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On March 10 2015 16:08 Quochobao wrote:Show nested quote +On March 10 2015 15:25 DinoMight wrote: Hi, Got stuck in low priority (rage quit a ranked game because, seriously, everyone I play with is a fucking jerk) and randomed Slark. First time playing Slark.
I really like him. Was able to farm pretty easily without dying too often. Had some difficulty landing his leap on an enemy hero though. That seems like a tricky one.
Is there a trick you guys use, or a special technique that makes it easier? Or do you just eyeball how far he jumps and kind of practice it for a while? He jumps in the same direction he's going which is kind of like force staff, but you also have to estimate the distance and land right on top of the hero you want to shackle it seems....
Won the game handily which was nice. I will try him again.
A lot easier with blink or shadow blade. Say you go shadow blade, go next to the guy, hit once and IMMEDIATELY jump and you'll hit him. What makes it easy is that since he doesn't see you, he'll keep going straight instead of dodging. So you can just line yourself up to the direction he's going, then hit and jump.
Wait do you mean I stand right next to him and then jump? Will that latch or will I just jump over him...?
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Northern Ireland22212 Posts
On March 10 2015 21:25 DinoMight wrote:Show nested quote +On March 10 2015 16:08 Quochobao wrote:On March 10 2015 15:25 DinoMight wrote: Hi, Got stuck in low priority (rage quit a ranked game because, seriously, everyone I play with is a fucking jerk) and randomed Slark. First time playing Slark.
I really like him. Was able to farm pretty easily without dying too often. Had some difficulty landing his leap on an enemy hero though. That seems like a tricky one.
Is there a trick you guys use, or a special technique that makes it easier? Or do you just eyeball how far he jumps and kind of practice it for a while? He jumps in the same direction he's going which is kind of like force staff, but you also have to estimate the distance and land right on top of the hero you want to shackle it seems....
Won the game handily which was nice. I will try him again.
A lot easier with blink or shadow blade. Say you go shadow blade, go next to the guy, hit once and IMMEDIATELY jump and you'll hit him. What makes it easy is that since he doesn't see you, he'll keep going straight instead of dodging. So you can just line yourself up to the direction he's going, then hit and jump. Wait do you mean I stand right next to him and then jump? Will that latch or will I just jump over him...? your pounce leashes and stops at the first enemy hero you encounter. so with shadowblade just run up to him, hit him so you're right next to him and facing him, and pounce, it's like 99% guaranteed leash. with blink just blink next to him, hit him and pounce, again an easy leash.
don't look at the pounce as an actual jump, just think of it as a straight "dash" that can move through impassible terrain and which latches on the first enemy you run into during the dash
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On March 10 2015 21:50 ahswtini wrote:Show nested quote +On March 10 2015 21:25 DinoMight wrote:On March 10 2015 16:08 Quochobao wrote:On March 10 2015 15:25 DinoMight wrote: Hi, Got stuck in low priority (rage quit a ranked game because, seriously, everyone I play with is a fucking jerk) and randomed Slark. First time playing Slark.
I really like him. Was able to farm pretty easily without dying too often. Had some difficulty landing his leap on an enemy hero though. That seems like a tricky one.
Is there a trick you guys use, or a special technique that makes it easier? Or do you just eyeball how far he jumps and kind of practice it for a while? He jumps in the same direction he's going which is kind of like force staff, but you also have to estimate the distance and land right on top of the hero you want to shackle it seems....
Won the game handily which was nice. I will try him again.
