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Simple Questions, Simple Answers - Page 317

Forum Index > Dota 2 Strategy
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Firebolt145
Profile Blog Joined May 2010
Lalalaland34507 Posts
January 28 2013 15:52 GMT
#6321
Shadow demon's ult doesn't stun, just slows. Which is amazing against heroes you can kite like Naix/Sven etc.
Moderator
Baggage
Profile Joined October 2012
Hong Kong593 Posts
January 28 2013 17:40 GMT
#6322
It's also helpful to bait an opponents bkbs preemptively, then not commit to the fight. Whilst this doesn't happen as much in pubs due to poor communication and positioning, successfully mitigating team fight losses when the enemy bkb duration still long is really good in the long run.

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.
[10:23pm] Gosi: I want to be famous and have many twitter followers and get blowjobs during tournements at the bathroom [10:23pm] Gosi: do i play mnid or support for thhat [10:23pm] Gosi: u tell me
r.Evo
Profile Joined August 2006
Germany14081 Posts
January 28 2013 19:09 GMT
#6323
On January 29 2013 00:45 Qbek wrote:
[image loading]

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.
"We don't make mistakes here, we call it happy little accidents." ~Bob Ross
PassiveAce
Profile Blog Joined February 2011
United States18076 Posts
January 28 2013 20:11 GMT
#6324
can you actually block the large and medium radiant camps with one ward?
Call me Marge Simpson cuz I love you homie
Qbek
Profile Blog Joined April 2011
Poland12923 Posts
January 28 2013 20:13 GMT
#6325
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"
This space left intentionally dank /)3(\ http://i.imgur.com/RmeEUcF.png
Davy Crockett
Profile Joined January 2013
United Kingdom24 Posts
January 28 2013 20:47 GMT
#6326
Does anyone have a comprehensive image detailing all these spots? Maybe a thread or something i might have missed. I'm wanting to print them off.
battywalker
Profile Joined December 2011
56 Posts
January 28 2013 21:16 GMT
#6327
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?)
TheYango
Profile Joined September 2008
United States47024 Posts
January 28 2013 21:24 GMT
#6328
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.
Moderator
Nycaloth
Profile Joined October 2010
147 Posts
January 28 2013 21:26 GMT
#6329
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.
"I'm still confused, but on a higher level" ~Fermi
battywalker
Profile Joined December 2011
56 Posts
Last Edited: 2013-01-28 22:26:30
January 28 2013 21:26 GMT
#6330
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
Quartal
Profile Joined April 2011
140 Posts
January 28 2013 23:22 GMT
#6331
Why are treads bought on Night Stalker and TA instead of phase? Is it for the higher sustained DPS due to the +attack speed?
Nevuk
Profile Blog Joined March 2009
United States16280 Posts
January 28 2013 23:33 GMT
#6332
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.
dudeman001
Profile Blog Joined February 2010
United States2412 Posts
January 29 2013 03:41 GMT
#6333
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.
Sup.
Blitzkrieg0
Profile Blog Joined August 2010
United States13132 Posts
January 29 2013 03:57 GMT
#6334
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.
I'll always be your shadow and veil your eyes from states of ain soph aur.
KOFgokuon
Profile Blog Joined August 2004
United States14912 Posts
January 29 2013 04:08 GMT
#6335
Ranged creeps do ore damage so for lane control purposes you want to eat that one
r.Evo
Profile Joined August 2006
Germany14081 Posts
January 29 2013 04:14 GMT
#6336
I'd rather go for melee in most cases. -1 melee creep already gives you all the lane control you need (for 1n1 lanes that is, for outnumbered lanes I'd go for ranged), and getting rid of the ranged creep might make it hard to lanecontrol and avoid the wave pushing into your tower asap.
"We don't make mistakes here, we call it happy little accidents." ~Bob Ross
MSGHero
Profile Joined December 2012
United States147 Posts
January 29 2013 04:59 GMT
#6337
Snackrifice will be off cooldown shortly after the creeps meet, so just deny the one you didn't deny then, unless you're concerned about the wave pushing onto your tower.
Nevuk
Profile Blog Joined March 2009
United States16280 Posts
January 29 2013 07:07 GMT
#6338
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.
Blitzkrieg0
Profile Blog Joined August 2010
United States13132 Posts
January 29 2013 07:19 GMT
#6339
On January 29 2013 16:07 Nevuk wrote:
Show nested quote +
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.


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 ^_^
I'll always be your shadow and veil your eyes from states of ain soph aur.
TheEmulator
Profile Blog Joined July 2010
28104 Posts
Last Edited: 2013-01-29 07:23:07
January 29 2013 07:22 GMT
#6340
On January 29 2013 16:07 Nevuk wrote:
Show nested quote +
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.

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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