• Log InLog In
  • Register
Liquid`
Team Liquid Liquipedia
EDT 14:51
CEST 20:51
KST 03:51
  • Home
  • Forum
  • Calendar
  • Streams
  • Liquipedia
  • Features
  • Store
  • EPT
  • TL+
  • StarCraft 2
  • Brood War
  • Smash
  • Heroes
  • Counter-Strike
  • Overwatch
  • Liquibet
  • Fantasy StarCraft
  • TLPD
  • StarCraft 2
  • Brood War
  • Blogs
Forum Sidebar
Events/Features
News
Featured News
Serral wins HomeStory Cup 2914Serral wins Maestros of the Game 243ByuL, and the Limitations of Standard Play3Team Liquid Map Contest #22: Results and Winners7Code S Season 2 (2026): RO4 and Finals Preview12
Community News
Weekly Cups (July 27-Aug 2): SHIN's big week0SC4ALL II: Brood War - $2500 - Dec 5-66SC4ALL II announced - $10,000 prize pool, Dec 5-63PIG STY FESTIVAL 8.0! (13 - 23 August)11Neeb returns to progaming; rejoins ONSYDE15
StarCraft 2
General
SC4ALL II: StarCraft 2 Player Announcement 2/8 Balance hotfix patch 5.0.16b (July 16) August World Ranking: Clem climbs to #2 Daily SC2 Player Grid - feedback wanted Weekly Cups (July 27-Aug 2): SHIN's big week
Tourneys
Sparkling Tuna Cup - Weekly Open Tournament PIG STY FESTIVAL 8.0! (13 - 23 August) RSL Revival: Season 6 - Qualifiers and Main Event INu's Battles #19 2-Days Event SC4ALL II announced - $10,000 prize pool, Dec 5-6
Strategy
[G] Having the right mentality to improve
Custom Maps
Nexus Wars 2021 GUIDE [M] (2) Industrial Park
External Content
The PondCast: SC2 News & Results Mutation # 537 Hostile Territory Mutation # 536 Railroad Switch Mutation # 535 Assembly of Vengeance
Brood War
General
BW General Discussion Recent recommended BW games ASL22 General Discussion Making an Online Broodwar Manager Game [Personal Project Share] Terran Defense v0.60
Tourneys
2v2v2v2 Tournament [Megathread] Daily Proleagues SC4ALL II: Brood War - $2500 - Dec 5-6 Escore Tournament - Season 3
Strategy
Any training maps people recommend? Fighting Spirit mining rates Simple Questions, Simple Answers Odyssey Mineral Stack Saturation
Other Games
General Games
Nintendo Switch Thread Stormgate/Frost Giant Megathread General RTS Discussion Thread ZeroSpace Early Access is Now Live! Beyond All Reason
Dota 2
Looking for a Dota Mentor Official 'what is Dota anymore' discussion
League of Legends
[TL LoL EUW IHs] Teemo shall perish TSM pausing esports and CLG Dead
Heroes of the Storm
Heroes of the Storm 2.0
Hearthstone
Deck construction bug
TL Mafia
TL Mafia Power Rank TL Mafia Community Thread NeO.D_StephenKing vs This Guy From 1 Million Dance
Community
General
European Politico-economics QA Mega-thread US Politics Mega-thread Artificial Intelligence Thread Russo-Ukrainian War Thread Things Aren’t Peaceful in Palestine
Fan Clubs
The Clem Fan Club INnoVation Fan Club The Scarlett Fan Club
Media & Entertainment
Anime Discussion Thread Movie Discussion! Series you have seen recently... [Req][Books] Good Fantasy/SciFi books
Sports
Football (Soccer) Thread TeamLiquid Health and Fitness Initiative For 2023 Formula 1 Discussion MLB/Baseball 2023 McBoner: A hockey love story
World Cup 2022
Tech Support
Computer Build, Upgrade & Buying Resource Thread Simple Questions Simple Answers FPS when play League Of Legend on laptop
TL Community
The Automated Ban List Northern Ireland Global Starcraft
Blogs
Please support my new stand…
Peanutsc
What is a Gamer?
TrAiDoS
Hello guys!
LIN1s
ASL S22 English Commentary…
namkraft
Poker (part 2)
Nebuchad
Customize Sidebar...

