Simple Questions, Simple Answers - Page 317
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Firebolt145
Lalalaland34503 Posts
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Baggage
Hong Kong593 Posts
Don't forget that bashes also go through bkb's, so it's helpful if your carry can make a basher/abyssal. Whilst it's great if your team has ultimates that go through bkb, in situations where you don't, just try to get out of the way. If your team doesn't have an initial way to lock down the bkb'd hero, it's highly unlikely that your carry would bother with hitting the bkb'd target, so build items like force/drums/ghost scepters. | ||
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r.Evo
Germany14081 Posts
On January 29 2013 00:45 Qbek wrote: ![]() Here are the ares marked. If something is within them at the time a camp would spawn, it won't ^--- Keep in mind that that map isn't 100% accurate for DotA 2, more specifically when it comes to high-/lowground. e.g. the Radiant highground ward doesn't block the large camp. | ||
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PassiveAce
United States18076 Posts
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Qbek
Poland12923 Posts
On January 29 2013 05:11 PassiveAce wrote: can you actually block the large and medium radiant camps with one ward? Yeah, you can block them and there's a bush marking the spot to do so called "the magic bush" | ||
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Davy Crockett
United Kingdom24 Posts
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battywalker
56 Posts
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TheYango
United States47024 Posts
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Nycaloth
147 Posts
On January 29 2013 06:16 battywalker wrote: Do sentry wards have their line of sight blocked by trees? (i.e., if I place a sentry ward on the left side of a solid tree wall and am standing on the right side of the solid tree wall on top of an enemy observer ward, can I kill the ward?) IIRC, sentry wards provide detection within their radius irrespective of line of sight. They do for instance see wards on cliffs when placed on the low ground. As long as you have vision of the ward, you should be able to destroy it. | ||
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battywalker
56 Posts
On January 29 2013 06:24 TheYango wrote: Detection works just like in WC3/BW/SC2, where detectors can detect through line-of-sight blockers so long as something is giving vision on the other side. On January 29 2013 06:26 Nycaloth wrote: IIRC, sentry wards provide detection within their radius irrespective of line of sight. They do for instance see wards on cliffs when placed on the low ground. As long as you have vision of the ward, you should be able to destroy it. thanks very much | ||
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Quartal
140 Posts
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Nevuk
United States16280 Posts
On January 29 2013 08:22 Quartal wrote: Why are treads bought on Night Stalker and TA instead of phase? Is it for the higher sustained DPS due to the +attack speed? Phase aren't that rare on either. Treads also offer more HP/Survivability. The largest reason is probably that bottle is common on both and tread toggling makes both bottle and power treads significantly better. NS doesn't really need the extra MS from phase to chase, it's generally used to get past creep/body blocks. | ||
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dudeman001
United States2412 Posts
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Blitzkrieg0
United States13132 Posts
On January 29 2013 12:41 dudeman001 wrote: When the game is just beginning, as Lich, is it best to sap a melee creep or a ranged creep? I've always done melee creeps out of habit but I want to know if there's reasoning behind that. Melee creeps give more exp so you should deny a melee creep. | ||
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KOFgokuon
United States14912 Posts
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r.Evo
Germany14081 Posts
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MSGHero
United States147 Posts
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Nevuk
United States16280 Posts
On January 29 2013 13:08 KOFgokuon wrote: Ranged creeps do ore damage so for lane control purposes you want to eat that one The best way to do this is to deny the ranged creeps for mid lane, then proceed to your own lane and deny whatever creep you think best (for the hard lane the ranged creep is likely better, safe lane melee is better). The exception is for soloing the hard lane where you need both denies for your own lane. Note that you can deny in XP range with lich's skill and it does not grant XP. | ||
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Blitzkrieg0
United States13132 Posts
On January 29 2013 16:07 Nevuk wrote: The best way to do this is to deny the ranged creeps for mid lane, then proceed to your own lane and deny whatever creep you think best (for the hard lane the ranged creep is likely better, safe lane melee is better). The exception is for soloing the hard lane where you need both denies for your own lane. Note that you can deny in XP range with lich's skill and it does not grant XP. If they're pulling on the hard lane all those creeps should die and you aren't going to get exp regardless of what you do (assuming their other support is zoning you). Deny a melee creep so they lose more exp. If they suck at pulling then their creeps are going to outnumber yours even before you deny a creep. Deny a melee creep so they lose more exp. The only time I'd deny a ranged creep is if you get into a situation where that is actually going to give you lane control when a melee creep won't. The only time I see this happening is middle when their creep is shooting up the ramp and misses so many times that you can't deny your ranged creep. Maybe some situation where you let the tower take a few shots, but ^_^ | ||
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TheEmulator
28100 Posts
On January 29 2013 16:07 Nevuk wrote: The best way to do this is to deny the ranged creeps for mid lane, then proceed to your own lane and deny whatever creep you think best (for the hard lane the ranged creep is likely better, safe lane melee is better). The exception is for soloing the hard lane where you need both denies for your own lane. Note that you can deny in XP range with lich's skill and it does not grant XP. Yeah, I always deny a mid creep first(ranged mostly). Unless the mid asks me not to, and feels comfortable controlling the lane without it. As for what to deny during the game I always get the melee creeps because of extra mana regen. Got to spam dat Q. | ||
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