2. When you need to go back to base in early game, is it better to TP to base and walk back or to walk to base and TP back to lane?
Simple Questions, Simple Answers - Page 321
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LSF
469 Posts
2. When you need to go back to base in early game, is it better to TP to base and walk back or to walk to base and TP back to lane? | ||
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Qbek
Poland12923 Posts
2. If it's safe it's better to walk back, as sometimes you'll want to TP back into a different lane to help | ||
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Blitzkrieg0
United States13132 Posts
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Count9
China10928 Posts
http://i.imgur.com/1QWqTsJ.jpg ^ When I pick a hero, and when I'm in game all the particles are messed up. It works fine after a relog but I don't want to disc/relog every time I want to play. | ||
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Irratonalys
Germany902 Posts
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PassiveAce
United States18076 Posts
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Cruncher93
Germany28 Posts
2. What type of hero should go mid? 3. If I`m supporting a carry in lane, should I not even bother attacking creeps? 4. How long (time/hero level) should you lane before trying a push? | ||
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Yurie
12104 Posts
On February 03 2013 19:08 Cruncher93 wrote: 1. How many carrys can a team have? One per double lane? 2. What type of hero should go mid? 3. If I`m supporting a carry in lane, should I not even bother attacking creeps? 4. How long (time/hero level) should you lane before trying a push? 1. You have three options really. 1 hard carry or 1 hard and 1 semi or 3 semi. After that you run out of farm since you need some support items such as hex or mek. 2. Somebody that can have a large impact in mid game, this is why QoP/Puck is very popular, get a rune, get a kill, push a tower. Or somebody that can utterly close down the enemy mid lane. Occasionally you dual lane your carry there, but then it falls in the category of closing down their mid. 3. Depends on the lane. If you need to push, attack full hp creeps and leave last hits to carry. If you need a static farm lane you shouldn't attack except to help the carry deny if he is having problems keeping the lane static. Exception is if enemy lane can farm, then you try to ruin it by deny timing. 4. This could spawn its own thread, long answers possible, in short. Depends on heroes. If you have enchantress you can push level 1 on second creep wave. If you play 5 man mid you push on first creep wave. If you go behind enemy tower on level 1 you push on first creep wave. In mid you want to push each time a a rune is about to spawn. Generally you want level 3 minimum to push, basilius timing is usually a bit before this. | ||
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ReignSupreme.
Australia4123 Posts
3. You should focus on denying your own creeps, and harassing the enemy hero's whenever they attempt to last hit. Also depending on your lane you should be looking to stack and pull neutral creeps to minimize the amount of xp the enemy can get. If your carry is going to miss the last hit on a creep, you can obviously take it. | ||
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Blitzkrieg0
United States13132 Posts
On February 03 2013 19:27 ReignSupreme. wrote: Bar 3 those questions are really loose 3. You should focus on denying your own creeps, and harassing the enemy hero's whenever they attempt to last hit. Also depending on your lane you should be looking to stack and pull neutral creeps to minimize the amount of xp the enemy can get. If your carry is going to miss the last hit on a creep, you can obviously take it. You need to consider creep aggro while you attack the enemy laner though. If the creeps are too close (500 range) then they'll aggro onto you and start attacking you instead. This will cause the lane to push making it less safe for your carry to farm. | ||
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TheSubtleArt
Canada2527 Posts
On February 03 2013 19:08 Cruncher93 wrote: 1. How many carrys can a team have? One per double lane? 2. What type of hero should go mid? 3. If I`m supporting a carry in lane, should I not even bother attacking creeps? 4. How long (time/hero level) should you lane before trying a push? 1) The most common is usually 1 semi-carry (usually on the mid lane) and 1 hard carry on the safe lane in the 1:1:3 setup. Even in the 2:1:2 pub set up you don't really want to have a carry on the hard lane because the other team pulls creeps to deny your farm and experience. 2) Usually (but obviously not limited to) the ones that have the most impact in the midgame (and can thus capitalize on the early farm and levels more). These are usually semi-carries like TA and QoP and initiators like Batrider and Puck. Ideally the hero should also be good at rune control and have solid 1v1 matchups. Honestly a lot of heroes can work mid, your team just has to have a strategy or gameplan that incorporates it (for example putting death prophet mid and using the early points in crypt swarm and exorcism to push towers). 3) You can attack creeps if you want to push the lane out a bit for whatever reason, or the carry is out of position to get the last hit anyway. Otherwise the general rule is don't take last hits from the carry. 4) Depends on the heroes you're playing and the heroes your playing vs. | ||
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r.Evo
Germany14081 Posts
On February 03 2013 19:39 Blitzkrieg0 wrote: You need to consider creep aggro while you attack the enemy laner though. If the creeps are too close (500 range) then they'll aggro onto you and start attacking you instead. This will cause the lane to push making it less safe for your carry to farm. Or you're a ninja and abuse the 2s aggro cd creeps have. Laning got so much easier since I learned about this. | ||
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Fruscainte
4596 Posts
On February 04 2013 00:34 r.Evo wrote: Or you're a ninja and abuse the 2s aggro cd creeps have. Laning got so much easier since I learned about this. wait wait wait what. | ||
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don_kyuhote
3007 Posts
Is there a comprehensive list of all the passives that get canceled while doomed? | ||
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Blitzkrieg0
United States13132 Posts
The creep aggro can only happen every two seconds. If you right click them from out of range and then move in within two seconds and attack them the creeps won't aggro even though you're in range. | ||
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Qbek
Poland12923 Posts
Dunno if there's something for dota2 | ||
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Firebolt145
Lalalaland34503 Posts
On February 04 2013 01:12 don_kyuhote wrote: I hear Doom doesn't silence every passives. Is there a comprehensive list of all the passives that get canceled while doomed? Flamewheel actually made an extensive post of all the passives that get cancelled/do not get cancelled. I'll ask him later. | ||
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r.Evo
Germany14081 Posts
Blitz already explained it. Pretty much makes laning ranged vs melee annoying as fuck because the melee guy can't do anything about it. Ranged vs ranged if the other person doesn't know about this is also super fun. :o | ||
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Firebolt145
Lalalaland34503 Posts
On February 04 2013 01:15 Blitzkrieg0 wrote: The creep aggro can only happen every two seconds. If you right click them from out of range and then move in within two seconds and attack them the creeps won't aggro even though you're in range. Range is 500, which is actually pretty small and abusable. ^_^ | ||
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flamewheel
FREEAGLELAND26782 Posts
On February 04 2013 02:35 Firebolt145 wrote: Flamewheel actually made an extensive post of all the passives that get cancelled/do not get cancelled. I'll ask him later. http://www.teamliquid.net/forum/viewmessage.php?topic_id=255901¤tpage=213#4246 ? | ||
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