Rabu, 22 September 2010

SMPN 4 martapura

SMP NEGERI 4 MARTAPURA

Mengenai Saya

SMP Negeri 4 Martapura adalah salah satu SMP Negeri di Kabupaten Banjar, yang berlokasi di Jalan A. Yani, Km. 37,5 Kompleks Saadah-3 RT. 18 RW.5 Sungai Paring, Martapura, Kabupaten Banjar, Kalimantan Selatan. SMPN 4 Martapura merupakan salah satu dari 60 SMP yang terdapat di kota Kabupaten Banjar. Berdiri di atas lahan seluas 8.000 m2 dengan sertifikat Nomor 66 Tahun 1987. Dibangun pada tahun 1987 dan beroperasi sejak tahun pelajaran 1987/1988 berdasarkan SK.Mendikbud Nomor : 052/O/1988. Visi sekolah adalah "Terwujudnya lulusan yang beriman, sehat, cerdas, dan terampil",. Motto : Ada Guru, Ada Siswa Belajar Budaya Kerja : Belajar dan bekerja adalah ibadah, Belajar setiap saat, bekerja tanpa menunda. Hal-hal yang menyangkut peningkatan mutu, akan diselenggarakan secara seksama dan dalam tempo yang sesingkat-singkatnya. Strategi : 1). Tingkatkan mutu & hasil pembelajaran ; 2). Tingkatkan Sarana Prasarana ; 3). Tingkatkan Kesejahteraan Kerja

Lengkapnya: spenpatra.blogspot.com

Kamis, 16 September 2010

Skripsi Mirana nightshade

PriestessOfTheMoon Priestess of the Moon   Mirana Nightshade
Showing Version 6.67c
Pseudonyms Mirana Nightshade
Affiliation Sentinel
Class Ranged, AGI
Damage    38-49  MP/HP
Armor    1.9  HP/MP regen
Attack Range   600   Attack animation  0.3/0.7
Strength   17   Casting time      0.5/0.83
Agility   20   Base Attack time  1.7
Intelligence   17   Missile speed     900
    Sight range       1800/1200

Information at a Glance

to be added…

Character Story

A matriarch and high priestess of Elune’s blessed order, Mirana Nightshade serves as a light in darkness for the front line of the Sentinel ranks, raining arrows and falling stars alike upon the shambling undead masses of the Undead Scourge, while her very presence is said to be so holy that it melts away the fatigue of nearby allies, giving them greater haste on the battlefield. In times of need however, she can fade herself and others around her into the safety of invisibility, making her a potent supporter matched by few.

Skripsi Dark terror

Faceless Faceless Void   DarkterrorShowing version         6.67c
Pseudonyms              Darkterror
Affiliation                   Neutral
Class                         Melee, AGI
Damage    48-54  MP/HP
Armor    4  HP/MP regen
Attack Range   128   Attack animation  0.5/0.56
Strength   15   Casting time      0.35/0.51
Agility   22   Base Attack time  1.7
Intelligence   15   Missile speed     Instant
    Sight range       1800/800

Information at a Glance

to be added…

Character Story

They say he was once human, but his background is shrouded in darkness, even to himself. What we know is that he was thrown into the Void between worlds and has emerged with the power of manipulating time. He can freeze his enemies in time and avoid hits by traveling a split-second back in time, right before receiving the blow. He can briefly rip apart the fabric of space-time to freeze both allies and opponents around him, yet remain free himself to act. It is rumored that he can instantly strike any man in a legion of soldiers, but nobody sees him move…

Skripsi Gyrocopter

Gyrocopter Gyrocopter   Aurel Vlaicu
Showing version                 6.68c
Pseudonyms                      Aurel Vlaicu
Affiliation                     Sentinel
Class                           Ranged, AGI
Damage    41-51  MP/HP
Armor    1  HP/MP regen
Attack Range   375   Attack animation  0.2/0.97
Strength   18   Casting time      0.3/0.5
Agility   24   Base Attack time  1.7
Intelligence   23   Missile speed     3000
Movespeed  305  Sight range       1800/800

