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On November 29 2012 04:46 ToguRo wrote: dumb question ... are you supposed to use flaming arrows to last hit with clinkz ? the attack delay is making it hard for me to get the last hits Proof that this wasn't a dumb question: you got several conflicting yet smart answers.
I'm generally against it because of the low mana pool. I would rather lose 5 last hits in the lane than die or miss a kill due to not enough mana.
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Well if you rushing a fast orchid you generally can afford to. It's just about prioritizing. If the creep isn't taking a lot of damage then you can do without the fire but if he's going down fast than it's better to use the fire to secure the last hit. Most of last hitting is just about gauging how quickly the hp bar is going down.
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United States47024 Posts
On November 29 2012 05:21 Numy wrote: Well if you rushing a fast orchid you generally can afford to. It's just about prioritizing. If the creep isn't taking a lot of damage then you can do without the fire but if he's going down fast than it's better to use the fire to secure the last hit. Most of last hitting is just about gauging how quickly the hp bar is going down. If you're free-farming a lane it's a waste, but guaranteeing a lasthit the enemy will fight you for is probably honestly worth 8 mana.
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Think about it this way: if you could turn 8 mana into 40 gold at will, you would do it nonstop on every hero. IT WOULD BE SO OP. Think about burning arrows in that light. Obviously if you can get the lasthit without them, by all means save the mana.
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On November 29 2012 05:34 Sn0_Man wrote: Think about it this way: if you could turn 8 mana into 40 gold at will, you would do it nonstop on every hero. IT WOULD BE SO OP. Think about burning arrows in that light. Obviously if you can get the lasthit without them, by all means save the mana. People claim this yet even pros miss free last hits. I think you'll end up using flaming arrows 90% of the time in pubs just because you'll rarely ever get a completely free lane.
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Admittedly, Searing arrows is *not* a direct mana-to-gold path, but the point is, how many extra last hits do you need to justify using the arrows? 1 a minute? (40 GPM is pretty good). 1 a wave? (80 gpm is gamechanging). While keeping enough mana for an invis to escape is critical, missing a lasthit because you want to save 8 mana is criminal.
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what kind of item build you are supposed to go with Gyro? Whats the "basic" items there is.
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I always use searing arrows to last hit in the lane and mana is not really an issue if you're half smart. The only time I run out of mana is if I use Strafe on a tower in the early/mid game. Also, some people make Soul Ring on Clinkz (to fuel his ultimate) and in that case you should never be afraid to use searing arrows.
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Lalalaland34505 Posts
Unless you're stupidly good with getting those last hits with a terrible attack animation, use Searing Arrows to help. There is absolutely 0 reason not to, his mana pool is enough to support it unless you're using windwalk on cd.
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United States47024 Posts
On November 29 2012 06:03 Grettin wrote: what kind of item build you are supposed to go with Gyro? Whats the "basic" items there is. It depends a lot because Gyro is a somewhat flexible hero. He can be played as a 1st position carry, 2nd/3rd position ganking semicarry, or as a 4th position roamer.
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On November 29 2012 06:03 Grettin wrote: what kind of item build you are supposed to go with Gyro? Whats the "basic" items there is.
Most times you'll see Phase, optional Drum, BKB, and Manta (assuming the 1/1/4 carry build)
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If you don't have kind supports, there is something to be said for Helm of the Dominator and stacking ancients with a dominated creep. Even if you are playing a more roaming/ganking style, clearing out a stack (with your shoot-everything ability) every 5-10 minutes really raises your farm without putting a burden on your allies farm.
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On November 29 2012 05:33 TheYango wrote:Show nested quote +On November 29 2012 05:21 Numy wrote: Well if you rushing a fast orchid you generally can afford to. It's just about prioritizing. If the creep isn't taking a lot of damage then you can do without the fire but if he's going down fast than it's better to use the fire to secure the last hit. Most of last hitting is just about gauging how quickly the hp bar is going down. If you're free-farming a lane it's a waste, but guaranteeing a lasthit the enemy will fight you for is probably honestly worth 8 mana.
That's true but often if you free-farming you going to rush orchid before boots or treads so you got sick mana regen anyway. That being said I would save it only if you want to push the lane or kill neut camp once you got your ulti. Farming neuts is real easy with clinkz that way.
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On November 29 2012 06:03 Grettin wrote: what kind of item build you are supposed to go with Gyro? Whats the "basic" items there is. phase shadowblade butterfly rapier MoM rapier
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Lalalaland34505 Posts
Treads -> BKB/Linkens/Battlefury -> Mass rapiers (get Aegis whenever you can)
Not even kidding
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United Kingdom38257 Posts
no new hero =(
VISUALS Updated Broodmother's model Added sound and FX for hand of Midas
UI Clicking on a hero row in the Heroes Played tab on the profile now shows a match history filtered by that hero. Greevil Egg contents are now displayed correctly in the Steam trading UI.
GAMEPLAY Pseudo Random chances are now enabled for these abilities: Coup de Grace, Slardar's Bash, Time Lock, Drunken Brawler's Crit, Headshot, Blade Dance, Chaos Knight's Crit, Lycan's Crit and Skeleton King's Crit.
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Todays patch is enabling Pseudo-Random Distribution for Ability-based crits and bashes:
"Pseudo Random chances are now enabled for these abilities: Coup de Grace, Slardar's Bash, Time Lock, Drunken Brawler's Crit, Headshot, Blade Dance, Chaos Knight's Crit, Lycan's Crit and Skeleton King's Crit"
Thoughts? I'm for it.
Edit: Too slow again T_T
I bet Kipsate is very sad XD
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Pseudo random chances is the system that was used in WC3 right ?
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On November 29 2012 07:12 SpiZe wrote: Pseudo random chances is the system that was used in WC3 right ?
Yes. However, we don't know if valve is using the exact same system.
To expand on that, a heavily biased PRD system would start a 25% bash chance at say, 5% first hit, 15% 2nd, 25% 3rd, etc (I have no idea what this would actually average to). Whereas a lightly biased version might start at 20%, then go to 22%, then 24%, then 26% (again, I don't know what this sequence actually averages to but you get the idea). Both systems could average to 25% bash, but we don't know which one valve would be using. I believe the actual numbers for the old WC3 PRD generator are available somewhere.
Double edit: here is a good resource on WC3 Pseudo Random Distribution: http://www.playdota.com/forums/showthread.php?t=7993
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