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Simple Questions, Simple Answers - Page 377

Forum Index > Dota 2 Strategy
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Shaella
Profile Blog Joined January 2013
United States14828 Posts
March 23 2013 00:57 GMT
#7521
On March 23 2013 08:58 TheYango wrote:
Show nested quote +
On March 23 2013 08:36 Firebolt145 wrote:
Probably should consider BKB before AC.

I was speaking to Shaella's item choice post-BKB.

AC first is indeed awkward.

Its ok man, I understood you
don't tell me to provide a legend for those charts cause we already got shaella in this thread - eieio | Bulba is my waifu
evilfatsh1t
Profile Joined October 2010
Australia8892 Posts
March 23 2013 03:50 GMT
#7522
On March 23 2013 09:04 Sqisgar wrote:
What exactly is meant by base damage? Do things add to it? Couldn't find it in the dota 2 wiki.

base dmg is the white number you see on your attack. its your hero's starting dmg, and it is affected by stat growth. items that increase stat also increase base dmg. items like daedalus which give dmg is not considered base dmg.
synapse
Profile Blog Joined January 2009
China13814 Posts
March 23 2013 06:10 GMT
#7523
On March 23 2013 12:50 evilfatsh1t wrote:
Show nested quote +
On March 23 2013 09:04 Sqisgar wrote:
What exactly is meant by base damage? Do things add to it? Couldn't find it in the dota 2 wiki.

base dmg is the white number you see on your attack. its your hero's starting dmg, and it is affected by stat growth. items that increase stat also increase base dmg. items like daedalus which give dmg is not considered base dmg.

Following up on this, DD rune will only increase the white number and not the green addition. Same goes for skills like magnus's empower, which will increase your base damage by 50% but not the additional damage.
:)
Ryrmidon
Profile Blog Joined April 2011
Canada371 Posts
March 23 2013 12:52 GMT
#7524
Is there any general rule to knowing what damage items are most optimal on certain carries? For example choosing between Desolator, Daedulus, Mjollnir, Skull Basher, MKB, etc? I find some of them are intuitive, like prioritizing attack speed on Sniper, Druid, Faceless to proc headshot / entangle / bash more often, but is there a post anywhere of somebody calculating the cost effectiveness of certain items on some of the popular carries? For example if I wanna build Nature's prophet for damage, how do I know what the most cost effective damage item would be between Mjollnir, MKB, or Daedulus? Or is something like that impossible to do.

Also what's the most common way to lane / build lone druid right now? Is rushing radiance for the early damage and split push still viable?
"He can't beat me in a real game" IdrA
Poelie
Profile Joined July 2010
Netherlands53 Posts
March 23 2013 14:30 GMT
#7525
Why has windrunner fallen out of style as a suicide laner?
Mid-master zerg player
nojok
Profile Joined May 2011
France15846 Posts
Last Edited: 2013-03-23 15:02:22
March 23 2013 14:56 GMT
#7526
On March 23 2013 21:52 Ryrmidon wrote:
Is there any general rule to knowing what damage items are most optimal on certain carries? For example choosing between Desolator, Daedulus, Mjollnir, Skull Basher, MKB, etc? I find some of them are intuitive, like prioritizing attack speed on Sniper, Druid, Faceless to proc headshot / entangle / bash more often, but is there a post anywhere of somebody calculating the cost effectiveness of certain items on some of the popular carries? For example if I wanna build Nature's prophet for damage, how do I know what the most cost effective damage item would be between Mjollnir, MKB, or Daedulus? Or is something like that impossible to do.

Also what's the most common way to lane / build lone druid right now? Is rushing radiance for the early damage and split push still viable?

Pick according to the ennemy team mostly, basher is to counter bkb, MKB is to counter butterfly or hitting towers without having to go into their base, Mjollnir is for proc as you mentionned, deso is nice if you have few people who also have decent aa on your team, daedalus is more like the ice on the cake as it really improves your dps once you have decent damages but as first big item it's not really good. There is a consensus that mjollnir is the most efficient dps/gold item and yeah some people did all the maths but I don't remember where I saw it.