Information at a Glance

to be added…

Character Story

Raised amongst the dwarven mining clan, Aurel grew up with a fascination for making things explode. Such tendencies were considered healthy in the mining society as a dwarf’s skill with explosives determined his pay, his rank and of course, his popularity amongst the females. Unlike the rest of the clan however, Aurel sought to use his skills for more than just blowing up rocks. By combining controlled detonations with thick metal to direct their force, Aurel is able to create everything from engines to missles. Excited to be able to put his inventions to the test, Aurel’s presence on the battlefield promises to be a blast!

Skripsi Hero Guardian whisp

Guardian Wisp Guardian Wisp   Io
Showing version            6.68c
Pseudonyms                 Io
Affiliation                Sentinel
Class                      Ranged, STR
Damage    33-42  MP/HP
Armor    0  HP/MP regen
Attack Range   525   Attack animation  0.15/0.4
Strength   17   Casting time      0.01/0.51
Agility   14   Base Attack time  1.7
Intelligence   23   Missile speed     1600
Movespeed  295  Sight range       1800/800

Information at a Glance

to be added…

Character Story

Originally nothing more than a lowly spirit of the trees, Io dwelt peacefully amongst his kind in the Great Forest. As the Great War spread across the land the creatures of the forest were forced to defend their home. The desire to protect his kin awoke power in Io he had not known he possessed. He discovered he was able to connect his life force to another creature to strengthen them or help them flee by instantly transporting them out of harm. Io became known amongst his people as the Guardian Wisp, a protector of the Spirits. All other spirits swore to assist him and can be summoned to his side to aid him in his battle. Uninterested in the battle between the Sentinel and the Scourge, Io fights only to protect his people.

Skripsi Hero Nessaj di Dota

Chaos Knight Nessaj Chaos Knight   Nessaj
Showing version            6.68c
Pseudonyms                 Nessaj
Affiliation                Scourge
Class                      Melee, STR
Damage    46-76  MP/HP
Armor    4  HP/MP regen
Attack Range   100   Attack animation  0.5/0.5
Strength   17   Casting time      0.4/0.2
Agility   14   Base Attack time  1.7
Intelligence   16   Missile speed     Instant
Movespeed  325  Sight range       1800/800

Information at a Glance

to be added…

Character Story

The Chaos Knight has one of the highest damage potentials among strength heroes. He is capable of dealing out a lot of punishment with his powerful critical hits and illusions. In addition, he offers good mobility and a strong stun. Chaos Bolt, as indicated by its name, is a strong but random ability. It deals a random amount of damage over a set range, and stuns the target for a variable length of time based on the level of the skill. It can either be very effective or mediocre, depending on the Chaos Knight’s luck. Similarly, his critical strike has a fairly low chance of activating, but the damage payoff is the highest of any non-ultimate critical hit. The Chaos Knight is quite mobile for a strength hero. His Reality Rift instantly teleports you, any images you have and the target unit to a random point along the line between the two of you, while giving Chaos Knight a damage bonus. Finally, the Chaos Knight’s can use his Phantasm skill, which summons several illusions of the caster. Each illusion deals the full damage of the Chaos Knight. The amount of pain these images can dish out is among the highest physical damage potentials in the game, especially with Critical Strike. If surrounded by these phantasms, just hope Nessaj’s luck doesn’t hold.
A disciple of Mithras, the God of Chaos, Nessaj has utilized the powers bestowed upon him to further the cause of Chaos and Evil. He stands opposed with all his might against the powers of Order and Good. He uses his ability to call upon chaotic energy to damage and stun an enemy for a random length of time in conjunction with his power to rip holes in space to instantly strike down all that stand against him. His powers culminate into the terrifying Phantasm, creating avatars of himself who do full damage to all those who oppose him, confusing the battlefield and wreaking havoc amongst the forces of Good.

