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Northern Ireland22212 Posts
On July 05 2015 08:09 TyrionSC2 wrote: I'm not sure if this belongs in simple answers or the naga thread. It may be situational. I tend to get 10-11 cs per minute when I play naga which is not an impressive number. This is because I don't really value trying to farm 5 locations at once, instead I like to put all of my illusions in 1 lane and pressure the lane so that the enemy team has to commit 2 heroes to keeping their t3s alive while my hero farms the jungle of the lane that I am pushing. I believe I get more pressure on a lane which forces people to stay near their base more whereas a support can usually easy deal with a single illusion. I understand that by creep cutting with an illusion in all 3 lanes can also put lane pressure but I do not think it's as much. Is my approach wrong? Or are there any situations that it is correct? For reference, I'm 3.7k which is really bad lol. for me, theres a transition between focusing all ur illusions on farming, and chipping down towers. its kinda pointless and inefficient to throw illusions at towers before ur sufficiently farmed. the transition spot for me is when i have my radiance bots octarine and manta. before that, i usually park myself in their jungle, send one illusion to push down the lane, the other illusions to farm their deeper jungle camps, and farm the outer camps with my hero.
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On July 05 2015 08:09 TyrionSC2 wrote: I'm not sure if this belongs in simple answers or the naga thread. It may be situational. I tend to get 10-11 cs per minute when I play naga which is not an impressive number. This is because I don't really value trying to farm 5 locations at once, instead I like to put all of my illusions in 1 lane and pressure the lane so that the enemy team has to commit 2 heroes to keeping their t3s alive while my hero farms the jungle of the lane that I am pushing. I believe I get more pressure on a lane which forces people to stay near their base more whereas a support can usually easy deal with a single illusion. I understand that by creep cutting with an illusion in all 3 lanes can also put lane pressure but I do not think it's as much. Is my approach wrong? Or are there any situations that it is correct? For reference, I'm 3.7k which is really bad lol. how are you getting 10-11cs/min when youre only pushing 1 lane with illusions unless the rest of your team is literally doing nothing but just roaming around (ie. leaving all farm for you to take with travels), its impossible to hit that number from 1 lane of farm + 1 side of jungles if your team is doing what a normal team should be doing, which is taking farm in empty lanes/jungles + pushing/ganking, then you need to be doing a 3 lane push whenever possible you get more pressure by having total map control and forcing the enemy to split their team rather than making them only have to worry about 1 lane being pushed in by your illusions. they can sacrifice that lane and force a fight or trade a lane, but if 3 lanes are being pushed in whatever move they attempt they will be sacrificing a lot more. dont do what bad tinkers do though and farm all 3 lanes 24/7 thereby depriving your team of farm. if your supports are good then they would have stacked a lot for your other cores to farm ancients or jungles, but if they havent then your other cores wont get their items up which may hurt your siege attempts
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stanley parable announcer is on sale £1.60 today
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Northern Ireland22212 Posts
On July 05 2015 13:51 evilfatsh1t wrote:Show nested quote +On July 05 2015 08:09 TyrionSC2 wrote: I'm not sure if this belongs in simple answers or the naga thread. It may be situational. I tend to get 10-11 cs per minute when I play naga which is not an impressive number. This is because I don't really value trying to farm 5 locations at once, instead I like to put all of my illusions in 1 lane and pressure the lane so that the enemy team has to commit 2 heroes to keeping their t3s alive while my hero farms the jungle of the lane that I am pushing. I believe I get more pressure on a lane which forces people to stay near their base more whereas a support can usually easy deal with a single illusion. I understand that by creep cutting with an illusion in all 3 lanes can also put lane pressure but I do not think it's as much. Is my approach wrong? Or are there any situations that it is correct? For reference, I'm 3.7k which is really bad lol. how are you getting 10-11cs/min when youre only pushing 1 lane with illusions unless the rest of your team is literally doing nothing but just roaming around (ie. leaving all farm for you to take with travels), its impossible to hit that number from 1 lane of farm + 1 side of jungles if your team is doing what a normal team should be doing, which is taking farm in empty lanes/jungles + pushing/ganking, then you need to be doing a 3 lane push whenever possible you get more pressure by having total map control and forcing the enemy to split their team rather than making them only have to worry about 1 lane being pushed in by your illusions. they can sacrifice that lane and force a fight or trade a lane, but if 3 lanes are being pushed in whatever move they attempt they will be sacrificing a lot more. dont do what bad tinkers do though and farm all 3 lanes 24/7 thereby depriving your team of farm. if your supports are good then they would have stacked a lot for your other cores to farm ancients or jungles, but if they havent then your other cores wont get their items up which may hurt your siege attempts huh how is 10-11cs a minute impossible off one lane and jungle? u can get that many creeps from two waves alone, not to mention u have the entire jungle to work with.