Concerning NP, get mek, it allows you to hit longer but also your main carry => more dps than any other item :D

edit : for post above, I think wind lacks versatility whereas some heroes like NP, DS, LD can go jungle farm better & safer than her in impossible trilane while being able to come back in the lane if the supports rotate, ok wind can also come back in lane but she can't farm jungle jsut in case. Clock is as safe as wind for exemple but is better initator & can spam his last hit spell way more often with bottle crowing. So from a baddie perspective the alternatives seem better.
"Back then teams that won were credited, now it's called throw. I think it's sad." - Kuroky - Flap Flap Wings!
flamewheel
Profile Blog Joined December 2009
FREEAGLELAND26782 Posts
March 23 2013 15:47 GMT
#7527
On March 23 2013 23:30 Poelie wrote:
Why has windrunner fallen out of style as a suicide laner?

Teams have developed to a point that if they want to keep somebody down, they can. Windrunner still have amazing laning, but she doesn't have an easy time catching up. Hence when she's played, it's either mid or (occasionally) safe lane.
Writerdamn, i was two days from retirement
aintz
Profile Joined August 2010
Canada5624 Posts
March 23 2013 16:26 GMT
#7528
people realized windrun is countered easily by a simple slow. then wr is dead.
TheSubtleArt
Profile Joined May 2011
Canada2527 Posts
March 23 2013 19:17 GMT
#7529
On March 24 2013 00:47 flamewheel wrote:
Show nested quote +
On March 23 2013 23:30 Poelie wrote:
Why has windrunner fallen out of style as a suicide laner?

Teams have developed to a point that if they want to keep somebody down, they can. Windrunner still have amazing laning, but she doesn't have an easy time catching up. Hence when she's played, it's either mid or (occasionally) safe lane.

I think this is pretty much it. The strength of offlaning heroes like Seer, NP and Batrider is they can fall back to the jungle for farm if they're having a hard time.
Dodge arrows
Belisarius
Profile Joined November 2010
Australia6233 Posts
March 24 2013 00:19 GMT
#7530
Can someone explain why wisp+ck and spectre+wl are particularly powerful combos?
rebdomine
Profile Blog Joined October 2010
6040 Posts
March 24 2013 00:24 GMT
#7531
MS boost from tether makes CK move even faster. CK + Wisp is just such a strong ganking duo. Tether CK then relocate someplace. Reality Rift someone into tether (which stuns them) then follow up with Chaos Bolt. Good strong combo of disables with a loooot of move speed to boot.
"Just because you are correct doesn't mean you are right!"
TheSubtleArt
Profile Joined May 2011
Canada2527 Posts
March 24 2013 00:27 GMT
#7532
On March 24 2013 09:19 Belisarius wrote:
Can someone explain why wisp+ck and spectre+wl are particularly powerful combos?

Haunt and Spectre's passives have good synergy with fatal bonds.
Dodge arrows
Belisarius
Profile Joined November 2010
Australia6233 Posts
Last Edited: 2013-03-24 00:44:23
March 24 2013 00:43 GMT
#7533
On March 24 2013 09:24 rebdomine wrote:
MS boost from tether makes CK move even faster. CK + Wisp is just such a strong ganking duo. Tether CK then relocate someplace. Reality Rift someone into tether (which stuns them) then follow up with Chaos Bolt. Good strong combo of disables with a loooot of move speed to boot.


On March 24 2013 09:27 TheSubtleArt wrote:
Show nested quote +
On March 24 2013 09:19 Belisarius wrote:
Can someone explain why wisp+ck and spectre+wl are particularly powerful combos?

Haunt and Spectre's passives have good synergy with fatal bonds.


Right, thanks.

I hadn't thought of rift>tether. I wondered if spec/wl had something other than bonds. I feel like bonds is one of those spells like vacuum that pretty much synergises with everything.
evilfatsh1t
Profile Joined October 2010
Australia8892 Posts
March 24 2013 01:04 GMT
#7534
On March 24 2013 09:43 Belisarius wrote:
Show nested quote +
On March 24 2013 09:24 rebdomine wrote:
MS boost from tether makes CK move even faster. CK + Wisp is just such a strong ganking duo. Tether CK then relocate someplace. Reality Rift someone into tether (which stuns them) then follow up with Chaos Bolt. Good strong combo of disables with a loooot of move speed to boot.


Show nested quote +
On March 24 2013 09:27 TheSubtleArt wrote:
On March 24 2013 09:19 Belisarius wrote:
Can someone explain why wisp+ck and spectre+wl are particularly powerful combos?

Haunt and Spectre's passives have good synergy with fatal bonds.


Right, thanks.

