"The missile gains speed over time, and deals greater damage and a longer stun the farther it has traveled."
But it always deals max stun regardless of distance. Is this a bug in the missile, or an error in the description?
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hacklebeast
United States5090 Posts
May 14 2013 07:30 GMT
#8841
"The missile gains speed over time, and deals greater damage and a longer stun the farther it has traveled." But it always deals max stun regardless of distance. Is this a bug in the missile, or an error in the description? | ||
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Dead9
United States4725 Posts
May 14 2013 07:42 GMT
#8842
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hooahah
3752 Posts
May 14 2013 08:41 GMT
#8843
On May 14 2013 14:24 Whole wrote: + Show Spoiler + I'm used to TPing to towers to help defend/counter gank. Isn't possible with Chen or should I just focus on pushing constantly? You have to really judge the situation. Your W nuke and teleport to base is still a pretty decent counter gank tool, but try to let someone else TP in before you. But if you think you can kill the tower that you're pushing do it. But if you can only get damage, or know that you're not needed for the tower kill, only your creeps, TP in, have creeps push lane & you counter gank (Attack move is your friend). and what's the prefered item build for Chen? I got a minute...18 meka. Hella late I know, but I had arcanes, basil ring and bought courier/wards. Screw all that stuff and just go straight for Meka after boots? Depends...as always, but you'll usually find yourself doing the same thing 99% of the time. I usually start Couirer, Wards, Tango, x2 Branch. If I'm selfish or have other good support, I'll swap a Courier/Ward for Ring of Protection. Flying courier first buy; you should get it at 1 minute. It's almost excessive, but you'll be sure to get your mid the fastest bottle possible. Now it depends. If you're one of the only supports/your other supports suck, go Ring of Basil (even if someone else gets it; you need the constant mana), Basic Boots, then Mek and Arcane, the order depends on your mana problems. Mek First is usually best unless you're the only Arcane Boot carrier. If you have really good support, I've been experimenting with that opening build, into flying courier, into straight Mek. (I bribe the supports to buy wards for first 10 minutes, then I'll get them rest of the game) This lands me a 10 minute Mek if I get no ganks...however, I've been having mana issues trying to sustain, so I'm thinking about still getting Ring of Basil to get the Mek at 11-12 minutes. Or maybe getting the Mek, hitting level 7, getting full creeps, going to base, then not using my nuke unless I absolutely need to, and then just going eat T1 after T1 tower. T2 if the enemy has slow reaction. I got a few 15 minute T2s this way. I still need to play around with it, but the point is, if you don't have to be the ward bitch, get Mek ASAP. It's crazy to see your whole team get healed from half to full by an early Mek. After you have Mana Boots and Mek (Basil Ring too usually), I mostly go into Ult Scepter. The 30 second cooldown heal is so good for almost any team. It ensures that you're team is at full health regardless of their pre teamfight harass. After Ult Scepter, save for buyback so you can buyback -> ult if it'll help those few survivors on your team finish it off/keep pushing. But the other option is Vlads. If I'm with a carry that is/will be ready to push by the time I get it, I'll get Vlads before Ult Scepter. If my carry doesn't really benefit or he is still farming, I go Ult Scepter. Now if you know that you won't benefit from Ult Scepter (team fights are happening stupidly fast), then don't get it. I think I might've been in one situation in all of my 150ish Chen games though that I didn't want Ult Scepter. If you have Mana Boots, Mek, Ult Scepter, and Vlads, just go for what your team needs. Personally, my favorite is Heaven's Halberd. I just think it's one of the best support items since it's so cheap compared to Sheep Stick. Ghost Scepter is also a good choice if appropriate. On May 14 2013 05:54 hooahah wrote: also after I got boots, all of my creeps were slow and usually late to the party. Landing a Cent/Ursa stun with how slow they are seems semi-impossible. I start giving up on MLG creep plays about mid game. I used to try so hard, but I was spending too much attention to micro for no reward. When teamfights start happening, you really want auras. Now, Centaur gives an aura, so he is still a good creep, and if you can chain a stun with it, do it, but don't stress. Mostly, I find myself using the Centaur to stun for a retreat or to stun some idiot who is way too deep. Just don't stress about using the spells too much. Because Ursas don't give an aura, I try