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ForTheDr3am
Profile Joined November 2010
842 Posts
May 28 2013 14:54 GMT
#9201
On May 28 2013 17:43 Asti wrote:
I'm starting to play TA.
Any tricks on how can I capitalize her absorbs? Maybe I'm out of position or something cuz I die more than I should.

Also, months ago it was played with dagger, now with drums/yasha.
As a TA starter I feel more confortable with speed build, which one of them is better?


What you want to do is to cast Refraction a bit before the fight begins so that you can cast it a second time during combat. Try to avoid the spells that eat up refraction nearly instantly if possible, and don't draw creep aggro before you are actually hitting your target.
LonelyCat
Profile Joined April 2011
United Kingdom130 Posts
May 28 2013 15:03 GMT
#9202
Can medusa fight early/midgame with a treads->aquila?->drums->yasha/manta build. How does aquila's mana regen compare to perserverance on her (My maths suggests perserverance at level 8 is worth 1.69 mana regen, vs 0.65 on aquila, but i'm not sure i understand correctly how to compute these numbers). What other items are cheap and can increase her early game survivability, where reliance on mana shield is only a last resort? I'd build 0-4-2-1 for level 7, is leveling mana shield over stats needed early game if you expect to have to fight in the midgame?
Comeh
Profile Blog Joined July 2008
United States18919 Posts
May 28 2013 15:42 GMT
#9203
On May 29 2013 00:03 LonelyCat wrote:
Can medusa fight early/midgame with a treads->aquila?->drums->yasha/manta build. How does aquila's mana regen compare to perserverance on her (My maths suggests perserverance at level 8 is worth 1.69 mana regen, vs 0.65 on aquila, but i'm not sure i understand correctly how to compute these numbers). What other items are cheap and can increase her early game survivability, where reliance on mana shield is only a last resort? I'd build 0-4-2-1 for level 7, is leveling mana shield over stats needed early game if you expect to have to fight in the midgame?

IIRC, some SEA team did this on Medusa a month or two ago...can't remember the tournament. (Orange or Zenith maybe? I can't remember :[ )

It wasn't that good, but it worked because they outclassed the other team severely.
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Ratix
Profile Joined November 2007
Italy36 Posts
May 28 2013 16:36 GMT
#9204
I know it's not really a simple question, but how can I effectively and efficiently improve?
I'm lvl 2, and I'm learning by playing each hero once (I'm still at the D letter). Any other suggestions on how to improve?
Blitzkrieg0
Profile Blog Joined August 2010
United States13132 Posts
Last Edited: 2013-05-28 17:21:26
May 28 2013 17:20 GMT
#9205
On May 29 2013 00:03 LonelyCat wrote:
Can medusa fight early/midgame with a treads->aquila?->drums->yasha/manta build. How does aquila's mana regen compare to perserverance on her (My maths suggests perserverance at level 8 is worth 1.69 mana regen, vs 0.65 on aquila, but i'm not sure i understand correctly how to compute these numbers). What other items are cheap and can increase her early game survivability, where reliance on mana shield is only a last resort? I'd build 0-4-2-1 for level 7, is leveling mana shield over stats needed early game if you expect to have to fight in the midgame?


Mana regen= (.01+.04int)*(1+%manaregen)
Mana regen= (.01+.04(31.95))*(1+1.50)
Mana Regen= 3.22

Should be slightly higher unless you don't have any other stat items. I would hesitate to compare perseverance to aquilla though as one is quite a bit more expensive than the other.
I'll always be your shadow and veil your eyes from states of ain soph aur.
Mr. Wiggles
Profile Blog Joined August 2010
Canada5894 Posts
May 28 2013 17:35 GMT
#9206
When do you want to go treads on TA versus phase? I thought it was when you don't need the chasing power of phase as much due to your team comp having enough lockdown, but I've seen people picking them up even when their team is mostly lacking in ways of keeping heroes slowed down/stunned. Is it just for the extra mana/survivability?