A lot easier with blink or shadow blade. Say you go shadow blade, go next to the guy, hit once and IMMEDIATELY jump and you'll hit him. What makes it easy is that since he doesn't see you, he'll keep going straight instead of dodging. So you can just line yourself up to the direction he's going, then hit and jump. Wait do you mean I stand right next to him and then jump? Will that latch or will I just jump over him...? your pounce leashes and stops at the first enemy hero you encounter. so with shadowblade just run up to him, hit him so you're right next to him and facing him, and pounce, it's like 99% guaranteed leash. with blink just blink next to him, hit him and pounce, again an easy leash. don't look at the pounce as an actual jump, just think of it as a straight "dash" that can move through impassible terrain and which latches on the first enemy you run into during the dash
Ah okay. I was trying to land the end of the "jump" on the enemy and managed to get it a few times but damn it's pretty hard. I was like man these Slark players are so skilled.
Lol. Thanks.
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Does Culling Blade grant the speed buff if it kills a unit that's above the instant-kill threshold?
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doubt it but i'm not sure that unit would have to have some seriously negative armor though since most other damage amps dont' actually amplify the damage but rather add on a separate instance of damage.
E: yeah i'm not sure that it's possible to kill with culling blade a unit above the threshold actually, although it's possible to cause death like that. Unless SD or Undying damage amps are no longer separate damage instances in dota 2 in which case it's definitely possible
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I believe most magic-only damage amps are implemented as negative magic resistance.
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Northern Ireland22212 Posts
what if you culling blade someone under aa frostbite?
either way i think the instant dunk threshold has to be met for the speed buff to be granted
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for some reason I thought the kill fail damage was physical maybe cuz HoN or something
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Northern Ireland22212 Posts
does that mean if you faildunk someone with bkb on, it does no damage?
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I just tested, you can amp culling blade above the kill treshold damage(AA+Elder titan reducing visage's already low 10% base magic resistance + veil) but it wont give you the speed bonus. The damage is dealt as 1 instance though.
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I don't really understand how illusions work. Do they benefit from items/passives/auras etc. or just basic attributes?
I feel like this is way too general...
For example, say I am sniper and I have some items such as Mjolnir, Mask, Daedalus, Satanic. Then I pick up an illuision rune or a manta style. What do my illusions get? Just base stats?
Do they get headshot?
I know there are a lot of things that interact specifically with illusions in certain ways but what is the most common scenario?
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Your illusions get Strength benefits from Satanic, crits from Daedalus, and the stats, attack speed and move speed from Manta Style. They get no direct benefit from Mjollnir or Mask of Madness. They have extra range from Take Aim but cannot Headshot. You can also apply Mjollnir's active to an illusion.
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How do you deal with teams that have super greedy lineup? (My 4k solo mmr has a lot of these kind of games, and frankly this is the lineup I lose the most to) For example. Enemy has a carry mid, a carry jungle, and a carry safe. And usually a greedy offlaner.
Please reply if you have decent mmr and know how to handle this. Sometimes I can manage to make my team go into their jungle. But good enemies just catch us in bad positions and crush us. etc.
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Lol.
Much assistance.
Very help.
Thanks.
User was warned for this post
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On March 11 2015 04:50 llIH wrote: How do you deal with teams that have super greedy lineup? (My 4k solo mmr has a lot of these kind of games, and frankly this is the lineup I lose the most to) For example. Enemy has a carry mid, a carry jungle, and a carry safe. And usually a greedy offlaner.
Please reply if you have decent mmr and know how to handle this. Sometimes I can manage to make my team go into their jungle. But good enemies just catch us in bad positions and crush us. etc.
With this you have two general options - this does not cover everything but should solve the problem in that bracket. In both options map awareness and teamwork are key. Getting picked off in bad positions occurs because you (your team) were out of position in the first place.
You can either play greedy as well by running a similar tri-core lineup and farm with them, taking your ganks when the enemy team overextends and you can guarantee a kill with minimal risk. With this option you want to communicate the plan to your team and try and get them to agree on all actions from the start of the game. I would only recommend this if you feel you are capable of playing one of those core roles and winning the game for your team at 40+ minutes.