to ignore them. So usually, I look for Speed Aura, Armor Aura, Centaur Aura, Alpha Wolves depending on whose the carry (someone who can benefit early), and Ice Ogres for the mid game. And Troll creeps. I don't know what the fuck Valve renamed them to be, but Troll Warlords are the best. They don't give an aura, but DAT NET. My favorite mid game composition is 3 Troll Warlords. My favorite late game composition is 2 Troll Warlords and 1 Alpha Wolf. You can't go wrong. There is no chance to fail with them and they're pretty much just as good as the other CC because you will always hit it. And the best part. Net goes through BKB It can really wreck carries. Melee carries can't attack, ranged carries can't kite. Also, those skeletons are amazing. Two skeletons are nice. But if you ever get 3 Troll creeps. Just try pushing. 3x skeletons are ridiculous. But of course, if you need to play fast paced, you can't be picky, so just get what you can and do your best. It's expected that you won't be able to land stuns and stuff late game. They are in fact, too slow. wow, thanks a lot for the informative post! good to know that stuff about Net going through BKB, don't recall seeing that in streamed games O_o in my game I went for a Necro book which wasn't all that good tbh. Advices taken, ty | ||
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hooahah
3752 Posts
May 14 2013 08:43 GMT
#8844
On May 14 2013 16:42 Dead9 wrote: typo, in dota1 it deal max stun always and increases in damage over distance are you sure? + Show Spoiler + the damage was pretty insignificant | ||
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Dead9
United States4725 Posts
May 14 2013 08:45 GMT
#8845
it caps at 110/220/330/440 damage at 1500 distance | ||
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Comeh
United States18919 Posts
May 14 2013 14:40 GMT
#8846
On May 14 2013 14:41 Najda wrote: Why is 3-1-1 favored in pro games over 2-1-2? Is it actually a lot better, or is it just the current meta? There's a lot to talk about this subject, but we'll keep the answer simple. A trilane, 95% of the time, will beat a dual lane as long as they are constructed properly. The trilane also will be able to pull the jungle camps and deny experience and levels to that dual lane, and will likely be able to kill them outright. If there is only one hero there, only 1 hero will be denied this XP / Gold, and the supports of the trilane will likely only hinder the trilane for a short amount of time before roaming / ganking. Also, the two supports in a dual lane won't be hindered too much, as they can still get last hits + gold from pulling and killing the jungle camps effectively. Also, two supports in a trilane are able to roam a little bit better. 2-2-1 (dual lane mid) still happens every once in awhile and has its own advantages / disadvantages, but 2-1-2 isn't really viable any more except in really niche circumstances (except that recent qualifier game, but trust me, that trilane lost to a dual lane due to bad play. They should have won that lane heavily). | ||
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Firebolt145
Lalalaland34504 Posts
May 14 2013 14:42 GMT
#8847
On May 14 2013 14:44 Whole wrote: Show nested quote + On May 14 2013 14:41 Najda wrote: Why is 3-1-1 favored in pro games over 2-1-2? Is it actually a lot better, or is it just the current meta? I don't know why, but sometimes 2-1-2 is used to counter certain tri lanes. I suppose it's just because teams want a carry to get absolute safe farm and get 2 heroes high leveled. I suppose in a 2-1-2, a carry will be too easy to gank versus a relentless pro team. 2-1-2 has not been used in competitive Dota for a long time. | ||
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SK1989
2 Posts
May 14 2013 17:14 GMT
#8848
Thank you very much in advance. + Show Spoiler + I cant even tell whats worst: ESL website or steam. Both so buggy and confusing TT | ||
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Qbek
Poland12923 Posts
May 14 2013 17:17 GMT
#8849
On May 15 2013 02:14 SK1989 wrote: I've had a key for a while and recently I noticed I'd been given smth like 20 keys to hand out so I wanted to give one to my brother, but when I try to send him one, it says "success", but he doesnt receive it. Are there some settings you need to enable to send/receive keys? Sorry if this is asked the wrong place. Thank you very much in advance. + Show Spoiler + I cant even tell whats worst: ESL website or steam. Both so buggy and confusing TT If sending it via the button on the key doesn't work, try trading it and he then should activate it from steam inventory. I don't know of any settings for sending | ||
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TheSubtleArt
Canada2527 Posts
May 14 2013 17:26 GMT
#8850
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10734
340 Posts
