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So you should still follow the general rule of only getting it if you can make it in 15-20 minutes?
edit: Also, when playing Weaver, before you get pretty tanky, do you just stay in stealth, hit once out of it and just go back and run through everyone in stealth? It seems like there is a more effective way to play him.
Also, should you level the passive or Swarm first (after maxing stealth & one level in each)
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Use shukuchi's speed to run around the battle rather than through it, if it's a big team fight. Position yourself to hit the easiest support from an angle/position that leaves you the least vulnerable.
If it's a gank, try to only come out of shukuchi with an attack at the last possible second (so that you're invis/max-movespeed for as long as possible). In that case yes, you're usually running through your target. Prematurely ending shukuchi is a great way to die to the guy responding to your gank that you didn't know about; half a second of max move speed can be the difference between putting enough distance between him to live instead of die, or get ahead of your target enough to get the kill and get away alive, etc.
Unless you're the primary carry or easy-lane solo (with another carry in an aggressive trilane) always max swarm before geminate. If you're just free-farming/pushing in lane you'll get levels quickly enough that by the time you have whatever item(s) you need/want before you actively seek out engagements, you'll have the levels to max both in time. Otherwise you need to be engaging with your team, and therefore will get more out of swarm. I could see a mid weaver leveling geminate too. Basically, you'll get more out of swarm if your farm isn't good-- which is to say that more frequent geminate attacks won't be doing more (especially in team fights rather than ganks) than the swarm; and furthermore in such a scenario you may not even be able to safely attack a target frequently enough to even notice the difference in geminate levels.
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Dont u guys think that with elder titan and his huge ult range that it would be better to blink to the side of the fight and cast ult + spirit combo?
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His spirit range is pretty good too. Since you'll usually want to setup with your stomp anyway, there's really no need to blink anywhere for your combo.
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On May 21 2013 13:14 igotmyown wrote: battle fury about as good as on any hero with crit. Although a lot of them are true late game carries. This isn't really true at all.
I wouldn't typically build BF on Skeleton King, Bounty Hunter, Arguable on PA (i'm fine with it), Brewmaster, Chaos Knight, Lycan, or Tuskar.
About leveling Weaver, the argument is keep Geminite on level 1 and max swarm over it (reason being that you would attack, shukuchi around however seems fit, and wait for geminite to come off cooldown since Shukuchi duration = geminite cooldown. I've had a lot of success with leveling geminite and swarm equally, however (Usually swarm before Geminite).
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if I kill creeps via Forge Spirit/Ion Shell/any global spell,, I don't get exp for it right? only gold? (and I'm not in exp-range)
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On May 22 2013 02:00 hooahah wrote: if I kill creeps via Forge Spirit/Ion Shell/any global spell,, I don't get exp for it right? only gold? (and I'm not in exp-range)
Hero kills outside range will grant experience to the killer. Elsewise, yes.
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What do you guys normally build on Tinker after a Sheep stick? I have been trying out Eul's a lot lately and I quite like it, but I have seen a lot of pros go for Ghost Scepter and Force Staff.
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I usually get a defensive item like ghost scepter or force staff like you said or possibly a blink dagger.
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How important it a blink dagger on Centaur? It's not like his stun is a giant AoE initiation spell, and plowing in via your free ult seems to work just as well. I've never tried using a dagger, since I usually build him as a tanking semicarry, but I can't recall ever really lamenting a lack of teleport on him.
On May 22 2013 02:42 Shootemup. wrote: What do you guys normally build on Tinker after a Sheep stick? I have been trying out Eul's a lot lately and I quite like it, but I have seen a lot of pros go for Ghost Scepter and Force Staff.
The reason ghost scepter is good on tinker is that between the scepter and rearm, he can just sit in fights in ghost form and spam whatever he desires. The enemy team then has to either take the nukes to the face (dat miss chance) or use their disables/magic nukes to burst down a 3 or 4 hero. Pretty much worth 1600 gold either way, especially with how fast tinker farms/pushes.
