the skill description on playdota is correct. in general everything on playdota is correct, though not always
http://www.playdota.com/heroes/spectre Causes any damage taken by Mercurial to be reflected onto all enemies in a 1000 AoE. The further away the enemy is the less damage is dealt
full 22% to all enemies at a radius less than 300 units, tapers off past that. damage is 22% of the damage spectre would have taken (post-reduction), reflected as pure damage
Damage from dispersion is not shared, but not every nearby enemy takes the full 22%(at lvl 4), it depends on distance. Heroes within 300 range of spectre will take the full 22%, decreasing linearly up to 1000 range away. Heroes farther than 1000 range will take no damage. Damage is pure, so yes, creeps take the same damage as heroes. Additionally because the damage is pure, it is actually unaffected by all damage reduction except for other instances of dispersion and bristleback (as they reduce all incoming damage).
Edit: Think I might have read your question wrong, the damage reflected is the damage taken after damage reduction, yes.
When relocating with Wisp, can the enemy players see the little white swirl on the ground to show where you will be appearing?
In this video,
at ~2.55 Rubick uses telekenisis on QOP and you can see a little green marker to show where he is going to throw her. This is the first I knew of this, does this still exist? Can only your allies see it or can your enemies see it too?
Sometimes I get confused about what sort of visual indicators your enemies can see.
On May 01 2013 21:22 Ryder. wrote: When relocating with Wisp, can the enemy players see the little white swirl on the ground to show where you will be appearing?
at ~2.55 Rubick uses telekenisis on QOP and you can see a little green marker to show where he is going to throw her. This is the first I knew of this, does this still exist? Can only your allies see it or can your enemies see it too?
Sometimes I get confused about what sort of visual indicators your enemies can see.
In addition, both enemies and allies will also see a teleport indicator on the minimap when wisp relocates. Even if you don't see the white swirl, the giant red teleport indicator on your minimap should tip you off.
Depends on what kind of lanes you're doing. What you really should do is give a set to your off laner so that he can ward the pull spot, and then he can ward the rune closest to him (bottom if you're dire, top of you're radiant). That way you don't waste as much time running around and missing exp / harass time.
For the second set, you don't REALLY need to ward both rune spots right away, you're better off buying the courier or a set of sentry wards to de-ward your pull spot, or get rid of their wards. If you're going to ward, other common spots are the lane wards close to the enemy towers (if you're safe lane and baby sitting your carry) to spot for TP rotations, or if long lane, behind the enemy tower, or inside of the treeline of the jungle to spot for ganks
Yeah ideally you want a set of wards in your off-lane blocking the pull and hopefully covering the rune or providing safety vision to your suicide lane (or both).
The other set goes in safe lane and one provides rune vision while the other provides lane vision to assist in zoning the enemy suicide laner.
However, depending on your team composition you may not be able to afford 2 sets of wards (since a courier is REQUIRED and you may need sentries at level 1, and you may have a jungler who can't chip in). If this is the case, give the wards to the offlane to block the pull and make sure they use the extra one on rune vision. Vision on both runes is generally unecessary but obviously isn't hurting anybody. TBH I'd prioritize the first set of sentries over the 2nd set of obs at the very start of the game, just to guarantee yourself a pull and avoid shenanigans if a wild bounty hunter appears in your lane.
On May 02 2013 03:44 Sn0_Man wrote: Yeah ideally you want a set of wards in your off-lane blocking the pull and hopefully covering the rune or providing safety vision to your suicide lane (or both).
The other set goes in safe lane and one provides rune vision while the other provides lane vision to assist in zoning the enemy suicide laner.
However, depending on your team composition you may not be able to afford 2 sets of wards (since a courier is REQUIRED and you may need sentries at level 1, and you may have a jungler who can't chip in). If this is the case, give the wards to the offlane to block the pull and make sure they use the extra one on rune vision. Vision on both runes is generally unecessary but obviously isn't hurting anybody. TBH I'd prioritize the first set of sentries over the 2nd set of obs at the very start of the game, just to guarantee yourself a pull and avoid shenanigans if a wild bounty hunter appears in your lane.
Once you're at the point where the enemy starts with sentries trying to block the enemy pull doesn't make a lot of sense. I'd rather try to use the obs in positions that don't get dewarded easily and provide vision than to block the pullcamp just to get dewarded 20s later.
Well if ur dire then there are places you can hide ur pull-block wards even if they start with sentries. If ur radiant then ur kinda boned for "hiding" the pull block ward but even in top tier MM games supports are lazy and don't start with sentries.
EDIT: Besides half the world doesn't know where to put the sentries exactly.
Double edit: I suppose its a judgement call. If you are an invis hero it can be worth it to burn one of their sentries that way. You are of course right that there is no good reason to throw away an obs ward if they started with sentries and you aren't an invis offlaner.
on top of no tax in CA, typically lower shipping generally, they pay a portion of the return shipping if it's defective. With newegg, you have to pay the shipping yourself.
just an answer to a potential question, rather than a question itself.
On May 02 2013 05:17 waffling1 wrote: man tigerdirect > newegg.
on top of no tax in CA, typically lower shipping generally, they pay a portion of the return shipping if it's defective. With newegg, you have to pay the shipping yourself.
just an answer to a potential question, rather than a question itself.
more like a rant
Dear Sir, may I assume that you have arrived to wrong thread? :D
tigerdirect courier > newegg courier -_- good way for valve make profit: ad couriers. default courier now random ad. "Meet sexy russian women flying courier"
I'm having a lot of trouble with Jungle Batrider (Radiant Side). I've watched the youtube guides, but can't seem to pull off the first few minutes.
I can't seem to consistently stack the easy camp if I double pull the hard camp. Also I then have trouble pulling the stacked easy camp to the mid lane. I know that it has been nerfed but it is still consistently possible? (I have tried the range creep attack aggro method, works sometimes)
Pull the easy camp a little early-- at :50 or :51, and then the hard at :53, and you should be able to double stack them. I can't consistently pull the easy camp into mid either though.
I guess my plan is now: stack hard camp x3, firefly easy camp in the meanwhile. Then napalm and FF the stacked hard camp down and go stack the other hard camp after that. Would it be worthwhile double stacking at the start if I'm not pulling?
On May 02 2013 14:57 Dentz wrote: Thanks guys, was frustrating me to no end.
I guess my plan is now: stack hard camp x3, firefly easy camp in the meanwhile. Then napalm and FF the stacked hard camp down and go stack the other hard camp after that. Would it be worthwhile double stacking at the start if I'm not pulling?