Chaos Bolt

A mysterious energy bolt is thrown at an enemy. It stuns for a random amount of time. Deals random damage between 1-200.
Chaos Bolt Chaos Knight   Nessaj
Level 1 – 1-2 seconds.
Level 2 – 1-3 seconds.
Level 3 – 1-4 seconds.
Level 4 – 2-4 seconds.
Cooldown: 10 seconds.
Manacost: 140.

Reality Rift

The Chaos Knight rips open the fabric of time and space and draws himself and his victim closer to each other. The Chaos Knight may bring any illusions or phantasms of himself along throuhg the rift of reality. Travelling through this rift will enhance the Chaos Knights damage for one hit.
Reality Rift Chaos Knight   Nessaj
Level 1 – 25 bonus attack damage.
Level 2 – 50 bonus attack damage.
Level 3 – 75 bonus attack damage.
Level 4 – 100 bonus attack damage.
Cooldown: 24/18/12/6 seconds.
Manacost: 70

Critical Strike

Nessaj’s mojo gives him a chance to deal bonus damage.
Critical Strike Chaos Knight   Nessaj
Level 1 – 11% chance. 1.5 times normal damage.
Level 2 – 11% chance. 2 times normal damage.
Level 3 – 11% chance. 2.5 times normal damage.
Level 4 – 11% chance. 3 times normal damage.

Phantasm

Summons several copies of the Chaos Knight from alternate dimensions. The illusions deal full damage, but take extra damage.
Last 20 seconds.
Phantasm Chaos Knight   Nessaj
Level 1 – Summons 1 Image, takes 200% normal damage.
Level 2 – Summons 2 Image, takes 200% normal damage.
Level 3 – Summons 3 Image, takes 200% normal damage.
Cooldown: 180/160/140 seconds.
Manacost: 175/225/275.

Skill Builds

Here is the recommended skill build:
1. Chaos Bolt
2. Reality Rift
3. Chaos Bolt
4. Reality Rift
5. Chaos Bolt
6. Reality Rift
7. Chaos Bolt
8. Reality Rift
9. Stats
10.Phantasm
11. Phantasm
12. Critical Strike
13. Critical Strike
14. Critical Strike
15. Critical Strike
16. Phantasm
17-25. Stats
Skill Build Justification:
Bolt is maxed earlier than Reality Rift in order to maximize ganking potential. Each level of Chaos Bolt increases the average stun duration by .5 seconds, starting from 1.5 seonds. The first 3 levels of Chaos Bolt inrease the maximum duration (as well as decrease the probability of getting shorter stuns), while the last level grants you some consistency by guaranteeing a 2 second minimum.
Maxing Reality Rift next improves Nessaj’s mobility by reducing the cd on Rift and dealing some extra damage. Due to Nessaj’s high ms, only the first Rift is crucial to get within melee distance. Further Rifts help if you are being juked or if you were disabled and left behind. The last level is important because it lets you Rift twice during a normal gank.
Phantasm is put off until level 11 when you can get 2 images because it’s too costly and ineffective early on. Illusion based heroes thrive on spawning many images at once (Naga Siren, Phantom Lancer and Terror Blade) to create confusion. With a high cooldown and only one image spawn early on, Nessaj cannot really be considered a standard image hero. You’re better off improving your ganking skills to net kills for your team.
Stats at level 9 in the build is optional, but recommended over a single level of Critical Strike (the next take being 3 levels later), which is failry negligible (5.5% DPS increase). The stats help a little bit with Nessaj’s mana issues in mid-game.

Item Build

Starting Items:

721 Chaos Knight   Nessaj 542 Chaos Knight   Nessaj 542 Chaos Knight   Nessaj 542 Chaos Knight   Nessaj 351 Chaos Knight   Nessaj 351 Chaos Knight   Nessaj 73 Chaos Knight   Nessaj
You get stats and plenty of healing for lane-staying, since you need to farm up your core to be a ganker/semi-carry. 3 Branches are superior to a second Gauntlet because it gives 3 agility and 3 intelligence as well. The branches will later be upgraded to make Magic Wand, while the Gauntlet will be turned into a Bracer.
36 Chaos Knight   Nessaj Get a QB as soon as possible from the side shop to make farming easier.

