The International 2017 — Battle Pass: Path of the Navigator
If I had a dime for every time I play well but my team loses the game, Gates would owe me money.
Valve has decided to introduce the International 2017 Battle Pass 3 months ahead of the Main Event, the first week of August. Like has been since the Reborn patch, a new Battle Pass emerges and this time replicating the aquatic-theme chosen for the new tournament.
The quests overall have been dumbed down a little bit, making them more easily approachable and understandable for players. Long gone are the “Required Hero for this Quest” and “Buy X before the timer reaches Z”.
The new addition in this Battle Pass are the Team Quests, present in the last Path of the Rising Tide. These quests demand a lot of communication and coordination. The introduction of this path makes the second Path of the Wavebreaker focused on the Core heroes rather than particular roles like has been in the past, notably Carry & Nuker.
This time around I’m gonna focus on the first Path of the Navigator, made for supports and intelligence-based heroes.
The end goal is the Shoreline Sapper, a mythical set for Ogre Magi that is nice but, at least for me, the second style holds little of value apart from the different colors. I expected more for the second styles overall, so it’s okay if you want to get all the stars on these paths for point’s sake. Personally, I would give them an additional particle effect.
CASTER AND COMMANDER
Win 1 / 3 / 5 Games with an Intelligence hero
This sound pretty straightforward. Get an intelligence-based hero, and start playing. To save time, complete this only one time and move to the next quest. After you complete all your paths, you can revisit this for the next 4 victories and get all the stars.
Root 10 / 20 / 30 enemy Heroes.
Here, we are counting instances rather than duration, so Ember Spirit and his Searing Chains are very good thanks to his relatively low cool down. Underlord with Pit of Malice if you want an AoE root every 32~20 seconds.
For me, Crystal Maiden is the star, if you are willing to spam Frostbite, which is something she can thanks to her big mana regeneration. I just completed a 30-min game with 30 roots, but of course, there was a lot of rotations early game and we farmed and protected our carry at all costs.
Meepo is a very high-skill hero if you want to make this quick, but for those who are normal or not-so-casual players, Techies’ Stasis Trap can become annoying, they can nullify roaming heroes or defending high ground, and Treant Protector’s Overgrowth can make a turnaround over a team fight.
Rod of Atos can aid you for additional roots, but consider it for heroes who rely on speed for chasing or escaping.
Across multiple victories: Place 20 / 40 / 60 Observer Wards for your team.
Basically, get your favorite supportive hero and start warding. As always, remember that Observer Wards have a stock cooldown, replenishing 1 every 150 seconds, and have a 4 stock limit. The math says that, assuming you always buy all available, you can end up with 12 Observer Wards before the 25:00 minutes.
That math also says that you will need more than one game to fulfill 60 wards. And if you have spare time, buy all the wards at the enemy fountain and place them wherever you can before the game ends.
Slow enemy heroes of a total of 30 / 60 / 90 seconds using Shiva’s Guard.
The problem here, apart from the cost, is the nature of this item. It’s very situational, almost trivial, but great for crowd-control if you snowball at the mid-game. Consider it against Terrorblade, Phantom Lancer, Naga Siren, and Chaos Knight.
It’s very good for Timbersaw as a second core item after Bloodstone. Consider this item on other heroes with natural skills for crowd control like Axe, Underlord, Invoker, Medusa, and Bristleback, and heroes who can benefits from the armor and intelligence against some carries, like Lina, Zeus, Death Prophet, Storm Spirit, Tinker, Queen of Pain, Necrophos, Leshrac, Outworld Devourer, Skywrath Mage and Batrider, among others.
Get 2 / 4 / 6 Kills or Assists on heroes while they are disabled by your stun.
If you want to secure a kill under a stun, you can look for the largest stuns in the game, or stuns that are paired with great damage. My personal favorites, in order of success chances, are Bane (Fiend’s Grip), Shadow Shaman (Shackles), Pudge (Dismember), Tusk (Walrus PUNCH!), Earthshaker (Aftershock) and Tiny (Avalanche).
Deal 1500 / 3000 / 4500 Damage while under effect of Glimmer Cape
If you really want three stars on this, get Crystal Maiden and prepare to land a good Ultimate. With good luck and placement, you can get this in 2~4 tries.
You may need to pair your Ultimate with some items, like Aghanim’s Scepter (for elusive heroes), Black King Bar, Ghost Scepter or Glimmer Cape. That will depend only on the enemy lineup.
Glimmer Cape has a 0.6 cast point, but Freezing Field as 0.3, so the logic says to glimmer up your ass before landing your ultimate, but can also ult and then glimmer. If you have Blink Dagger, which is almost core for a slow ass hero, you could blink, then glimmer, and then use your ultimate… at the enemy fountain’s sides before the Ancient explodes.
