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one question about dewarding (dual queue, playing RD as support most of the time, babysitting the carry and just relying on assist/tower gold in the start).
i usually start with chicken + tango + salve + 2x gg + obs wards and ward one rune spot (mostly the one with vision at the entrance of our jungle that the lane with the carry is save from ganks + mid sees one rune spot). then after 6:00 i put the 2nd ward there too, try to get brown boots + magic stick + arcanes up + bracers if needed. after brown boots i start to roam and try ganking (as long as carry is save to farm).
now the question: when or if at all shall i start dewarding? is it worth it to get a gem (even if the enemy team has no invis) and just wear it every 2-3 mins to look for wards (and deward) and the rest of the time leave it in the courier (so i dont loose it when i die)? after the first 10-15 mins'ish i start to feel that my impact on initiating ganks gets weaker as i'm easy food for the carrys and i have to play much more defensive and just try to run around solo when i put wards or stack ancients. and in the rest of the time i stick with the grp (or try ).
is it a good idea to buy a gem and does it work on the chicken? is it a good idea to just put it on for 10-15 secs and check for wards and then deward?
thanks a lot for the answers
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Thanks feederbolt, appreciate it! Nice guide btw
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On May 02 2013 12:30 Dentz wrote: 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) I wouldn't bother with pulling or stacking the small camp, unless you get a hill troll camp you'll be able to kill it with firefly in time to stack the westernmost large camp at 0:53. Repeat one more time (this time you have a whole minute rather than 30s so it doesnt matter what camp you get) and you'll hit level 2. Use napalm/firefly to kill the tripple stacked large camp and then go home to heal and buy tranquil boots.
If you do get a Hill Troll Camp at 0:30 I'd skip killing it and just stack the large camp at 0:53. One less small camp isn't that important.
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Is there any spell/item effect that goes through Void's backtrack?
Perhaps Axe's ulti?
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Lalalaland34504 Posts
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On May 02 2013 21:08 Andr3 wrote: Is there any spell/item effect that goes through Void's backtrack?
Perhaps Axe's ulti? All HP-Removal-type dmg cannot be blocked, so for example fatal bonds, urn of shawows, EMP or soulrip cannot be blocked
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What does my item progression want to be when I play Rubick?
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There was a cast where they said they a team can't give away bane and clockwerk. Why that combination in particular?
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On May 03 2013 05:09 kollin wrote: What does my item progression want to be when I play Rubick? Kind of depends - assuming your rubick, you can sort of assume it to be: Beginning of the game is some variation of stick, boots, flying courier, with some gold being for wards if playing 5 support. Grab arcanes when you can. After that, get a blink dagger if you can (or force staff). After that, consider ghost scepter if necessary, or the force staff / blink (the other one that you got). If you aren't getting ANY farm, a casual bracer might be needed. Euls is okay too.
If your team needs a mek, get a mek before blink / force. Ideally, you don't want Rubick to be the mek carrier, but its not unfathomable.
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If I'm playing a ganking mid like QoP, and my opponent leaves the lane before level 6 to presumably gank another lane, should I follow him or continue to get some free farm in and wait till I get my boots before doing some ganking myself?
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Depends on how well your sidelanes are doing. Once the first night hits, it's perfectly ok to stay in lane and cs but you should send yourself a tp scroll so you can counter-ganks or pickup easy kills. You should also try to push the lane to their tower (without placing yourself in too dangerous position) so that you're punishing them for leaving the lane (they're missing creeps/gold/exp).
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lagmaster
United States374 Posts
Does ancient apparition's chilling touch count for only the main attack for gyro's flak cannon? What about medusa's split shot? Kunka's tidebringer? What about cleave?
The liquipedia page says the damage is a seperate instance, so my gut tells me that none of these things are affected by the extra damage. I just want to verify.
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On May 03 2013 12:39 lagmaster wrote: Does ancient apparition's chilling touch count for only the main attack for gyro's flak cannon? What about medusa's split shot? Kunka's tidebringer? What about cleave?
The liquipedia page says the damage is a seperate instance, so my gut tells me that none of these things are affected by the extra damage. I just want to verify.
Only the target you attack will apply on hit effects for anything.
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I'm sorry if this has already been answered, but brief tl-searching and googling couldn't find the answer: what % based damage bonuses do or don't stack? e.g. vlads, empower, vengeful spirit's aura, lycan's passive, the wolf creep's aura, etc.