Core Items:

171 Chaos Knight   Nessaj 36 Chaos Knight   Nessaj 552 Chaos Knight   Nessaj 372 Chaos Knight   Nessaj 114 Chaos Knight   Nessaj
As a strength hero who spends a lot of time ganking, Bottle and Wand go a long way towards supplying Nessaj’s mana demand. Magic Wand provides invaluable burst regen during fights and Bottle prepares you for the next gank and allows you to use runes more effectively. Power Treads increase your DPS and HP; they also provide enough of an ms boost due to your innately high ms. Switching treads to intelligence mode should be kept in mind if it will allow you to get off an additional spell (note that your mana pool’s percentage will remain the same during a switch, so it will often only give you a small amount of mana).
56 Chaos Knight   Nessaj Carry TPs and replenish at side shops too. You are a ganker.
33 Chaos Knight   Nessaj Even though you roam the map, you are also a semi-carry, do not buy wards. Ask a supporter to buy wards (you could place them) to make it easier for you to refill your bottle. It falls to you to make good use of the runes and gank well.

Possible Extension Items:

75 Chaos Knight   Nessaj Armlet is a solid extension item on almost any strength hero that plans on doing a lot of attacking. For strength heroes, it provides the most cost efficient damage in the game. For 2850 gold you gain an item that, when activated, gives you 65 damage, 15 attack speed, 25 str, 5 armor and 3 health regen. Of course when activated it also drains health, so be aware of this during long chases. Armlet should be your default extension item, unless you’ve farmed a lot early on and can immediately afford a high tier extension such as manta style. Even then, you may want to consider the Armlet due to the large DPS boost it provides.
42 Chaos Knight   Nessaj A powerful item on many heroes, Manta Style is an excellent exntension to the core items. It synergizes well with Armlet for images (see Armlet note above) and later with HoT or Satanic for further strength. Though the active ability is fairly mp intensive, the added stats and bonus move speed offset this disadvantage.
682 Chaos Knight   Nessaj Helm of the Dominator is another solid extension item on Nessaj. Because of the great effectiveness of this item, it’s commonly seen on many carries and semi-carries. It cost only 1850 gold, can be fully built from a side shop, offering 20 damage, 5 armor, life steal (helps control armlet degen) and the powerful ability to dominate creeps.
With a Centaur, Ursa or Dark Troll warlord, you substantially increase your ganking ability by lengthening your disable time and adding some more damage.

Situational Items:

14 Chaos Knight   Nessaj While Diffusal is not the best item on Nessaj (due to his ultimate’s long cd), he can be a solid Diffusal carrier when it’s needed to counter someone (e.g. Omniknight). Purge serves to counter the threat and greatly aids ganks with a slow to follow his Chaos Bolt. As an added bonus, Diffusal’s agility bonus boosts the DPS of your Phantasm images.
192 Chaos Knight   Nessaj The Black King Bar is always a useful item, especially if the opposing team has a lot of nukes/disables. Coupled with Nessaj’s large strength growth, magic immunity makes Nessaj extremely difficult to kill. It adds a decent amount of strength and damage as well.
With that being said, BKB remains situational due to Nessaj’s role in fights. Chaos Bolt is significant even if you get stunned afterward. Stunning the real Nessaj doesn’t stop the images from dealing 100% damage. Additionally, Phantasm and Manta both provide ways to remove negative debuffs and cause confusion about who the enemy should target to limit Nessaj’s damage received. BKB should be considered when the enemy team has a large number of disables or when you are the main carry for your team.