Hex your enemies by any means necessary for a total of 20 / 40 / 60 seconds.
Those with fingers (and many buttons) will prefer Tinker, but Lion and Shadow Shaman are the real stars here for their hexes at minute zero. Pick one of these depending on with who you are the most confortable.
Math time. At Level 4, Lion can hex for 4 seconds every 12 seconds, so you would need 3 minutes at best to get 60 seconds. Shadow Shaman does 3.5 seconds every 13 seconds, so it’s probably a bad choice as you would need almost 4 minutes at best.
If you want all the stars, get a Scythe of Vyse. It’s costly, but it ads 3.5s more every 25 seconds (7~ minutes at best).
CAN’T ESCAPE THE NOOSE
Deal 1000 / 3000 / 5000 Damage to enemy heroes that are in Ethereal Form.
There are only two ways to turn an enemy to Ethereal Form, and that is with Pugna (Decrepify) and with Ethereal Blade.
Sounds like Pugna with Aghanim’s Scepter is a sure bet, but Ethereal Blade should be your option only on heroes who build it as a Core item, like Nyx Assassin, Morphling, or even Skywrath Mage, because they can pair it with magical damage.
NO PREY NO PAY
Across multiple victories: Earn 4000 / 8000 / 10000 Gold for your team.
It says “for your team”, so it counts anything you do and anything that makes your team get gold, like bringing down towers and shrines.
If you want to secure 3 stars, you could end up playing Bounty Hunter, as his ultimate will grant bonus gold for every tagged kill. Just be sure to get levels fast and use Tome of Knowledge wherever you can so you don’t fall behind in experience to get Level 6.
Also, instead of just ending the game, try to demolish the shrines and effigies around the Ancient for bonus gold, as doing these objectives grants gold to everyone.
By the way, don’t be frustrated if you barely hit the 4000 gold on the first match. I recommend to complete this quest and go for the next.
Stun 8 / 12 / 16 enemy heroes after using Blink Dagger
This means to get heroes who have stun with low cool-downs. In these cases, Earthshaker, Sand King, Tiny and Slardar can become good choices if you want to be able to stun two or more heroes almost all (at the same) times.
Lion, Magnus, Ogre Magi, Centaur Warrunner and Sven are also good alternatives, but will depend on the match.
Deal 2000 / 4000 / 6000 or more Pure damage to enemy heroes.
Dealing those high numbers calls for heroes with good AoE spells of Pure Damage. For these, my personal favorites are Bloodseeker, Timbersaw and Queen of Pain.
Notable mentions are Doom (Doom), Tinker (Laser), Outworld Devourer (Arcane Orb). As always, the more lengthy the match becomes, more opportunities to make more damage will appear, so taking the game to the late part may become your only option of success.
Just for you to know, I did this with 3 stars using Bloodseeker. Rupture is very useful to use on heroes who need to disengage quickly (Weaver, Anti-Mage, Queen of Pain, to name a few), and Blood Rite can ramp the numbers if you catch more than one hero within, with a maximum of 1200 Pure damage.
Heal 3 or more of your allies with Mekansm at once a total of 3 / 6 / 9 times.
This sounds easy: spam your ALT+Mekansm until 3 or more of your teammates gathers around. Mekansm cooldown is 65 seconds, so doing the math, you will need 10 minutes of constant healing in the best case to complete it.
As always, Mekansm is recommended for early pushes, and early teamfights. Just remember, two Mekansm means that somebody just lost money — they don’t stack.
Across multiple victories: Hit three or more enemy heroes with a single spell 10 / 30 / 50 times
This calls for AoE spells, but with low cooldown. The times needed to complete this quest are rather high. The heroes list is large, but if you ask me, I could go with Earthshaker, Bristleback, Nature’s Prophet, Ogre Magi, and Tinker (Laser — Aghanim’s Scepter).
There are no details about how it gets calculated, but it seems to count after you hit three or more enemy heroes, so the maximum for every spell instance is 5. And you have plenty of games of to do it.
Absorb 3 / 6 / 9 spells targeted on your ally with Linken’s Sphere o Lotus Orb.
Lotus Orb is 850 gold cheaper than Linken's Sphere, but even if you end with both, it will all depend on the enemy heroes and items. My personal consideration is to switch to this quest only when you are against heavy targeted-spells heroes and your carry may need some help.
THUNK enemy heroes with your weapon 50 / 100 / 150 times, and DING-DING-DING enemies with Fireblast or Ignite a total of 10 / 20 / 30 times.
For what it says, you should hit your enemies at least 50 times, and use your targeted spells. Nothing you couldn’t do in a normal match, except for the first thing: hitting enemies. Ogre Magi isn’t very reliable on this department, at that means getting close to your enemies, so my recommendation is to get Force Staff and Blink Dagger for chasing or escaping.