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On October 21 2012 12:29 PieTaster wrote: Dota 2 noob here (got beta a week ago :D) and I was wondering in what situations are you supposed to get phase boots and when to get power treads.
treads gives you +8 in an attribute and +30 attack speed. phase gives you +24 damage and a speed burst. just figure out what your hero benefits most from and go from there. in general i would say carries get treads, gankers get phase (if you're playing support you should probably be getting arcane boots).
faceless void is ALWAYS going to get treads over phase. he benefits greatly from extra attack speed, he already has time walk to close the distance, and his ult just locks people in place. he doesn't need the speed burst.
templar assassin is a hero that benefits greatly from phase boots. she needs to close the distance asap to meld within attack range. she does not rely on attack speed. she just does a ton of burst damage/armor reduction and prevents escapes with her traps.
there are exceptions to every rule of course. queen of pain for instance already has blink so the speed burst isn't as valuable.
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It isn't like there are only two boots...
Its all hero dependant. In most cases heroes will have boots that they get, ie arcanes SK, treads void, phase TA. There are a few heroes who will change boots according to situation and/or preference (ie SF getting phase or treads), this exists a lot more with tranquils (heroes go tranquils when they need the regen often).
Just look up guides - often they aren't great, but if you are at a level where you are asking that kind of question, guides will probably be an improvement.
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For above. Tread Switching is when you change the attributes of what your treads are on to changes your max mana/health this decreases the % cost of abilities or increases the % gain of regen items. For example is Skele King has treads if he's on strength treads and casts stun he can't cast a second stun, but if he switches to int treads and gets more mana he can afford 2 casts. keep in mind that while the value of HP/MP changes % of HP/MP stays the same always.
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Is techies out? I'm asking because on luminous's stream i saw someone random techies then closed the game stream by accident, I check it again and noone is playing him. Was i having a brain derp or is he in a separate client? (i checked test server btw, nothing there)
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how come frost arrows (traxx) and searing arrows (clinx) dont fill the magic stick? they are casting a spell everytime :S
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On October 22 2012 17:44 mRpolite wrote: how come frost arrows (traxx) and searing arrows (clinx) dont fill the magic stick? they are casting a spell everytime :S
For obvious balance reasons? Not sure if it initially had any mechanical reason for it, but it would be kinda silly if it worked.
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i'm searching for a good item build for clockwerk goblin any ideas?
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On October 22 2012 17:44 mRpolite wrote: how come frost arrows (traxx) and searing arrows (clinx) dont fill the magic stick? they are casting a spell everytime :S
These skills count as orb effects not as spells. Only spells trigger the magic stick.
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On October 22 2012 20:23 Windwaker wrote: i'm searching for a good item build for clockwerk goblin any ideas? starting: tango, hppot, mppot or branch, branch*2, shield core: bottle + boots + wand (bottle can be skipped if you get an early roh + arcanes) extension: urn + upgraded boots > aghs (i like phases but any kind of boots are workable, including basic ones) situational: hood/pipe, blademail, jango, vanguard luxury: shivas, halberd, ac, heart, vlads, bkb, necro3, sheep, euls, tp boots
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Playing as Broodmother, when the opponent starts to get sentry wards to counter my webs, should I get Gem of True Sight or my own sentry wards? I feel like wards can be quite a gold sink in the long run.
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On October 22 2012 20:37 k0pf wrote:Show nested quote +On October 22 2012 17:44 mRpolite wrote: how come frost arrows (traxx) and searing arrows (clinx) dont fill the magic stick? they are casting a spell everytime :S These skills count as orb effects not as spells. Only spells trigger the magic stick. it finally makes sense :D
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On October 23 2012 08:37 tuukster wrote: Playing as Broodmother, when the opponent starts to get sentry wards to counter my webs, should I get Gem of True Sight or my own sentry wards? I feel like wards can be quite a gold sink in the long run. farm the jungle
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Is there any advantage to the creeping method of right click -> stop -> repeat until low enough for the auto to kill -> right click over the method where you move around a bunch close to the creep, or stop next to it, and then swing. Is there a mechanical advantage or is it just preference?