Also, is lothar's useful on Panda compared to blink? I tried it the other day and it was pretty fun. I'm not sure how well it would do outside of pubs though, where people actually bothered getting more than a minimal amount of detection. It does reduce your power to just jump on people somewhat. Is the extra bit of damage worth it?
you gotta dance
TheYango
Profile Joined September 2008
United States47024 Posts
May 28 2013 17:38 GMT
#9207
On May 29 2013 02:35 Mr. Wiggles wrote:
When do you want to go treads on TA versus phase? I thought it was when you don't need the chasing power of phase as much due to your team comp having enough lockdown, but I've seen people picking them up even when their team is mostly lacking in ways of keeping heroes slowed down/stunned. Is it just for the extra mana/survivability?

Also, is lothar's useful on Panda compared to blink? I tried it the other day and it was pretty fun. I'm not sure how well it would do outside of pubs though, where people actually bothered getting more than a minimal amount of detection. It does reduce your power to just jump on people somewhat. Is the extra bit of damage worth it?

There are some teamcomps where you won't be expected to be chasing backline support heroes. Teamcomps where the enemy is mostly (or at least, on the most crucial points) up-front fighting heroes that will fight you head-on in a teamfight.
Moderator
Comeh
Profile Blog Joined July 2008
United States18919 Posts
May 28 2013 18:15 GMT
#9208
The debate for treads versus Phase as far as I can recollect, is due to the mana nerf on TA, and trying to maximize mana via trade switching.

Its preference, and I dont think either have a huge impact (as large as one as skipping blink. I hold the belief that you should only skip blink if you can't get it relatively (12-14 minutes) quickly. I think its too good for TA).
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SXGCoil
Profile Joined February 2012
United States341 Posts
May 28 2013 18:15 GMT
#9209
Guys, I've been having trouble creep pulling on the Dire side. Since the opening from the lane to the camp is so large, I end up aggroing a second wave with the creeps because one of the ranged creeps is still slightly in the lane. The only way I've been able to fix it is by sacrificing that creep as lich. Obviously, this isn't always viable.

How do I fix this?
evilfatsh1t
Profile Joined October 2010
Australia8943 Posts
May 28 2013 18:21 GMT
#9210
On May 29 2013 01:36 Ratix wrote:
I know it's not really a simple question, but how can I effectively and efficiently improve?
I'm lvl 2, and I'm learning by playing each hero once (I'm still at the D letter). Any other suggestions on how to improve?

watch better players. play a lot of games. a LOT. LOT. and ideally you want to be self evaluating your own games; picking out what you did wrong etc but lets face it no one does that unless youre a progamer
evilfatsh1t
Profile Joined October 2010
Australia8943 Posts
May 28 2013 18:22 GMT
#9211
On May 29 2013 03:15 SXGCoil wrote:
Guys, I've been having trouble creep pulling on the Dire side. Since the opening from the lane to the camp is so large, I end up aggroing a second wave with the creeps because one of the ranged creeps is still slightly in the lane. The only way I've been able to fix it is by sacrificing that creep as lich. Obviously, this isn't always viable.

How do I fix this?

dont attack the creeps until theyve walked all the way back into the camp. even if your creeps pull them out again, dont attack them except to last hit, as they will naturally walk back to their camp far enough for the 2nd wave to pass by
SXGCoil
Profile Joined February 2012
United States341 Posts
Last Edited: 2013-05-28 20:04:41
May 28 2013 18:59 GMT
#9212
On May 29 2013 03:22 evilfatsh1t wrote:
Show nested quote +
On May 29 2013 03:15 SXGCoil wrote:
Guys, I've been having trouble creep pulling on the Dire side. Since the opening from the lane to the camp is so large, I end up aggroing a second wave with the creeps because one of the ranged creeps is still slightly in the lane. The only way I've been able to fix it is by sacrificing that creep as lich. Obviously, this isn't always viable.

How do I fix this?

dont attack the creeps until theyve walked all the way back into the camp. even if your creeps pull them out again, dont attack them except to last hit, as they will naturally walk back to their camp far enough for the 2nd wave to pass by

I'll try this in a bot game and get back to you.

EDIT: Looks like it worked. Thanks!
CuddlyCuteKitten
Profile Joined January 2004
Sweden2914 Posts
May 28 2013 19:02 GMT
#9213
On May 29 2013 00:03 LonelyCat wrote:
Can medusa fight early/midgame with a treads->aquila?->drums->yasha/manta build. How does aquila's mana regen compare to perserverance on her (My maths suggests perserverance at level 8 is worth 1.69 mana regen, vs 0.65 on aquila, but i'm not sure i understand correctly how to compute these numbers). What other items are cheap and can increase her early game survivability, where reliance on mana shield is only a last resort? I'd build 0-4-2-1 for level 7, is leveling mana shield over stats needed early game if you expect to have to fight in the midgame?


