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On April 13 2013 19:00 10734 wrote: What items should I get on wisp? Can't choose between all the items that are good on him.
obviously depends on how successful of a game you are having, but a "safe" set of items is bottle, tranquil (or arcane), urn at the very least. some people like soul ring. basically items that can help you give health and/or mana to your teammates when linked
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More of a game mechanics question than tactical, but I think it still falls into simple questions category so I don't create new thread... Anyone knows the mechanics of applying a name tag on courier? I've seen renamed courier which then had the name shown above his portrait instead of the generic "Courier". The thing that interests me - are there any unusual limitations in length? If no, will the name be cut off in the middle or on more lines just as, for example, neutral creeps with longer names? Wouldn't like to waste it just to try. Thanks in advance.
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I was wondering why you never see invoker in tournaments anymore?
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On April 14 2013 00:54 ChiknAdobo wrote: I was wondering why you never see invoker in tournaments anymore? They nerfed his base damage, so QW has very little last hitting power vs more common mids. And QE is too unreliable for pro games, having to rely on sunstrike isn't good unless you hit it while the target is stunned, and you don't have much ganking power until after it matters.
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On April 14 2013 01:08 MSGHero wrote:Show nested quote +On April 14 2013 00:54 ChiknAdobo wrote: I was wondering why you never see invoker in tournaments anymore? They nerfed his base damage, so QW has very little last hitting power vs more common mids. And QE is too unreliable for pro games, having to rely on sunstrike isn't good unless you hit it while the target is stunned, and you don't have much ganking power until after it matters.
Ok thanks, that makes sense.
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How should my team approach the other team, if their team composes of Warlock and Void? ( Me and a group of friends were playing a pub the other day, and we lost despite obtaining a considerable lead during the early and mid-game stages, our heroes were batrider, OD, sven, WR and rubick, against Warlock, Void, Omni, Pudge, and Weaver) I'm sorry if the details are insufficient, I just want a general idea of how we could've approached the matter.
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batrider blinks in, lasso void, you kill void and win game :p
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push before they become unstoppable. your team is just much much stronger in early/mid game.
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United States47024 Posts
On April 14 2013 06:04 aintz wrote: push before they become unstoppable. your team is just much much stronger in early/mid game. That's not all that true. Aside from Void, all of their other 4 heroes are strong in midgame fights. The key is their lack of small disables and anti-push.
They have a stronger 5v5 teamfight, but they lack "small" disables for ganks and small fights (unless Pudge hooks someone, they have to blow a big ult to catch anyone because Void, Warlock, Omni, and Weaver have no non-ult disables), whereas every single one of your heroes has small gank disables. Likewise they lack AoE anti-push to be able slow you pushing after a kill. Gank->Push to take towers, and if they start trying to 5-man, just spread out and split-push/farm because they can't actually catch anyone without a lucky hook or using an ult, and they push slowly without easy wave clearing AoE. High ground with a big item advantage from your ganks/superior farm efficiency.
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with such a disable heavy team its pretty much impossible to lose a early game engagement unless they fail. and when you get ahead early game push all the outter towers, then get rosh and win the game. theres literally nothing the dire can do unless the radiant just chills and derps.
and the radiant heroes are just much more straight forward to play.
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United States47024 Posts
How well they can do in early game engagements depends a lot on how they performed in lanes, which can vary drastically in a pub based on the individual abilities of the player in the game.
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Has anybody got tips for playing qop? For some reason, it seems like my judgement just goes off when I play that hero. I tend to do alright for the first 3 or so minutes, but then I just seem to be constantly out of mana (even with agi tread bottling) and I feed a lot and die in nearly every fight. Also I can't seem to figure out how to hit sonic wave it the target is in directly (as in melee range) in front of me. Should I be doing calculations in game to figure out how quickly I can kill something or hang at the back/sides of a fight like a support until all stuns/nukes have been used? Is there anything in particular I should practise about the hero?
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QoP is a hero that strains your decision making, so a lot of it comes from experience. Regarding sonic wave I'd say you should be as decisive as possible, meaning you shouldn't delay/overthink using it. And since the cast animation is a bit long, you should always be ready to cancel it if necessary.
Ideally you'll end up not having to calculate very much at all, but rather being intuitively aware of what you can achieve, you do however need to pay very close attention to the usage of stuns/silences etc. It's a matter that difficult to give advice on, since each scenario is very different. Play the hero a lot, and maybe study some games of good QoP players. + Show Spoiler +
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be aware of how much mana your spells cost before blinking in. even experienced qop players sometimes blink in only be to 20mana short of scream+wave combo.
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Did someone can explain me who is LGD.int ? Apparently they are good but we never see them;
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On April 15 2013 03:54 VelJa wrote: Did someone can explain me who is LGD.int ? Apparently they are good but we never see them;
LGD.int is a western team based in China. Thus you see them in most large Asian tournaments. Which might be in the wrong time zone for you.
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Tree casting spells while invis. Can he also TP while invis?
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On April 15 2013 09:42 Cirn9 wrote: Tree casting spells while invis. Can he also TP while invis? yes, he can use items while invis too
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How would you build faceless void?
I'm playing dota almost exclusively with 3-5 man stacks of friends and we have some fairly fixed roles, where I'm the 1 role carry. I'm pretty confident with most of the agi carries in the pool and so on. Void I just don't have a feeling for personally.
As it stands currently it's a lot on me to farm up hard and carry while our focus is less on early pushing and teamfighting, this I have a dislike for the typical MoM rush into early teamfights with chrono. Is that the only decent way of building him unless you can comfortably drag it to 40 mins+?
It's obviously situational depending on each game, the drafts etc. but I'm looking for some general direction here. I also feel like I need at least 2, often 3 big items on him to start feeling like I can have an impact on teamfights outside of chrono if the game is fairly even. It's more than the usual 1 or 2 big items, and can often mean that the powerspike comes too late in the game to matter.
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On April 15 2013 11:44 Divine-Sneaker wrote: How would you build faceless void?
I'm playing dota almost exclusively with 3-5 man stacks of friends and we have some fairly fixed roles, where I'm the 1 role carry. I'm pretty confident with most of the agi carries in the pool and so on. Void I just don't have a feeling for personally.
As it stands currently it's a lot on me to farm up hard and carry while our focus is less on early pushing and teamfighting, this I have a dislike for the typical MoM rush into early teamfights with chrono. Is that the only decent way of building him unless you can comfortably drag it to 40 mins+?
It's obviously situational depending on each game, the drafts etc. but I'm looking for some general direction here. I also feel like I need at least 2, often 3 big items on him to start feeling like I can have an impact on teamfights outside of chrono if the game is fairly even. It's more than the usual 1 or 2 big items, and can often mean that the powerspike comes too late in the game to matter. Well, part of it is that you're playing a hero who's kind of designed like that, but if you want to be effective early, as you said MoM can be decent but if you don't like that then a fast Midas can help you get the items you need faster (since like you said, you kind of need a lot of big items to be useful, if you can pull off a Midas it's often a good idea), or a fast Maelstrom can help your farming as well as being really cost-efficient DPS to start building into lategame items, and can turn into a Mjolnir later which is sweet.
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