should i buy wards regardless of position and farm in dangerous spots?
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Targe
United Kingdom14103 Posts
should i buy wards regardless of position and farm in dangerous spots? | ||
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SilverSkyLark
Philippines8437 Posts
On March 24 2015 18:47 Targe wrote: if my team is pressured on space to farm whats the best option? should i buy wards regardless of position and farm in dangerous spots? Ward I guess? Then have a support "cover" the carry and another one stack the jungle camps? I've had two recent games where we were behind by a lot (14k exp on one game). We couldn't cross the map so I made sure I had obs and sentry wards in our ancient camp and in the river path to our jungle to scout gank attempts. In one of those games, we had an Anti-Mage and I (Dazzle) followed him around and stacked camps for him. The other 3 defended the lanes (we still had tier 2 towers around). Since it was Anti-Mage, he could just blink out during gank attempts. In another game I had, we had to 5 man whenever we defended and we couldn't farm our jungle as much since we can get jumped on easily. We only pushed out whenever we won teamfights and regained some semblance of map contol. | ||
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Jotoco
Brazil1342 Posts
On March 24 2015 18:47 Targe wrote: if my team is pressured on space to farm whats the best option? should i buy wards regardless of position and farm in dangerous spots? If anything do NOT ask your support to ward by themselves. They will feed and you will rage. If you need to ward, smoke a team to do it, or go as 2 or 3 when you see a couple of enemies on the other side of the map. | ||
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Targe
United Kingdom14103 Posts
i keep getting these situations where we lose early towers and/or we have 4 cores ill try warding up | ||
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njt7
Sweden769 Posts
Basically wait for your enemies to do the mistakes and yes wards is going to help spot these mistakes. Dont try to create anything from nothing just because you are bored or whatever. Its when part of your team is trying to fight while the others farm that is going to lose the game. stay in the trees | ||
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Rocket-Bear
3070 Posts
When the enemy team is far ahead they usually don't want to be stuck at their own safelane because that doesn't create a lot of pressure. So they usually just push it out really quick and then go back being aggressive. So you just have to wait a bit until it's safe to go again and keep farming there. | ||
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Ryndika
1489 Posts
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Sn0_Man
Tebellong44238 Posts
do u have a bind for ghost walk? if so, does it cast wex instances after activating? Because pressing wex (to go faster) will break ur invis. | ||
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Ryndika
1489 Posts
How do you bind invoker spells? | ||
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Sn0_Man
Tebellong44238 Posts
"bind z dota_ability_execute 1; dota_ability_execute 1; dota_ability_execute 2; dota_ability_execute 4; dota_ability_execute 5" note: this might not be exactly right I've never tried these before, this is just the general idea which would auto-ghost walk by simulating "QQWRD" in order (assuming default hotkeys). A good bind would automatically cast 3 wex instances as well before actually going invis. I'm sure u can google them, I may not be using the right syntax. I've never done them before. Its also suboptimal for most spells since it puts invoke on CD every time which isn't good if you already have the spell invoked right. But its really good for ghost walk as a panic button. also the fairness and tournament legality of it is questionable. | ||
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Buckyman
1364 Posts
On March 25 2015 02:43 Ryndika wrote: No I don't have bind like that. So far I've always thought there is deward sentry near enough to me but there could be zillion other reasons. If it's a recurring issue, try replay inspection; it should tell you whether you were visible at the time the projectile hit. | ||
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Quochobao
United States350 Posts
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totalpigeon
United Kingdom162 Posts
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ahswtini
Northern Ireland22212 Posts
On March 25 2015 23:04 Quochobao wrote: Why is SF a good carry? At first glance, I don't see anything that scales. Is it only the bkb-piercing - 50% damage? he gets powerful quite quickly and can farm quickly too, so he's able to bulldoze through enemies and end the game before harder carries can get farmed | ||
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Rodrak
United States165 Posts
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ahswtini
Northern Ireland22212 Posts
On March 26 2015 00:44 Rodrak wrote: Is there another way to stop Troll Warlord other than shutting him down early game/at the beginning of his snowball. force staff and ghost scepters and kite him until his bkb & ult end | ||
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DinoMight
United States3725 Posts
Stay too close and you all get fucked. Stay too far apart and you get insta-murdered by Jugg. | ||
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RoyGBiv_13
United States1275 Posts
On March 26 2015 06:50 DinoMight wrote: How do you handle a team with Juggernaut AND Faceless/Tide/big aoe ultimate? Stay too close and you all get fucked. Stay too far apart and you get insta-murdered by Jugg. 1) if they have a better teamfight, then don't try to take a fight when they are together, otherwise you will be murdered 2) if they push or force a fight at rosh, either rat (see 1), or stay far spread apart, kiting juggernaut and poking from range. Eventually, they will have to blow their ults suboptimally or run away | ||
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Yurie
12088 Posts
On March 26 2015 06:50 DinoMight wrote: How do you handle a team with Juggernaut AND Faceless/Tide/big aoe ultimate? Stay too close and you all get fucked. Stay too far apart and you get insta-murdered by Jugg. Get Eul/Ghost Sceptre on a hero that can CC the jugger. Forcing them to react to you, if you are lucky. Otherwise, rat. | ||
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BluemoonSC
SoCal8910 Posts
can i disjoint it after the debuff appears? when it is in flight? | ||
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