Sure. Not very well but it would work. However look at the items for medusa first.

Ring of aquila. Medusa has shit early laning presence AND survivability. Mystic snake is a pretty good lane nuke but you cant spam it. So its pretty standard to start with 4xgg, ring of protection and some regen. A quick basi gives armor and the early regen to use snake.
Medusa also has shit damage so a wraithband after this is good if lasthitting is hard giving 15 extra damage and a few vital stats.

After that you want boots and threads are great for both damage and survivability.

However at this point you are probably completly out of regen for your health, so a ring of regen is a very viable pickup. And yeah aquila and perseverance can feel a bit much but medusa really benefits farm wise from being able to use snake and she is a hundred times more effective in combat when shes topped off.

Now drums are great but an ultimate orb gives the same stats for just a bit more cash. Sure its a worse pickup but only sligthly...

So now its a question of do you go straigth yasha or do you get that linkens and farm a yasha after it?
Unity, support, family, and kneecapping bitches.
LonelyCat
Profile Joined April 2011
United Kingdom130 Posts
May 28 2013 20:10 GMT
#9214
However at this point you are probably completly out of regen for your health, so a ring of regen is a very viable pickup. And yeah aquila and perseverance can feel a bit much but medusa really benefits farm wise from being able to use snake and she is a hundred times more effective in combat when shes topped off.

Now drums are great but an ultimate orb gives the same stats for just a bit more cash. Sure its a worse pickup but only sligthly...

So now its a question of do you go straigth yasha or do you get that linkens and farm a yasha after it?


The linkens recipe is 1350g for +5 all stats +1 hp regen +25% mana regen, plus the spell block, while drums are 1750g for +9 all stats +3 damage, plus the aura which is 5 attack speed and 5% move speed, which seems pretty decent early if medusa needs to fight surely? I guess if they are control heavy without much else linkens is good, but if not the drums might help out, will test some stuff out and see I guess, thanks
Comeh
Profile Blog Joined July 2008
United States18919 Posts
Last Edited: 2013-05-28 20:23:19
May 28 2013 20:21 GMT
#9215
On May 29 2013 05:10 LonelyCat wrote:
Show nested quote +
However at this point you are probably completly out of regen for your health, so a ring of regen is a very viable pickup. And yeah aquila and perseverance can feel a bit much but medusa really benefits farm wise from being able to use snake and she is a hundred times more effective in combat when shes topped off.

Now drums are great but an ultimate orb gives the same stats for just a bit more cash. Sure its a worse pickup but only sligthly...

So now its a question of do you go straigth yasha or do you get that linkens and farm a yasha after it?


The linkens recipe is 1350g for +5 all stats +1 hp regen +25% mana regen, plus the spell block, while drums are 1750g for +9 all stats +3 damage, plus the aura which is 5 attack speed and 5% move speed, which seems pretty decent early if medusa needs to fight surely? I guess if they are control heavy without much else linkens is good, but if not the drums might help out, will test some stuff out and see I guess, thanks

putting a specific cost on a recipe versus drums is pretty ridiculous.

You generally should be comparing the complete items, somewhat consider about the build up (such as benefits of having to build a perseverance, being forced to build an Ultimate Orb), and then think about what you can be buying instead.

Actually, item choice / selection can be a lot more complicated than that, but just thinking about what recipe gives versus drums is a bit silly.

Note: I think recipe on Linkens is overpriced.
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Doomblaze
Profile Blog Joined October 2010
United States1292 Posts
May 29 2013 01:27 GMT
#9216
On May 29 2013 01:36 Ratix wrote:
I know it's not really a simple question, but how can I effectively and efficiently improve?
I'm lvl 2, and I'm learning by playing each hero once (I'm still at the D letter). Any other suggestions on how to improve?

Thats what i did when i started playing, but that was in a day and age where everyone sucked.

learning by playing each hero once is neither effective nor efficient for getting better. There are what, 109 heroes? Around 100 in dota 2 i suppose, so itll take you a few weeks to play them all the way through, at which point you will better know what all the heroes do, but not how to play them.

