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On December 30 2015 05:34 neozxa wrote: Can someone give me the rough item/level/cs benchmarks for Tinker midlane to aim for in each game, assuming that the match is going fairly well and you're not that behind or ahead? Cuz I read in a guide that you should always aim to get 8 minutes BoT after Bottle and I find that to be really really difficult without the opposing midlaner screwing up a few times and manage to feed me some kills. I tend to get BoT around 12-13 minutes even after dying 2 times in lane so I think I'm not doing too bad in terms of earlygame farm, but somehow I really start to slow down on farm when I get my level 11. I get 30 minutes Vyse and then my farming speeds up from there, don't really know what I am doing wrong. Don't level your ult at 11. You can hold off on the second point of rearm until after you have a good mana pool/regen item, such as bloodstone or hex. Alternatively if you're trying to hit some aghs timing for a push or for defending an obvious enemy highground timing you could level it as you complete aghs-- since it does give you a decent increase in manapool.
Your BoTs timing is not just specific to your performance, it's also specific to what your priority is during the laning phase. If it's important that you focus on denying, harassing and shutting down the enemy mid laner (to either prevent them from hitting a good blink timing, or preventing a semi-carry from ever getting off the ground, etc), you'll be spending a lot of time in lane, and won't be able to maximize your farm.
If on the other hand you don't care about the enemy mid you can leave lane early and frequently to stack and farm the jungle once you have at least level 3 in march (and having rearm + soulring is another good benchmark to initiate some jungle camp clearing). Especially if it won't hurt your team to heavily bottle crow you can use march to clear and push your lane, and then instead of using that space to control rune, you use that space to stack jungle camps, and then once you have the capacity per your farm or levels you can start to wipe those stacks.
The trade is of course that the enemy mid laner is largely uncontested, but if they have inferior waveclear then they at least have to worry about the lane pushing towards them which may prevent them from personally controlling runes as well, which may make it harder for them to farm the jungle as you are, or keeps vision on them making it impossible for them to gank, depending on what their goals are.
If you're getting pressured a lot in lane, just back up and try to stack camps to farm later, or alternatively farm stacks with your supports. Even if it slows you down to miss lane farm, that's better than dying multiple times in lane, because that gives the enemy mid and their gankers more xp with which they can snowball your sidelanes.
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bottle bots sr blink is around 14~18 bot timing with no sr is 8~10, with sr is 10~13 straight sheep comes around 28ish but kind of depends
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What makes Spectre such a coveted late-game carry? He doesn't have anything that jumps out at me as super-good, but I heard people say that he wins all super-late-game fights.
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It's mostly due to her ability to spawn an illusion on every enemy hero, which can really mess up supports lategame (Radiance x 7 seconds + 2-3 desolate rightclicks) on top of disrupting enemy blinks. Dispersion is also very strong damage mitigation since it reflects all damage sources, not just physical.
Also haunt has very strong synergy with split-push/map pressure and especially buyback.
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Northern Ireland22208 Posts
enemies kill themselves killing you
dmg that ignores armour
u can fuck with backline supports
u can splitpush/farm and join ur team when a fight breaks out
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if you have def refrac up, will an attack on you (TA) cancel a current bottle charge despite doing 0 dmg?
my experience makes me want to say yes it will cancel, but some rando on twitch says no it cannot be cancelled
edit: nvm found it here. i wuz right
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Hello people, my friend and I are playing dota casually, but we want good games where people don't chain feed and ruin game. He is a pretty good invoker flute our level, and usually wins mid, but it can still be hard to win when one lane feeds 5-8 kills to a carry and my lane isn't strong enough to cs. Last game I was against a drow venge lane with a CM who fed them a couple kills and did nothing else. So I would like your opinions on some good lane winning supports and carries that I could play that also combo well with a exort invoker.
I have had luck with SB but he doesn't really win his lane, though he can win multiple lanes with rotations. http://www.dotabuff.com/matches/2055399806 We are climbing, but it can be painful sometimes, I just want decent games. I think one of my weaknesses is taking bad lane combos, but is hard when people refuse to make a good lane with you. Also duel lanes are all that people do. I could pull through for a tri lane, but we will almost always be against a duel offlane unless they have a jungler, also carries will not last hit well and there is a good chance the other support well just feed.