Also I have been playing a bit of Skele King lately and was wondering how to skill build him. In lane leveling vampire aura causes your lane to push non stop so it feels really awkward to get but crit doesn't really become useful until later on anyway. Is it worth considering stats at the 2 and 4 levels so you have more mana to spam hellfire and then still have enough mana for ult?
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On October 23 2012 09:38 .AK wrote: Is there any advantage to the creeping method of right click -> stop -> repeat until low enough for the auto to kill -> right click over the method where you move around a bunch close to the creep, or stop next to it, and then swing. Is there a mechanical advantage or is it just preference?
Also I have been playing a bit of Skele King lately and was wondering how to skill build him. In lane leveling vampire aura causes your lane to push non stop so it feels really awkward to get but crit doesn't really become useful until later on anyway. Is it worth considering stats at the 2 and 4 levels so you have more mana to spam hellfire and then still have enough mana for ult?
I do think there is a mechanical advantage in being right next to a creep and animation cancelling to last hit as it can prevent some silly interference like random AI pathing issues. Of course, there are strategic disadvantages when standing still (since you become rather predictable), especially when you have opponents like pudge looking to hook you, or an invoker attempting to sunstrike. In general, if I feel safe I feeling animation cancelling is mechanically the most accurate way to get last hits.
I highly recommend leveling stats on Skeleton King when laning considering his poor mana pool. As you've already noted, vampiric aura constantly pushes the lane out and generally the hp regen u'd gain from last hitting is next to none. Although people get crit, early stats at 2 and 4 are pretty invaluable because it allows you to hit hellfire twice in a fight. Considering the low cd of hellfire blast, the extra stun dmg and slow could make the difference between a kill or a narrow escape for your enemy.
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how do you react in a pub when you take safe lane as a melee and youre up against 2 ranged chars with stuns? the chen who was on my side was busy jungling. two games today this scenario happened. in game 1 me being the noob that i am was much too aggressive and i fed a bit in the early game. of course i was completely reamed out by my team and when i asked them for advice the dota community being what it is, they all agreed to sit in fountain without me, while encouraging everyone to report me.
the other game a similar thing happened except this time, thinking i was learning from the earlier game, i sat back close to my tower and just moved out to get into exp range when i had to. barely got any last hits. and of course i didnt feed, but come mid game i am yelled at for not having certain items completed. luckily this time my team didnt simply give up but they still encouraged everyone to report me.
and i thought i was making good progress in this game but now im pretty lost. do i leave lane with zero and try to gank mid? do i go trilane in the offlane? or do i just defend my tower and get as much gold as possible without dying, even if thats very little gold?
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it's really situational sometimes you can pull and lasthit, sometimes you can gank other lanes, otherwise just leech exp
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You should stack and pull the camp (stacking it first makes the creeps kill off the creep wave denying the enemy exp). If they block it then you need to counterward. Ideally I'd say you want to lose the tower in hopes that the enemy leaves the lane and allows you to farm. Pulling creeps should speed up this process while giving you some extra exp. This could backfire as your team has to deal with more heroes elsewhere of course, but assuming you're playing a strong carry you should be able to fix that problem later on if you actually get some farm.
I doubt your allies would understand the concept of a trilane if they send you to the safe lane alone versus two ranged heroes. If it works it is definitely superior to the former option, but it working is a coin flip. Trilaning is not easy and you're going to be behind unless you get something done. Getting something done can be problematic because it requires coordination.
Blame game is completely standard and I wouldn't let it bother me. You're going to have people report you. Don't lose sleep over people being idiots.
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thanks for the suggestions guys. appreciate it.
yeah ive taken alot of flak for being a noob and usually it doesnt bother me, but this is the first time ive just had an entire team rally against me this seriously. i thought it seemed weird at the time but it really sort of shook me up because im only like 100 games in and i felt like i was making a ton of progress until this happens and i felt entirely lost in a game that i love so much.
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How do you judge how aggressive you should be in lane? I was playing leshrac in a 2v2 lane vs naga and shadow shaman. I started off with the mindset of "lesh op" and while the lane was pushed went and tried to kill enigma. 1st time it went well and i got a doublekill on him and QoP. I came back to lane feeling like god and got myself killed 2 times underestimating the power of lots of cc and stuff. Do I just sit back and deny from max range while waiting for them to make a mistake and try to capitalize on it?
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