Website Feedback

Closed Threads



Active: 3276 users

Simple Questions, Simple Answers - Page 295

Forum Index > Dota 2 Strategy
Post a Reply
Prev 1 293 294 295 296 297 1254 Next
BurningSera
Profile Blog Joined September 2010
Ireland19621 Posts
January 09 2013 17:26 GMT
#5881
On January 09 2013 15:03 theaxis12 wrote:
Show nested quote +
On January 09 2013 13:37 TheYango wrote:
On January 09 2013 13:31 theaxis12 wrote:
I feel that the denial of xp and gold from the creeps killing your wave is the most important part of pulling because their carry needs farm, and as a support you can get buy without it. Whenever I have a stack that mauls the creeps I just keep pulling until they die without auto attacking except for the last hits. I love it when a stack can eat 3 waves of creeps or more, but be careful because your opponents are almost forced to fight you for the creeps at that point (which is also really good because that is just about as far from their tower as they can get).

The thing is, if you manage your pulls properly, it should never be either-or whether it kills the creep wave or you kill the stack. If you manage the camp's HP and the creep wave's HP properly you can always have them just about kill each other off at the same time.

Never killing the neutrals and always having the creep wave die is also inefficient because the neutrals never respawn. The most efficient way is to have the two die more or less at the same time, which is definitely doable.

I definately see your point, and I guess I just need to work on my pulling skills because I almost never have them kill each other. XD
This reminds me of a question I had about how to go about doing multi camp pulls because I always seem to time the second pull wrong. Are there any tips or tricks to chaining your pull from camp to camp?


The best thing you can have is the neutrals respawn while you are denying your own creeps with nothing inside the neutral spawn box xD some luck involved but is doable on some type of creeps, tips is your aggro timing and killing those ranged little satyr at the right timing etc.

The trick in chain pulling is dont be greedy on last hitting the last two neutrals (just let them go bro~), stay in the exp range of the dying neutrals but in position to aggro the next creep camp, go aggro when your last creep is at around 60% hp, for smaller creeps you may even need to aggro before the second last neutral die (like the orange/blue trolls).
is 2017, stop being lame, fuck's sakes. 'Can't wait for the rise of the cakes and humanity's last stand tbqh.'
TheYango
Profile Joined September 2008
United States47024 Posts
January 09 2013 17:48 GMT
#5882
The timing is also slightly different depending on which camps you're pulling from/to based on the distance.

Personally I think the Sentinel double pull is easier, but this could just be because I'm used to it.
Moderator
Qbek
Profile Blog Joined April 2011
Poland12923 Posts
January 09 2013 17:50 GMT
#5883
The Sentinel double pull seems a bit easier to me too, because you have to pull the neutrals a shorter distance
This space left intentionally dank /)3(\ http://i.imgur.com/RmeEUcF.png
MSGHero
Profile Joined December 2012
United States147 Posts
January 10 2013 02:00 GMT
#5884
On January 09 2013 23:51 Qbek wrote:
For KOTL it's 100 per second of charge. For WR it's proportional to channel time, from 0 to max damage , each 0.01 sec of charge is 1% damage I THINK

Powershot damage maxes out at 60% charge time = .6 sec
ahswtini
Profile Blog Joined June 2008
Northern Ireland22213 Posts
January 10 2013 03:16 GMT
#5885
On January 10 2013 11:00 MSGHero wrote:
Show nested quote +
On January 09 2013 23:51 Qbek wrote:
For KOTL it's 100 per second of charge. For WR it's proportional to channel time, from 0 to max damage , each 0.01 sec of charge is 1% damage I THINK

