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On February 28 2013 11:53 Discarder wrote: In pubs i play faceless void and I usually get battlefury. My question is, in what minute mark should I already have battlefury, boots and slippers of agility? Assuming I'm in the safelane. FV is like the only hero I can help people with, you don't need slippers because he has high base damage and it's very easy to last hit with him. If your lane is easy, 13-16mn BF is also easy. 20mn for treads, pms, qb and BF is a good benchmark, with free or easy farm it should be 15-16mn.
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On March 01 2013 00:16 evilfatsh1t wrote: why would you suggest backtrack at lvl 1 in your guide? 10% chance to dodge attacks is hardly a reason to get it at lvl 1, when you could get either timewalk or timelock for a first blood attempt or to run away. if there arent any ganks to run from or engage in then getting timelock, just for the harrass potential and maybe helping with last hits if you mistime an attack and get lucky on the stun, is more important.
well everything is situational or in this case is almost personal preference, Void with 1-1-1 at Lvl3 can backtrack and timelock everytime if it was your luck day. My reason to take dodge at lvl1 is because usually you should be safe at lvl1 and people start to play harassing game on lane, time walk is usually wasted at lvl1, 'usually' is the key word here xD
On March 01 2013 00:31 Mithhaike wrote:Show nested quote +On February 28 2013 22:56 Andr3 wrote: Fast-razing is more difficult in dota2. Either you time it right when his hands are up in the air and chain-razes that way(but the slightest mistake can make the raze slower/of different speed than you would like), or just spam the button and hope you get the timing right.
yxxcc doesn't work anymore for some reason. As far as direction goes it feels the same to me, maybe you're still used to WC3's engine? Yep I cant get the old super quick razes. SF feel slow doing his trademark razes now. The direction is definitely way more sensitive than it was in DOTA1 for me. My SF cant do much even in a Bot game testing it. I feel useless using SF, ends up he just become a right clicker for me.
I cannot wait for PIS or 09 comment on them playing SF in dota2. That CX razes combo seems really off for me too.
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how do you properly pull the dire easy camp on top lane? Any time marks, specific things I need to know for melee/ranged heroes and if I get the ghost (ranged slow) creep?
I can never seem to pull more than 2 creeps, usually its just the one ranged creep
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On March 01 2013 02:24 myrmidon2537 wrote: how do you properly pull the dire easy camp on top lane? Any time marks, specific things I need to know for melee/ranged heroes and if I get the ghost (ranged slow) creep?
I can never seem to pull more than 2 creeps, usually its just the one ranged creep
try for 32 seconds, there was a picture of all the timings somewhere, but i'm not sure. will search around google for you. if it's the ghost try and pull immediately when they spawn, to get there in time. if it's a regular camp and you pull at 30, you might get nothing or only the ranged creep
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On March 01 2013 01:28 BurningSera wrote:Show nested quote +On March 01 2013 00:16 evilfatsh1t wrote: why would you suggest backtrack at lvl 1 in your guide? 10% chance to dodge attacks is hardly a reason to get it at lvl 1, when you could get either timewalk or timelock for a first blood attempt or to run away. if there arent any ganks to run from or engage in then getting timelock, just for the harrass potential and maybe helping with last hits if you mistime an attack and get lucky on the stun, is more important. well everything is situational or in this case is almost personal preference, Void with 1-1-1 at Lvl3 can backtrack and timelock everytime if it was your luck day. My reason to take dodge at lvl1 is because usually you should be safe at lvl1 and people start to play harassing game on lane, time walk is usually wasted at lvl1, 'usually' is the key word here xD Show nested quote +On March 01 2013 00:31 Mithhaike wrote:On February 28 2013 22:56 Andr3 wrote: Fast-razing is more difficult in dota2. Either you time it right when his hands are up in the air and chain-razes that way(but the slightest mistake can make the raze slower/of different speed than you would like), or just spam the button and hope you get the timing right.
yxxcc doesn't work anymore for some reason. As far as direction goes it feels the same to me, maybe you're still used to WC3's engine? Yep I cant get the old super quick razes. SF feel slow doing his trademark razes now. The direction is definitely way more sensitive than it was in DOTA1 for me. My SF cant do much even in a Bot game testing it. I feel useless using SF, ends up he just become a right clicker for me. I cannot wait for PIS or 09 comment on them playing SF in dota2. That CX razes combo seems really off for me too. You can still do them fast, but it requires some derp timing with how his hands are in the air. + Show Spoiler + Sorry for the bad quality..it's old. The second raze if you watch closely skips a frame, you can chain your razes the same way and it will look SUPER fast but it's difficult to do.