May 14 2013 19:50 GMT
#8851
Does anyone know what your attack speed should be to achieve this? And do you guys like to build Juggernaut? Everyone and every guide goes for a battlefury first, but I don't see why. | ||
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Unleashing
Denmark14978 Posts
May 14 2013 19:58 GMT
#8852
Also bfury is popular since it allows you to farm and then carry, which is a viable way to play juggernaut in pubs. A lot of people(Me included) prefer fight heavy juggernaut which is something like Phase boots, drums, yasha and then buying the following depending on what you need/want: Diffusal, manta, BKB, lothars, basher. Or you can go for race-car roaming juggernaut: orb of venom and boots into phase(Replace with bot eventually) into drums into S&Y into euls. You can sprinkle other items inbetween depending on what you feel like is needed. It's a lot of fun to move at 500+ speed constantly. | ||
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d_so
Korea (South)3262 Posts
May 14 2013 20:15 GMT
#8853
On May 15 2013 04:50 10734 wrote: "With enough attack speed, Juggernaut can attack with his own attack strength while jumping around. In these attacks, Juggernaut can place buffs and trigger chance effects." -dota2wiki Does anyone know what your attack speed should be to achieve this? And do you guys like to build Juggernaut? Everyone and every guide goes for a battlefury first, but I don't see why. i heard also that if u activate MoM before the ulti u get it added to your attack speed. can anyone confirm this? since im a pubstar i usually go bottle lothars and mjolinir. | ||
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TheYango
United States47024 Posts
May 14 2013 21:17 GMT
#8854
On May 15 2013 04:50 10734 wrote: "With enough attack speed, Juggernaut can attack with his own attack strength while jumping around. In these attacks, Juggernaut can place buffs and trigger chance effects." -dota2wiki Does anyone know what your attack speed should be to achieve this? It's not consistent. He technically benefits from it at all attack speeds, it's just that it varies based on the slight variations to when an attack starts, so he has a chance to get extra slashes in on each attack due to this variation, even at lower attack speeds. The table Unleashing linked is outdated, but should give you a sense of how attack speed behaves with regard to extra attacks at different IAS values. 120 IAS is cited as a breakpoint sometimes because of how the # of bonus attacks flatlines there for a while. 320 IAS is the "hard" cap because at that point you get 1 attack per slash. On May 15 2013 04:50 10734 wrote: And do you guys like to build Juggernaut? Everyone and every guide goes for a battlefury first, but I don't see why. Item choice is very situational. BFury is fine in a lot of games. | ||
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Catch]22
Sweden2683 Posts
May 14 2013 21:34 GMT
#8855
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Dead9
United States4725 Posts
May 14 2013 22:07 GMT
#8856
usually teams just jungle with their trilane support | ||
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Daaktard
Sweden380 Posts
May 15 2013 02:22 GMT
#8857
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KOFgokuon
United States14912 Posts
May 15 2013 02:26 GMT
#8858
On May 15 2013 06:34 Catch]22 wrote: Are trilanes dominant again in progames, or are junglers still usable? like 1-1-2 (or 2-1-1) Right now it's pretty common to abandoned off lanes, so you have 0+1+3 and your offlane in the jungle until the opposition starts to push the tower | ||
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KOFgokuon
United States14912 Posts
May 15 2013 02:27 GMT
#8859
On May 15 2013 11:22 Daaktard wrote: Speaking of junglers and lanes; how common is the 1-2-1(with jungler) setup? I can't recall having seen any recent progames with it. And is only really viable with wisp ck? You really really rarely see a 1-2-1 setup. You just can't shut down the opposing mid well enough to make the sacrifice in levels worth it. If you couldn't bottle crow then it'd be much more viable | ||
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Infernal_dream
United States2359 Posts
May 15 2013 02:30 GMT
#8860
On May 15 2013 11:22 Daaktard wrote: Speaking of junglers and lanes; how common is the 1-2-1(with jungler) setup? I can't recall having seen any recent progames with it. And is only really viable with wisp ck? How common? I can't even remember the last time I've seen a setup like that. With Magnus making Enigma obsolete the only real dedicated junglers are chen (enchantress who is also never picked) and every once in a while dark seer. Supports tend to hog up the jungle for whatever scraps of gold and xp they can get while staying out of lane. | ||
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