Powershot damage maxes out at 60% charge time = .6 sec

I think that's because there is a .4s cast time that is also counted?
"As I've said, balance isn't about strategies or counters, it's about probability and statistics." - paralleluniverse
MSGHero
Profile Joined December 2012
United States147 Posts
January 10 2013 03:23 GMT
#5886
On January 10 2013 12:16 ahswtini wrote:
Show nested quote +
On January 10 2013 11:00 MSGHero wrote:
On January 09 2013 23:51 Qbek wrote:
For KOTL it's 100 per second of charge. For WR it's proportional to channel time, from 0 to max damage , each 0.01 sec of charge is 1% damage I THINK

Powershot damage maxes out at 60% charge time = .6 sec

I think that's because there is a .4s cast time that is also counted?


It was in the most recent dota2 mythbusters. If you cancel it when it's 60% charged, it does full damage.

Ever since my first game of cm, I've been having trouble playing the other modes. I expect a courier and wards. If there are no wards on the map, I play like crap. It affects me psychologically to the point where I can't even get last hits. If there's no courier, I don't even know what to do, especially if I'm mid. Aside from playing support or buying your own set of wards and losing exp by placing them, how do you guys deal with the lack of organization in all pick and other modes?
Nightmarjoo
Profile Blog Joined October 2006
United States3360 Posts
January 10 2013 05:10 GMT
#5887
If your allies are bad enough to not get wards or courier then your enemies should be bad enough that you can still succeed as your team's mid hero or carry if you just buy them yourself. Just focus on individual improvement until you get your mmr to the point where everyone understands their role and the supports get wards and courier.
aka Lyra; My favourites: July, Stork, Draco, MistrZZZ, TheStc, LastShadow - www.broodwarmaps.net - for all your mapping needs; check my stream: high masters mech terran: twitch.tv/lyrathegreat
MSGHero
Profile Joined December 2012
United States147 Posts
January 10 2013 05:19 GMT
#5888
They understand that we need wards: they don't buy any. It's not so much that I'm at a low mmr (I don't think I am ~800 games), the guy who supports is just a dick, or everyone randoms after I buy my items and no one gets wards.
akatama
Profile Blog Joined July 2010
Romania982 Posts
January 10 2013 06:41 GMT
#5889
Ok, how the heck are you supposed to play Bfury carries? Getting a fast Bfury is not a problem, i can usually get it 13 - 16 mins in (varies with how many towers are down) if I have a decent support on lane, but after that I just can't seem to find the space to farm properly. My usual farm pattern post Bfury is:

-> enemies don't push => push lane -> jump to jungle -> back to lane;
-> enemies push => split push like a mad man since I feel I'm useless before I get up at least 1-2 more big items.

The issue is that somehow I lose momentum at some point due to a gank (lack of vision/smoke + somewhat greedy play) while farming my second big item, and the team does not seem to handle 4v5 situations after 20 mins in the game.

I would love some input please.
TheYango
Profile Joined September 2008
United States47024 Posts
Last Edited: 2013-01-10 06:52:25
January 10 2013 06:50 GMT
#5890
On January 10 2013 15:41 akatama wrote:
Ok, how the heck are you supposed to play Bfury carries? Getting a fast Bfury is not a problem, i can usually get it 13 - 16 mins in (varies with how many towers are down) if I have a decent support on lane, but after that I just can't seem to find the space to farm properly. My usual farm pattern post Bfury is:

-> enemies don't push => push lane -> jump to jungle -> back to lane;
-> enemies push => split push like a mad man since I feel I'm useless before I get up at least 1-2 more big items.

The issue is that somehow I lose momentum at some point due to a gank (lack of vision/smoke + somewhat greedy play) while farming my second big item, and the team does not seem to handle 4v5 situations after 20 mins in the game.

I would love some input please.

The biggest part that people screw up on Battle Fury carries is recognizing fights that they can actually TP to and win.

