Simple Questions, Simple Answers - Page 387
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Ryder.
1117 Posts
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TheYango
United States47024 Posts
On April 01 2013 10:50 Ryder. wrote: When laning as beastmaster, what should I be doing with my summons? Alttab guides says to max them first, and obviously you use the hawk as a makeshift ward, but what should I be doing with the dog? It is hard to harass enemies with since so squishy and does pretty shitty damage anyway...do I just use it to help last hit/deny? Maxed summons is an outdated build except against certain (usually melee) lanes (it comes from when the Hawk was much stronger and when Smoke wasn't in the game so you needed to be able to de-ward with Hawk+Pig to get ganks off). Alt-tab guide was written before Axes+Aura became popular outside of China (though Xiao8 made it the standard in China only a few months after TI1 in late 6.72/early 6.73) and hasn't been updated since. Typical build nowadays for laning is max Axes with aura at 2 and either aura at 4 again or rank 1 summons at 4, depending on the lane. The draw of early aura is that it gives you somewhat more pushing power to get runes and allows you to outtrade many heroes in straight-up fights in lane (not just because you attack faster, but because your creeps attack faster, they will take more creep damage than you in the trade). | ||
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MSGHero
United States147 Posts
What are some good threads/sites/chat channels to find people to play with? I'm on a losing streak that's about to become my biggest if I don't win this next game, and several of the games just had bad people. Mind you, I didn't play so hot in all of them (not blaming them for everything), but stacks usually play better and I surely play better when there's communication. I have 500 wins, and purgegamers is filled with 50-200 win people asking for games. + Show Spoiler + I think valve is punishing me for getting past 500 wins 51% winrate and my first rampage in my 501st game | ||
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FinestHour
United States18466 Posts
if you read more purge guides you will be become just as good as purgegamers himself just ask kuponess | ||
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Emnjay808
United States10665 Posts
What is the different between cast point and backswing. Source: http://www.dota2wiki.com/wiki/Nature's_Prophet | ||
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TheYango
United States47024 Posts
Backswing is the amount of time AFTER the spell goes off where the hero will continue to play a cast animation. You CAN issue another order to the unit during this time (typically attack or movement), and it will perform that order overriding the spell animation. However, if you shift-queue commands, the hero will finish playing the backswing animation before continuing onto the next issued order. Likewise with attacks--if you issue an attack order on an enemy you are chasing, your hero will finish the attack backswing before continuing to chase if you just right-click them and don't do anything more, but if you issue a move command during the backswing, you can move during the time where the time the backswing animation should be playing. Note that this CANNOT actually be used to attack faster, it only allows you to perform other non-attack actions (such as using skills or moving) during the time when the backswing animation would normally be playing. Also, attack point animations can be interrupted through any alternative actions such as moving or casting, while you can only interrupt a cast point animation using the "stop" command. EDIT: To observe this effect in a game, create a game with Nature's Prophet, and cast Sprout on an enemy target, then don't click anything. Note that Prophet will have his hand raised for about a second after the trees already appear before he starts attacking the Sprouted target. Then do the same thing but right-click or a-click the target IMMEDIATELY after the trees appear. Prophet will immediately attack out of his hand-raised backswing animation rather than waiting out the entire animation. | ||
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Emnjay808
United States10665 Posts
On April 01 2013 13:26 TheYango wrote: Cast point is the amount of time the animation has to play before the skill goes off. If you issue the "stop" command or you lose vision/get stunned/etc. during this animation, it will interrupt the skill and the skill won't be cast. Backswing is the amount of time AFTER the spell goes off where the hero will continue to play a cast animation. You CAN issue another order to the unit during this time (typically attack or movement), and it will perform that order overriding the spell animation. However, if you shift-queue commands, the hero will finish playing the backswing animation before continuing onto the next issued order. Likewise with attacks--if you issue an attack order on an enemy you are chasing, your hero will finish the attack backswing before continuing to chase if you just right-click them and don't do anything more, but if you issue a move command during the backswing, you can move during the time where the time the backswing animation should be playing. Note that this CANNOT actually be used to attack faster, it only allows you to perform other non-attack actions (such as using skills or moving) during the time when the backswing animation would normally be playing. Also, attack point animations can be interrupted through any alternative actions such as moving or casting, while you can only interrupt a cast point animation using the "stop" command. EDIT: To observe this effect in a game, create a game with Nature's Prophet, and cast Sprout on an enemy target, then don't click anything. Note that Prophet will have his hand raised for about a second after the trees already appear before he starts attacking the Sprouted target. Then do the same thing but right-click or a-click the target IMMEDIATELY after the trees appear. Prophet will immediately attack out of his hand-raised backswing animation rather than waiting out the entire animation. That makes a lot of sense. For some reason my NP would stay in place for so long if I do shift que commands like Teleport+Shift que+Sprout+shift que+ auto attack/orchid etc. There were other times where I would just cancel the backswing with a stutter step and I noticed I would do skill combos quicker. Thanks for the clarification. I wasnt quite sure what the deal was with the whole cast animation thing. | ||