Luxury Items:

662 Chaos Knight   Nessaj Heart is always an option worth considering after you’ve gotten an extension item or two. A single heart gives you more than 1000 raw HP, a little extra damage, as well as 2% HP regeneration outside of battle. Coupled with Nessaj’s excellent strength growth, Heart makes him a very tough hero to take down via damage alone.
Note that a HoT should never be rushed on Nessaj. The Reaver is expensive and hard to farm; rushing HoT holds him back from maximizing his prime: ganking and mid-game.
671 Chaos Knight   Nessaj The natural upgrade to Helm of the Dominator. It doesn’t boost your HP as much as a Heart, but has other benefits. It saves a slot (compared to having gotten HotD and getting Heart), provides you with 25% lifesteal, 5 armor, 20 damage, 25 strength and an active ability that makes your lifesteal go through the roof at a whopping 150% rate for the short duration of 3.5 seconds. It doesn’t benefit Nessaj’s illusions as much as Heart of Tarrasque, but it gives more offensive power, and – if you don’t get disabled – more in-battle survivability. In general, Satanic should only be purchased in conjunction with Armlet and/or BKB for the following reasons: * Lifesteal makes coping with the degen from Armlet a lot easier.
* Armlet will give away your main hero anyway when you use Phantasm; thus it won’t matter if enemies can identify your main hero via the lifesteal as well.
* Satanic’s orb will override Diffusal’s orb.
* Satanic provides lesser benefits than HoT to your images. As such, getting Manta style suggests HoT as a luxury. With that being said, if you got both an Armlet and Manta, either choice is reasonable.
* BKB guarantees you the ability to use your 150% lifesteal for the full duration. In terms of in-battle survivability, Satanic combined with BKB is vastly superior to HoT on Nessaj (not the illusions).
511 Chaos Knight   Nessaj Trading in your Treads for BoT heavily boosts your pushing abilities. It also makes you faster than just about everyone else due to your chart-topping base ms. Do not get these early on as it will delay your strong mid-game too much.
 Chaos Knight   Nessaj Assault Cuirass should only be gotten very late in the game after having gotten at least one other luxury item. The only thing Nessaj’s illusions benefit from here is the armor reduction aura. It grants +40 attack speed, +10 armor, an attack speed aura and 2 armor auras, giving +5 armor to allies and reducing enemies’ armor by 5.
Nessaj can use the attack speed since he hits hard but relatively slowly. The armor auras affect buildings as well, so it definitely assists pushing base towers and rax, which should be the goal at this stage of the game anyway. At this point in the game, you should really be trying to end it; one benefit of AC is that each of the item’s in its buildup is useful. Unless the game drags very long or you’re exceptionally fed/farmed, you probably wont get to finish this item.

Rejected Items:

7 
Chaos Knight   Nessaj A very fast radiance on anyone is crazy. With that being said, Nessaj doesn’t have a particularly easy time farming it or make himself a menace with it, so it doesn’t make sense. You won’t be able to fulfill your role as a ganker, because you’ll have to be conservative so you don’t lose any gold. You’ll end up ricing too long, and you’ll miss out on ganking mid-game, which is supposed to be Nessaj’s shining time.
161 Chaos Knight   Nessaj Usurping the orb effect that should be for either Lifesteal or Feedback is very bad. SnY’s bonuses don’t do much for Nessaj: He already has high movespeed as well as Reality Rift. Strength is covered by any of Armlet, BKB, Heart and Satanic. Manta gives more stats to your images than SnY, while being more useful. SnY is also expensive compared to better-suiting items like Armlet, Manta, even BKB. SnY is normally an item for heroes to fall back on, if they failed to farm the big item. However, all of Nessaj’s core items have comparably affordable parts for the most part. On Nessaj, SnY does not become a fallback item, but rather, a more expensive, less effective, and orb-conflicting one.
77 Chaos Knight   Nessaj Battlefury. Its stats make it seem like a good item for Nessaj, but it doesn’t work well on him for a number of reasons. Nessaj can use the mana regen, but because it’s percent-based and Nessaj has low intel gain (16 starting and only 1.2 gain!), he won’t get much from it early on. While cleaved critical hits do make farming easier, Nessaj should not spend a lot of time farming – an item that encourages farming is bad for Nessaj. Battlefury provides no stats or attack speed, meaning you need another item to further enhance farming. Then there’s the fact that Battlefury costs more than the modest core extensions listed for far lesser effect. Images gain nothing from it either; no cleave or direct damage. Mana problems can be handled with proper skill use and Bottle + Wand while Armlet or Manta provide better damage, making Battlefury a subpar item.
2 
Chaos Knight   Nessaj Due in part to Reality Rift, Basher might seem like a decent item on paper, but it’s actually a poor investment on him. The bonuses granted by Basher are minimal compared to other items in the same price range. (Armlet, Diffusal, etc). Illusions do not gain any benefits from Basher; since the last remake, they do not even proc fake bashes (which used to prolong bashes, but not initiate it). Basher is only useful on a few heroes with high attack speed and chasing abilities. Nessaj’s low attack speed and many more effective and higher-priority items make Basher a bad choice for Nessaj.

