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Got it, so would something like Anchor -> Shell -> Anchor/Gush -> Anchor/Gush -> Anchor work for laning vs 2?
I like having the one level in kraken shell if against 2 since usually one of them will be ranged and the 7 damage reduction at the low levels can be pretty helpful to shrug off the harass for some last hits.
Vs a solo I'd just grab gush at 2 and shell at 4.
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unless youre solo hard lane, i dont really like going kraken. its good to reduce stun durations and stuff, but not worth it for dmg block purposes only. stout still gives a lot more, and the extra point in gush or anchor smash does wonders.
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1point in kraken is very good and should always be taken. Also anchor smash does retarded amount of damage and should be maxed over gush. 1 point in gush is enough until you maxed anchor. 250physical damage for 60mana, how is that fair icefrog
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On March 06 2013 02:47 evilfatsh1t wrote: unless youre solo hard lane, i dont really like going kraken. its good to reduce stun durations and stuff, but not worth it for dmg block purposes only. stout still gives a lot more, and the extra point in gush or anchor smash does wonders.
I could see that! Will keep it in mind. I was talking about solo hard lane though .
Great guys, this should help round out my Tide play, thanks a lot.
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Actually I would probably wait until you see your lane to level anchor or gush. If you're up against a lane with good players who won't even let you get close enough to the creeps to anchor (which is more than likely), you might want to take a level one gush just to sneak in a last hit or two.
As everyone else is saying though, still max anchor smash first.
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Anchor smash helps you take opportunistic last hits while gush helps you gank. For solo offlane I'd prioritize anchor smash
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On March 05 2013 22:23 Nazza wrote: My friends and I usually just get owned whenever someone on the other team has some sort of invis, such as Riki, Nyx, BH, etc. Besides getting gem, what are some things that you should be doing in order to effectively stop invisibility heros? Are you meant to also buy sentry wards, and put them at the common ward locations? (rune spawns, around/near the hard carry, etc)
Should we treat other gankers such as tiny carrying shadow blade differently? If we are talking about mid level pubs, then I guess you often face multiple invis heroes? Anyway, sentry wards in general are better defenseively against invis heroes and dusts are better reactionary/for offensively ganking invis heroes. Dust won't help against a nyx that ganks you, for example, as he can't have vendetta ready after he used it on you. One important difference is that Dust has cooldown to be used and doesn't stack in inventory. That means if you are swimming in money(something like 1k + and you don't need anything) you can spam wards. One other difference is that with dusts it's ok to just be able to chase an invis hero down, but with sentry wards must be able to hold him and burst him down.
As for your movement, if you are a support, stay close to your carries. If you are a carry though, keep an eye on the minimap and be cautious whenever you cannot see "that invis hero" anymore. Map awareness helps to see ganks coming. Also helpful if you can just kill the invis hero when he pops up.
On March 05 2013 22:20 Gefen wrote:Show nested quote +On March 05 2013 20:01 Mataza wrote: Chiming in for a bit: No such thing exists. Also Viper lacks the ability to force kills since he can only slow. He also lacks teamfight presence, since he is entirely single target damage. And his laning isn't as strong as it used to be(blame the metagame). Show nested quote +On March 05 2013 18:05 Firebolt145 wrote: I don't think there is anything like that right now. Opinions change all the time, different players value different heroes differently. It's very hard to maintain something like that. Is there any suggestions how to keep track of the current metagame (beside the brute force way of just watching everything) When I said metagame, I meant specifically that not all solo mids were as figured out as they are today. Viper needs high ground vision to be able to use his poison attack and he has problems controlling the creepwave(can't fast push up to enemy choke for example)
For regular it's more important to know how each hero roughly works and is usually played. That's about as important as the competitive meta will ever get for public games. If you truly find interesting how heroes are played and can alternatively be played, then you will find out eventually. Maybe search guides on google and read those or just read a strategy forum you like.
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Is ES echo slam a possible counter to PL illusion armies?
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On March 06 2013 03:50 Xxazn4lyfe51xX wrote: Actually I would probably wait until you see your lane to level anchor or gush. If you're up against a lane with good players who won't even let you get close enough to the creeps to anchor (which is more than likely), you might want to take a level one gush just to sneak in a last hit or two.
As everyone else is saying though, still max anchor smash first.
if decent players see a tide dumb enough to use gush to last hit they will simply kill him. against a trilane anchor smash is your best bet of surviving. the -damage really helps you when getting faceraped.
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On March 06 2013 08:06 trifecta wrote: Is ES echo slam a possible counter to PL illusion armies? Chances are the real pl isn't in that army, and you'd just be dunking the illus and creeps. If his team is there or you're sure the real one is there, then yes, echo slam is very good.