The other option is to go with a gank heavy lineup and put pressure on them with appropriate timings. If they have a solo support lineup there are very few combinations of core's that can fight and prevent ganks in the early game without grouping up as 4 or five. Assuming you want to go with a one carry trilane lineup, grab a good mid for aggression like Storm or Puck, any two supports who excel in ganks and an offlane who doesn't need much farm other than level 6, like Clock. Use the supports to put pressure on mid and keep the enemy team guessing until your mid and offlane are ready and then put pressure on the enemy team whenever your appropriate cooldown's are ready. This will make room for your hard carry and give you a gold and experience advantage so long as you watch for their rotations and don't take fights where you should not. Forcing them to rotate into a group of four or five means their massive group of cores are sharing exp and gold so you don't need to force a gank or fight if you cannot ensure a safe pick off or two.
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How would you skill Vengeful Spirit nowadays? The "standard" build would be max stun max wave first (getting ult when available) then getting the aura after stun and wave are maxed out. This makes sense as the aura would contribute more towards the mid to late game when the carries are packing more of a punch.
My main issue with this is that when you're looking to gank a lot, maxing out stun will be tough on your mana pool. I've tinkered around and 1-2-2-1 or even 1-3-1-1 worked for me slightly better than the usual 3-2-0-1 cuz of the armor debuff on the opponent makes my carry hit them harder. I haven't done the math yet but it /seems/ like a higher levels on wave of terror is more beneficial damage output-wise compared to another level on magic missile. Again, this is assuming that you're in an aggressive lane so when you land the stun and the wave, you have 2-3 people beating down on the opponent.
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On March 11 2015 04:50 llIH wrote: How do you deal with teams that have super greedy lineup? (My 4k solo mmr has a lot of these kind of games, and frankly this is the lineup I lose the most to) For example. Enemy has a carry mid, a carry jungle, and a carry safe. And usually a greedy offlaner.
Please reply if you have decent mmr and know how to handle this. Sometimes I can manage to make my team go into their jungle. But good enemies just catch us in bad positions and crush us. etc. I mainly play carries, yet Lich is my most played hero. I consider picking the hero any time the other time has a weak safelane. Tell your team you need someone to go dual offlaning with you, preferably a core with a lane presence. You now have a high chance of dominating the lane to the point where the opposing carry can't approach the creepwave. When you have the offlane on lockdown start rotating if other lanes need help. If neccesary skimp on wards and do some farming to ensure a good mek timing.
Also don't share this with anyone, Lich dual offlanes are incredibly gay and I hope they never become a thing.
If you're looking for advice beyond the pickstage: With this many carries, they'll be farming every creep on their side of the map, reduce this by taking towers to remove map control, warding camps or farming their camps yourself. Sometimes a greedy team just has to catch you slipping once for it to be over. So make use of >Get back! on the chatwheel when needed, and don't be overly eager to push unless you have literally zero lategame.
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On March 14 2015 15:09 SilverSkyLark wrote: How would you skill Vengeful Spirit nowadays? The "standard" build would be max stun max wave first (getting ult when available) then getting the aura after stun and wave are maxed out. This makes sense as the aura would contribute more towards the mid to late game when the carries are packing more of a punch.
My main issue with this is that when you're looking to gank a lot, maxing out stun will be tough on your mana pool. I've tinkered around and 1-2-2-1 or even 1-3-1-1 worked for me slightly better than the usual 3-2-0-1 cuz of the armor debuff on the opponent makes my carry hit them harder. I haven't done the math yet but it /seems/ like a higher levels on wave of terror is more beneficial damage output-wise compared to another level on magic missile. Again, this is assuming that you're in an aggressive lane so when you land the stun and the wave, you have 2-3 people beating down on the opponent.
Prioritising Wave seems to be pretty common these days from the few pro games I've seen recently. It makes sense. Armour reduction is actually more impactful early game, in a way, due to how the armour -> damage reduction formula works (essentially it gives more of a percentage increase in physical damage to reduce already low armour values than high ones). Of course it's game-dependant but there's a use for any of those skill builds.
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