Tuesday, September 29, 2009

3D Art Heroes of Newerth's Photos












He is coming, the Panda Warrior. He has some very fun & unique abilities and I am very excited to see the reaction of HoN players.





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Showing Off the "Vault" Ability of Pandamonium

With this ability the panda warrior can vault himself a short distance on the map. This ability damages units in a medium sized area and stuns in a smaller radius. In order to stop the use of this ability as an escape mechanism, if he hits no units... he will be stuck in the ground momentarily (you will see this towards the end of the video).







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Heroes of newerth facebook

Heroes of newerth Facebook

Team based arena style action RPG that is very similar to one of our favorite PC Games - Defense of the Ancients (A Warcraft 3 Map/Mod).

Facebook http://www.facebook.com/heroesofnewerth





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Heroes of newerth screenshots

 
 
 





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Monday, September 28, 2009

Puppet Master Item and Skill Guide





In my opinion, the Puppet Master can be played as a support, ganker, disabler or carry. Item and skill builds vary for each role. I will not advocate a certain role and I am not suggesting that he is the best hero for any of these roles. It depends how you want to play him and the team you are against.

Skills

Puppeteers Hold


The Puppet Master ties up a target enemy with puppet strings. The strings slow down the enemy’s attack speed and restrains movement.

Applies Puppeteer’s Hold to target for 3, 3.75, 4.5 and 5.25 seconds respectively. Target is constantly pushed toward the position he was at when Puppeteer’s Hold was applied. If the target moves too far from this location, it will be forced back to the original position.

This is the Puppet Master’s signature skill. It is essentially just a slow at first glance but it works so much better. You might think the heroes has to facing the way you want them to go to make it work it. Wrong. They can turn around and run away (albeit slowly). If you cast it when they are running away, it will push them in that direction, then pull them back to the original position for moving too far. At level 4 this skill lasts a whopping 5.25 seconds. This skill will pretty much ensure that a gank goes down well.

No matter what items or role you are you want to level this up first. It’s too good to miss out on.

Puppet Show



The Puppet Master enslaves an enemy unit as his Puppet. The target is driven crazy and will attack the nearest unit, be it friend or foe.

Applies Craze Puppet to target for 2.5, 3, 3.5, 4 seconds respectively. If target comes within a 250, 300, 350 or 400 radius (respective of level) of any unit while Craze Puppet is active, it will be forced to attack that target until Crazy Puppet wears off.

When I first saw this skill I thought it would be absolutely amazing. But its not. Its a mediocre disable. It CAN be very effective if used properly. To use this skill properly you need another unit near your target at the very least, otherwise it will do nothing. You, yourself count as a unit but your not really tough enough to take a beating for 4 seconds. Enemy heroes (in a lane) or the creep wave is a good target. An allied Legionnaire is one of the best targets. Using this on a lategame carry near the end of the game isn’t exactly an amazing idea, unless a creep is closer to him than your ally. Combine this skill with Puppeteer’s for a 9.25 second disable. If you combine it with Legionnaire against a single target they are dead. It does well against spell casters as they can’t nuke/stun you or heal themselves while they are forced to attack so you may wish to save this until they are low if they have some sort of disable, heal or escape skill.

Whiplash



Imbuing his attack with his magical Puppet Strings, the Puppet Master is able to increase his base damage and unleash devastating attacks that damage multiple enemies.

On every 5th attack, attacks do 125, 150, 175, 200% normal damage and apply 25, 50, 70, 100% splash damage in radius of 200 respective of level.

This is the skill that will enable you to harrass, push, farm and carry. As you can see from the description, every 5th attack does bonus damage and splashes in 200 aoe. As a passive bonus, this skill granks +6/12/18/24% extra damage. You can use this skill to lasthit very effectively. It is also a very good tool for harassing. Wait until its about to proc, anhd hit the enemy hero(es) for bonus damage. This is pretty much a guaranteed 2x crit every 5 hits. (20% chance to crit 2x). As your damage goes up, so does this. With the added splash and enough damage you can 1-shot entire creep waves. Making you (eventually) a very good pusher and farmer. If you level up fast, and get a moderate farm early on you should be able to rice farm enough to carry.

