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Simple Questions, Simple Answers - Page 161

Forum Index > Dota 2 Strategy
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Prev 1 159 160 161 162 163 1254 Next
Yurie
Profile Blog Joined August 2010
12037 Posts
Last Edited: 2012-08-01 14:32:40
August 01 2012 14:31 GMT
#3201
If you check melee heroes that get picked they either have a sick skill set or is a carry. ES has fissure, Brewmaster his ulti, Sandking the entire hero, Tide ulti and so on. Ogre doesn't have those sick skills, they are just good. Which isn't enough to offset the weakness that is a melee support, lack of right click dps.

Ogre is only picked when you want his third skill and have a melee support option open.
Yacobs
Profile Joined March 2010
United States846 Posts
Last Edited: 2012-08-01 20:09:42
August 01 2012 20:09 GMT
#3202
On August 01 2012 23:10 Dead9 wrote:
being melee is fine, ogre shouldn't ever be autoattacking anyway
the issue is he's pretty reliant on levels which is bad for a support


Dead9 is the only person here who wrote the actual reason OM isn't picked in pro games. It's not like Crystal Maiden or VS goes around right-clicking people to death. They're picked for their front-loaded abilities.
TheYango
Profile Joined September 2008
United States47024 Posts
Last Edited: 2012-08-01 20:57:42
August 01 2012 20:51 GMT
#3203
On August 01 2012 23:10 Dead9 wrote:
being melee is fine, ogre shouldn't ever be autoattacking anyway
the issue is he's pretty reliant on levels which is bad for a support

Being melee makes a huge difference with regard to how strong he is in lane. Particularly insofar as duo/trilanes are concerned, it doesn't matter that Ogre himself has a lot of health--you can't punish right-click harassment against your carry without using your spells.

On August 02 2012 05:09 Yacobs wrote:
Dead9 is the only person here who wrote the actual reason OM isn't picked in pro games. It's not like Crystal Maiden or VS goes around right-clicking people to death. They're picked for their front-loaded abilities.

Crystal Maiden is strong during laning phase because she has 600 autoattack range. In addition to her spells, she has great harassment ability because of this.

You're not going to right-click people during fights, but you should be doing a lot of right-clicking during laning.
Moderator
Yurie
Profile Blog Joined August 2010
12037 Posts
August 01 2012 22:33 GMT
#3204
On August 02 2012 05:09 Yacobs wrote:
Show nested quote +
On August 01 2012 23:10 Dead9 wrote:
being melee is fine, ogre shouldn't ever be autoattacking anyway
the issue is he's pretty reliant on levels which is bad for a support


Dead9 is the only person here who wrote the actual reason OM isn't picked in pro games. It's not like Crystal Maiden or VS goes around right-clicking people to death. They're picked for their front-loaded abilities.


I will have to disagree. His stun scales badly, not important to keep it maxed. Can occasionally see him roaming due to the stun not needing any levels. Levelling ulti isn't important, freeing up one skill point. This leaves the second and third skill, the third not being that important early game.

So you have one spell worth levelling, your slow, which is still decent at level 1 of the skill, your level 2. At level 2 you have close to the nuking power of CM, more single target than AOE though.
Dead9
Profile Blog Joined February 2008
United States4725 Posts
August 02 2012 03:21 GMT
#3205
you dont lane ogre with a hard carry, hes best used as a roamer or in an offensive trilane
or some kind of solo is workable too
being melee is obviously bad but its not his main problem, his spells are just really mediocre until he hits 11
after 16 hes really good though
his stun is ridiculous at that point and his buff is pretty big as well
sandyph
Profile Joined September 2010
Indonesia1640 Posts
August 02 2012 05:08 GMT
#3206
I thought the issue with ogre is that he's depended on luck (proc).
He can be godlike and useless at the same time

Put quote here for readability
TheYango
Profile Joined September 2008
United States47024 Posts
August 02 2012 05:36 GMT
#3207
On August 02 2012 12:21 Dead9 wrote:
you dont lane ogre with a hard carry, hes best used as a roamer or in an offensive trilane
or some kind of solo is workable too
being melee is obviously bad but its not his main problem, his spells are just really mediocre until he hits 11
after 16 hes really good though
his stun is ridiculous at that point and his buff is pretty big as well

I mean, it's a combination of both. Melee supports need extremely game-changing spells to make up for the fact that they're melee. Ranged supports can have less stellar abilities and be ok.