You can't choose to ditch your team on principle. While a lot of the time, pub teams get caught, it's just as often that the other team will get antsy from your split-push and initiate sloppily. While it is true that you are poor at defending pushes and are not that useful in the opening part of a teamfight, you still actually do a lot of damage, and once the initial round of spells have been blown, you often have a lot of room to start doing damage and cleaning up kills.

You have to be able to judge which fights to go to, and which ones you can't. It's not good enough to ditch your team on principle. Especially since playing that way makes you fed, but your team gets poorer and poorer, meaning you getting caught once means your team has no way back because no one else is farmed enough to bring the game back if you lose your momentum.
Moderator
akatama
Profile Blog Joined July 2010
Romania982 Posts
January 10 2013 07:08 GMT
#5891
I have no issue coming to a fight after the initiation and after the first round of AoE spells has been thrown. If I come before that the enemy team either disengages (if they haven't initiated yet) or get slaughtered by nukes due to my low health pool (if I go in before the first round of AoE).

The problem is that the team often gets wiped during that initial round and by coming in I do nothing but stop any possible trades and maybe even give away a kill.

Maybe I should be looking at more raw stats in my skill build, but strangely enough I don't feel comfortable going for a stat heavy build. It feels safer to just get another hero that peaks earlier (at the cost of late game power) and compensate for that with a doom push to get a gold advantage on the supports (since you won't be able to outfarm the split-pushing Bfury carry in any way shape or form).

Ill try to post some replays the next time I play such a hero if I do, maybe some advice on actual games would help more.
TheYango
Profile Joined September 2008
United States47024 Posts
Last Edited: 2013-01-10 08:06:58
January 10 2013 08:06 GMT
#5892
On January 10 2013 16:08 akatama wrote:
The problem is that the team often gets wiped during that initial round and by coming in I do nothing but stop any possible trades and maybe even give away a kill.

If this is the case, then what I said is true. The rest of your team is already so far behind that you dying once is essentially tantamount to losing the game.
Moderator
WladimirUN
Profile Joined February 2005
Germany67 Posts
January 10 2013 08:33 GMT
#5893
some more questions by me:
1. does reflect dmg (blade mail or nyx skill) go through bkb?
2. does stun/silence stop spells like batriders rope thing?
3. why is undying baned in almost every competitive game in the first ban phase?

thanks a lot
FetTerBender
Profile Blog Joined September 2010
Germany1393 Posts
January 10 2013 09:19 GMT
#5894
On January 10 2013 17:33 WladimirUN wrote:
some more questions by me:
1. does reflect dmg (blade mail or nyx skill) go through bkb?
2. does stun/silence stop spells like batriders rope thing?
3. why is undying baned in almost every competitive game in the first ban phase?

thanks a lot


1. Nope, when BKB is active you wont get damaged.
2. It doesnt stop the spells, once cast they are active. It stops channeling spells however, like enigmas ulti.
3. Undying has a massive slow & damage potential due to his skills, he can heal and gank very good, and when used by a pro player, is nasty to counter.
There's a fine line between bravery and stupidity.
BurningSera
Profile Blog Joined September 2010
Ireland19621 Posts
January 10 2013 11:38 GMT
#5895
On January 10 2013 16:08 akatama wrote:
I have no issue coming to a fight after the initiation and after the first round of AoE spells has been thrown. If I come before that the enemy team either disengages (if they haven't initiated yet) or get slaughtered by nukes due to my low health pool (if I go in before the first round of AoE).

The problem is that the team often gets wiped during that initial round and by coming in I do nothing but stop any possible trades and maybe even give away a kill.

Maybe I should be looking at more raw stats in my skill build, but strangely enough I don't feel comfortable going for a stat heavy build. It feels safer to just get another hero that peaks earlier (at the cost of late game power) and compensate for that with a doom push to get a gold advantage on the supports (since you won't be able to outfarm the split-pushing Bfury carry in any way shape or form).

Ill try to post some replays the next time I play such a hero if I do, maybe some advice on actual games would help more.


