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Simple Questions, Simple Answers - Page 1066

Forum Index > Dota 2 Strategy
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Targe
Profile Blog Joined February 2012
United Kingdom14103 Posts
March 24 2015 09:47 GMT
#21301
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?
11/5/14 CATACLYSM | The South West's worst Falco main
SilverSkyLark
Profile Blog Joined April 2008
Philippines8437 Posts
March 24 2015 12:26 GMT
#21302
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.
"If i lost an arm, I would play w3." -IntoTheWow || "Member of Hyuk Hyuk Hyuk cafe. He's the next Jaedong, baby!"
Jotoco
Profile Joined October 2010
Brazil1342 Posts
March 24 2015 12:43 GMT
#21303
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.

Targe
Profile Blog Joined February 2012
United Kingdom14103 Posts
March 24 2015 13:14 GMT
#21304
i dont really ask my team to do anything, doesnt usually help

i keep getting these situations where we lose early towers and/or we have 4 cores

ill try warding up
11/5/14 CATACLYSM | The South West's worst Falco main
njt7
Profile Joined August 2012
Sweden769 Posts
Last Edited: 2015-03-24 13:30:29
March 24 2015 13:30 GMT
#21305
When playing greedy lineups(4 cores). As I see it the most important part is to be patient, its fine to lose towers, in certain games trading passive gold gain for towers can be a winning strategy. For this to be successful your whole team needs to know and be coordinated when you are going to strike back and you should only do this when the opposing team is overextending. This can be solved by mass pinging the map and just have everyone on your team converge on them as they are trying to chase one of your cores far into your woods or behind a tower etc.

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
"All the casters who flamed me ever for anything."
Rocket-Bear
Profile Joined July 2014
3070 Posts
March 24 2015 13:41 GMT
#21306
When the enemy team is pushing into your jungle a lot then it's often best to go and farm the offlane and farm their jungle. Where you have wards doesn't really matter. If they are in your jungle so you see they are there, you can farm their jungle. And if the wards are in their jungle you can farm until they show up in ward range. Keep pushing out the offlane / farm as much jungle as possible. If it doesn't feel safe go and farm your ancients, take the long way around, not the river. And then keep pushing out the offlane again.

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.
Favorite players: Gh and Zai
Ryndika
Profile Blog Joined August 2010
1489 Posts
Last Edited: 2015-03-24 17:41:43
March 24 2015 17:38 GMT
#21307
Hi, I know officially invoker's ghost walk has zero fade time. However I constantly die to AUTO-attacks after activating it(not aoe/spells). Why is this? Is there a mechanic with it or related to it someone knows? If not then it doesn't matter.
as useful as teasalt
Sn0_Man
Profile Blog Joined October 2012
Tebellong44238 Posts
March 24 2015 17:40 GMT
#21308
either they have detection or ur not invis
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.
LiquidDota StaffSCIENTISTS BAFFLED | 3275929302
Ryndika
Profile Blog Joined August 2010
1489 Posts
Last Edited: 2015-03-24 17:44:27
March 24 2015 17:43 GMT
#21309
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. Is it possible to not be invis after ghost walk is on cd? Would in theory be possible to activate it you are dying?
How do you bind invoker spells?
as useful as teasalt
Sn0_Man
Profile Blog Joined October 2012
Tebellong44238 Posts
Last Edited: 2015-03-24 17:54:04
March 24 2015 17:48 GMT
#21310
in console/autoexec you could do something like
"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.
LiquidDota StaffSCIENTISTS BAFFLED | 3275929302
Buckyman
Profile Joined May 2014
1364 Posts
March 24 2015 17:57 GMT
#21311
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.
Quochobao
Profile Joined October 2010
United States350 Posts
March 25 2015 14:04 GMT
#21312
Why is SF a good carry? At first glance, I don't see anything that scales. Is it only the bkb-piercing - 50% damage?
Best or nothing.
totalpigeon
Profile Joined September 2010
United Kingdom162 Posts
March 25 2015 14:11 GMT
#21313
He is an agi hero who gets bonus damage and has a minus armour aura which makes him ok at physical dps - he's obviously no juggernaut, but he is still a lot better than the average hero. His main advantage is the fact that raze is three cheap aoe nukes which lets him farm absurdly fast from very early in the game, allowing him to get an item advantage over most enemy carries.
ahswtini
Profile Blog Joined June 2008
Northern Ireland22212 Posts
March 25 2015 14:12 GMT
#21314
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
"As I've said, balance isn't about strategies or counters, it's about probability and statistics." - paralleluniverse
Rodrak
Profile Joined October 2013
United States165 Posts
March 25 2015 15:44 GMT
#21315
Is there another way to stop Troll Warlord other than shutting him down early game/at the beginning of his snowball.
ahswtini
Profile Blog Joined June 2008
Northern Ireland22212 Posts
March 25 2015 16:05 GMT
#21316
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
"As I've said, balance isn't about strategies or counters, it's about probability and statistics." - paralleluniverse
DinoMight
Profile Blog Joined June 2012
United States3725 Posts
March 25 2015 21:50 GMT
#21317
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.
"Wtf I come back and find myself in camp DinoMight all of a sudden, feels weird man." -Wombat_NI
RoyGBiv_13
Profile Blog Joined August 2010
United States1275 Posts
March 25 2015 22:35 GMT
#21318
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
Any sufficiently advanced technology is indistinguishable from magic
Yurie
Profile Blog Joined August 2010
12088 Posts
March 25 2015 22:40 GMT
#21319
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.
BluemoonSC
Profile Blog Joined November 2010
SoCal8910 Posts
March 26 2015 00:37 GMT
#21320
when does sniper's ultimate get disjointed?

can i disjoint it after the debuff appears? when it is in flight?
LiquidDota Staff@BluemoonGG_
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