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What baggage said was referring more to a hardlane solo WR, which is usually a position3 hero in team so she doesnt play that 'supportive' as you implied.
So generally speaking,
Solo WR Mid (position2 hero in team) you can go dps semi-carry build, phaseboots+orchid+hex/deso etc personal choices. Or just build her like a position3 hardlane if your team had enough carry power. Solo hardlane WR you usually go for mek and then it is up to you again, you can go for hex straight when team doing good or forcestaff/eul just because you like it or against melee carry or a pipe against aoe.
For extreme mobility build you can even go for dagger+forcestaff. Pissing oppo melee carries for no end, fun times :p
Manaboots is by all means a good item if you played an utility WR when there are too many carries in team. While for eul/orchid/hex all you need know is they all have same mana regeneration so it is up to you to buy any one of them according to your game.
WR is a very flexible hero that you can play her in any way you want. Go try out anything you heard or saw until you find out some build that you like or comfortable with it.
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On January 13 2013 22:24 WladimirUN wrote:nice tricks there  but my problem is that i effectively can only use 4 slots - as two are used by support stuff like townportal, wards, sentrys, dust, smoke - its nothing more annoying than needing some sentrys but having no slot in the inventory  thats why i'm asking what would u prioritise - i'm thinking now that mana boots help more there as it uses one slot and you can skip the RoB - and as support the dmg is not that important - the skills are more. so mana boots, force staff, mek, euls/sheepstick?
Even if you only have 4 effective slots, you can still follow the build: Phase Boots->Ring of Basilius->Magic Wand->Mekansm->Force Staff->Sheep Stick
When you have completed your force staff, you should sell your bas ring if you are running out of item slots. Also, you are unlikely to ever complete a Sheep Stick on a supporting wr. Probably best just to save for buyback after buying a force staff (or just sell your wand to make room).
Perhaps the problem is that you are carrying around half completed items. Most of these items are fairly cheap and can be bought outright. The meka is probably going to be built in parts, but until it is complete you should just carry around the buckler.
On January 13 2013 22:57 BurningSera wrote:+ Show Spoiler + What baggage said was referring more to a hardlane solo WR, which is usually a position3 hero in team so she doesnt play that 'supportive' as you implied.
So generally speaking,
Solo WR Mid (position2 hero in team) you can go dps semi-carry build, phaseboots+orchid+hex/deso etc personal choices. Or just build her like a position3 hardlane if your team had enough carry power. Solo hardlane WR you usually go for mek and then it is up to you again, you can go for hex straight when team doing good or forcestaff/eul just because you like it or against melee carry or a pipe against aoe.
For extreme mobility build you can even go for dagger+forcestaff. Pissing oppo melee carries for no end, fun times :p
Manaboots is by all means a good item if you played an utility WR when there are too many carries in team. While for eul/orchid/hex all you need know is they all have same mana regeneration so it is up to you to buy any one of them according to your game.
WR is a very flexible hero that you can play her in any way you want. Go try out anything you heard or saw until you find out some build that you like or comfortable with it.
I remember a while ago, Aui_2000 recommended crystalis+thunder hammer as a cost effective dps build.
That being said, even if you are solo mid, a mek can still be an excellent item on windrunner.
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Ya maelstrom is generally the most cost efficient dps item for agi heroes, i almost always get it when i am in a disadvantaged game. I like orchid on a fat wr in early because more damage and silence, and then usually go for mkb or hex.
As i said if there is enough carry power in team then a solo mid wr can still go for a mek.
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Is blademail damage returned to someone who has BKB activated? What about nyx armor?
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Blademail returns damage as pure, and is blocked by BKB, same for nyx actually
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Blademail returns pure damage and BKB blocks pure damage, so nope. Edit: Damn ninjas.
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On January 14 2013 02:23 FreeZer wrote: Is blademail damage returned to someone who has BKB activated? What about nyx armor? nyx armor blocks the damage but doesnt stun nor return it also unless you have a chen/ench/enigma, always mek on wr phase rob mek force sheep daedalus
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Are there situations where it makes sense for faceless void to go for aghanim's scepter? I was recently in a pub game where the fv went for aghanim after yasha and deso, and I'm wondering whether this is viable or not.
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United States47024 Posts
On January 14 2013 05:26 Slithe wrote: Are there situations where it makes sense for faceless void to go for aghanim's scepter? I was recently in a pub game where the fv went for aghanim after yasha and deso, and I'm wondering whether this is viable or not. Situationally a good 5th/6th item after the point where your damage is "enough".