Ogre's spells just aren't game-changing enough for a melee support. But if he had 600 attack range, IMO his kit would be ok.
Moderator
rabidch
Profile Joined January 2010
United States20289 Posts
August 02 2012 09:34 GMT
#3208
On August 02 2012 14:36 TheYango wrote:
Show nested quote +
On August 02 2012 12:21 Dead9 wrote:
you dont lane ogre with a hard carry, hes best used as a roamer or in an offensive trilane
or some kind of solo is workable too
being melee is obviously bad but its not his main problem, his spells are just really mediocre until he hits 11
after 16 hes really good though
his stun is ridiculous at that point and his buff is pretty big as well

I mean, it's a combination of both. Melee supports need extremely game-changing spells to make up for the fact that they're melee. Ranged supports can have less stellar abilities and be ok.

Ogre's spells just aren't game-changing enough for a melee support. But if he had 600 attack range, IMO his kit would be ok.

if he had 600 attack range with the same amount of stats he'd be the most overpowered support hero
LiquidDota StaffOnly a true king can play the King.
Kipsate
Profile Blog Joined July 2010
Netherlands45349 Posts
Last Edited: 2012-08-02 09:45:51
August 02 2012 09:43 GMT
#3209
Imagine if he threw his club at people for each auto attack.

Also Earthshaker can cast his fissure from a ridicilous range and punish people greatly for engaging(trapping them) or blocking them, completly ending an engagement, Ogre magi has to run up and stun.
WriterXiao8~~
Dead9
Profile Blog Joined February 2008
United States4725 Posts
August 02 2012 09:53 GMT
#3210
On August 02 2012 14:08 sandyph wrote:
I thought the issue with ogre is that he's depended on luck (proc).
He can be godlike and useless at the same time


think about it this way: bad luck will very rarely swing fights against you, but good luck can easily change the momentum of the game
i mean once you hit 16 you have a 1.5s stun on 6s cd, its pretty good as long asyou arent hitting the 1/8 single cast consistently (which is pretty hard to do)
besides everyone knows multicast chance is directly proportional to skill level
lozarian
Profile Blog Joined January 2011
United Kingdom1043 Posts
August 02 2012 09:53 GMT
#3211
Ogre is the best late game support simply because bloodlust is so freaking strong, mitigated by the fact this his early game is not so great. Throw him in a dominating lane rather than a babysitting lane - something like ogre + pugna and he works better. Ogre is very much not a babysit. You take him when the melee doesn't matter, and you expect the game to go late.
For every battle honour a thousand heroes die alone, unsung, and unremembered.
BlitzerSC
Profile Joined May 2011
Italy8800 Posts
August 02 2012 17:25 GMT
#3212
Do TA traps get revealed by a gem ?
Qbek
Profile Blog Joined April 2011
Poland12923 Posts
August 02 2012 17:26 GMT
#3213
On August 03 2012 02:25 BlitzerSC wrote:
Do TA traps get revealed by a gem ?

Yes, just like wards(pretty sure they actually are wards)
This space left intentionally dank /)3(\ http://i.imgur.com/RmeEUcF.png
BlitzerSC
Profile Joined May 2011
Italy8800 Posts
Last Edited: 2012-08-02 17:29:22
August 02 2012 17:28 GMT
#3214
On August 03 2012 02:26 Qbek wrote:
Show nested quote +
On August 03 2012 02:25 BlitzerSC wrote:
Do TA traps get revealed by a gem ?