I have also considered jungle but have not tried it in ranked, I played a furion game the other day in all pick, and I had the most hero damage on the team but I think two of them had more tower damage than me haha, so I play a weird furion I guess. Thanks for the help everybody.
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shadow demon is particularly good with sunstrike invoker if the invoker knows how to time it otherwise theres pretty much any support that has a decent disable. lion is easy to use, has disables and does a lot of damage rubick has playmaking ability es is a decent support if you have some lane coordination. theres also the wombo combo potential with an invoker mid-late game basically any support with a disable 'combos' well with an invoker. all you need is the invoker to have the map awareness and timing skills to get his sunstrikes off properly.
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i'd suggest Beastmaster he can win or go even in a lot of 1v1 or 1v2 lanes (provided you have somewhat decent micro) primal roar is super easy setup for basically anything invoker might want to do he's not terribly farm dependent so you can play him as a support if you need to and he has high base damage so he's easy to lasthit with
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If you think you lose because the laning stage goes wrong, then pick good laning heroes. Lion is a good suggestion for a support, and so basically any hero with a stun, as was already mentioned. I would also recommend trying heroes like kunkka who can harass well. If you manage to always have even slightly higher hp than the enemies, it can serve as a very useful psychological tool to keep them from being aggressive (Just make sure you dont get overconfident).
Jungling can be a very good idea, if your teammates can hold their own in the lanes, or a horrible idea if it makes your team have a solo cm offlane. I would recommend you try it, but dont go into the game thinking "I will jungle no matter what", but rather communicate with your teammates and do it if the lanes look good for your team (i.e. in particular you have an elusive hero in the solo sidelane).
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Is it intended that you can see the death animation of enemy wards even without detection?
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SoCal8910 Posts
Keep in mind that with the recent patches, feeders don't necessarily mean that the game is over. It's possible to come back, but you yourself have to make good choices in order to complete it.
There are definitely some games that are impossible to come back from but if you're stacking, play smart and you never know.
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Thanks, Lion is pretty good, I had a 6-0 start on him, got a fast blink, but we ended up losing to them since we could not finish. I'm not sure how to end with him when the carries can't. I also tried to feed carries kills, I think I only had about one finger kill, I just ended up with a lot. I think I did the early game fine, but I don't know what I should do when we are ahead but can't finish?
I ended up going on a death streak trying to end. How do you delay a game effectively when you are ahead but they have much better late game? Should I have just tried to strangle them? As a carry I would have made sure I was out farming them, but as a support I want to gank them, but our carries did not get far enough ahead doing that.
Basically we failed to take t3s and they split pushed us until we feed them enough to end. Should I have made sure one carry at least was farming while we ganked with our lead? Also I probably should have focused less on harassing the solo save lane drow and side pulled some. http://www.dotabuff.com/matches/2064386597 Could I have picked a better hero for this?
I got a consolation stomp next game though haha http://www.dotabuff.com/matches/2064638245 That one would have ended at least 10minutes earlier if ember had been useful and stopped weaver from getting back into the game from my lane thrashing buy pushing wherever I wasn't. He had bots and ignored my request to stop weaver's pushes...
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SoCal8910 Posts
If they have a better late game, the last thing you want to do is delay or draw out the game.
You want to take rosh, push in the lanes, ward aggressively (so you can catch out any strays), and go for high ground when your major cd's are up (ie: black hole, bkb, etc).
Unfortunately pubs aren't always the most cooperative/organized, so having all of those things without an error or someone being caught out of position is pretty difficult.
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Is there any way to turn off all of the custom skins and effects and go back to vanilla dota regardless of what people are wearing in game? Just for my client?
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On January 09 2016 15:04 Birdie wrote: Is there any way to turn off all of the custom skins and effects and go back to vanilla dota regardless of what people are wearing in game? Just for my client?
No
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Is there a good rule of thumb for how much a position 1 needs to get from TPing to another lane in response to a gank there for it to be worthwhile?
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United States47024 Posts
No, because it depends a lot on the hero and the situation.
Heroes that farm fast lose more during time where they're not farming than heroes that don't farm fast. Similarly a hero that's getting pressured in lane loses less than one that's dominating the lane and has total control. The opportunity cost is less for being there if your hero wouldn't get a lot of farm anyway, and is more if you leaving gives an enemy hero time to farm.
Likewise, it matters what the outcome would have been if you weren't there. If you TPed and got a kill, but the kill was going to happen without you being there, your TP was still a waste.
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