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On January 29 2017 00:24 solidbebe wrote: Honestly the rewards are quite disappointing. There are 15 rounds and you get about 1700 points for reaching round and completing round 14 (divided over each round) and 1000 points for killing invoker. For a total of 2700 points. Considering you get about 42,000 points with your daily bonus it is not worth it to grind games imo.
I got invoker to about one third HP yesterday with the following lineup: Pit lord Sniper Medusa Disruptor Dark seer.
Pit lord and DS are beasts. DS wall is really good. Pit lords dmg reduction and aoe scaling dmg are really good. Sniper and medusa just deal a lot of dmg and medusa can really frontline with her ult. Disruptor also deals a ton of dmg and his ult is very spammable and strong. Minus armor (AC and deso) are REALLY good for boss units like the alchemists and giant tidehunters.
The invoker fight gets fucked up crazy at one third HP (we also had a bug where it was impossible to revive our dark seer). You really need BKBs honestly.
The Invoker fight just seems terrible all around really. The whole game and most of the characters are designed for AoE clearing so you are strongly encouraged to itemize for that, but then the final fight is all about 1v1.
I got to Dark Magus once with Phoenix/Dusa/Dark Seer/Pit Lord/Ember and it was just pretty dumb. You need single target damage you don't need for any other wave and a lot of the fight it seems like you can't play around (notably his 32hp/s regen along with his ghost walk). But even so it takes forever to die for a fight you can't actually win and the uptime of Ghost Walk (10s every 40 seconds?) is ridiculous for no reason.
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Twice got the Grand Magus to around 25% HP but the meatball and tornado spam always gets us when we have squishy deeps like sniper
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Northern Ireland22208 Posts
i didnt know his ghost walk fuckery was on a 40s cooldown, it seemed much shorter than that between his meteor/sunstrike spam
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On February 02 2017 01:38 Velzi wrote: Twice got the Grand Magus to around 25% HP but the meatball and tornado spam always gets us when we have squishy deeps like sniper
Who's a good DPS for this challenge? I tried LC last night, but LC in this mode is secretly a support/tank character like Pitlord. If I played LC again I'd probably just focus on some sort of mana solution + tanking items and try to hit 25 for the Cooldown reduction.
@ahs that's what gamepedia says, but it has a 10s duration listed so I don't know if that means 10/40 he's invisible or invisible for 10s with a 40s window between. It feels more like the former to me. I also don't know if that accounts for the Octarine in his inventory.
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PA is the only DPS worth mentioning in the old 10 hero version excepting techies who isn't really "dps" but served the same purpose of overcoming the sunstrikes/meatballs impossible phase.
PA's actually the best hero because with a good wave 10 she can virtually solo-carry every remaining wave. A few tips : 6slot is bfury heart satanic phase 2 butterflies (moonshard, swap bkb for boots, etc if you are richer). Vs invoker, save your Q for when he disarms you (deafening blast) since it lets you leech. Do not die, your hero is worth all 4 other ones by yourself. If possible, you want other people with AC/Deso/Solar crest/bloodthorn for damage amp and a lotus orb to take coldsnap/hex off of you.
Dunno about new heroes but none seemed nearly as good as techies or PA for clearing the last 30k hp.
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On February 02 2017 01:46 Logo wrote:Show nested quote +On February 02 2017 01:38 Velzi wrote: Twice got the Grand Magus to around 25% HP but the meatball and tornado spam always gets us when we have squishy deeps like sniper Who's a good DPS for this challenge? I tried LC last night, but LC in this mode is secretly a support/tank character like Pitlord. If I played LC again I'd probably just focus on some sort of mana solution + tanking items and try to hit 25 for the Cooldown reduction. @ahs that's what gamepedia says, but it has a 10s duration listed so I don't know if that means 10/40 he's invisible or invisible for 10s with a 40s window between. It feels more like the former to me. I also don't know if that accounts for the Octarine in his inventory. did it with sniper dusa ds pit disr
E: Bristle was pretty good for tanking but didnt test enough
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I second to PA. She's crappy in the early waves but wow she does a lot once she has satanic and double bfly. 82% evasion means she double counterattacks on 2 out of 5 attacks including cleave and lifesteal.