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On March 05 2013 21:20 Erasme wrote: his late game has always been bad in comparaison to pl, but if you really went 16-0 on morph and still lost, you're very bad you try to no initiate with orb when you have 800hp and something like rubicks pull (undodgeable) to welcome you I found that getting a necrobook lvl 1 before dagger can be very good situationnaly
http://dotabuff.com/players/6988608/matches?hero=morphling&game_mode=&match_type=real
morphling is not one of those heroes that can 1v5.
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On March 06 2013 08:08 aintz wrote:Show nested quote +On March 06 2013 03:50 Xxazn4lyfe51xX wrote: Actually I would probably wait until you see your lane to level anchor or gush. If you're up against a lane with good players who won't even let you get close enough to the creeps to anchor (which is more than likely), you might want to take a level one gush just to sneak in a last hit or two.
As everyone else is saying though, still max anchor smash first. if decent players see a tide dumb enough to use gush to last hit they will simply kill him. against a trilane anchor smash is your best bet of surviving. the -damage really helps you when getting faceraped.
I certainly agree with you in saying that -damage from anchor smash really helps when getting whacked in a trilane. But the first part of your comment makes little sense to me. If as you say players can just go and kill a tide who uses gush to last hit from 700 range away, surely they can also go and kill said tide who is using anchor smash to last hit from 400 range away.
In reality, as a hard lane tide you shouldn't be able to be anywhere near the creeps, which is why I say a level 1 gush could possibly be useful to grab one or two last hits without exposing yourself to too much harm.
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gush costs 120mana, best result you get 1 ck and not die. anchor smash allows you to attempt to stay in exp range without getting rofl zoned.
it will take hell alot longer to kill you if they get hit by anchor smash and they will take alot of damage from you/creeps even if they kill you. with gush, they will just simply kill you.
unless you were ganking with your team at level 1 there is no reason to level gush. i personally wait for level 3 for that spell.
ps. you're not going to be last hitting with melee suicides without invis unless the lane is super easy for some reason.
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Hey guys just wondering, is a Juggernaut ward worth it for the Stinger (windrunner bow) with custom animation?
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On March 06 2013 04:17 Mataza wrote:
For regular it's more important to know how each hero roughly works and is usually played. That's about as important as the competitive meta will ever get for public games. If you truly find interesting how heroes are played and can alternatively be played, then you will find out eventually. Maybe search guides on google and read those or just read a strategy forum you like.
Actually it's part of scouting/studying as we try to take Dota beyond pub games level.
I feel I have good (at least, ok) understanding of the top tier heroes, as you can see them on almost every match, but it's also the other heroes interest me as why I don't see them more often.
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On March 06 2013 18:48 fuzzy_panda wrote: Hey guys just wondering, is a Juggernaut ward worth it for the Stinger (windrunner bow) with custom animation? aren't those both buyable just check the shop
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On March 06 2013 18:56 Dead9 wrote:Show nested quote +On March 06 2013 18:48 fuzzy_panda wrote: Hey guys just wondering, is a Juggernaut ward worth it for the Stinger (windrunner bow) with custom animation? aren't those both buyable just check the shop
I have the stinger, this other dude wants to trade and he has the ward, just wondering if it's a good trade
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if he wants to, probably not
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On March 05 2013 16:10 Arisen wrote: who (in your opinion) are the best pub heroes?
Obviously someone like Rikimaru is great against people who don't buy a gem/dust for whatever reason, but I'm just looking for a few heroes to focus on that can really impact pub games I'm playing.
Before anyone says "every hero can have a huge effect on your game!" or something simmilar, I"m talking about heroes that can do a really good job of forcing the game in your favor even though your team is very uncordinated or players on your team might not be as good as the ones on other team
in low/mid level pub agi heroes with high dps and no escape rules since nobody bother to gank them and they can snowball easily, for example Drow/SF/Viper/Luna/Troll/Sniper
then there are heroes that excel under no cordination matches and rape other heroes 1v1 like Bloodseeker/Huskar/Nigh Stalker/Nyx/Lifestealer for a lot of kill
and off course there also your autowin heroes like PL
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FREEAGLELAND26782 Posts
On March 06 2013 18:48 fuzzy_panda wrote: Hey guys just wondering, is a Juggernaut ward worth it for the Stinger (windrunner bow) with custom animation? Ward is worth just a tad less than Stinger. Both are less than one key. Healing Ward around .75, Stinger around .85. Of course, Stinger is regarded as one of the worst WR bows.
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