You know your stuffs there and is good that you have some rough idea what should you look at in future so keep doing some trial and errors until you find what hero/playstyle suits your better.

The other thing is communication with your team. Tell your team not to fight at X tower or go gank as 4 or just def until you get items etc. Make sure they know that you cant be with them 24/7 (because you need to farm) and they need to fight wisely by considering if you would arrive in time to help. Playing a carry is basically about being the 'big bro' in the team, you win game regardless how shitty the team does but in higher level game you cant win without teamwork.
is 2017, stop being lame, fuck's sakes. 'Can't wait for the rise of the cakes and humanity's last stand tbqh.'
taldarimAltar
Profile Blog Joined April 2011
973 Posts
January 10 2013 11:57 GMT
#5896
How as a team do we ensure that our carry has a free lane to farm in the mid to late game. I saw several gleague matches where this occurred I think around the 15 to 30 min mark maybe earlier. Do we threaten to gank and push? Why doesn't the opposing team go and kill the free farming carry?
Erasme
Profile Blog Joined February 2011
Bahamas15899 Posts
January 10 2013 12:37 GMT
#5897
On January 10 2013 17:33 WladimirUN wrote:
some more questions by me:
1. does reflect dmg (blade mail or nyx skill) go through bkb?
2. does stun/silence stop spells like batriders rope thing?
3. why is undying baned in almost every competitive game in the first ban phase?

thanks a lot

Undying is very good in offensive trilane due to his tombstone and decay. Aka tanky hero capable of early towerdiving and punching your weak nuts (due to decay)
https://www.youtube.com/watch?v=d7lxwFEB6FI “‘Drain the swamp’? Stupid saying, means nothing, but you guys loved it so I kept saying it.”
akatama
Profile Blog Joined July 2010
Romania982 Posts
January 10 2013 12:44 GMT
#5898
On January 10 2013 20:57 taldarimAltar wrote:
How as a team do we ensure that our carry has a free lane to farm in the mid to late game. I saw several gleague matches where this occurred I think around the 15 to 30 min mark maybe earlier. Do we threaten to gank and push? Why doesn't the opposing team go and kill the free farming carry?


Threatening with trades is the best thing to do. Make them choose between chasing/killing your carry and protecting their own carry/towers. Always remember if they do kill your carry they should have to blow some big spells in order to secure the kill, so if you take the trade (again, it doesn't matter if it's towers or enemy carry) and then TP back chances are you will be able to catch some stragglers.

Still it is only a part of the full story. In the end it depends on team composition and how well each side scales into the lategame. Obviously the team with the better lategame composition will win if the game drags on. Note that it is not only about who has the hardest carry, but team synergy should also be considered.

A farmed up Void is scary not only because he is hard to kill and deals damage, but a great Chrono can turn a fight gone bad to a 5-to-nothing engagement. The team with such composition is better off being in a more defensive position (hold towers).

On the other hand AM is a weaker late-game carry on his own and does not have any interesting team synergy (maybe with Naix if we talk about them in a vacuum, but that is not the point). His greatest strength comes from his ability to quickly farm after he gets his Bfury up. If you are up against him I would consider slowing down his farm rate to be more important, since his niche role is to get a huge gold lead and then simply push with the team to end it before the other team catches up.

In the end the whole game revolves around trades. You trade farm (gold and xp) on heroes who do ok without it to those who scale much better with plenty. If you let the enemy get away with something without getting anything else in return you fall behind. There is no clear answer. That is why you sometimes get in these weird scenarios where both teams move around the map looking to catch the other team off-guard.
taldarimAltar
Profile Blog Joined April 2011
973 Posts
January 10 2013 17:58 GMT
#5899
Thanks for the answer.

Why do pros lane ward the safe lane?
TheYango
Profile Joined September 2008
United States47024 Posts
January 10 2013 18:01 GMT
#5900
On January 11 2013 02:58 taldarimAltar wrote:
Thanks for the answer.

Why do pros lane ward the safe lane?