Yes, just like wards(pretty sure they actually are wards)


They don't have the same vision range as wards afaik.
Another question: do they block camps from spawning ?
Qbek
Profile Blog Joined April 2011
Poland12923 Posts
August 02 2012 17:29 GMT
#3215
On August 03 2012 02:28 BlitzerSC wrote:
Show nested quote +
On August 03 2012 02:26 Qbek wrote:
On August 03 2012 02:25 BlitzerSC wrote:
Do TA traps get revealed by a gem ?

Yes, just like wards(pretty sure they actually are wards)


They don't have the same vision range as wards afaik.

I mean the mechanic, it would broken if they did
This space left intentionally dank /)3(\ http://i.imgur.com/RmeEUcF.png
BlitzerSC
Profile Joined May 2011
Italy8800 Posts
August 02 2012 17:30 GMT
#3216
On August 03 2012 02:29 Qbek wrote:
Show nested quote +
On August 03 2012 02:28 BlitzerSC wrote:
On August 03 2012 02:26 Qbek wrote:
On August 03 2012 02:25 BlitzerSC wrote:
Do TA traps get revealed by a gem ?

Yes, just like wards(pretty sure they actually are wards)


They don't have the same vision range as wards afaik.

I mean the mechanic, it would broken if they did


So, do they block camps from spawning ?
Qbek
Profile Blog Joined April 2011
Poland12923 Posts
August 02 2012 17:30 GMT
#3217
On August 03 2012 02:30 BlitzerSC wrote:
Show nested quote +
On August 03 2012 02:29 Qbek wrote:
On August 03 2012 02:28 BlitzerSC wrote:
On August 03 2012 02:26 Qbek wrote:
On August 03 2012 02:25 BlitzerSC wrote:
Do TA traps get revealed by a gem ?

Yes, just like wards(pretty sure they actually are wards)


They don't have the same vision range as wards afaik.

I mean the mechanic, it would broken if they did


So, do they block camps from spawning ?

No, that's why i'm not sure
This space left intentionally dank /)3(\ http://i.imgur.com/RmeEUcF.png
rabidch
Profile Joined January 2010
United States20289 Posts
August 02 2012 19:28 GMT
#3218
On August 03 2012 02:30 BlitzerSC wrote:
Show nested quote +
On August 03 2012 02:29 Qbek wrote:
On August 03 2012 02:28 BlitzerSC wrote:
On August 03 2012 02:26 Qbek wrote:
On August 03 2012 02:25 BlitzerSC wrote:
Do TA traps get revealed by a gem ?

Yes, just like wards(pretty sure they actually are wards)


They don't have the same vision range as wards afaik.

I mean the mechanic, it would broken if they did


So, do they block camps from spawning ?

they shouldnt. however some of techies mines do (lol)
LiquidDota StaffOnly a true king can play the King.
The Great Taste
Profile Joined January 2012
389 Posts
August 03 2012 03:00 GMT
#3219
On August 03 2012 04:28 rabidch wrote:
Show nested quote +
On August 03 2012 02:30 BlitzerSC wrote:
On August 03 2012 02:29 Qbek wrote:
On August 03 2012 02:28 BlitzerSC wrote:
On August 03 2012 02:26 Qbek wrote:
On August 03 2012 02:25 BlitzerSC wrote:
Do TA traps get revealed by a gem ?

Yes, just like wards(pretty sure they actually are wards)


They don't have the same vision range as wards afaik.

I mean the mechanic, it would broken if they did


So, do they block camps from spawning ?

they shouldnt. however some of techies mines do (lol)


Ye, traps don't block camps from spawning. Land mines do block camps from spawning (sometimes accidently block my own jungle's camps lol) but remote mines do not block camps from spawning.
wcLLg
Profile Joined December 2011
United States281 Posts
August 03 2012 12:13 GMT
#3220
I just changed my hotkeys to:

items on 1, 2, 3, 4, 5, 6
skills on q, w, e, r, f , g (f+g=5th and 6th skills)

What is the 'home row'? Or, where should i rest my fingers when I play?
11110000011111000
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