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Lalalaland34504 Posts
On April 01 2013 22:50 TheSubtleArt wrote: 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? Just checking...I assume you're running around in your ultimate form, right? Your armor and HP jumps massively in that form.
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On April 01 2013 23:02 Firebolt145 wrote:Show nested quote +On April 01 2013 22:50 TheSubtleArt wrote: 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? Just checking...I assume you're running around in your ultimate form, right? Your armor and HP jumps massively in that form. Yep.
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A "casual cloak" on your hero is quite common if the other team has heavy magic damage. Tranquils are still worth it IMO, once you are worried about them breaking in fights you can disassemble them and keep the armor ring and regen ring on either yourself or your bear, (just not both together). Generally it isn't worth upgrading your hero boots to treads/phase until at least 2 big items on your bear (AC/Radiance or similar, basically ~12K net worth on the bear including phase boots). Ghost scepter is a common pickup on your hero in lieu of cloak when its a clinkz/drow/ursa/etc killing you, although you'll find that if you just explode to that stuff your bear probably will as well, but I suppose better the bear than you.
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On April 01 2013 23:17 TheSubtleArt wrote:Show nested quote +On April 01 2013 23:02 Firebolt145 wrote:On April 01 2013 22:50 TheSubtleArt wrote: 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? Just checking...I assume you're running around in your ultimate form, right? Your armor and HP jumps massively in that form. Yep.
Get a ghost scepter and don't attack with your actual guy, just stay in range for bear to do work.
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Two questions: 1) Why don't I see too much Kunkka use in the tournament scene? 2)How would I best use him in Pubs?
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Dunno, kunkka's late game damage isn't really "reliable" enough and his laning phase is pretty dependant on a setup stun.
I could definitely see kunkka being amazing in aggressive trilanes but how often do you see those? (never).
If you want to go for a "midgame" strategy there are better heroes than Kunkka to do it with.
In pubs do whatever floats your boat. In case you don't know, the "pro-tip" for kunkka is to keep his x-marks at level 2 so that you can X some1 then torrent underneath them immediately and you don't need to do any more work the torrent is a guaranteed hit (unless BKB blah blah blah). The drawback to this is that your range on X is lower so levelling it higher enables you to hit the combo from longer range (if you are confident in the timing of your 2nd x activation).
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Kunkka works fairly well in mid for pubs, once you hit the 6 minute mark and your opponent isn't playing a hero with increased night vision its fairly easy to land torrent+ship from fog giving you an easy kill versus inexperienced players.
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Kunkka used to be played with SD mid. Then it was always banned against the team that did it (mouz?) and nobody else got good at the combo. Kunkka has 2 skill shots and his crit damage with tidebringer is too unreliable. Passives are better for carries, though kunkka makes a good 2 position due to cc and good dmg.
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Does Naga's Rip Tide's armour reduction or damage stack on an enemy hero per illusion? or do her illusions just extend the area of effect of the skill?
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On April 02 2013 06:30 Taiga. wrote: Does Naga's Rip Tide's armour reduction or damage stack on an enemy hero per illusion? or do her illusions just extend the area of effect of the skill?
An enemy can only be hit by this ability once per cast, so it does not "stack" per illusion.
Extending the range isn't exactly how I would describe the interaction with illusions, but I think you understand how it works. The AoE is replicated around each illusion (This is particularly good for, say, clearing jungle creeps while farming lane)
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United States47024 Posts
On April 02 2013 06:30 Taiga. wrote: Does Naga's Rip Tide's armour reduction or damage stack on an enemy hero per illusion? or do her illusions just extend the area of effect of the skill? From the skill description:
"An enemy in multiple AoEs will only get hit once by Rip Tide."
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On April 02 2013 06:33 TheYango wrote: "An enemy in multiple AoEs will only get hit once by Rip Tide." Oh right thanks, I don't have access to Dota 2 atm so was only going by the liquipedia description. Thanks for the fast reply guys.
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United States47024 Posts
On April 02 2013 06:40 Taiga. wrote:Show nested quote +On April 02 2013 06:33 TheYango wrote: "An enemy in multiple AoEs will only get hit once by Rip Tide." Oh right thanks, I don't have access to Dota 2 atm so was only going by the liquipedia description. Thanks for the fast reply guys. For future reference, you should check Playdota or the DotA 2 Wiki if Liquipedia is not clear.
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What does Gyro need for supporters ? How would Gyro be choosen for competitive play?
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On April 02 2013 07:00 Adrian_mx wrote: What does Gyro need for supporters ? How would Gyro be choosen for competitive play?
1) Support heroes in general. Gyro really isn't too picky although anything that can keep them inside his ulti for at least the first hit is a pretty big plus.
2) Gyro is pretty weak against pushes, but if you can force them to teamfight then he does fine. He does quite a bit of magic damage early-midgame but is squishy as a tradeoff so he needs some protecting. Gyro isn't really that demanding, but he can benefit a TON from supports stacking the jungle/ancients.
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Kunkka is actually played mid in competitive by Sing Sing too, extremely well imo
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On April 02 2013 06:53 TheYango wrote:Show nested quote +On April 02 2013 06:40 Taiga. wrote:On April 02 2013 06:33 TheYango wrote: "An enemy in multiple AoEs will only get hit once by Rip Tide." Oh right thanks, I don't have access to Dota 2 atm so was only going by the liquipedia description. Thanks for the fast reply guys. For future reference, you should check Playdota or the DotA 2 Wiki if Liquipedia is not clear. Playdota is filled with lies though. Like about Gyro's ult.
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On April 02 2013 10:44 Nevuk wrote:Show nested quote +On April 02 2013 06:53 TheYango wrote:On April 02 2013 06:40 Taiga. wrote:On April 02 2013 06:33 TheYango wrote: "An enemy in multiple AoEs will only get hit once by Rip Tide." Oh right thanks, I don't have access to Dota 2 atm so was only going by the liquipedia description. Thanks for the fast reply guys. For future reference, you should check Playdota or the DotA 2 Wiki if Liquipedia is not clear. Playdota is filled with lies though. Like about Gyro's ult. Liquipedia is filled with lies too. Says earthshaker has a .4 second cast point.
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What heroes are well suited to soloing the safelane (either 1v1 or 1v2)? I can think of Lone Druid, maybe Weaver, Storm Spirit, any others?
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On April 02 2013 13:10 Ruscour wrote: What heroes are well suited to soloing the safelane (either 1v1 or 1v2)? I can think of Lone Druid, maybe Weaver, Storm Spirit, any others?
I think that it really depends more on who you are laning against than which hero you have. Obv all of the solo offlaners can. It is really not a "safe lane" while solo unless someone in the jungle is stacking and pulling for you.
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