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Lalalaland34503 Posts
My timing was X:05 or X:35, but after the creep leash change I suspect it's better to do this at X4.
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On March 01 2013 02:31 RyanRushia wrote:Show nested quote +On March 01 2013 02:24 myrmidon2537 wrote: how do you properly pull the dire easy camp on top lane? Any time marks, specific things I need to know for melee/ranged heroes and if I get the ghost (ranged slow) creep?
I can never seem to pull more than 2 creeps, usually its just the one ranged creep try for 32 seconds, there was a picture of all the timings somewhere, but i'm not sure. will search around google for you. if it's the ghost try and pull immediately when they spawn, to get there in time. if it's a regular camp and you pull at 30, you might get nothing or only the ranged creep
Hmm thanks, I haven't had luck with the searches so far. I've been experimenting with the other "non-basic" pulls like easy camp pulling. I haven't tried radiant mid pull (seems to complex for now, maybe not for my pub level yet) and radiant top lane pull (hard camp), I'm going to try practicing the latter too, I'm assuming I pull the hard camp when the radiant wave is between tower 1 and 2)
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On March 01 2013 03:02 myrmidon2537 wrote:Show nested quote +On March 01 2013 02:31 RyanRushia wrote:On March 01 2013 02:24 myrmidon2537 wrote: how do you properly pull the dire easy camp on top lane? Any time marks, specific things I need to know for melee/ranged heroes and if I get the ghost (ranged slow) creep?
I can never seem to pull more than 2 creeps, usually its just the one ranged creep try for 32 seconds, there was a picture of all the timings somewhere, but i'm not sure. will search around google for you. if it's the ghost try and pull immediately when they spawn, to get there in time. if it's a regular camp and you pull at 30, you might get nothing or only the ranged creep Hmm thanks, I haven't had luck with the searches so far. I've been experimenting with the other "non-basic" pulls like easy camp pulling. I haven't tried radiant mid pull (seems to complex for now, maybe not for my pub level yet) and radiant top lane pull (hard camp), I'm going to try practicing the latter too, I'm assuming I pull the hard camp when the radiant wave is between tower 1 and 2)
if it looks like you're gonna miss it or you have a hard time getting it, try tanking a hit from the neutral creeps. it increases the aggro range of your friendly creeps or something. this is what i see merlini do when he pulls the easy camp on dire top.
I also have a creep pulling/laning question.
When laning dual lane vs. dual lane in a safe lane and i stack and pull, a lot of the time the two offlaners will come and try to contest the pull (aka kill me) while my carry is tanking creeps under the tower and is in no position to help me. How do i play this out?
also how does the carry deal with the creep wave? obviously the tower can't tank it because the health will run down really fast, so i assume they just tank the wave? but i don't really know...
i'm curious mostly because aui said on his stream that in a 2v2 lane you just abuse the hell out of the pull camp to get an advantage, but pulling always seems to put me in a crappy position.
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The carry can pull the creeps off the tower and run towards the next friendly creep wave to farm them; then the tower and the hero take very few hits, and the hero is in position to react to the two enemy heroes if they try to stop the pull.
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On March 01 2013 02:24 myrmidon2537 wrote: how do you properly pull the dire easy camp on top lane? Any time marks, specific things I need to know for melee/ranged heroes and if I get the ghost (ranged slow) creep?
I can never seem to pull more than 2 creeps, usually its just the one ranged creep I pull at :x5 - my projectile hits the camp just before :x6. You have to sometimes stop (s) and let the camp catch up to you before continuing to run to your creepwave. In addition, if the camp has ranged duders in it, you can stop before even moving into lane, and the creeps will be aggroed to the camp if the camp was within the 500(?) creep aggro range. As long as you don't get too far from the camp, it should work consistently.
