Simple Questions, Simple Answers - Page 302
| Forum Index > Dota 2 Strategy |
|
scorch-
United States816 Posts
| ||
|
Bleak
Turkey3059 Posts
On January 15 2013 07:32 scorch- wrote: You can also get slightly better timing off RP by shift-queueing. If you're in range of your blink dagger, give your hero a short distance move command, shift queue the blink and the follow-up RP and your hero will execute it as quickly as possible. Once you get your RP off, move around to the back side of the heroes and skewer them into the rest of your team if necessary. Thanks for the suggestion, I knew that the shift-queing worked in this game but I always hesitated to utilize it due to just fear of failure. I'll better try that alone in a practice game versus bots and use it the next time. | ||
|
aintz
Canada5624 Posts
shift q blink after epicenter makes sense but shift q blink and rp just really really doesnt make sense. what is the mindset when you are doing such a move? both spells are instant cast so i better q them up ahead of time to have more chance of missing???? | ||
|
scorch-
United States816 Posts
On January 15 2013 08:03 aintz wrote: please dont listen to him. blink in press r, thats how 99.99% of the people do it. shift q blink after epicenter makes sense but shift q blink and rp just really really doesnt make sense. what is the mindset when you are doing such a move? both spells are instant cast so i better q them up ahead of time to have more chance of missing???? If you want to avoid getting silenced/hexed by people with insane reaction times, then you take your own fingers out of the equation and queue. I don't do it, but it's an option. Just because you don't do it doesn't mean everyone does it the way that you do, or that your way is the best. You don't have to move your hero more than a step to queue this kind of series, which will be like an additional .25-.5 secs on your execution. | ||
|
TheYango
United States47024 Posts
On January 15 2013 08:03 aintz wrote: please dont listen to him. blink in press r, thats how 99.99% of the people do it. shift q blink after epicenter makes sense but shift q blink and rp just really really doesnt make sense. what is the mindset when you are doing such a move? both spells are instant cast so i better q them up ahead of time to have more chance of missing???? Actually, you have more incentive to queue instant-cast spells. Spells with a backswing you don't want to shift-queue because you want to manually cancel out of the backswing. | ||
|
aintz
Canada5624 Posts
and by backswing do you mean animation cancel? | ||
|
igotmyown
United States4291 Posts
| ||
|
lazyitachi
1043 Posts
Practice makes perfect? hard to imagine blink rp can fail unless ur blink destination is really bad or ur reaction after blinking is super slow | ||
|
LazyFailKid
Canada750 Posts
| ||
|
Blitzkrieg0
United States13132 Posts
On January 15 2013 13:54 LazyFailKid wrote: Does pugna's mana ward burn the mana that medusa's mana shield uses to block damage? It would burn the mana when the ability is activated. Mana shield doesn't have an activation cost in dota though so mana flare will not affect it. | ||
|
igotmyown
United States4291 Posts
On January 15 2013 13:22 lazyitachi wrote: Does not seem to be a problem with magnus.. but the magnus user .. :S Practice makes perfect? hard to imagine blink rp can fail unless ur blink destination is really bad or ur reaction after blinking is super slow It's the opposite, the reaction to blinking is too fast. Reverse polarity starts casting so fast, that it can interrupt the blinking cast. | ||
|
Sadir
Vatican City State1176 Posts
thought about it the other day, because this bear is soo fast (I know he gets +40 from the synergie and the rabaids +20%) | ||
|
lazyitachi
1043 Posts
On January 15 2013 16:25 igotmyown wrote: It's the opposite, the reaction to blinking is too fast. Reverse polarity starts casting so fast, that it can interrupt the blinking cast. Huh? There is no cast time for blink dagger... i dont understand how someone can fuck it up.. unless ur dagger go on cd from player dmg.. Its not possible that RP can interrupt blink unless you are pressing it wrongly | ||
|
lazyitachi
1043 Posts
On January 15 2013 18:35 Sadir wrote: whats the base movementspeed of syllabears bear? thought about it the other day, because this bear is soo fast (I know he gets +40 from the synergie and the rabaids +20%) Think base is 320 | ||
|
crappen
Norway1546 Posts
But also, I dont even know if Im even playing the support role as its suppose too. KotL f.ex, how would I play him? I get some support items, such as mekansm and some other things listed in the dota2wiki, but what does this help when I dont even know the basics about support. I've read some theroies about this, but sadly, Im a kind of guy that learns from examples. What if I last hit too much (or push with illuminate)? I then get excess gold after my basic items. Should I ask to buy the carry some upgrades, or parts of it? | ||
|
r.Evo
Germany14081 Posts
On January 15 2013 22:17 crappen wrote: How do I play support really? I started this game about 3 weeks ago, my first Dota game ever, yet, there are so many people worse then me that makes it hard to play support. If I go support, Im gonna support really bad carries, and it just kills the fun out of it. But also, I dont even know if Im even playing the support role as its suppose too. KotL f.ex, how would I play him? I get some support items, such as mekansm and some other things listed in the dota2wiki, but what does this help when I dont even know the basics about support. I've read some theroies about this, but sadly, Im a kind of guy that learns from examples. What if I last hit too much (or push with illuminate)? I then get excess gold after my basic items. Should I ask to buy the carry some upgrades, or parts of it? Search function is your buddy. :o http://www.teamliquid.net/forum/viewmessage.php?topic_id=377503 Edit: I'm not sure if he ever got around to add some basic "How to zone bitches in lane"-part, but that's what I see weak supports fail at the most (besides proper pulls). tl;dr: If you're 2n1 go ahead and keep the 1 guy out of xp range, even if it means staying lvl 1 yourself. You can catch up after your farming carry got some levels and will be fine against the enemy solo. | ||
|
ZerG~LegenD
Sweden1179 Posts
| ||
|
Rodberd
Germany531 Posts
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 that should be the answer to your question. i asked sth similar when i was wondering how channeled spells work. in my question kotl and wr. | ||
|
ZerG~LegenD
Sweden1179 Posts
On January 16 2013 01:26 Rodberd wrote: that should be the answer to your question. i asked sth similar when i was wondering how channeled spells work. in my question kotl and wr. Thanks. Btw, Powershot starts at 1/3rd of the full damage with no charge and reaches max damage after ~0.7 seconds. You don't have to charge it the whole 1 second. | ||
|
igotmyown
United States4291 Posts
On January 15 2013 19:05 lazyitachi wrote: Huh? There is no cast time for blink dagger... i dont understand how someone can fuck it up.. unless ur dagger go on cd from player dmg.. Its not possible that RP can interrupt blink unless you are pressing it wrongly I figured it out, and you can interrupt the blink (sort of). If you're not facing in the right direction, you will start turning before you blink. If you cast the blink, then spam r while you turn, you will not blink and just reverse polarity. | ||
| ||