The best way to learn efficiently is to pick a role and learn all the good heroes in that role. At least one hero is fine too, and it doesnt even have to be a good one, just one you think is fun. Support is better to start with so you dont lose your team the game by not knowing how to farm, and every team needs more supports in pubs, especially low level pubs.

If you want to learn how to play mid or carry, a great way is to practice farming with a hero you want to learn in a practice lobby by yourself. Aim for around 50 creeps in 10 minutes, or just do it until you get too bored, then play a real game with that hero. Watching pro games is good for competitive practice, but if you dont have the mechanical skill to get 75 last hits in 10 minutes you wont be able to do as well as they do.

tl;dr efficient way is one role at a time so you understand the roles better, and strong heroes are good to learn.
In Mushi we trust
lazyitachi
Profile Blog Joined December 2011
1043 Posts
May 29 2013 01:51 GMT
#9217
On May 28 2013 20:49 TheSubtleArt wrote:
Show nested quote +
On May 28 2013 14:36 TheYango wrote:
NS vs. Sniper is actually really easy for NS. Sniper can't stop you from lasthitting at levels 1-2 because you have like a 20+ damage advantage, and once you get your level 3 + Bottle, he can't afford to eat that many Voids because his base HP is so low. You can solo kill him with night time because he's squishy and has no escapes. It's one of the few matchups I'd potentially get ult at 6 for, just so you can get a kill earlier (esp if FB hasnt been taken yet).

I'd still eat 3-4 auto attack attacks every time i tried to go for a last hit though, plus with take aim you can harass without drawing creep aggro. I went stout shield, should I just have skipped it for earlier bottle?


I presume you draw creep aggro so that enemy creeps are in between your creeps and you.
Would that not put him closer? since level 1 or 2 take aim is still pretty mediocre and will still aggro creeps if positioned as such.
Dead9
Profile Blog Joined February 2008
United States4725 Posts
May 29 2013 02:11 GMT
#9218
at low levels he can't get more than 1~2 autoattacks off w/o drawing creep agro if you're lasthitting properly. make sure you're stepping in and out for lasthits, don't just stand in the creep wave or you'll get autoattacked constantly
yes start with stout shield against sniper. you can just bottle rush instead, but shield's better if you don't miss lasthits since sniper can't actually harass you out with a shield. don't draw agro on creeps for the first few levels, otherwise your lane will push. if you can keep creeps on your side of the river until bottle/boots you'll crush the lane. even if you don't you'll still have an advantage but it'll be a lot harder. boots before bottle is also quite strong against squishy mids like sniper and sf, but you have to play really aggressive if you want to do that (force out of lasthit range or kill when you get the boots)

mid comes down to controlling the creep equilibrium and not missing lasthits for almost every matchup
igotmyown
Profile Blog Joined April 2009
United States4291 Posts
May 29 2013 03:43 GMT
#9219
On May 29 2013 03:15 SXGCoil wrote:
Guys, I've been having trouble creep pulling on the Dire side. Since the opening from the lane to the camp is so large, I end up aggroing a second wave with the creeps because one of the ranged creeps is still slightly in the lane. The only way I've been able to fix it is by sacrificing that creep as lich. Obviously, this isn't always viable.

How do I fix this?

Certain camps will kill your creeps fast enough to get to the range creep in time, namely wolves and centaur. You can kill off satyr/golem/ogre camps fast enough that they won't do enough damage to get to your range creep.
Xxazn4lyfe51xX
Profile Joined October 2010
United States976 Posts
May 29 2013 07:02 GMT
#9220
On May 29 2013 12:43 igotmyown wrote:
Show nested quote +
On May 29 2013 03:15 SXGCoil wrote:
Guys, I've been having trouble creep pulling on the Dire side. Since the opening from the lane to the camp is so large, I end up aggroing a second wave with the creeps because one of the ranged creeps is still slightly in the lane. The only way I've been able to fix it is by sacrificing that creep as lich. Obviously, this isn't always viable.

How do I fix this?

Certain camps will kill your creeps fast enough to get to the range creep in time, namely wolves and centaur. You can kill off satyr/golem/ogre camps fast enough that they won't do enough damage to get to your range creep.


Killing the camps fast will often push your lane though, which isn't always something you want to do.
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