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On December 29 2012 14:46 Mithhaike wrote:Show nested quote +On December 29 2012 14:34 Tuco wrote: No! I thought auto attack was to be avoided? Auto attack off means you cannot do the STOP command spamming. It only works when you have autoattack enabled to produce that jerking effect. This is wrong. It just means you have to alternate the attack and stop command quickly to do the motion.
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I personally turn off auto-attack, the more I watch people who have it enabled,the more I notice they mess up simple last hits. By walking around too much in-between attacks they miss the last hit, as opposed to standing right next to the creep (or in range) and just stop-timing it. In the end it boils down to preference though, Puppey uses auto-attack on cause he's used to it since Dota 1. I'm curious what some of the big boy Chinese teams preference is!
@Zezamer - If moving around is causing you to miss last hits then it isn't good. Which is caused by having auto-attack on (some people move around instead of mashing stop).
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Moving around between attacks is good
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On December 30 2012 02:02 Slardar wrote: I personally turn off auto-attack, the more I watch people who have it enabled,the more I notice they mess up simple last hits. By walking around too much in-between attacks they miss the last hit, as opposed to standing right next to the creep (or in range) and just stop-timing it. In the end it boils down to preference though, Puppey uses auto-attack on cause he's used to it since Dota 1. I'm curious what some of the big boy Chinese teams preference is!
@Zezamer - If moving around is causing you to miss last hits then it isn't good. Which is caused by having auto-attack on (some people move around instead of mashing stop).
Honestly, what really convinced me to have it on is when I was chasing someone, and I had to manually click them to get a last hit off (because I had to manually control my hero to match their jukes) but I never could get a full auto attack off because I had to keep moving over to click on them to initiate it. If I had auto attack on, every time I stopped it would automatically attack and I would have been able to get attacks off. Same goes for people running out of range of attacks, you can sometimes just barely get those off. It doesn't even have to be in regard to kills, just simple harassment.
Yeah, you're right though. Turning on auto attack can make you mess up simple last hits, but once you get past that, there's honestly no reason at all to turn it off. I actually can't physically play with auto attack off now because I'm just so used to it. It's just convenient honestly.
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A-Move still works with auto attack off normally?
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On December 30 2012 04:22 Qbek wrote: A-Move still works with auto attack off normally?
On December 30 2012 04:21 Fruscainte wrote: It's just convenient honestly.
It's all preference I guess in the end.
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Lalalaland34503 Posts
On December 30 2012 04:22 Qbek wrote: A-Move still works with auto attack off normally? Not sure if rhetorical question, but yes.
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if you mek as wisp does it heal your tethered partner for 2x the amount?
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On December 30 2012 08:23 bardtown wrote: if you mek as wisp does it heal your tethered partner for 2x the amount? Yes but only if wisps health isn't full. That's why it's such a great hero, the burst heal potential is kinda crazy
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On December 30 2012 08:23 bardtown wrote: if you mek as wisp does it heal your tethered partner for 2x the amount?
Any healing/mana change is also done to the tethered partner and it heals 1.5 times so they would actually get 625. Wand, Heart, Urn, arcanes, consumables, etc etc all work.
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On December 30 2012 08:23 bardtown wrote: if you mek as wisp does it heal your tethered partner for 2x the amount? Yes, any regen you take is doubled, if you mech/wand/soulring/arcane boots/tranquils you give your tether partner double, with mech its even more than double because you heal them with mech and with the recent change to tether you heal your parter with 1.5 your regen so you actually heal them for 250+250+125 damage.
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Kind of quick and easy question to answer. I'm still pretty new to DotA 2 and when I pub I'm ok in the laning phase and after the T1's go down and the game progresses to the mid game I'm completely lost on what to really do. (Playing support every game) I pretty much just try and farm a little and push lanes when needed or babysit one of the carries along with getting wards like usual, but don't know what else to do or if what I'm doing is right.
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In mid/late game there are a few things you can do as support and it varies from game to game.
1. Stack camps, same as early game. 2. Push with the team. If that is possible and you have a lineup of this kind. Many times you have to push mid game or lose late. 3. Gank with the team. Doesn't matter if you trade you as a support against their carry or semi. If you are wisp you should always be looking at ganks. 4. Ward up so your carry can farm or so you can gank or protect rosh. 5. Farm whenever there is an empty lane, unless they are pushing against you you shouldn't spell farm on lane, somebody else will want to clear what is left. 6. Smoke up and gank or smoke and be ready for counter gank if you use your carry as bait. 7. Screen your carry so she can farm, be a mobile ward. This is especially good if you are an invis hero like Nyx in support. 8. Always be there for team fights. 9. DON'T DIE UNLESS YOU GET A GOOD TRADE.
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http://www.teamliquid.net/forum/viewmessage.php?topic_id=377503
A good guide by BurningSera on support but yeah the above post pretty much covers it
Edit: a few points - but i'm bad so some of these might be wrong 1. Stack camps, same as early game. - Ancients are important to stack if you have someone that can farm them fast like a Bfury carry or tinker, just make sure they aren't stolen.
