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Simple Questions, Simple Answers - Page 344

Forum Index > Dota 2 Strategy
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kollin
Profile Blog Joined March 2011
United Kingdom8380 Posts
February 24 2013 14:28 GMT
#6861
What item and skill build should I be doing with Faceless Void?
PassiveAce
Profile Blog Joined February 2011
United States18076 Posts
February 24 2013 15:05 GMT
#6862
max timewalk first followed by evasion if the game is tough, or stun if game is going well.

I usually build items on him like hes anti-mage, pms, usually tranquils, then rush a bfury followed up by standard agi melee carry items. manta, skull basher, bfly, usually in that order. Get a bkb in there somewhere if you need it.
Call me Marge Simpson cuz I love you homie
Corr
Profile Joined January 2009
Denmark796 Posts
February 24 2013 15:51 GMT
#6863
On February 23 2013 17:13 synapse wrote:
Alright so I have questions on the most optimal carry Tiny build. So far I've been starting tango/salve/stout/ggbranches then going bottle, arcanes (mostly playing midlane). Past that, I'm not really sure what to do. The core I want to reach is aghanims + manta (+AC), but I've done a bunch of different item builds like:

straight aghs rush -> manta
straight aghs rush -> hyperstone -> manta
drums -> aghs -> manta
yasha first -> aghs -> manta
blink to roam/gank and get kills for aghs -> manta,

etc. and none of them seemed to work exceptionally well since you need both the cleave and attack speed to farm efficiently. Is there some other item I'm supposed to be getting?
Also, should I be trading in arcanes for treads at some point? (pre manta I clear jungle camps with toss then whacking them a few times).


treads+stick+bottle+urn -> dagger -> skip urn if you have a good partner/the game is too high level for you to jump around and pick off people randomly
phase+stick+bottle+drum -> if you can't snipe people with dagger and get away with it the overall mobility of this build is better but you might need soulring for manapool
With the first build you can go straight Agha if desired. With the second build you may consider getting Orchid first because it synergizes well giving you mana+attack speed and the silence/amp effect is pretty good on a hero like Tiny.
I think AC should be gotten before manta unless you need the manta to avoid debuffs/being focusfired.

TheYango
Profile Joined September 2008
United States47024 Posts
Last Edited: 2013-02-24 19:56:46
February 24 2013 19:55 GMT
#6864
On February 25 2013 00:05 PassiveAce wrote:
max timewalk first followed by evasion if the game is tough, or stun if game is going well.

Typically you actually level 2-3x Time Walk, level the passives, and then get the last rank of Time Walk before you finish Battle Fury. As an escape, Time Walk at rank 2 or 3 is usually enough, and the passives accomplish more until your mana can support you using Time Walk more than a few times.

On February 25 2013 00:05 PassiveAce wrote:
I usually build items on him like hes anti-mage, pms, usually tranquils, then rush a bfury followed up by standard agi melee carry items. manta, skull basher, bfly, usually in that order. Get a bkb in there somewhere if you need it.

Basher is disabled on Void. You can't buy Basher on him.

On February 25 2013 00:51 Corr wrote:
I think AC should be gotten before manta unless you need the manta to avoid debuffs/being focusfired.

This.

The casual Yasha is good for the much needed MS, but finished Manta isn't as big as having AC, particularly as they fixed the bug where Manta Illusions can still proc Craggy Exterior (so you could still get stunned hitting the wrong Tiny).
Moderator
PassiveAce
Profile Blog Joined February 2011
United States18076 Posts
Last Edited: 2013-02-24 21:02:08
February 24 2013 21:01 GMT
#6865
lol I did not mean to say basher xD
that makes no sense ofc.
Call me Marge Simpson cuz I love you homie
Belisarius
Profile Joined November 2010
Australia6233 Posts
February 25 2013 04:33 GMT
#6866
Can someone give me the 101 on low priority queuing?

I've never been put there, but the threat of this mysterious nether region is real, especially when I can't find any information on it other than a bunch of people complaining about being there.

How many leaves/report in what period does it take to be dumped there? How long does it last? And is it true you can be LPQ'd just because a 4-man stack all decided to blame you for a loss? ...because that's retarded.

If Valve has a post on this somewhere, feel free to lmgtfy. My google-fu appears weak today.
synapse
Profile Blog Joined January 2009
China13814 Posts
Last Edited: 2013-02-25 05:01:46
February 25 2013 04:57 GMT
#6867
On February 25 2013 13:33 Belisarius wrote:
Can someone give me the 101 on low priority queuing?

I've never been put there, but the threat of this mysterious nether region is real, especially when I can't find any information on it other than a bunch of people complaining about being there.

How many leaves/report in what period does it take to be dumped there? How long does it last? And is it true you can be LPQ'd just because a 4-man stack all decided to blame you for a loss? ...because that's retarded.

If Valve has a post on this somewhere, feel free to lmgtfy. My google-fu appears weak today.

