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Simple Questions, Simple Answers - Page 387

Forum Index > Dota 2 Strategy
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Ryder.
Profile Joined January 2011
1117 Posts
April 01 2013 01:50 GMT
#7721
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?
TheYango
Profile Joined September 2008
United States47024 Posts
Last Edited: 2013-04-01 02:18:05
April 01 2013 02:15 GMT
#7722
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Maxed summons is an outdated build except against certain (usually melee) lanes (it comes from when the Hawk was much stronger and when Smoke wasn't in the game so you needed to be able to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).
Moderator
MSGHero
Profile Joined December 2012
United States147 Posts
April 01 2013 02:19 GMT
#7723
Usually (it's a boar) you send it to ancients to stack them. It's annoying because of the slow, but it doesn't do too much damage or anything, useful for when someone comes for a gank.

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
FinestHour
Profile Joined August 2010
United States18466 Posts
April 01 2013 03:52 GMT
#7724
purgegamers channel is full of very high skill players like purgegamers himself
if you read more purge guides you will be become just as good as purgegamers himself
just ask kuponess
thug life.                                                       MVP/ex-
Emnjay808
Profile Blog Joined September 2011
United States10666 Posts
Last Edited: 2013-04-01 04:20:34
April 01 2013 04:20 GMT
#7725
Can someone explain Cast Backswing? For example, I mouse over the cast duration for NP, and it says 0.5(cast point)+1.17(cast backswing).

What is the different between cast point and backswing.

Source:
http://www.dota2wiki.com/wiki/Nature's_Prophet
Skol
TheYango
Profile Joined September 2008
United States47024 Posts
Last Edited: 2013-04-01 04:35:35
April 01 2013 04:26 GMT
#7726
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.
Moderator
Emnjay808
Profile Blog Joined September 2011
United States10666 Posts
April 01 2013 05:37 GMT
#7727
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.
Skol
igotmyown
Profile Blog Joined April 2009
United States4291 Posts
April 01 2013 06:46 GMT
#7728
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.
Adrian_mx
Profile Joined April 2010
Mexico1880 Posts
April 01 2013 07:34 GMT
#7729
Can anyone give me a build / guide for Lone Druid?
我是冠军
Rodberd
Profile Blog Joined February 2011
Germany531 Posts
April 01 2013 07:42 GMT
#7730
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
Ooooh, look at it go
Firebolt145
Profile Blog Joined May 2010
Lalalaland34510 Posts
Last Edited: 2013-04-01 08:31:30
April 01 2013 08:30 GMT
#7731
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.
Moderator
TheYango
Profile Joined September 2008
United States47024 Posts
April 01 2013 08:38 GMT
#7732
Another important reason to leave the AC on the Bear is that the Bear has no armor growth while you're getting armor from your Agi growth. AC on your hero means your Bear just melts to physical damage.
Moderator
Adrian_mx
Profile Joined April 2010
Mexico1880 Posts
April 01 2013 08:55 GMT
#7733
Yeah, I just played him ingame for the very first time..
He's fucking hard.
我是冠军
Yurie
Profile Blog Joined August 2010
12185 Posts
April 01 2013 09:21 GMT
#7734
Is there any reason to off lane invoker when you expect more than 1 hero there?

Just had the most fun safe lane ever where invoker was 0-5 after losing his first tower.
nojok
Profile Joined May 2011
France15846 Posts
April 01 2013 09:35 GMT
#7735
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.
"Back then teams that won were credited, now it's called throw. I think it's sad." - Kuroky - Flap Flap Wings!
Firebolt145
Profile Blog Joined May 2010
Lalalaland34510 Posts
April 01 2013 09:37 GMT
#7736
^ Should mention that the point of this is to remove areas where enemies can hide before ganking you since you can see them coming.
Moderator
Cycore
Profile Joined October 2011
26 Posts
April 01 2013 09:54 GMT
#7737
Is there a way to mute annoying players, both ingame chat and voice?
Hello
Firebolt145
Profile Blog Joined May 2010
Lalalaland34510 Posts
April 01 2013 10:12 GMT
#7738
Open scoreboard (default hotkey is ` or \), to the right of their player name there will be a little white speaker icon. Click on it and it'll turn red showing you've muted them.
Moderator
TheSubtleArt
Profile Joined May 2011
Canada2527 Posts
April 01 2013 13:50 GMT
#7739
On the topic of Lone Druid, I played him for the first time yesterday. The biggest difficulty I had was that while my bear was doing great damage, my actual character died really easily (granted, their team had a Clinkz and Drow who both enjoyed a fairly good early game). How much of my resources am I supposed to allocated to the hero itself? I got brown boots, a PMS and some branches, and just put everything else on the bear. The bear itself was having a grand time, but in teamfights I got focused down really easily and found it really hard to safely stay close enough that my bear could still attack, but far enough to not get Clinkz'ed. I've seen pros go for a casual cloak on the druid but it wasn't the magic damage giving me trouble.

Also what boots should I get on the Druid? Are tranquils still worth getting? Treads? Or just stick to brown boots?
Dodge arrows
Qbek
Profile Blog Joined April 2011
Poland12923 Posts
April 01 2013 13:54 GMT
#7740
when it's drow and clinkz being the problem, a ghost scepter would prolly be the best option, together with like phase to run away faster.
This space left intentionally dank /)3(\ http://i.imgur.com/RmeEUcF.png
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