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I have to play Outworld Destroyer for my 10 hero challenge, he's the last one left. I want to ask about good item progression, and since there are barely any progames with OD these days, I figured I'd ask here.
I find that OD really wants any 2 of these items: force staff, mekansm and BKB. He is not exactly very squishy, but due to his high damage output from Arcane Orb people tend to target him a lot. However those 3 items don't really give you a lot of INT. BKB gives zero, mekansm gives 5 and force staff gives 10.
Combined with OD's lack of a fast farming tool, I feel like he simply doesn't come online fast enough because you really want something with a Mystic Staff inside, yet farming that is simply impractical without the above-mentioned items. By the time he finally gets his hex (assuming I haven't already lost) people have their own BKBs which stops OD cold.
So how is the best way to itemize him?
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You're never going to outgrow his weakness to bkb. That's part of why force staff or blink are nice on him, since he needs to be able to disengage for bkb durations or reposition to change targets.
That being said I've been liking treads atos or treads force atos openings recently. It gives you a good mix of hp, utility, and int growth with decent build-up. From there you can adapt as you need/can afford.
Mek usually isn't that strong anymore, unless you simultaneously can hit a strong push timing on mek completion and the enemy team has a lot of early physical damage and/or negative armour (e.g. axe or weaver or bristle).
The issue with bkb is by the time you finish it you don't always still have a timing window to use it during.
Force is pretty much universally useful, and comes at a timing where sufficiently competitive damage comes from levels alone.
Atos helps alleviate his lack of hp or control while providing more int than a mystic staff.
From there you can either snowball into mystic staff items, go back for bkb, or pick up some ias in ac, moonshard, s/y, or eblade.
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quick question, did this happen to anyone else before:
I'm teamed up with my friend (2 stack), finding a ranked match Match is found, loadingscreen comes up, after 10s or so: disconnected from server I am thrown back into the main menu, it says: game is save to leave (the usual green), options are reconnect or leave Same for my friend We try to reconnect but same thing after 30s, disconnected back to menu. So we leave the game, no big deal
Finding next game, exact same thing happens to me, my friend is at the loading sceen of the game (with 3 other ready as he tells me afterwards) I leave the game (why bother trying again..?), now I'm suddenly blocked for MM for 10 minutes because I "failed to ready up or abandoned" my last game?? Some way to check if i got an abandon? (never have before)
Is this a known bug? :/
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I've had that before and I'm pretty sure that's on valve. It can be a good idea to check steamstat.us to see if dota is even up because it crashes at all of the worst times possible
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Is there any mod or other way to completely disable/remove pets like the frondillo? They annoy me to hell and visually pollute the game...
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On July 05 2015 21:28 nRoot wrote: quick question, did this happen to anyone else before:
I'm teamed up with my friend (2 stack), finding a ranked match Match is found, loadingscreen comes up, after 10s or so: disconnected from server I am thrown back into the main menu, it says: game is save to leave (the usual green), options are reconnect or leave Same for my friend We try to reconnect but same thing after 30s, disconnected back to menu. So we leave the game, no big deal
Finding next game, exact same thing happens to me, my friend is at the loading sceen of the game (with 3 other ready as he tells me afterwards) I leave the game (why bother trying again..?), now I'm suddenly blocked for MM for 10 minutes because I "failed to ready up or abandoned" my last game?? Some way to check if i got an abandon? (never have before)
Is this a known bug? :/ prolly a server hiccup, happens. u dont get an abandon afaik
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On July 05 2015 21:27 Nightmarjoo wrote: You're never going to outgrow his weakness to bkb. That's part of why force staff or blink are nice on him, since he needs to be able to disengage for bkb durations or reposition to change targets....... I see, thank you!
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Northern Ireland22212 Posts
On July 05 2015 21:28 nRoot wrote: quick question, did this happen to anyone else before:
I'm teamed up with my friend (2 stack), finding a ranked match Match is found, loadingscreen comes up, after 10s or so: disconnected from server I am thrown back into the main menu, it says: game is save to leave (the usual green), options are reconnect or leave Same for my friend We try to reconnect but same thing after 30s, disconnected back to menu. So we leave the game, no big deal
Finding next game, exact same thing happens to me, my friend is at the loading sceen of the game (with 3 other ready as he tells me afterwards) I leave the game (why bother trying again..?), now I'm suddenly blocked for MM for 10 minutes because I "failed to ready up or abandoned" my last game?? Some way to check if i got an abandon? (never have before)
Is this a known bug? :/ seems to be a problem with eu west
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Can Venomancer carry situational necrobook? If he dominates early lanes and gets a blink,aquila on naked boots then BoT I think he can be a pretty good splitpusher. I've been considering getting necrobook between the core split pushing items maybe instead of blink.