Voodoo Puppet



The Puppet Master imbues the essence of a target enemy in his Puppet. The Puppet can then be attacked by the Puppet Master or any of his allies. The puppet takes increased damage, and transfers damage taken to the target as Magic damage.

Spawns a Puppet near self that is linked to target. Any damage taken by the Puppet is transferred to the target as Magic damage. The Puppet has a maximum health of 450, 700 and 950 respective of level, 5.5 Magic Armor, and takes 160, 180, 210% damage respective of level.

Lasts until target gets more than 1000 units away from spawned Puppet, or until Puppet is killed.

Basically, this skill creates a puppet next to the Puppet Master. It is tied to the enemy. Any damage done to the puppet will be transferred as magic damage (reduced by magic armour) to the enemy. At level 3, the puppet takes 210% damage. Theoretically this means that doing roughly 450 damage will kill the puppet and deal 950 damage to the enemy. Personally, I’m not incredibly impressed by this skill, especially as in ultimate. It can be used to kill invisible targets if you cast it before they go invisible, and if they splash from whiplash hits both the target and the puppet it will deal massive damage. If you know any good way to use this ultimate please leave a post explaining it.

Skill Builds

The Ganker/Carry build
1. Puppeteer’s Hold
2. Whiplash
3-8. Puppeteer’s Hold+Whiplash (Level up whichever you need primarily, typically Puppeteer’s hold if you need a disable, or whiplash if you need to farm or harass more)
9. Puppet Show
10. Voodoo Puppet
11. Voodoo Puppet
12. Puppet Show
13. Puppet Show
14. Puppet Show
15. Stats
16. Voodoo Puppet
17-25. Stats

Disable/Support Build
1-8. Puppeteer’s Hold/Puppet Show
9. Voodoo Puppet
10. Whiplash
11. Voodoo Puppet
12-14. Whiplash
15. Stats
16. Voodoo Puppet
17-25. Stats

Why no ultimate at level 6?????
Because its ineffective, more damage from whiplash or more disable from Puppeteer’s hold is much better for ganking or surviving.





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Jeriziah: Team Support Item and Skill Guide



Jereziah: Team Support Strategy Build
======================================

Jereziah is a melee hero combined with one of the best support skill sets in the game. A strength hero with a very strong AOE strike, Spell immunity, the best single target heal in the game, and even damage immunity AOE for nearby friendly units and himself. This guide will effectively give you the item set and ideas to lead your team to victory.


Skills
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Inner Light



Jereziah unleashes a nearby allied unit's Inner Light, healing them.
Nearby enemies are seared by the power of the Light, causing them to take damage. This is crucial for not only healing yourself and allies, but damaging enemy heroes and units. Early Mana items will also enable you to farm entire creep waves in seconds.

Action: Target Entity Type: Ally Units
Type: Magic
Range: 400
Radius: 250
Cast Time: 1.5 Seconds
Mana Cost: 100 / 120 / 140 / 160
Cooldown: 12.0 Seconds
Required Level: 1 / 3 / 5 / 7



Activation:
Heals target for 90 / 180 / 270 / 360 Health, damaging enemies in radius for 90 / 180 / 270 / 360 True damage. .

Protective Charm / Repel in DotA



Jereziah blesses an allied unit with protective charm that grants immunity to Magic, removes all debuffs, and grants a slight movement speed increase. Protective Charm differs a bit from the DotA Counterpart, it now has an added 10% speed buff. This is very important to get one level of this before level 5 to avoid ganks, to save your ally heroes, and as an escape mechanism. Also late game with 14 seconds of magic immunity you can be very hard to kill, especially if you cast protective charm on yourself or your team's carry then activate your ultimate "Sol's Blessing" which now makes your hero immune to magic damage and physical damage for a short period of time. As you might have noticed from when I said 14 Seconds of immunity, yes, the cooldown is 20 and the ability lasts for 14. In DotA the cooldown is 20, and the ability lasts for 20.

