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On May 14 2015 22:33 IntoTheheart wrote: This is probably a question that's asked a jillion times, but how do you choose between treads and phase?
My understanding is that treads favours heros that need better stats, while phase is meant for those who want extra chasing and damage potential.
Stats is kind of a bad reason for getting treads imo, and when pro players do that it means they're probably already in a losing position (a recent example from last patch is getting treads on sniper for extra "tank")
From a dps perspective, as mentioned above, treads is usually better starting around early mid game. The crossover is in the ballpark of around 80 damage, I did the math awhile back I don't remember it exactly.
Heroes that have built in +attack speed, such as lifestealer or phantom assassin, will get more dps from phase boots.
This is from a dps perspective.... I'm personally a big phase boots fan (razor, viper, sniper, et ceter..)
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One of the major reasons to get treads is treads switching. Which is based on stats. So if you are not getting it for the stats then it might not be the best boots.
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yea tread switching makes spell usage and (bottle) regen extra efficient, especially earlier on when you have low max hp/mp values
it's pretty simple and a good habit to learn: agi when regenning / farming neuts as agihero, str when you might fight, int when youre using your spells but not in danger of taking too much damage
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On May 14 2015 23:52 TheYango wrote:Show nested quote +On May 14 2015 22:40 Surprise.820 wrote: I don't really understand the concept of having both phase and blink. You've never had a game against a teamcomp where the majority of their team are heroes that you'd have to chase/get kited by, rather than ones that would stand and manfight you? It's usually not a decision based on your hero, because a lot of heroes can use both. It's a lot more dependent on the teams as a whole and whether the chasing power or manfighting ability are more relevant to the teams as a whole.
I understand why it would be good to chase but most of those blink heroes I like (TA, Troll blink, Tiny sometimes) often had a way to disable movement to help me chase.
One day I'll run into a game like early BKBs and I cannot rely on spells but I've never really been up against that outside of Naix, but I guess it's good versus that hero or some that require me to just keep on my toes constantly.
Good post as always by the way Yango, though I kind of worded it wrong for the asker as it was a personal confusion over 2 years of meta/patch shifts.
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1. What heroes are good against lots of melee heroes? 2. What heroes do well versus a bunch of carries, even into lategame?
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On May 16 2015 04:53 Howie_Dewitt wrote: 1. What heroes are good against lots of melee heroes? 2. What heroes do well versus a bunch of carries, even into lategame?
1: i think Centaur, Omni, Naix... is situational 2:Omni, enigma, SK... is situational.
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On May 16 2015 04:53 Howie_Dewitt wrote: 1. What heroes are good against lots of melee heroes? 2. What heroes do well versus a bunch of carries, even into lategame?
1. QoP, Viper, Zeus, Leshrac, Gyrocopter. Any ranged hero with good nukes/animation. Undying, Beastmaster, Timbersaw, Broodmother. Any melee hero with a lane dominating skill. 2. Medusa, Gyrocopter, Slark, Wraith King, Spectre, Chaos Knight, Morphling. Any hard carry that can damage multiple enemies quickly or kill each one very quickly individually and then move on to the next. Enigma, Magnus. Dark Seer. Aoe team fighters that work even if opponent has BKB.
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On May 16 2015 04:53 Howie_Dewitt wrote: 1. What heroes are good against lots of melee heroes? 2. What heroes do well versus a bunch of carries, even into lategame? 1. Apart from those mentioned, I'd add axe. 2. For lategame, any other bunch of carries... But in reality, the better choice would be a lineup that can win the game before it gets to lategame. Also maybe SD, if there are carries with good passives to copy.
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Yeah, lane dominators (Enchantress, CM, Bane, SD as supports, others people mentioned as solos) can punish melee heroes' generally weaker laning and heroes that are tough to initiate in to (Dusa, Magnus, Axe, Silencer, Bristle, Centaur) are both pretty good concepts to shoot for vs melee heavy lineups.
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1. techies.
As much as I hate suggesting it, there is nothing worse than playing against a techies when your team picks 5x melee.
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SoCal8910 Posts
Phoenix is another good hero vs melee carries if you can position yourself well.
wyvern also does well.
Ursa is going to be prominent this patch in pubs and he does well too
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he's kind of out of the meta right now because ravage's long cd isn't great to play around but
tide definitely owns most melee lanes
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SoCal8910 Posts
Oh absolutely if you have a weak dual lane and a melee carry, it's so aggrevating
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does jug ulti go thru windrunner windrun?
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Clock and ember can also be good against mass melee. If they aren't extremely careful with their positioning, you can really just mess them up.
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On May 16 2015 12:44 FFGenerations wrote: does jug ulti go thru windrunner windrun? Yes
I believe if he doesn't have mkb, he doesn't get physical attacks between the slashes, but the spell itself does damage.
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great a physical spell that goes thru evaision and magic immunity i was so happy when they took away the fucking ministun
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On May 16 2015 12:58 FFGenerations wrote: great a physical spell that goes thru evaision and magic immunity i was so happy when they took away the fucking ministun
There's a lot of those. Quill spray, counter helix, acid spray, shadow wave, anchor smash, just to name a few.
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United States47024 Posts
Basically Evasion only evades autoattacks. It doesn't dodge physical damage spells.
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SoCal8910 Posts
On May 16 2015 15:24 TheYango wrote: Basically Evasion only evades autoattacks. It doesn't dodge physical damage spells.
did the most recent change allow Death Ward to hit even if you have evasion?
or can you still evade that?
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