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On February 28 2013 16:41 flamewheel wrote:Show nested quote +On February 28 2013 13:54 aintz wrote: im not a big fan of battlefury first/or at all on void. . i prefer to get a fast midas into watever i feel like building (i prefer maelstrom or crit over bf)
but for a bf rush you should have it by 12mins unless the game is hard. and if the game is hard you you shouldnt be going bf anyways. Disagreeing with you here on two fronts. While perfectly doable, 12 minutes (translating into around 5.5 CS/minute) is quite exceptional for a pub game, especially since lower-level games don't run trilanes. With Void being not the strongest weak laner, an enemy dual lane can slow down and disrupt his farm easily enough. Also, the cleave from Battlefury not only opens up farming potential to generate a potential tempo swing, but also deals extra damage to clumped units within a Chronosphere.
if you have disrupted farm you really shouldnt go battlefury. the point of going battlefury to fast farm the lane and go into the jungle and vice versa. if you have no lane/map control it will give you tremdemous trouble even building up to a battlefury.
cleave is good but without space to farm or attack speed in a fight, its quite useless.
On February 28 2013 17:17 Firebolt145 wrote: Typical flameboy. 'Are you new to dota/low mmr? Ok, get battlefury by 12 minutes or you're bad and shouldn't get it at all.'
why would you get a battlefury in a hardgame without lane/map control. bf is not a must on void like it is on am. might aswell get something like a midas into crit/maelstrom and try to turn the game by fighting.
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On March 01 2013 02:24 myrmidon2537 wrote: how do you properly pull the dire easy camp on top lane? Any time marks, specific things I need to know for melee/ranged heroes and if I get the ghost (ranged slow) creep?
I can never seem to pull more than 2 creeps, usually its just the one ranged creep
Pulling it at :04 or :05 will work out okay for you, sometimes even going as late as :07 will work out okay, but you need to hold position about 200 range from the creepwave rather than just dragging them into lane like you do with the pull camp - if creeps see something attacking a hero, they will aggo on it even if it's a bit out of their aggro range, so hold position a little bit away from the creepwave will drag the whole thing in.
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On March 01 2013 06:15 McTeazy wrote:I also have a creep pulling/laning question.
When laning dual lane vs. dual lane in a safe lane and i stack and pull, a lot of the time the two offlaners will come and try to contest the pull (aka kill me) while my carry is tanking creeps under the tower and is in no position to help me. How do i play this out?
also how does the carry deal with the creep wave? obviously the tower can't tank it because the health will run down really fast, so i assume they just tank the wave? but i don't really know...
i'm curious mostly because aui said on his stream that in a 2v2 lane you just abuse the hell out of the pull camp to get an advantage, but pulling always seems to put me in a crappy position.
First off, if the other two heroes come to contest the pull and your carry is left to solo farm lane, he's getting ahead of them even if they get most of the last hits from the pull. Do what you can to disrupt their XP and gold gain from the pull (try to snag what lasthits you can, distract them from lasthitting, etcetera) without dying - even if you don't do a very good job, they're still splitting the wave of XP and gold while your carry gets the whole wave.
As a carry, when your support pulls, tanking the creepwave under your tower isn't as bad an option as it seems - using a salve to bring yourself back up to full HP is totally worth getting that full wave of farm and experience. Yeah you take a decent amount of damage, but tango through it and salve if you need to - it's worth it. Also, a lot of carries will be building some early lane sustain to help out with that kind of thing - if you have tranquils or ring of health, it becomes totally trivial to tank the wave under your tower, especially when combined with the stout shield you should have if you're melee (ranged heroes can kite to reduce the damage taken a lot easier). And the pull or two that your support does before that point can be mitigated with salve + tangoes pretty easily, especially if the other heroes are contesting the pull instead of harassing you.
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Armlet of Mordiggian on Meepo. Is this a valid item?