Action: Target Entity Type: Ally Units
Range: 500
Cast Time: 1.5 Seconds
Mana Cost: 60 / 70 / 80 / 90
Cooldown: 20.0 Seconds
Required Level: 1 / 3 / 5 / 7

Activation:
Applies Protective Charm to target for 5 / 8 / 11 / 14 seconds.
Protective Charm Effects:
Immunity Type: MagicImmunity1
10% Movement Speed


Righteous Strike

A righteous anger builds up in Jereziah, allowing him to perform a Righteous Strike when attacking, dealing increased damage which splashes to nearby enemies and slows their movement speed briefly. Can only occur once every few seconds. This is very important for harassing your opponent in lane while last hitting creep. The bonus damage also gives increased opprotunity for last hitting creep.

Action: Passive
Cooldown: 15.0 / 12.0 / 9.0 / 5.0 Seconds
Required Level: 1 / 3 / 5 / 7


Applies 12 / 24 / 36 / 50 bonus Physical damage to next attack, and causes that attack to deal 100% Splash damage in a radius of 350, applying Righteous Strike to enemies for 3 seconds.
Righteous Strike Effects
50% movement speed slow initially, decreases to 0% over duration

Sol's Blessing


Jereziah calls upon the power of Sol to protect himself and his comrades. Sol blesses Jereziah and his nearby allies, causing them to take almost no Physical damage and receive high Health regeneration for a brief time. This is one of your best spells and can win battles for your team, especially combined with casting protective charm before.

Action: Self PositionType: Organic Ally Units
Type: Physical
Radius: 600
Cast Time: 1.0 Seconds
Mana Cost: 125 / 175 / 250
Cooldown: 150.0 Seconds
Required Level: 6 / 11 / 16

Activation:
Applies Sol's Blessing to targets in radius for 5 / 6 / 7 seconds.
Sol's Blessing Effects
25 Health Regeneration
1,000 Armor

Item Build
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

Starting Items:






1 Gaurdian Ring (To make "Ring of Sorcery" later)
1 Runes of Blight
1 Crushing Claws
2 Minor totems
1 Mana potion

The Gaurdian Ring gives a light armor bonus, but more importantly is a step to an early Ring of Sorcery (Arcane Ring in DotA). The runes of blight are obviously for small HP regen if you are being harassed in lane, the 1 crushing claws gives you a minor strength bonus which adds a small HP and damage bonus, 2 minor totems are to keep your hero alive to save for the Pickled Brain at secret shop to make Ring of Sorcery, and a mana pot is obviously for mana if for some means you need to heal a few times in lane.

Early Game Items:


(*Red Steam boots not green)


1 Ring of Sorcery
1 Fortified Bracelet
1 Steamboots
(Make sure the Steamboots are Red, if it is not red click them until they change to red, you want Strength Based +10 STR)

Because you are playing as a team support hero, you will want to rush an early Ring of Sorcery which when activated "replenishes" you and your team around you with good boost of mana. A Fortified bracelet early game also gives you a good attribute bonus all around and Early game is very important for this hero. With Ring of Sorcery you can spam heal on each wave and use the item to give your mana back. It also works well to go in the jungle from time to time and make a little money on neutral camps. Steamboots is a no brainer, you get +10 strength which gives you +65 movespeed, 35% increase attack speed, plus bonus HP and Damage. If you are farming very well, you can skip steamboots and go for post haste which are boots of travel in DotA. On a Second note, you can get Enhanced marchers which work well with protective charm. Make sure you cast protective charm first before clicking enhanced marchers otherwise the protective charm takes off your speed buff!

Mid Game Items:





1 Mana Tube (Void Stone)
1 Blessed Orb (Ultimate Orb)
After getting these two items first, you can then farm for your Acolyte Staff which creates Totem of Kuldra (Guinsoo in DotA)

Totem allows you to moprh an enemy hero into a small critter in which moves very slow and cannot attack for a few seconds. This is very useful for your team and you really want to rush a Totem for mid game. This item will give you a good amount of stats for your hero, as well as a disable for the team. It gives you a solid amount of HP but more importantly you are really hard to kill since you can always disable a hero, cast protective charm on you or an ally and GTFO.

End Game Items:



1 Behemoth's Heart
1 Frostfield Plate

If you manage to not win mid game and have already gotten all of the above items these are items to seal the deal. These items are purely for making your hero more of a tank, and also gives you more hp/armor/damage and frostfiled plate lowers enemy attack speed around you, as well as has a clickable ability that slows enemy units and does a small nuke of damage to them.


