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Simple Questions, Simple Answers - Page 302

Forum Index > Dota 2 Strategy
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scorch-
Profile Joined January 2011
United States816 Posts
January 14 2013 22:32 GMT
#6021
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.
Bleak
Profile Blog Joined September 2010
Turkey3059 Posts
January 14 2013 22:42 GMT
#6022
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.
"I am a beacon of knowledge blazing out across a black sea of ignorance. "
aintz
Profile Joined August 2010
Canada5624 Posts
January 14 2013 23:03 GMT
#6023
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????

scorch-
Profile Joined January 2011
United States816 Posts
January 14 2013 23:14 GMT
#6024
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
Profile Joined September 2008
United States47024 Posts
January 14 2013 23:24 GMT
#6025
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.
Moderator
aintz
Profile Joined August 2010
Canada5624 Posts
January 14 2013 23:44 GMT
#6026
aka q blink after epicenter. that is the most spell/blink combo people use. but q up a blink and rp just makes little sense since during the time you q up blink and rp people mightve moved out of position already. it's alot easier to just blink into position and rp or skewer than to q up either skills.

and by backswing do you mean animation cancel?
igotmyown
Profile Blog Joined April 2009
United States4291 Posts
January 15 2013 04:08 GMT
#6027
blink -> spam r right after i click the mouse-> I don't blink and I just reverse in place. For some reason happens a lot to my magnus.
lazyitachi
Profile Blog Joined December 2011
1043 Posts
January 15 2013 04:22 GMT
#6028
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
LazyFailKid
Profile Joined September 2011
Canada750 Posts
January 15 2013 04:54 GMT
#6029
Does pugna's mana ward burn the mana that medusa's mana shield uses to block damage?
Blitzkrieg0
Profile Blog Joined August 2010
United States13132 Posts
January 15 2013 05:02 GMT
#6030
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.
I'll always be your shadow and veil your eyes from states of ain soph aur.
igotmyown
Profile Blog Joined April 2009
United States4291 Posts
January 15 2013 07:25 GMT
#6031
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
Profile Blog Joined December 2005
Vatican City State1176 Posts
January 15 2013 09:35 GMT
#6032
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%)
lazyitachi
Profile Blog Joined December 2011
1043 Posts
January 15 2013 10:05 GMT
#6033
On January 15 2013 16:25 igotmyown wrote:
Show nested quote +
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.


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
Profile Blog Joined December 2011
1043 Posts
January 15 2013 10:24 GMT
#6034
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
Profile Joined April 2010
Norway1546 Posts
January 15 2013 13:17 GMT
#6035
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?
r.Evo
Profile Joined August 2006
Germany14081 Posts
Last Edited: 2013-01-15 13:21:31
January 15 2013 13:18 GMT
#6036
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.
"We don't make mistakes here, we call it happy little accidents." ~Bob Ross
ZerG~LegenD
Profile Blog Joined August 2007
Sweden1179 Posts
January 15 2013 15:36 GMT
#6037
Does Illuminate's damage go up in steps of 100 for every second channeled or is it more of a continuous function?
Even a broken clock is right twice a day
Rodberd
Profile Blog Joined February 2011
Germany531 Posts
January 15 2013 16:26 GMT
#6038
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.
Ooooh, look at it go
ZerG~LegenD
Profile Blog Joined August 2007
Sweden1179 Posts
January 15 2013 17:02 GMT
#6039
On January 16 2013 01:26 Rodberd 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

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.
Even a broken clock is right twice a day
igotmyown
Profile Blog Joined April 2009
United States4291 Posts
January 15 2013 17:11 GMT
#6040
On January 15 2013 19:05 lazyitachi wrote:
Show nested quote +
On January 15 2013 16:25 igotmyown wrote:
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.


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.
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