In order to track the movement of the enemy off-laner and protect the safe lane from TP ganks.

The carry is going to be freezing the lane right in front of his tower, so unless you lane ward, you're not going to have vision of the enemy tower or the entrance to your jungle from the lane.
Moderator
Prev 1 293 294 295 296 297 1254 Next
Please log in or register to reply.
Live Events Refresh
Next event in 5h 10m
[ Submit Event ]
Live Streams
Refresh
StarCraft 2
IndyStarCraft 133
BRAT_OK 99
Railgan 71
MindelVK 26
RushiSC 16
StarCraft: Brood War
Calm 5227
Shuttle 333
Rock 22
Dota 2
canceldota75
Counter-Strike
fl0m1540
FalleN 603
shoxiejesuss88
Super Smash Bros
Chillindude19
Heroes of the Storm
Liquid`Hasu304
Trikslyr64
Other Games
Grubby2366
FrodaN2020
Beastyqt733
ceh9492
C9.Mang0492
uThermal358
XaKoH 118
JuggernautJason99
UpATreeSC22
Organizations
Other Games
BasetradeTV71
StarCraft 2
Blizzard YouTube
StarCraft: Brood War
BSLTrovo
[ Show 15 non-featured ]
StarCraft 2
• intothetv
• AfreecaTV YouTube
• Kozan
• IndyKCrew
• LaughNgamezSOOP
• Migwel
• sooper7s
StarCraft: Brood War
• blackmanpl 44
• Pr0nogo 1
• BSLYoutube
• STPLYoutube
• ZZZeroYoutube
Dota 2
• WagamamaTV684
Other Games
• imaqtpie884
• Shiphtur385
Upcoming Events
PiGosaur Cup
5h 10m
Replay Cast
14h 10m
Kung Fu Cup
16h 10m
Replay Cast
1d 5h
The PondCast
1d 15h
INu's Battles
1d 16h
Percival vs Cure
Classic vs Clem
Replay Cast
2 days
Escore
2 days
IntoTheTV X SOOP
2 days
RSL Revival
3 days
herO vs SHIN
Clem vs Solar
Serral vs Rogue
[ Show More ]
RSL Revival
4 days
WardiTV Weekly
5 days
The Patches Monday
5 days
Sparkling Tuna Cup
6 days
PiG Sty Festival
6 days
Liquipedia Results

Completed

Proleague 2026-08-03
CranK Gathers Season 4: BW vs SC2 Team League
Eternal Conflict S2 Finale

Ongoing

KCM Race Survival 2026 Season 3
K-JUNGMAN
RSL Revival: Season 6
BLAST Bounty Summer 2026
BLAST Bounty Summer Qual
Stake Ranked Episode 3
XSE Pro League 2026
IEM Cologne Major 2026
Stake Ranked Episode 2
CS Asia Championships 2026

Upcoming

Acropolis #5
Escore Tournament S3: W6
Escore Tournament S3: W7
CSLAN 4
ASL Season 22
Escore Tournament S3: W8
Acropolis #5 - TRS
HSC XXX
SC4ALL II: StarCraft II
Kung Fu Cup 2026 Grand Finals
PiG Sty Festival 8.0
Big Dog Cup 2026 Div 1
Thunderpick World Champ.
ESL Pro League Season 24
Stake Ranked Episode 4
Logitech G Connect 2026
SL StarSeries Fall 2026
FISSURE Playground #5
BLAST Open Fall 2026
Esports World Cup 2026
TLPD

1. ByuN
2. TY
3. Dark
4. Solar
5. Stats
6. Nerchio
7. sOs
8. soO
9. INnoVation
10. Elazer
1. Rain
2. Flash
3. EffOrt
4. Last
5. Bisu
6. Soulkey
7. Mini
8. Sharp
Sidebar Settings...

Advertising | Privacy Policy | Terms Of Use | Contact Us

Original banner artwork: Jim Warren
The contents of this webpage are copyright © 2026 TLnet. All Rights Reserved.