Skill Build Order

1 Inner Light
2 Righteous Strike
3 Inner Light
4 Protective Charm
5 Inner Light
6 Sol's Blessing
7 Inner Light
8 Righteous Strike
9 Righteous Strike
10 Righteous Strike
11 Sol's Blessing
12 Protective Charm
13 Protective Charm
14 Protective Charm
15 Stats
16 Sol's Blessing
17-25 Stats


Notes
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

This build and skillset is specifically for support, and can offer your team a huge advantage in team fights. A tip in battles, remember to heal allies in battle, if you repel someone make sure they will not need a heal in 14 seconds. It is always good to repel your squishy hero in battle, and let the tanks battle and get healed. For example, if you have a glacius on your team, it would be wise to cast protective charm on him and let him use his ultimate (the ice storm) while the others attack. The other team will be trying to focus glacius rather than focus on the fight.

Good Lane Partners for Jereziah
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~




HellBringer | Glacius | Demented Shaman

Heroes like Hellbringer, Glacius and Demented Shaman have slows and Nukes/Dots which make them a worthy lane partner for Jereziah's skill set. Also, if you lane with Glacius he can hold people in place with ice prison and you can walk up to them and cast heal on yourself; It's a very deadly combo and does a lot of damage. Not to mention glacius also gives you heightened Mana regen which is crucial on your hero. Demented Shaman and Hellbringer both have a Slow and a Damage over time spell that works well with Jereziah's ability to catch up and heal. Also Demented Shaman having a heal of his own is downright dirty with two heals in the lane. You want to stay away from laning with other melee heroes because they will be able to harass you easily, keep any of the three heroes in a lane with you, and you should be successful.





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Behemoth Item and Skill Guide

Behemoth guide



An IMBA AOE support hero if used correctly, behemoth can turn the tide of many pushes, ganks, and even the game.

Stats:

Attack Type=Melee
Attack Damage=45-56
Attack Range=125

Movementspeed=290
Turnrate=320
Armor=2.68
MagicArmor=5.5

Strength=22
Agility=12
Intelligence=16

Strength per level=2.5
Agility per level=1.4
Intelligence per level=1.8

Spells:



Fissure

With a mighty slam of his tree trunk, the Behemoth
rips the earth apart, damaging and stunning
enemies in front of him and leaving an impassable mound of terrain.
Level 1 : Deals 125 magic damage to units in a line, stuns for 1 second
Level 2 : Deals 175 magic damage to units in a line, stuns for 1.25 second
Level 3 : Deals 225 magic damage to units in a line, stuns for 1.5 second
Level 4 : Deals 275 magic damage to units in a line, stuns for 1.75 second
Mana cost 125/140/155/170
Cooldown 15 seconds
A great initiating spell to trap, nuke, and stun. Use this first in ur combos.


Enrage

The Behemoth unleashes his anger,
causing his next attack to have
increased damage.
Level 1 : +50% Base damage for 14 seconds or until next attack
Level 2 : +100 Base damage for 14 seconds or until next attack
Level 3 : +150 Base damage for 14 seconds or until next attack
Level 4 : +200 Base damage for 14 seconds or until next attack
Mana cost 50
Cooldown 7 seconds
Your only spammable ability, as the cooldown is only 7 seconds. Use after fissure to continuate the stun on the enemy, use to chase after you blink to their location and stun them.


Heavyweight

Causes the Behemoth to shake the earth
with each spell he casts, dealing damage
and stunning nearby opponents.
Level 1 : Deals 25 magic damage and stuns for 0.3 seconds in 250 radius everytime a spell is cast
Level 2 : Deals 45 magic damage and stuns for 0.7 seconds in 250 radius everytime a spell is cast
Level 3 : Deals 75 magic damage and stuns for 1.2 seconds in 250 radius everytime a spell is cast
Level 4 : Deals 115 magic damage and stuns for 1.5 seconds in 250 radius everytime a spell is cast
Mana cost n/a
Cooldown n/a
Crucial passive ability that allows you to permastun your enemies in combos.