Overall having a single bkb on a tanky hero so you can help someone up once Invo disappears and the SS spam lessens a bit along with 2 or 3 DPS make him somewhat doable. According to dotabuff Duza and Jugg are the top dps atm.
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On February 02 2017 05:30 Archeon wrote: I second to PA. She's crappy in the early waves but wow she does a lot once she has satanic and double bfly. 82% evasion means she double counterattacks on 2 out of 5 attacks including cleave and lifesteal.
Overall having a single bkb on a tanky hero so you can help someone up once Invo disappears and the SS spam lessens a bit along with 2 or 3 DPS make him somewhat doable. According to dotabuff Duza and Jugg are the top dps atm.
Yeah I gave it a shot, it was rough early game but once you get BFury, Heart/Satanic, and a Butterfly online you can pretty much steamroll most of the encounters. Still lost to Dark Magus though, I mis-estimated and had no BKB and neither did anyone on my team. Still got Dark Magus to like 20% hp though.
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How should I be playing as a mid or a carry when i've got little to no access to defensive measures from the rest of my team? I've noticed that heroes like slark, storm, qop and huskar can absolutely steamroll games when they have good defensive supports behind them like dazzle or oracle, who should I pick in order to synergize with my team when it's got a crazy-aggressive support duo like lion/rubick?
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Are you taking basic defensive measures like saving pounce/blink for escape rather than using them to engage?
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Not really, just what core heroes/playstyles go well together alongside supports with lots of disables/nukes instead of heals/saves. I usually feel when i'm playing with supports like that my lane is worse than I should allow, we struggle taking base, and me/my team ends up killing 1 person in an initiation before everyone on my team starts to die in the counter-initiation.
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What is the interaction with eul's and dark rift?
If I use euls tornado to avoid damage, but am still in the air when dark rift resolves, do I teleport, or do I stay where I am?
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Dark rift should work on hidden and invulnerable units so 99% sure you are teleported. Just go test it.
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On February 03 2017 08:50 PresidentUSE wrote: Not really, just what core heroes/playstyles go well together alongside supports with lots of disables/nukes instead of heals/saves. I usually feel when i'm playing with supports like that my lane is worse than I should allow, we struggle taking base, and me/my team ends up killing 1 person in an initiation before everyone on my team starts to die in the counter-initiation. I think there are multiple possible approaches. You can go for more tanky/self-reliant heroes that are less screwed when the tp that comes in doesn't provide a shallow grave. But mainly I would draft self-reliant safe and offlane heroes and try to enable mid with ganks. Most tempo mids are much better when they get some help from lion or disruptor smoke ganks and often turn that into free pickoffs and towers later. Ember f.e. wrecks people when he gets ahead. If your sidelanes are Morph with an advantage and Timber f.e. ganks on their lanes are often dangerous as well and if mid turns into a 2v2 both can easily lane 1v1 / 1v2 against most matchups.
Imo it's harder to go the safe/heal route because you need to have a constant dpsing target for your sustain and your supports don't really enable that. Heroes like dazzle and oracle aren't the best gankers.
Probably something worth a discussion in a separate thread btw.
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Apologies if this is covered somewhere, and thanks in advance for any links or for any help with my question.
My question is this: How do you maintain focus and what do you focus on during fights, especially team fights?
I understand this probably comes across as stupid, but in the middle of fights I find myself targeting and attacking, but also losing the location of others as well as myself as all the fireworks from everyone's effects go off at the same time. DISCLOSURE: I also have ADHD Type Inattentive, as well as Anxiety, and while I take a 4 meds for that stuff, I'm sure it doesn't help focusing in these situations.
