Simple Questions, Simple Answers - Page 228
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Kipsate
Netherlands45349 Posts
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Brainling
United States660 Posts
After asking basically the same question a month or so back, I just had to go practice it until I found what felt comfortable for me. | ||
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Brainling
United States660 Posts
I always see people refer to "Naix", and it always confuses me. | ||
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Sn0_Man
Tebellong44238 Posts
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Brainling
United States660 Posts
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FinestHour
United States18466 Posts
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Firebolt145
Lalalaland34501 Posts
On October 27 2012 08:53 FinestHour wrote: mangix gtfo | ||
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Caesarion
Australia8332 Posts
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The Great Taste
389 Posts
On October 27 2012 13:09 Caesarion wrote: Does anything prevent Wisp from porting back after the 12 secs are up for relocate? I'm wondering because I was playing enigma and didn't dare throw down my black hole. Nothing normal that I know of. The only possibility may be hooking Wisp as time expires but this needs to be tested (it worked in Dota 1) and technically this doesn't prevent Wisp's tp, it will just drag Wisp back to the location after Wisp has tped away. | ||
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igotmyown
United States4291 Posts
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Doraemon
Australia14949 Posts
On October 27 2012 14:42 igotmyown wrote: Disruptor, kunka. Count in your head, right before cast. just wondering. it would take forever for the disruptor to port the wisp back wouldn't it? have to wait for that animation to reach all the way back? | ||
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igotmyown
United States4291 Posts
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Doraemon
Australia14949 Posts
On October 27 2012 15:18 igotmyown wrote: There's a maximum projectile time, after which it automatically sends the hero back. ah ok. that would make sense. any idea how long? | ||
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boxman22
Canada430 Posts
I usually go treads first then rush scepter but then am not sure what to get. My teams seem to feed when I try this for some reason, so to get into the fighting and be helpful right away I get drums next, then a hyperstone. What should the real build be? Treads first also seems weird but usually wisp can help keep me in lane so I don't need any regen items like RoR/H or anything (wouldn't know what to build with them anyway, maybe RoR to Vlads eventually?). I guess I could skip that even and go straight for aghs from normal boots and a couple branches/wand/bottle. | ||
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FinestHour
United States18466 Posts
On October 27 2012 15:32 boxman22 wrote: What is the build for a carry tiny? I've been trying it with my friend as wisp. I usually go treads first then rush scepter but then am not sure what to get. My teams seem to feed when I try this for some reason, so to get into the fighting and be helpful right away I get drums next, then a hyperstone. What should the real build be? Treads first also seems weird but usually wisp can help keep me in lane so I don't need any regen items like RoR/H or anything (wouldn't know what to build with them anyway, maybe RoR to Vlads eventually?). I guess I could skip that even and go straight for aghs from normal boots and a couple branches/wand/bottle. choice of boots is always situational. are you getting harassed heavily in lane? tranquils may not be bad. does team already have a bunch of mana boots, or is the team in dire need of mana boots? am i going to be stacking mass movement speed so i should get phase? whatever fits the situation best The hero benefits from movement speed and attack speed, so go for items that give both. Drums, manta style, assault are all extremely good items. Black king bar somewhere between those makes tiny pretty much unstoppable in a fight | ||
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MysteryMeat1
United States3292 Posts
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igotmyown
United States4291 Posts
On October 27 2012 15:24 Doraemon wrote: ah ok. that would make sense. any idea how long? The glimpse moves as a moderately fast projectile. It's automatic after maybe 2 seconds? The trick is, they have to port out while your projectile is moving, so try to stay reasonably far away and cast it maybe .25-.5 seconds before you predict they escape. | ||
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evilfatsh1t
Australia8816 Posts
On October 27 2012 15:32 boxman22 wrote: What is the build for a carry tiny? I've been trying it with my friend as wisp. I usually go treads first then rush scepter but then am not sure what to get. My teams seem to feed when I try this for some reason, so to get into the fighting and be helpful right away I get drums next, then a hyperstone. What should the real build be? Treads first also seems weird but usually wisp can help keep me in lane so I don't need any regen items like RoR/H or anything (wouldn't know what to build with them anyway, maybe RoR to Vlads eventually?). I guess I could skip that even and go straight for aghs from normal boots and a couple branches/wand/bottle. since tiny isnt a standard carry there is no "standard" build but personally i follow this route phase->yasha->aghanims/manta->aghanims/manta->AC/BKB although treads seems a good choice because of the attack speed increase, its actually not THAT noticeable on tiny due to his already terrible attack speed, so i wouldnt go treads. also, since carry builds normally dont get blink, you arent able to position yourself as well as you would have if you were a ganking tiny, so the movespeed is more important for you to utilise your skills properly yasha is a solid choice for the ms as well as the attack speed, pretty self explanatory item. builds into manta which provides some big dmg for tiny as well as some much needed survivability manta and aghanims. the order you build this is situational, depending on whether you need some survivability or not. manta might seem like a dps item (it is), but its main selling point is the survivability aspect you get through the ability to dodge spells and confuse enemies with illusions etc. If you dont need the survivability, then aghanims would be a good choice because its what makes carry tiny a carry tiny. after those 4 items you pretty much have the build down, and any other items would be considered luxury. AC is solid for the attack speed and armour buffs/debuffs. bkb for further survivability ive also seen mjolnir on tiny, which is a good item to get probably before you have aghanims and/or manta, for some flash farming and attack speed boost, kinda expensive though. then again you could disassemble it later and use the hyperstone for AC and either sell the maelstrom or leave it as it is drums is good too, gives ms/aspd + int boost, but i think getting a yasha out quicker is more important than getting a drums, since yasha gives noticably better buffs for ms and attack speed (when not using the active). besides, drums can always be gotten by someone else on your team | ||
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Erasme
Bahamas15899 Posts
On October 27 2012 16:16 igotmyown wrote: The glimpse moves as a moderately fast projectile. It's automatic after maybe 2 seconds? The trick is, they have to port out while your projectile is moving, so try to stay reasonably far away and cast it maybe .25-.5 seconds before you predict they escape. glimpse cancels tp anyway | ||
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EtherealBlade
660 Posts
On October 27 2012 15:32 boxman22 wrote: What is the build for a carry tiny? I've been trying it with my friend as wisp. I usually go treads first then rush scepter but then am not sure what to get. My teams seem to feed when I try this for some reason, so to get into the fighting and be helpful right away I get drums next, then a hyperstone. What should the real build be? Treads first also seems weird but usually wisp can help keep me in lane so I don't need any regen items like RoR/H or anything (wouldn't know what to build with them anyway, maybe RoR to Vlads eventually?). I guess I could skip that even and go straight for aghs from normal boots and a couple branches/wand/bottle. Not always a good idea, but a Mask of Madness greatly benefits a carry Tiny. | ||
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