ULTIMATE
Shockwave

The Behemoth slams the ground with all his might,
causing a devastating shockwave around him.
The shockwave ricochets off nearby units,
effectively increasing the damage dealt
based on the number of nearby enemy units.
Level 1 : Deals 165 magic damage to units 500 radius around self. Deals 35 extra damage for each enemy unit in radius
Level 2 : Deals 235 magic damage to units 500 radius around self. Deals 45 extra damage for each enemy unit in radius
Level 3 : Deals 285 magic damage to units 500 radius around self. Deals 65 extra damage for each enemy unit in radius
Mana Cost 145/205/265
Cooldown 150/130/110 seconds
One of the best AOE nukes in the game. If used during optimal situations (when theres alot of enemies around) can do massive damage when used at the end of your combo.

Optimal Item Build
1. Enhanced Marchers



2. Ring of Sorcery



3. Fortified Bracelet



4. Portal Key




5. Behemoths Heart




6. Frostfield Plate




Item Build Explanation:
Enhanced Marchers greatly boosts your movement speed, and also lets you walk through those pesky creeps to get to your enemy. The ring of sorcery is crucial for early to mid game play, as behemoth has low base intelligence stats and needs all the extra mana regen and replenish he can get. The portal key is also a must item, as it will help set up your combos, chase heroes down, and make escapes. The Heart and frostfield plate are both luxury items, but I find them to work very well on behemoth, as the heart gives you more HP and stacks with your main attribute, strength, and the Frostfield Plate gives you extra armor and ANOTHER AOE nuke to pop off in your combo.

Skill Build
1. Fissure (Level 1)
2. Engrage (Level 1)
3. Fissure (Level 2)
4. Heavyweight (Level 1)
5. Fissure (Level 3)
6. Shockwave (Level 1)
7. Fissure (Level 4)
8. Heavyweight (Level 2)
9. Heavyweight (Level 3)
10. Heavyweight (Level 4)
11. Shockwave (Level 2)
12. Enrage (Level 2)
13. Enrage (Level 3)
14. Enrage (Level 4)
15. Stats (Level 4)
16. Shockwave (Level 3)
17. Stats
18. Stats
19. Stats
20. Stats
21. Stats
22. Stats
23. Stats
24. Stats
25. Stats

Stat Build Explanation:
You only need one level of enrage early as you will max out heavyweight to make enrage a 1.7 second stun. I max out fissure because it is the easier stun to hit before you make buy your portal key to use enrage effectively, and the damage with fissure is larger.

Strategy

Early game:
Try to lane with another hero with a stun or someone ranged that either has DPS or a nuke. Last hit and deny as much as possible to make your ring of sorcery ASAP. When times are right, using fissure to trap the enemy can lead to first bloods and kills.

Mid game:
By mid game, if you have your ring of sorcery and your portal key, you are free to roam the map and gank/help when necessary. When you spot a hero or two in a lane to gank, your job is to initiate the battle.

Behemoths spell combo is very simple to execute, and it leads to 4-5 seconds of stun, and massive AOE nuke damage.

The combo you pull is: you blink in with your portal key, Fissure + Enrage + Shockwave. After the combo is pulled off your teammates are probably there to help you mop up the mess. If there are still any survivors, you can easily chase them down with your portal key, and either hit them with an Engrage or another Fissure to finish them off.

Late game:
You are the ultimate support hero at this point if you have complete your item build, and have added another spell in your combo (frostfield). Hopefully your team has a couple of late game carries, so all you need to do is pop your combo during pushes, and it should result in a gg.





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Madman Item and Skill Guide

Madman guide


Stats Attack Type=Melee
Attack Damage= 47-51
Attack Range=100

Movementspeed=300
Turnrate=320
Armor=3.22
MagicArmor=5.5

Strength=17
Agility= 23
Intelligence=14

Strength per level=2.1
Agility per level= 2.75
Intelligence per level=1.5

Spells

Stalk (Q)



The Madman conceals himself for a short time,
granting him invisibility and increased movement speed.
In his wild craze, the madman lashes out and damages any
enemies that come near him while stealthed.
Level 1 : Applies Stalk to self for 4 seconds. Deals 90 magic damage to enemys he passes through.
Level 2 : Applies Stalk to self for 4 seconds. Deals 100 magic damage to enemys he passes through.
Level 3 : Applies Stalk to self for 4 seconds. Deals 110 magic damage to enemys he passes through.
Level 4 : Applies Stalk to self for 4 seconds. Deals 120 magic damage to enemys he passes through.
Mana cost 60
Cooldown 12/10/8/6 seconds
Stalk effects
+50% Movement speed
Stealth with 0.5 second fade time unit walking.