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igotmyown
United States4291 Posts
On April 01 2013 13:26 TheYango wrote: Cast point is the amount of time the animation has to play before the skill goes off. If you issue the "stop" command or you lose vision/get stunned/etc. during this animation, it will interrupt the skill and the skill won't be cast. Backswing is the amount of time AFTER the spell goes off where the hero will continue to play a cast animation. You CAN issue another order to the unit during this time (typically attack or movement), and it will perform that order overriding the spell animation. However, if you shift-queue commands, the hero will finish playing the backswing animation before continuing onto the next issued order. Likewise with attacks--if you issue an attack order on an enemy you are chasing, your hero will finish the attack backswing before continuing to chase if you just right-click them and don't do anything more, but if you issue a move command during the backswing, you can move during the time where the time the backswing animation should be playing. Note that this CANNOT actually be used to attack faster, it only allows you to perform other non-attack actions (such as using skills or moving) during the time when the backswing animation would normally be playing. Also, attack point animations can be interrupted through any alternative actions such as moving or casting, while you can only interrupt a cast point animation using the "stop" command. EDIT: To observe this effect in a game, create a game with Nature's Prophet, and cast Sprout on an enemy target, then don't click anything. Note that Prophet will have his hand raised for about a second after the trees already appear before he starts attacking the Sprouted target. Then do the same thing but right-click or a-click the target IMMEDIATELY after the trees appear. Prophet will immediately attack out of his hand-raised backswing animation rather than waiting out the entire animation. You should start giving really bad advice today, but mix in enough technical points and chinese league references that it sounds correct. | ||
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Adrian_mx
Mexico1880 Posts
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Rodberd
Germany531 Posts
Q E Q E Q R Q E E (max W last) (the bear gets entangle with the 3rd skillpoint, so you could go gank here) items: bear: phaseboots, veno-orb for early, later on maelstrom (or armlet, seems almost equal except aoe from maelsstrom), basher LD: tranquils, the bigger stuff like AC i tend to leave it on LD. also 2x midas can work. one on bear and one on LD. just exchange when off CD so LD gets faster midas-charges | ||
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Firebolt145
Lalalaland34504 Posts
On April 01 2013 16:42 Rodberd wrote: for LD skills: Q E Q E Q R Q E E (max W last) (the bear gets entangle with the 3rd skillpoint, so you could go gank here) items: bear: phaseboots, veno-orb for early, later on maelstrom (or armlet, seems almost equal except aoe from maelsstrom), basher LD: tranquils, the bigger stuff like AC i tend to leave it on LD. also 2x midas can work. one on bear and one on LD. just exchange when off CD so LD gets faster midas-charges AC really should be on the bear so he gets the attack speed from hyperstone, which is wasted if left on yourself since you should always avoid putting yourself in danger. 2x midas is a gimmick which should never be done in a serious game. And I'm also 90% sure that when you get double midas it is pointless to switch them around as the hero itself has a cooldown for using it. It is occasionally also worth getting a point of Rabid earlier before maxing Synergy for the ?12% movespeed. | ||
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TheYango
United States47024 Posts
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Adrian_mx
Mexico1880 Posts
He's fucking hard. | ||
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Yurie
12118 Posts
Just had the most fun safe lane ever where invoker was 0-5 after losing his first tower. | ||
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nojok
France15846 Posts
On April 01 2013 10:50 Ryder. wrote: When laning as beastmaster, what should I be doing with my summons? Alttab guides says to max them first, and obviously you use the hawk as a makeshift ward, but what should I be doing with the dog? It is hard to harass enemies with since so squishy and does pretty shitty damage anyway...do I just use it to help last hit/deny? The boar is for the slow & the hawk is for scouting runes, incoming ganks but you always max axe 1st even if you can get level 2 summons at level 3 just to get the boar. But mostly keep your mana for more axes early as you have shitty mana pool, once you have soul ring OR bottle, you can use you summons without really worrying. Remember axe damages are awesome but it's composite so it's reduced by armor and magic resistance so it fades the longer the game goes. Another random tip : rush your offlane when game starts & destroy all trees with axe & come back to base to regen mana, you have time for it. | ||
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Firebolt145
Lalalaland34504 Posts
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Cycore
26 Posts
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Firebolt145
Lalalaland34504 Posts
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TheSubtleArt
Canada2527 Posts
Also what boots should I get on the Druid? Are tranquils still worth getting? Treads? Or just stick to brown boots? | ||
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Qbek
Poland12923 Posts
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