1 abandon puts you there for 24 hours, and from what I know yes it's possible to get sent to lpq from a bad game but you would need the other team to report you too. My advice from playing in low priority queue due to a d/c abandon once--just wait it out, it's not worth playing with 80% afkers and ragers all game.
:)
igotmyown
Profile Blog Joined April 2009
United States4291 Posts
February 25 2013 05:18 GMT
#6868
Sometimes you can pull a single stack (usually at the start of the game) on the dire side, aggro creeps, neutrals retreat, neutrals re-engage ... but OUTSIDE the creep spawning zone. End result, pull AND double stack. However I can't replicate it, does anyone know tricks to doing this?

And in case anyone's wondering, I asked awhile ago what the mechanics for batrider flamebreak was. Tested last night, and even if you flamebreak point break distance, or if you flamebreak at the edge of the blast radius, the target always seems to travels the same distance (about the flamebreak aoe, 375). The benefit of flamebreaking at the edge of the blast radius is you have better control of the vector (important for precise flamebreaks, like blasting things up cliffs).
Yurie
Profile Blog Joined August 2010
12110 Posts
February 25 2013 07:13 GMT
#6869
On February 25 2013 14:18 igotmyown wrote:
Sometimes you can pull a single stack (usually at the start of the game) on the dire side, aggro creeps, neutrals retreat, neutrals re-engage ... but OUTSIDE the creep spawning zone. End result, pull AND double stack. However I can't replicate it, does anyone know tricks to doing this?

And in case anyone's wondering, I asked awhile ago what the mechanics for batrider flamebreak was. Tested last night, and even if you flamebreak point break distance, or if you flamebreak at the edge of the blast radius, the target always seems to travels the same distance (about the flamebreak aoe, 375). The benefit of flamebreaking at the edge of the blast radius is you have better control of the vector (important for precise flamebreaks, like blasting things up cliffs).


Do you have a replay of this? I know I've done it occasionally as well but the only way to check how it is done would be a replay and then trying to replicate until you find exactly what was done.
igotmyown
Profile Blog Joined April 2009
United States4291 Posts
February 25 2013 07:20 GMT
#6870
On February 25 2013 16:13 Yurie wrote:
Show nested quote +
On February 25 2013 14:18 igotmyown wrote:
Sometimes you can pull a single stack (usually at the start of the game) on the dire side, aggro creeps, neutrals retreat, neutrals re-engage ... but OUTSIDE the creep spawning zone. End result, pull AND double stack. However I can't replicate it, does anyone know tricks to doing this?

And in case anyone's wondering, I asked awhile ago what the mechanics for batrider flamebreak was. Tested last night, and even if you flamebreak point break distance, or if you flamebreak at the edge of the blast radius, the target always seems to travels the same distance (about the flamebreak aoe, 375). The benefit of flamebreaking at the edge of the blast radius is you have better control of the vector (important for precise flamebreaks, like blasting things up cliffs).


Do you have a replay of this? I know I've done it occasionally as well but the only way to check how it is done would be a replay and then trying to replicate until you find exactly what was done.

I've been trying to find one in my past games, no luck so far.
BurningSera
Profile Blog Joined September 2010
Ireland19621 Posts
Last Edited: 2013-02-25 07:36:50
February 25 2013 07:30 GMT
#6871
On February 25 2013 16:20 igotmyown wrote:
Show nested quote +
On February 25 2013 16:13 Yurie wrote:
On February 25 2013 14:18 igotmyown wrote:
Sometimes you can pull a single stack (usually at the start of the game) on the dire side, aggro creeps, neutrals retreat, neutrals re-engage ... but OUTSIDE the creep spawning zone. End result, pull AND double stack. However I can't replicate it, does anyone know tricks to doing this?

And in case anyone's wondering, I asked awhile ago what the mechanics for batrider flamebreak was. Tested last night, and even if you flamebreak point break distance, or if you flamebreak at the edge of the blast radius, the target always seems to travels the same distance (about the flamebreak aoe, 375). The benefit of flamebreaking at the edge of the blast radius is you have better control of the vector (important for precise flamebreaks, like blasting things up cliffs).


Do you have a replay of this? I know I've done it occasionally as well but the only way to check how it is done would be a replay and then trying to replicate until you find exactly what was done.

I've been trying to find one in my past games, no luck so far.


try this, some game i played yesterday, 135109648. Is regarding the 2/3 times of respawning neutrals while you pull, i call it 'auto pulling'.