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On March 01 2013 08:47 how2TL wrote: Armlet of Mordiggian on Meepo. Is this a valid item? Yes. It's not a great item by any means (there are much better items for him) but there are some situations where it's not a bad item at all - the health bonus transfers to all of your Meepos without affecting them with degeneration so it can be pretty useful. For a bit more detailed explanation check out my Meepo guide (#PLUGPLUGPLUG) - if you have any more detailed Meepo questions feel free to toss me a PM or something =)
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On March 01 2013 08:51 Cyx. wrote:Show nested quote +On March 01 2013 08:47 how2TL wrote: Armlet of Mordiggian on Meepo. Is this a valid item? Yes. It's not a great item by any means (there are much better items for him) but there are some situations where it's not a bad item at all - the health bonus transfers to all of your Meepos without affecting them with degeneration so it can be pretty useful. For a bit more detailed explanation check out my Meepo guide (#PLUGPLUGPLUG) - if you have any more detailed Meepo questions feel free to toss me a PM or something =)
It's 700g cheaper than Reaver, which I don't upgrade *that* often, but with a downside obviously.
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On March 01 2013 09:30 how2TL wrote:Show nested quote +On March 01 2013 08:51 Cyx. wrote:On March 01 2013 08:47 how2TL wrote: Armlet of Mordiggian on Meepo. Is this a valid item? Yes. It's not a great item by any means (there are much better items for him) but there are some situations where it's not a bad item at all - the health bonus transfers to all of your Meepos without affecting them with degeneration so it can be pretty useful. For a bit more detailed explanation check out my Meepo guide (#PLUGPLUGPLUG) - if you have any more detailed Meepo questions feel free to toss me a PM or something =) It's 700g cheaper than Reaver, which I don't upgrade *that* often, but with a downside obviously. I actually love upgrading to a full heart since when you're blinking Meepo Prime in first, he tends to take the brunt of most attacks and spells, and so the regeneration him is actually worth quite a bit, as well as giving you an extra +15 strength without taking up an extra slot. So for that reason I think reaver is a better choice in most situations, as well as (obviously) the health degen sucks on Meepo Prime from armlet. Still, it's not awful if you want to go that route - I'd just prefer a reaver into later heart in most situations.
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I used to play a lot of SC2 and got from bronze to masters by practicing hard. Now I just started DotA 2 and am trying to get better.
What is the fastest way to get out of "5 carry pub" syndrome when I queue? I am a little bit sick of this and it is not that I don't like playing supports, it is just that I get very frustrated at losing with a 5-carry lineup.
Currently my solution is to pick a support to start with (because that way I can be a bitch and ward/courier and shit), and recently I found that picking a hero that can be both carry and support is a good idea too (Sven, Silencer, etc), because that way if my "carry" lane partner could not get farm and I could, I can start getting better items, otherwise I can still ward and still be relevant based on my hero's skill set (disables, initiations).
Do you guys think this is a good idea? I don't think this question is super thread-worthy so I am just making a post here for now.
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Does Meepo take damage from Nyx Spiked Carapace for each Meepo's first hit on Nyx? Seems like I got stunned a long time when playing vs a Nyx.
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On March 01 2013 11:59 lhr0909 wrote: I used to play a lot of SC2 and got from bronze to masters by practicing hard. Now I just started DotA 2 and am trying to get better.
What is the fastest way to get out of "5 carry pub" syndrome when I queue? I am a little bit sick of this and it is not that I don't like playing supports, it is just that I get very frustrated at losing with a 5-carry lineup.
Currently my solution is to pick a support to start with (because that way I can be a bitch and ward/courier and shit), and recently I found that picking a hero that can be both carry and support is a good idea too (Sven, Silencer, etc), because that way if my "carry" lane partner could not get farm and I could, I can start getting better items, otherwise I can still ward and still be relevant based on my hero's skill set (disables, initiations).
Do you guys think this is a good idea? I don't think this question is super thread-worthy so I am just making a post here for now. fastest way to get out of 5 carry pubs is pick a strong mid hero like qop or tinker. someone who can roam and instagib people with a stun or 2 from your teammates. otherwise your next best bet is to pick up supports yourself or, you could just get good really fast and put yourself in the v high pool. they tend to go 5 carries a lot less than the lower pools
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When going for axe jungle, what are your goals; both in terms of play and build.
For playstyle; I have been creep stacking and hitting a fast 3 and harassing with hunger a lot, and doing a lot of ganks and pressure.
For Build: I Usually build a fast Poor man's shield into a treads, then go for a battlefury. I"m pretty sure this isn't ideal, but it's just what I've been doing. It feels like you're weak for awhile before you get your BF assembled and my regen is pretty bad (both mana and health)
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