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Er, double post, gonna edit it into the previous
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On May 22 2013 02:46 Kmatt wrote: How important it a blink dagger on Centaur? It's not like his stun is a giant AoE initiation spell, and plowing in via your free ult seems to work just as well. I've never tried using a dagger, since I usually build him as a tanking semicarry, but I can't recall ever really lamenting a lack of teleport on him. in most games you won't even be able to land a stun reliably , even on ulti. Blink is a must unless they are just runnig at you like fools
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On May 22 2013 02:42 Shootemup. wrote: What do you guys normally build on Tinker after a Sheep stick? I have been trying out Eul's a lot lately and I quite like it, but I have seen a lot of pros go for Ghost Scepter and Force Staff. Blink is good to never get counter ganked while split pushing (Blink into trees when you see them coming.) Also Shivas is another big teamfight item.
After that, it all depends -- very situational. Ghost Scepter/EBlade to counter physical damage (most likely choice) BKB if you're getting wrecked by spells, Manta for better pushing & if you can dispel some crucial spells. Eul's is good. Orchid if you really need the silence.
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I actually really like blink on Centaur. It allows for a much more versatile initiation. The way I think of it is that his ult is not so much a free blink for him, but more so for the rest of his team. If a cent pops ult, everyone's gonna scram and split and you'll never get a good stomp off. So what you do instead is you blink in at a good time to get a 2+man stun and THEN pop ult. This allows your team to close the distance while they're still stunned.
On a side note, I recently played a game as centaur with a tuskar on my team. Holy crap stampede into snowball is the most hilarious thing ever. 750 movespeed snowballs anyone? Can't outrun that shit.
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On May 22 2013 02:46 Kmatt wrote: How important it a blink dagger on Centaur? It's not like his stun is a giant AoE initiation spell, and plowing in via your free ult seems to work just as well. I've never tried using a dagger, since I usually build him as a tanking semicarry, but I can't recall ever really lamenting a lack of teleport on him.
I think blink is quite important because you will be able to at least land your stun on 1 or 2 targets, and you really need to be in the fight before everyone so that they waste their spells on you & to maximize the time you can double edge & stun people (due to low CD). Also, using your ult to slow the whole team rather than to just get to them is pretty effective.
However, I usually think it's safe to build a Hood of Defiance first just to tank up, but you're pretty much gonna want your blink right after that.
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On May 22 2013 02:51 Whole wrote:Show nested quote +On May 22 2013 02:42 Shootemup. wrote: What do you guys normally build on Tinker after a Sheep stick? I have been trying out Eul's a lot lately and I quite like it, but I have seen a lot of pros go for Ghost Scepter and Force Staff. Blink is good to never get counter ganked while split pushing (Blink into trees when you see them coming.)
You should shift Q blink right after you bots in. Reactionary blinking is a good way to get killed ^_^
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assuming you already have soulring+bottle+bot+blink+sheep on tinker euls, force, dagon, eblade, ghost, shivas, bkb, manta, linkens are all situationally decent bloodstone, lothars, veil are fun but kinda suck i like dagon the most
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On May 22 2013 02:56 Whole wrote:Show nested quote +On May 22 2013 02:46 Kmatt wrote: How important it a blink dagger on Centaur? It's not like his stun is a giant AoE initiation spell, and plowing in via your free ult seems to work just as well. I've never tried using a dagger, since I usually build him as a tanking semicarry, but I can't recall ever really lamenting a lack of teleport on him.
I think blink is quite important because you will be able to at least land your stun on 1 or 2 targets, and you really need to be in the fight before everyone so that they waste their spells on you & to maximize the time you can double edge & stun people (due to low CD). Also, using your ult to slow the whole team rather than to just get to them is pretty effective. However, I usually think it's safe to build a Hood of Defiance first just to tank up, but you're pretty much gonna want your blink right after that.
Yeah agree. It's not different than the same argument as Magnus or ganking/non-carry Sven really. You COULD use charge or normal mobility to setup your ult/stun, but in practice it's just not nearly as good as being able to precisely choose when and where to ult at just the right moment to nail 2+ heroes. If they see you coming in with ult they may not all be able to avoid having someone get stunned, but they sure have some time to spread out and brace for impact. The .5s it takes to blink -> stun is going to be way ahead by comparison.
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What's everyone's opinion on Scepter for Jugg?
I've run the numbers more or less, and I can't really see why the item is being picked up so frequently on him - I feel like, after drums, usually something like Manta or BKB might be more suited for him.
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