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Lalalaland34503 Posts
Or if you have enough ranged carries on the team and want to go aghanims + refresher for 12 second mass disable ~
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or if you're gonna follow up with a refresher for the double bubble
edit: but for real aghs is pretty good, the cd drops really low so you can machine gun those chronos
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60sec cd on chronos is pretty op lategame 'GUYS CHRONO WAS USED TO KILL KOTL LETS FI owait'
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I can't last hit with sniper in lane -_- It's fine in a practice lobby, but I might get like two last hits in the first two mins of an actual game because the creeps get denied. Sometimes I try to stop-cancel my animation (and fail), sometimes I try to time creep attacks; either way, I always miss. I think I play too much TA
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On January 14 2013 12:36 MSGHero wrote:I can't last hit with sniper in lane -_- It's fine in a practice lobby, but I might get like two last hits in the first two mins of an actual game because the creeps get denied. Sometimes I try to stop-cancel my animation (and fail), sometimes I try to time creep attacks; either way, I always miss. I think I play too much TA  What helped me personally (since I always fail to stop-cancel properly on sniper) was to walk back and forward, replacing the forward move with a rightclick when it's time to lasthit. Due to his range that should almost never get you into trouble. Obviously if you're used to his turn animation walking around in general makes even more sense.
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Sniper is a hero that's ridiculously hard to stop animation with. You'd literally be smashing down your "s" key a bunch. As someone who usually last hits using stop animation, Sniper's an exception. If you know how to position your hero to A-move a creep, it's not bad either.
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On January 14 2013 12:36 MSGHero wrote:I can't last hit with sniper in lane -_- It's fine in a practice lobby, but I might get like two last hits in the first two mins of an actual game because the creeps get denied. Sometimes I try to stop-cancel my animation (and fail), sometimes I try to time creep attacks; either way, I always miss. I think I play too much TA 
Easy, just turn off auto-attack.
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United States47024 Posts
Sniper just has really low base damage (36-42). His frontswing and projectile speed are near-instant, which is why he needs the ridiculously low base damage to offset it. Last-hitting in a vacuum with Sniper is easy. Last-hitting against a real opponent who knows how to lasthit with his hero is going to be hard because most heroes will have a 15-20 base damage advantage over you. They can lasthit almost an entire creep hit's worth of damage before you.
Essentially, being able to lasthit with Sniper in a real game isn't an exercise in lasthitting mechanics, but one in understanding creep control and how to throw off your opponent's lasthitting tempo. If you just try to farm-off against him and don't attack him to make him uncomfortable/mess with creep aggro, then yes, he's going to deny every single creep.
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On January 14 2013 13:56 Arcadia92 wrote:Show nested quote +On January 14 2013 12:36 MSGHero wrote:I can't last hit with sniper in lane -_- It's fine in a practice lobby, but I might get like two last hits in the first two mins of an actual game because the creeps get denied. Sometimes I try to stop-cancel my animation (and fail), sometimes I try to time creep attacks; either way, I always miss. I think I play too much TA  Easy, just turn off auto-attack. I don't play with autoattack on. My questions wasn't THAT simple...
On January 14 2013 14:06 TheYango wrote: If you just try to farm-off against him and don't attack him to make him uncomfortable/mess with creep aggro, then yes, he's going to deny every single creep. That's a good point. I realized how bad I was after a weird soloqueue RD game vs a dual lane, which won't be the norm, hopefully.
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United States47024 Posts
On January 14 2013 12:36 MSGHero wrote:I can't last hit with sniper in lane -_- It's fine in a practice lobby, but I might get like two last hits in the first two mins of an actual game because the creeps get denied. Sometimes I try to stop-cancel my animation (and fail), sometimes I try to time creep attacks; either way, I always miss. I think I play too much TA  TA has a totally different last-hitting mindset than Sniper. Because Refraction gives you a damage advantage against virtually every other hero, you can just fight for every last-hit and expect to get them. Creep damage also wastes Refraction charges, so you don't want to hit the enemy hero haphazardly and lose Refraction charges to creep damage, opting to use Psi Blades splash instead.
Sniper on the other hand can't fight for lasthits because he has worse base damage than every other relevant hero except 0-stack Shadowfiend and Techies, but instead has long range, fast animation, and an autoattack harass skill (Headshot--the ministun component is nice because if you can hit the opponent during their autoattack animation, it resets the animation and will probably make them miss the lasthit). You pretty much have to abuse these to throw off your opponent's lasthitting and can't farm-off the way TA can (unless your opponent is bad and always lasthits too early or too late).
Sniper's super-fast animation/projectile speed allow you to decide at the very last second whether you can or can't get a lasthit. If your opponent fucked up his lasthit (too early/too late), you can jump on that opportunity to take the creep. If they're going to get it, then don't hit the creep. Hit them instead. You can also play tricks with creep aggro to make the enemy miss lasthits, and then instantly pick up the lasthit they missed because your animation is faster than theirs (e.g. if you hit the enemy hero and draw creep aggro, the creeps suddenly turn to attack you, which messes with how much damage they do to each other).
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How do I dismember immediately after hook as Pudge? Sometimes people even manage to stun me before my ulti, not to talk about blinking away. Tried just using it when the hero is hooked already or queueing it using shift, but nothing produced the wanted result, however, I've seen Pudges who managed to make it almost on every hook. So where's the catch?
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