2. Push with the team. If that is possible and you have a lineup of this kind. Many times you have to push mid game or lose late. - Good luck getting a team of randoms in the lower levels of MM to do this, although using things like "am will rape us if we don't push soon since am has been farming with Bfury for like 5 min now" works well sometimes
3. Gank with the team. Doesn't matter if you trade you as a support against their carry or semi. If you are wisp you should always be looking at ganks. - Not only wisp, almost every support should go gank if the opportunity come up.
4. Ward up so your carry can farm or so you can gank or protect rosh. - yup, don't forget that if you put your wards up first you can see where they place theirs and deward.
5. Farm whenever there is an empty lane, unless they are pushing against you you shouldn't spell farm on lane, somebody else will want to clear what is left. - Last hitting skills are important even as a support player, people get really pissed if you ask for some cs to get wards or stuff and then miss 4 cs in a row.
6. Smoke up and gank or smoke and be ready for counter gank if you use your carry as bait. - Would only recommend this when queuing as 4/5 since these kind of things are really hard to pull off with randoms.
7. Screen your carry so she can farm, be a mobile ward. This is especially good if you are an invis hero like Nyx in support. - I disagree with this, wards are for vision; you are there to kill/stop people from farming to give your team an advantage.
8. Always be there for team fights. - Always make sure you actually do something in teamfights, and are in a proper position to do your job (some games as support you might be defending your carry from someone trying to dive them, other you might be trying your best to disable their carry; these both require very different positions pre-battle.
9. DON'T DIE UNLESS YOU GET A GOOD TRADE. - Not much to add here, if you can get a kill on their carry for a kill on you, do it. If you are almost certain you are going to die it wouldn't hurt to spend what little unreliable gold you have.
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On December 30 2012 13:48 Random_Guy09 wrote: Kind of quick and easy question to answer. I'm still pretty new to DotA 2 and when I pub I'm ok in the laning phase and after the T1's go down and the game progresses to the mid game I'm completely lost on what to really do. (Playing support every game) I pretty much just try and farm a little and push lanes when needed or babysit one of the carries along with getting wards like usual, but don't know what else to do or if what I'm doing is right.
I recommend just downloading some of the replays from The International 2 (free), and put on Player Perspective mode onto a support. Take note of the positioning and any common timings.
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On December 30 2012 13:48 Random_Guy09 wrote: Kind of quick and easy question to answer. I'm still pretty new to DotA 2 and when I pub I'm ok in the laning phase and after the T1's go down and the game progresses to the mid game I'm completely lost on what to really do. (Playing support every game) I pretty much just try and farm a little and push lanes when needed or babysit one of the carries along with getting wards like usual, but don't know what else to do or if what I'm doing is right.
It all depends on your team really. Most teams do the same basic laning phase, but after that, how to proceed is unique to each team. Assuming your whole team is competent...
If you have some rice carry like Anti-Mage or Faceless Void, just play defensive until they have their big item. (Manta for AM, ect.)
-However, if the rest of the team are aggressive gankers (Nyx, Lina, ect.), you could form a 2-3 man gank squad while the carry farms and the other guy keeps the lanes pushed back. -Or, if your carry has a powerful ult (Luna, Doombringer, ect) you can go 5 man gank/push squad only when all of your ults are up. -But, if your team lacks ganking power, just letting the carry farm is acceptable If you don't have a really strong late game carry (relative to their carry), you want to put lots of pressure.
-If your team is pushing oriented, you should try to push towers to force fights. If you don't think you can win the teamfight, then just try to snipe towers as 5 or split push (if you have the appropriate heroes) -If your team is more kill oriented, you should try to gank 2 or 3 (or 1 if it's like a Tide or a big plays hero) then aim to push.
That's my view of it. From my experience, most decently picked teams will fall within these guidelines...except from a few weird strategies. Also from my experience, if I notice my team would benefit from being the aggressor (example: other team has Drow & Luna while my team's carry is just a Sven), I usually have to take the initiative to tell my team to stop farming and start ganking. I phrase it by explaining that they will outcarry us, but we have the ability to gank and end it before they get farmed. Then buy a smoke, ping a lot to group up, then go in their jungle and win.
Also, keep in mind that the timing of the "Mid-Game" varies game to game and team to team. For example, when I play my beloved Chen, I usually try to rush into the mid game with really fast pushes on their tier 1 towers.
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im playing a lot of Storm Spirit lately , and im usually going for Power Threads and then Orchid Malevolence, as next major item, could an eye of skadi be viable? good stats , health and a nice orb effect.
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BKB or Hex if you start like that. Skadi is way too expensive and helps you in no way in initiating fights
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well , Hex is even more expensive , has worse stats and does not increase my survivability, BKB is good, but so far when ive been playing stuns have not really been a problem.
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But hex is an additional disable and has decent stats. You already have a very good slow from overload, you don't need the skadi orb. Either go hex for the disable and even more mana (for storm mana= survivability when the enemy has no good disables) or pure damage items like maybe MKB if you don't need the BKB(you'll need it once you play against decent people)
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