I hadn't thought of rift>tether. I wondered if spec/wl had something other than bonds. I feel like bonds is one of those spells like vacuum that pretty much synergises with everything.

it does have something other than bonds. fear of getting hit by a 5man bond -> 5 man rock causes the team to spread out as much as possible. this is also better for spec, since his desolate will start to proc. the combination leaves little room for opponents' mistakes, because if you fight under a 5 man fatal bonds and golem, you will die to spec. if you spread out too much, you will die to spec
Ruscour
Profile Blog Joined April 2011
5233 Posts
March 24 2013 05:56 GMT
#7535
Trying to run offensive trilane, failing because I don't know how to pull and control it.

So yeah, ward their pull, at what time do you pull the river camp, how much tree eating needs to occur, and how do you control it in general?
flamewheel
Profile Blog Joined December 2009
FREEAGLELAND26782 Posts
March 24 2013 06:17 GMT
#7536
On March 23 2013 21:52 Ryrmidon wrote:
Is there any general rule to knowing what damage items are most optimal on certain carries? For example choosing between Desolator, Daedulus, Mjollnir, Skull Basher, MKB, etc? I find some of them are intuitive, like prioritizing attack speed on Sniper, Druid, Faceless to proc headshot / entangle / bash more often, but is there a post anywhere of somebody calculating the cost effectiveness of certain items on some of the popular carries? For example if I wanna build Nature's prophet for damage, how do I know what the most cost effective damage item would be between Mjollnir, MKB, or Daedulus? Or is something like that impossible to do.

Also what's the most common way to lane / build lone druid right now? Is rushing radiance for the early damage and split push still viable?

This is incredibly mathable, but subject to too many variables. Items are generally gotten less for raw damage and more for the effects or synergy with hero.
Writerdamn, i was two days from retirement
Sephyr
Profile Joined June 2011
Australia665 Posts
March 24 2013 10:52 GMT
#7537
On March 24 2013 14:56 Ruscour wrote:
Trying to run offensive trilane, failing because I don't know how to pull and control it.

So yeah, ward their pull, at what time do you pull the river camp, how much tree eating needs to occur, and how do you control it in general?


I'm confused. I'm guessing your running offensive tri Radiant side on their offlane, right? If so, your main aim isn't to control the lane because it's already hard enough if it's dual vs dual but more so just using your offensive tri to make their safe lane into a not-so-safe lane.

I mean don't get me wrong, you can try and control the lane in an offensive tri, but you'd be much better just trying to pick off the supports who are pulling (if you haven't warded) or just trying to tower dive (do it smartly, with the right heroes) / make the lane impossible to farm in.
shizaep
Profile Blog Joined January 2011
Canada2920 Posts
March 24 2013 14:50 GMT
#7538
When I am mid, how to decide if I should get a bottle or not? If I don't get it, I feel like I'm at a disadvantage against someone who does but that 600 gold could go towards something else. I'm just looking for some general rules of thumb to when it is a "very good idea" for me to get a bottle mid and when it is more of a waste. Thanks.
You mean I just write stuff here and other people can see it?
aintz
Profile Joined August 2010
Canada5624 Posts
March 24 2013 15:23 GMT
#7539
if ur a mid hero that uses mana, get a bottle.
evilfatsh1t
Profile Joined October 2010
Australia8892 Posts
Last Edited: 2013-03-24 15:30:25
March 24 2013 15:27 GMT
#7540
On March 24 2013 14:56 Ruscour wrote:
Trying to run offensive trilane, failing because I don't know how to pull and control it.

So yeah, ward their pull, at what time do you pull the river camp, how much tree eating needs to occur, and how do you control it in general?

offensive trilane doesnt need pulls. your aim is to kill things. you cant play an offensive trilane like you would with a defensive trilane.

go into their safelane with strong killing heroes and kill shit. assist gold and exp is how the supports get farm, and the carry last hits as much as possible while taking as many kills as he can at the same time.
you will end up with less farm than if you defensive trilaned, but if you did your job right then their safelaner should have pretty much nothing

On March 24 2013 23:50 shizaep wrote:
When I am mid, how to decide if I should get a bottle or not? If I don't get it, I feel like I'm at a disadvantage against someone who does but that 600 gold could go towards something else. I'm just looking for some general rules of thumb to when it is a "very good idea" for me to get a bottle mid and when it is more of a waste. Thanks.


if you can utilise the runes well, get a bottle. another good requirement is you have a good creep clearing ability. so, strong gankers such as qop,ta,storm,sf,tinker are some good examples. invoker is a case where he can use the runes well, but cant push the lane out fast enough for him to not lose exp/gold and get the rune at the same time. necrolyte is an example of a good creep clearer but terrible rune user, so he would be a case where bottles are rarely gotten
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