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Simple Questions, Simple Answers - Page 228

Forum Index > Dota 2 Strategy
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Kipsate
Profile Blog Joined July 2010
Netherlands45349 Posts
October 26 2012 16:44 GMT
#4541
I don't, I just walk right and left until the creep/tower is at the appropriate hp
WriterXiao8~~
Brainling
Profile Blog Joined August 2011
United States660 Posts
October 26 2012 17:36 GMT
#4542
I use S to stop my attack animation if I wind up too early, but I do the walk laterally behind the mob until I'm ready to last hit thing. So I use a combination of the two. Knowing that S kills your attack animation is handy regardless.

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.
"The welfare of each of us is dependent fundamentally upon the welfare of all of us." - Theodore Roosevelt
Brainling
Profile Blog Joined August 2011
United States660 Posts
October 26 2012 19:00 GMT
#4543
This is a really dumb question, and I feel dumb for not knowing, but I didn't play DotA1, so I don't know each heroes "original name"...so uhh, Naix = lifestealer, right?

I always see people refer to "Naix", and it always confuses me.
"The welfare of each of us is dependent fundamentally upon the welfare of all of us." - Theodore Roosevelt
Sn0_Man
Profile Blog Joined October 2012
Tebellong44238 Posts
October 26 2012 19:03 GMT
#4544
Correct. Naix = lifestealer. While I never played Dota 1 either, it is pretty easy to pick up the names. It is also very easy to simply google the name, as most of them are quite unique to Dota.
LiquidDota StaffSCIENTISTS BAFFLED | 3275929302
Brainling
Profile Blog Joined August 2011
United States660 Posts
October 26 2012 19:05 GMT
#4545
That's really the only one I couldn't figure out purely through context, thankfully. Thanks for the quick answer.
"The welfare of each of us is dependent fundamentally upon the welfare of all of us." - Theodore Roosevelt
FinestHour
Profile Joined August 2010
United States18466 Posts
October 26 2012 23:53 GMT
#4546
mangix
thug life.                                                       MVP/ex-
Firebolt145
Profile Blog Joined May 2010
Lalalaland34501 Posts
October 27 2012 00:01 GMT
#4547
On October 27 2012 08:53 FinestHour wrote:
mangix

gtfo
Moderator
Caesarion
Profile Joined April 2011
Australia8332 Posts
October 27 2012 04:09 GMT
#4548
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.
The Great Taste
Profile Joined January 2012
389 Posts
October 27 2012 04:18 GMT
#4549
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.
igotmyown
Profile Blog Joined April 2009
United States4291 Posts
October 27 2012 05:42 GMT
#4550
Disruptor, kunka. Count in your head, right before cast.
Doraemon
Profile Blog Joined January 2010
Australia14949 Posts
October 27 2012 05:49 GMT
#4551
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?
Do yourself a favour and just STFU
igotmyown
Profile Blog Joined April 2009
United States4291 Posts
October 27 2012 06:18 GMT
#4552
There's a maximum projectile time, after which it automatically sends the hero back.
Doraemon
Profile Blog Joined January 2010
Australia14949 Posts
October 27 2012 06:24 GMT
#4553
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?
Do yourself a favour and just STFU
boxman22
Profile Blog Joined October 2011
Canada430 Posts
October 27 2012 06:32 GMT
#4554
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.
FinestHour
Profile Joined August 2010
United States18466 Posts
Last Edited: 2012-10-27 06:55:52
October 27 2012 06:52 GMT
#4555
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
thug life.                                                       MVP/ex-
MysteryMeat1
Profile Blog Joined June 2011
United States3292 Posts
October 27 2012 07:13 GMT
#4556
is OSL ppv
"Cause ya know, Style before victory." -The greatest mafia player alive
igotmyown
Profile Blog Joined April 2009
United States4291 Posts
October 27 2012 07:16 GMT
#4557
On October 27 2012 15:24 Doraemon wrote:
Show nested quote +
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?

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.
evilfatsh1t
Profile Joined October 2010
Australia8816 Posts
Last Edited: 2012-10-27 15:03:19
October 27 2012 14:58 GMT
#4558
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
Erasme
Profile Blog Joined February 2011
Bahamas15899 Posts
October 27 2012 16:25 GMT
#4559
On October 27 2012 16:16 igotmyown wrote:
Show nested quote +
On October 27 2012 15:24 Doraemon wrote:
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?

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
https://www.youtube.com/watch?v=d7lxwFEB6FI “‘Drain the swamp’? Stupid saying, means nothing, but you guys loved it so I kept saying it.”
EtherealBlade
Profile Joined August 2010
660 Posts
October 27 2012 17:37 GMT
#4560
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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