the game, it was possible for a double support setup to out heal most of the damage coming from an enemy with just a single support. You could simply out sustain the opponent till one member of the enemy team drops and win the fight.
Stitches was the King in this meta, because you could simply hook an enemy and create a 4:5 situation. Not to mention his unbelievable tankiness and sustain at the time. Illidan was the perfect assassin for double support, because you can ignore the front line and jump straight into the backline and wreck the squishies, combined with his strong sustained damage, ability to reduce damage, dodge CC, gain more health, etc.
The meta game at this point focused heavily on Illidan and how to counter Illidan (CC-heavy comps).

A tale of two Tanks.

I think we all know the two tanks that defined this era: Diablo and ETC. The TLV patch brought in fixes on Diablo's shadow charge had incredible effect on the hero's viability. ETC was already a rising star towards the end of Thrall patch with the discovery of his split-push build, and the slight nerfs to Stitches was enough to push him to the top spot. Buffs to heroes like Jaina and Tyrande, discovery of Azmodan dunk stacking, and introduction of Sylvanas started to supplement the lack of burst damage.
Double support + Illidan was still a very dominant composition, but it started to show its limits. The Lost Vikings also emerged to be very strong, and gained in popularity especially in China. You also the beginnings of double Warrior compositions with heroes like Tyrael and Arthas. We saw a fair amount of creative strategies come and go such as Blood-for-Blood composition, protect-the-Hammer, Azmodan stacking, Double-bomb Zeratul, Backdoor Abathur, etc.
Now at this point, people were wondering why Blizzard never once touched the double support comps when the double support / Illidan has been so prevalent for such a long time in the meta. We soon found our answer: Because Kael'thas was coming.

Mage/Bruiser meta

Kael'thas was the nail in the coffin to the Double Support meta. The level of AOE damage provided by Ignite build was enough to throwaway the thought of trying to win a sustain fight, as him alone could out damage at least one, even two healers. In addition, the reworks on Diablo and ETC turned out to be a miss, making it difficult to rely on a solo-tank at the front line.
It was inevitable for the mages, Jaina and Kael'thas to dominate the meta. But Blizzard most likely anticipated it, and already had an answer: the bruisers. Bruisers served as natural counters to the mages, because they could infiltrate the backline while tanking some damage and keep the mages in check. The bruisers can take advantage of the mage's lack of escape and hard initiate the enemy caught out of position. The fixes to Anub'arak, combined with rediscovery of Tyrael, tanky Johanna, and the relatively buffed Muradin made way to the Double-Warrior meta especially in KR/China. (Now did Blizzard purposely under-tune the solo-tanks during the rework to purposely make room for the bruisers to emerge as a counter to mages?) The emergence of Bruiser/Dive comps also signaled a rediscovery of Arthas as an excellent counter to deal with the warriors.
Taking advantage of strong sustain and respectable damage output of these warriors, 3-warrior compositions also rose in popularity (mostly KR). However, the anti-warrior-warrior Leoric and discovery of 3-warrior meta's weakness in early pushing power slowly pulled the meta back to double warriors.
Of course not to forget, Zeratul is also the star of this meta with his ability to snipe enemy squishies. The nerfs to Brightwing hurt the support pool to mostly Malfurion, Rehgar and Uther, with "Who get's the LiLi!!" strategy becoming a common occurrence in the competitive scene.

What is next?

With the next patch, it seems like Blizzard is starting to address the issue of weak auto-attack damage dealers, and seem to shift focus to sustain damage. The rise of auto-attack dps should act as the counter to bruisers, as it becomes difficult for bruisers to find an opportunity to dive in, as they can get kited and focused down at any point in time. The increase in number of supports and Cleanse rework will hopefully shake up the meta a bit.

SOURCE