It is harder when you have the range satyr otherwise it just take some practice (and luck).
is 2017, stop being lame, fuck's sakes. 'Can't wait for the rise of the cakes and humanity's last stand tbqh.'
igotmyown
Profile Blog Joined April 2009
United States4291 Posts
February 25 2013 08:29 GMT
#6872
I don't see it there. There was a chance of it happening when you double pulled, there was enough neutrals that they formed a congo line back and forth between dire creep line and their spawn point, but the ranged satyr ruined it. (interesting, maybe you have to double pull or they have to block each other or one has to retreat before they aggro the dire creeps)

Thanks for the replay though.
Yurie
Profile Blog Joined August 2010
12110 Posts
Last Edited: 2013-02-25 16:03:29
February 25 2013 15:59 GMT
#6873
On February 25 2013 17:29 igotmyown wrote:
I don't see it there. There was a chance of it happening when you double pulled, there was enough neutrals that they formed a congo line back and forth between dire creep line and their spawn point, but the ranged satyr ruined it. (interesting, maybe you have to double pull or they have to block each other or one has to retreat before they aggro the dire creeps)

Thanks for the replay though.


Didn't spot it either. After some testing it seems incomplete pull is how it likely happens. Pulling less than a full wave makes the jungle spawn kill off the melee creeps in time for the range creep to pull them out of it up to the lane.

I managed to do it once with golems at :15 pull. Pulled one melee and one ranged creep. Melee creep died, then range pulled them up to it. Sadly I only got the ranged creep in the next wave. If somebody has a replay we can see if there is a second method, perhaps aggressively denying ones own creeps?
BurningSera
Profile Blog Joined September 2010
Ireland19621 Posts
Last Edited: 2013-02-25 16:28:55
February 25 2013 16:25 GMT
#6874
Wops sorry bad memory i didnt even rewatch it my bad. I am finding a replay for it now.

edit; ill do it when i am back home.
is 2017, stop being lame, fuck's sakes. 'Can't wait for the rise of the cakes and humanity's last stand tbqh.'
Rodberd
Profile Blog Joined February 2011
Germany531 Posts
February 25 2013 20:15 GMT
#6875
1)recently i tried to add the console commands to my dota.
according to the thread i changed the cfg and bind the console to a useful hotkey.
but whenever i start dota its getting an update and resetting the cfg to the non-console version.

might be blind, but where is my mistake here?
there isnt much to do, besides con_console from 0 to 1 ...
even the cfg isnt a txt, i double-checked that.

so where is my mistake? do i have to run it as admin, or only for dota-test?

2
is it a good idea fo a beginner to use the range-display circle-thingy and the other range-disply-thing (the straight line wich tells you the max range of a skill) or should i learn to use my own eyes to measure teh distance and the range of the skills?

Ooooh, look at it go
Ruscour
Profile Blog Joined April 2011
5233 Posts
February 25 2013 22:18 GMT
#6876
Is there any way to practice offlane solo against bots, ie force them to trilane or something? Friend of mine is new to the game and wants to practice without the pressure of a real game, any way to do this?
Belisarius
Profile Joined November 2010
Australia6233 Posts
Last Edited: 2013-02-26 00:12:02
February 26 2013 00:10 GMT
#6877
On February 26 2013 05:15 Rodberd wrote:
1)recently i tried to add the console commands to my dota.
according to the thread i changed the cfg and bind the console to a useful hotkey.
but whenever i start dota its getting an update and resetting the cfg to the non-console version.

might be blind, but where is my mistake here?
there isnt much to do, besides con_console from 0 to 1 ...
even the cfg isnt a txt, i double-checked that.

so where is my mistake? do i have to run it as admin, or only for dota-test?

2
is it a good idea fo a beginner to use the range-display circle-thingy and the other range-disply-thing (the straight line wich tells you the max range of a skill) or should i learn to use my own eyes to measure teh distance and the range of the skills?



I suspect your problem lies in "changed the cfg". You shouldn't be editing one of the existing files, you should be creating a new one called autoexec.cfg.

As to the second, I'm a total noob as well, but I feel like the fastest way to learn the ranges is to be able to see them rather than have to guess. If you feel later on that you're becoming dependent on the helper, turn it off and see if your instincts have improved.

Andre
Profile Blog Joined August 2009
Slovenia3523 Posts
February 26 2013 00:14 GMT
#6878
Is NOT being able to dodge Lina's ulti with blink an intended change(dota1->dota2) or a bug?

Because as of now, lina's projectile will end where you've blinked from but you will still receive damage at the spot you blinked to.
You must gather your party before venturing forth.
Mithhaike
Profile Blog Joined August 2010
Singapore2759 Posts
February 26 2013 01:21 GMT
#6879
On February 26 2013 09:14 Andr3 wrote:
Is NOT being able to dodge Lina's ulti with blink an intended change(dota1->dota2) or a bug?

Because as of now, lina's projectile will end where you've blinked from but you will still receive damage at the spot you blinked to.


Maybe your too slow?
There's only 0.33sec delay between the animation & the damage tick
Mew Mew Pew Pew
Andre
Profile Blog Joined August 2009
Slovenia3523 Posts
Last Edited: 2013-02-26 01:42:44
February 26 2013 01:42 GMT
#6880
Perhaps, but I've been testing it a lot. Can do it with manta easily, can also do it in dota1 with blink quite easily.

As I've said the damage is applied after I've already dodged the animation...which in DotA 1 means 0 damage, not in DotA2 it seems.
You must gather your party before venturing forth.
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