He has been kinda my response to the heavy lesh picks at mid.
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Northern Ireland22212 Posts
i think he splitpushes a bit slow and his summons dont even benefit from necro (i think)
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i'm pretty opinionated regarding veno; i think core veno should be skilled 4 4 0 1 and his build should be midas aghs blink almost every game; he isn't a great splitpusher (without blink, he'll just die to any gank, and if you have blink, you should be using it to suicide bomb and win teamfights)
like even with level 4 wards i never feel like his pushing is that strong; he kills the creeps fast and then the wards hardly do anyting to the tower. if you wanna play like that just pick furion or something.... or am... heroes that keep their splitpushing threat all through the lategame, rather than a core veno who you don't even want on your team by 50-60 minutes
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United States47024 Posts
Veno wards' strength is in counterpushing far more than pushing.
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I find him good as a push supporter, since you can lock down a position with 4+ wards, making it very obnoxious for your opponents to fight. Gives your team a good area to fall back when things go wrong.
I should elaborate: I think Gale and Poison Sting should be prioritized during laning stage, but immediately, as soon as people begin roaming Wards become very useful. Thus I simply abandon Gale and Sting in favor of max Wards, irregardless of their current levels at the time.
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irregardless is a trigger word for me
it means the same thing as regardless but looks dumb
irrespective is a real word though
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Why does illidan get rod of atos on carry silencer instead of the usual midas>aghs>refresher?
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On July 05 2015 18:56 ahswtini wrote:Show nested quote +On July 05 2015 13:51 evilfatsh1t wrote:On July 05 2015 08:09 TyrionSC2 wrote: I'm not sure if this belongs in simple answers or the naga thread. It may be situational. I tend to get 10-11 cs per minute when I play naga which is not an impressive number. This is because I don't really value trying to farm 5 locations at once, instead I like to put all of my illusions in 1 lane and pressure the lane so that the enemy team has to commit 2 heroes to keeping their t3s alive while my hero farms the jungle of the lane that I am pushing. I believe I get more pressure on a lane which forces people to stay near their base more whereas a support can usually easy deal with a single illusion. I understand that by creep cutting with an illusion in all 3 lanes can also put lane pressure but I do not think it's as much. Is my approach wrong? Or are there any situations that it is correct? For reference, I'm 3.7k which is really bad lol. how are you getting 10-11cs/min when youre only pushing 1 lane with illusions unless the rest of your team is literally doing nothing but just roaming around (ie. leaving all farm for you to take with travels), its impossible to hit that number from 1 lane of farm + 1 side of jungles if your team is doing what a normal team should be doing, which is taking farm in empty lanes/jungles + pushing/ganking, then you need to be doing a 3 lane push whenever possible you get more pressure by having total map control and forcing the enemy to split their team rather than making them only have to worry about 1 lane being pushed in by your illusions. they can sacrifice that lane and force a fight or trade a lane, but if 3 lanes are being pushed in whatever move they attempt they will be sacrificing a lot more. dont do what bad tinkers do though and farm all 3 lanes 24/7 thereby depriving your team of farm. if your supports are good then they would have stacked a lot for your other cores to farm ancients or jungles, but if they havent then your other cores wont get their items up which may hurt your siege attempts huh how is 10-11cs a minute impossible off one lane and jungle? u can get that many creeps from two waves alone, not to mention u have the entire jungle to work with. that implies youre always going to be in lane for those 2 waves and no one is touching your jungles. if it was as easy as you say it is then meracle naga should be hitting 20-30cs/min+, which just doesnt happen. no team is going to let a naga sit in jungles 24/7 and farm peacefully for an extended period of time. when disruptions occur with teamfights, ganks etc etc you lose a lot of farming time and therefore cannot hit 10cs/min + with 1 lane and 1 side of jungles
On July 06 2015 14:57 manicmessiah wrote: Why does illidan get rod of atos on carry silencer instead of the usual midas>aghs>refresher? rod is a good utility/fighting item not bad price, decent build up, decent stats and a strong long range slow which is ideal for someone like silencer who has mobility and lockdown problems. keep in mind the slow may be needed because the team composition lacks crowd control as well, which is another factor in the decision making of the item purchase. carry silencers are pretty underestimated in terms of damage though and the rod allows for solo kill potential which midas/aghs/refresher doesnt. of course overall damage and utility in teamfights, the latter build is still far superior. however theres nothing wrong with stopping by for a rod although the ideal followup items after that would be stuff like hex/shivas/orchid
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