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United States47024 Posts
On May 03 2013 13:30 Nightmarjoo wrote: I'm sorry if this has already been answered, but brief tl-searching and googling couldn't find the answer: what % based damage bonuses do or don't stack? e.g. vlads, empower, vengeful spirit's aura, lycan's passive, the wolf creep's aura, etc. In DotA 2 they all stack.
In DotA 1, Venge's Aura and the Alpha Wolf aura have the same buff ID, so they don't stack.
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Luna's base damage is "48-54", and her starting agl is 22. So the 32-26 damage difference between her starting agl and her "base damage" is the real base damage? Does that value increase? I'm looking at dota2wiki's values. They say her damage at level 25 is 135-141, but 22 (starting agl) + 67.2 (24 levels of agl increases of 2.8) + 26 does not equal 135 (it's about 20 shy of that value).
edit: Also, how do attack speed % increases work? I know attacks per second is (1 + increased-attack-speed/100)/base-attack-speed; where IAS is agl + attack speed increases. Does a % attack speed increase (like that in necroarcher) increase your total IAS by that %, or just your agl, or is it a linear increase in the IAS% part of that formula? So if someone has level3 necro for 9% attack speed increase, and has 50 agl and 30 attack speed from treads, is their attacks per second (1+(50+50*.09+30)/100)/1.7 or (1+(80+80*.09)/100 or (1+.09+(80/100))/1.7 or (.09 + (1+80/100)/1.7) ?
Also, what's the attack speed of units? Alpha wolf has a BAT of 1.35, is his attacks per second just 1/1.35?
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On May 03 2013 06:07 igotmyown wrote: There was a cast where they said they a team can't give away bane and clockwerk. Why that combination in particular? Both are strong against non-illusionbased carries, clock is superb against shortrange BKB carriers, Bane also rapes ranged BKB carries. Like imagine a Naix, Sven, Luna, DK or similar heroes against those two. They literally do nothing.
It's hard to tell without the draft but I wouldn't want the enemy team to have either of those in 4:1 strategies around e.g. the previously mentioned heroes. It gets trickier with 2-core setups but even there both Bane and Clock can take at least one of the cores out of fights almost completely.
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United States47024 Posts
On May 03 2013 14:36 Nightmarjoo wrote: Luna's base damage is "48-54", and her starting agl is 22. So the 32-26 damage difference between her starting agl and her "base damage" is the real base damage? Does that value increase? I'm looking at dota2wiki's values. They say her damage at level 25 is 135-141, but 22 (starting agl) + 67.2 (24 levels of agl increases of 2.8) + 26 does not equal 135 (it's about 20 shy of that value). The level 25 damage includes the 10 ranks of +stats you have to take to hit level 25.
On May 03 2013 14:36 Nightmarjoo wrote: edit: Also, how do attack speed % increases work? I know attacks per second is (1 + increased-attack-speed/100)/base-attack-speed; where IAS is agl + attack speed increases. Does a % attack speed increase (like that in necroarcher) increase your total IAS by that %, or just your agl, or is it a linear increase in the IAS% part of that formula? So if someone has level3 necro for 9% attack speed increase, and has 50 agl and 30 attack speed from treads, is their attacks per second (1+(50+50*.09+30)/100)/1.7 or (1+(80+80*.09)/100 or (1+.09+(80/100))/1.7 or (.09 + (1+80/100)/1.7) ? 1% attack speed = 1 IAS. That's all. It's just tooltip inconsistency carried over from WC3.
So in your example, their attacks per second is just (1+(80+9)/100)/1.7.
On May 03 2013 14:36 Nightmarjoo wrote: Also, what's the attack speed of units? Alpha wolf has a BAT of 1.35, is his attacks per second just 1/1.35? Yes.
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Ahh, I see; thanks a lot TheYango.
I tested ancient app's chilling touch with gyro's flak cannon; and it applied the buff to all shots, but each shot counted in the number of chilling touch attacks used. So for example when I went to a hard jungle camp with 3 targets, and applied chilling touch level 1 on gyro, he used up all 3 instances of chilling touch with one salvo (hit 3 targets, all doing more damage than his base damage). When I maxed chilling touch and tried the same test on a different 3man-hard-camp chilling touch was completely used up in two salvos (hit 3 targets twice total), doing the bonus damage to all 3 targets twice each.
edit: it works on Weaver's geminate and medusa's splitshot also. Has no effect on cleave or tide bringer (doesn't boost their damage nor does it run out of instances sooner than expected).
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