How to play

Laning:

Nessaj should play conservatively during the laning phase. He should spend his time farming for his core. Nessaj should generally lane with a ranged ally. If his ally has a disable or slow, opportunities for kills can arise in lane.
Take advantage of opportunities that arise in lane, but play conservatively and do not force it; your mana pool is extremely constraining at this point in the game. You should lane at least until you have boots and bottle.

Ganking:

Once you have items somewhere between boots+bottle and your entire core, it’s time to find yourself a target. Keep in mind that, unlike many other gankers, Nessaj has a very low mana pool and low burst damage. This should inform the ganks you go for; in particular, you should almost always gank with allies and only go for sure kills.
Abuse the fog of war and try to approach from behind. When you reach your destination, quickly analyze the situation: Important things to consider include allied slows/stuns/disables/nukes, the target’s lane partner, the inventories of all heroes involved, enemies missing from the mini map and HP/mana levels (you can and should analyze these as you are traveling to the destination). Proceed by informing your allies of your intentions with a ping and target. Remember that managing mana is important; take only ganks that will grant your team a kill.
Be sure to bottle any runes you come across. While they’re all useful, Double Damage and Illusions are the most helpful for ganks.
Try to enter a gank from areas of low visibility (hills, jungle, night). In most cases, you should Reality Rift in, attack once or twice and then cast Chaos Bolt. Obviously, you’ll have to adapt as necessary to the enemy’s disable or escape skills and to your allies’ help. If you get unlucky with a short stun duration, use your judgment to decide whether or not to chase (incoming TPs, health levels, distance to tower). After a successful gank, stay and farm a few creeps while you look for your next victim.
When there are two targets, the gank is a little more tricky; again, analyze the situation. The only significant difference is that sometimes it is better to stun one opponent (to prevent interference – usually heroes with long/many disables or nukes) while attacking the other.

Beyond Ganking:

At some point, the game will move away from ganking. You will then have to transition into the role of a DPSer with a nice stun. Once you have a couple of levels of your ultimate, you can push down buildings with ease (preferably after one or more enemies have been killed). There are two ways to leverage this ability:
The first is to push with your team and threaten a building. In this case, you are trying to force a team clash. Once the team clash occurs, you should bolt someone and rift in. If possible, spawn your images just before this for maximum chaos, but ulting right after rifting is good too. If your team has sufficient initialization, save bolt for later. At this point, you don’t do much beyond auto-attacking. The images do not last very long, but it is more than enough for a team fight and razing the building afterward.
The other option is to have your team push one lane while you push another. Your ultimate will allow you to easily destroy any undefended building you come across. If enemies do come, your images can be left attacking the building for heavy damage while you yourself escape. If it’s a lone enemy, you can even stun them while you continue taking the building down. This strategy’s most successful scenarios are: 1) all 5 enemy heroes go to meet your 4 allies (your team retreats while you raze a building); 2) more than one hero comes to deal with you (your team gains an advantage in the clash).
If your team does not have a harder carry than Nessaj, you should aim to end the game as early as possible – Nessaj is decent late-game, but mid-game is his strongest phase.

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