Barrel Roll (W)



The Madman does a Barrel Roll, smashing into
opponents in his path. Enemy units caught in
his wake are damaged and slowed.
Level 1 : Range 400, 100 damage, dazed for 4.5 seconds, units hit by Barrel Roll will be stunned for 1 seconds
Level 2 : Range 500, 150 damage, dazed for 4.5 seconds, units hit by Barrel Roll will be stunned for 1.25 seconds
Level 3 : Range 600, 200 damage, dazed for 4.5 seconds, units hit by Barrel Roll will be stunned for 1.5 seconds
Level 4 : Range 700, 250 damage, dazed for 4.5 seconds, units hit by Barrel Roll will be stunned for 1.75 seconds
Mana cost 130
Cooldown 11
Returns Madman to his original position after reaching the target destination

Gash (Passive)



The Madman becomes increasingly proficient at
gutting his enemies, giving him a higher chance to
critically strike them.
Level 1 : 10% chance for 2.0x Critical Strike
Level 2 : 16% chance for 2.0x Critical Strike
Level 3 : 22% chance for 2.0x Critical Strike
Level 4 : 28% chance for 2.0x Critical Strike
Mana cost n/a
Cooldown n/a

Ultimate

Berserk (R)



The Madman flips out, going totally berserk,
increasing his attack and movement speed.
Level 1 : +5% Movement speed +40 Attackspeed for 30 seconds
Level 2 : +7% Movement speed +80 Attackspeed for 30 seconds
Level 3 : +9% Movement speed +120 Attackspeed for 30 seconds
Mana Cost 100/150/205
Cooldown 55

Skill Build:
1. Stalk
2. Barrel Roll
3. Stalk
4. Barrel Roll
5. Stalk
6. Berserk
7. Stalk
8. Barrel Roll
9. Barrel Roll
10. Gash
11. Berserk
12. Gash
13. Gash
14. Gash
15. Stats
16. Berserk
17. Stats
18. Stats
19. Stats
20. Stats
21. Stats
22. Stats
23. Stats
24. Stats
25. Stats

EARLY GAME:

2x Duck Boots
1x Pretender's Crown
1x Runes of Blight

OR

1x Ring of the Teacher (Guardian Ring + Scarab)
1x Runes of Blight

During the early game, try to be aggressive with your stalk because it is quite useful especially if you do have Ring of the Teacher.
If not, stay back, focus on last hitting and denying to get that level advantage.
If you solo, try to focus on denying and then last hitting at tower to be very careful and survive. Spam stalk when you can.

MID GAME:

1x Abyssal Skull
1x Steamboots (Str)
2x Soulscream Ring
If you did better:
1x Mighty Blade

During this portion of the game, go ahead and try ganking people as much as you can.
Getting money is key especially in this portion of the game if you want to dominate during the rest game.
Finish your Hack as fast as you can and continue ganking and pushing towers.
As soon as your Hack and Slash is finished, you'll be super fast which means easier to chase.

LATE GAME:

1x Abyssal Skull
1x Steamboots (Str)
1x Hack and Slash
1x Ruined Axe
1x Savage Mace
1x Demonic Breastplate

At the late stages of the game, try pushing as hard as you can and dominate till the end.
Once you get your ruined axe, or any of the other last 3 items, the game should be over, but I like giving more options. =]

Items to Concider (Situational):

Shrunken Head



Very useful in cases of nukers or strong spells cast mostly against you.

Brutalizer



In cases of hard hitters or really annoying stunners or casters, very useful item to stun as much as you can.

Worst Enemies:




Bound Eye (Or other reveal invis items)
Yes, your true enemy. You need to kill the bearer of this item as fast as you can! If you cannot spam your stalk, there's not much of a way to chase or gank!




Scout
His wards can see you. Even when you use stalk, very hard to kill because he has invis too!




Pollywog Priest
His morph and bindings rape you. If you get caught in these, the other team can wack you to death, easily.




Magmus


Magmus has his aoe stun and his eruption which can kill you even if you go invis.





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