Anyway, I don't know if you call it map awareness, battle awareness, etc., but any tips or examples of what/how people look for and focus on in the middle of the s**t storm would be VERY much appreciated!!!
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I think the short answer is practice. You don't get good at teamfighting over night, hell I am still bad at it after 2k hours of playtime. I'm better than I was at 1k hours and I got the gist of what's going on on my screen at least, but hell if I get more.
It also varies a lot depending on your position, since your position should influence your positioning.
Generally the three factors for whom to focus are 1. are they out of position? 2. are they squishy? 3. do they have a lot of impact that could be denied easily.
Examples: A silencer out of position is the perfect target. He's fairly squishy and if he gets chainstunned and doesn't get global off that's huge for the teamfight. Squishy ranged DPS heroes are good targets if you can reach them, heroes like drow and sniper. Initiators are good targets, especially if they build squishy and mobile. Killing the forcestaff blink dagger slardar early stops 3 or more aoe stuns from happening. Trying to kill the axe without blink but with vanguard on the other hand is often not such a great idea, since you can often kite him and he's tanky.
Else carries should mostly focus on sups and squishier offlaners, since they fall fast and give you superior numbers. Sups should focus on staying alive and in fog and just throw spells in to slow hostile cores and damage whoever is getting focused. Most of the time it's not worth to hit people as a support.
@basic positioning: The tankier one of the cores at the front, the other one slightly behind him to the side, sups in the back, initiator weaving in and out, try to stay in range of each other but not close enough to get aoed.
Most of the time you roughly build a pentagram with ~700 range between the sups and the front core.
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Playing Overthrow is a good way to practice teamfighting
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think about your target priority ahead of time (both in terms of who to focus as an enemy and who to focus on trying to save as an ally)
sometimes your desired targets wont be available, but when they are, then you should know what to do more naturally and have to make less on-the-fly decisions
it's something that definitely feels easier and easier with experience too
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Teamfights are incredibly hectic and maybe one of the most difficult aspects to really practice. I agree with SpiritoftheTuna that deciding on your target ahead of time is very important as it gives you an immediate focus on what to do.
I think the most important aspects are these:
1. Have a target. Who can or should we kill first? 2. Keep track of cooldowns on abilities and items. Fairly obvious. 3. Keep track of who is close to you and who isn't. If you are fighting 3 people alone and your team is elsewhere fighting the other 2, you probably want to backoff or stall for time.
There are other things as well like do they have any very important abilities we need them to waste? Things like Naga ult, earthshaker ult, ds ult, AA ult, blachole, etc etc. Some heroes are capable of winning teamfights on their own simply by landing amazingly positioned or timed ults. Like your target, this is something you should be thinking about before the fight and that also plays a factor in who you want to target first.
Sometimes an enigma on the enemy team is keeping you from taking high ground. In that case you really want to initiate a fight on him and chain stun/ disable him and burst him down before he can react.
You could probably write for hours about this stuff but the bottomline is it simply takes tons and tons of playing. Like many people are saying even after thousands of hours teamfights are still hectic and it is absolutely impossible to keep track of everything, so don't blame yourself if you don't. When Im playing with friends we often find ourselves asking each other what happened to them in the teamfight because you cannot keep track of that shit.
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Keep their team comp in mind and figure out what you have to do / what they don't want you to do.
If I am playing earth spirit, and they have omni/od/sd/luna/bat,
I know my job is disable / silence omni/sd, and likely tank the lasso while my team follows up. Unless we have another strong initiator, ive got to pull that off in most team fights or we will probably lose because my hero becomes useless.
Basically just keep very simple goals in mind and execute them. It's hard while playing most supports because you have to make very important plays without much gold or experience
Edit
Map awareness -- who is showing on the map? If they tp, how long will it take for them to show up? Are they likely sending someone back to deal with a wave / push elsewhere? These things help decide good fights to take which is probably more important than execution
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