Simple Questions, Simple Answers - Page 484
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739
Bearded Elder29905 Posts
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rebdomine
6040 Posts
On June 18 2013 16:24 739 wrote: Does anyone have a screen with the best possible ward placement for both Dire/Radiant side? I'd appreciate if such existed. http://www.team-dignitas.net/articles/blogs/DotA/1092/Dota-2-Ultimate-Guide-to-Warding Should cover all your warding needs. | ||
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evanthebouncy!
United States12796 Posts
they're NOT coming out. TA / DS / kunkka / sandking / axe we were ursa / tusk / ogre / rubik / visage There's no way we can beat them in a team fight 5v5. I was ursa and it felt extremely hard to manuver in battle even with bkb. 1) with blink initiate a lot of time i couldn't even activate bkb at the right time 2) with illusion on wall, vacuum, and axe's call, i can't even get into melee range fast enough We were ahead 30-15 with 2 rax pushed down, and lost 8 teamfights in a roll and lost the game trying to push. We tried rosh twice but were caught in a teamfight and wiped too. The only thing i could think of is safer rosh (with ob + sentry ward) but honestly I couldn't think if that'll help. They just walked in on us that fight and even w/ ward to tell them to come they could've came and wiped us anyways... with 2 melee dps (tusk and ursa) it's a bitch to fight against their team. the game lasted 70 min and we finally lost and I don't really know what we could do. We tried to use smoke to catch them but they only farm extremely close to their base and we got counter-ganked at least 3 times doing that and got wiped. | ||
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evanthebouncy!
United States12796 Posts
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negon
212 Posts
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gaymon
Germany1023 Posts
On June 18 2013 18:03 negon wrote: Not quite a strategy question, but has anyone else been having a problem with ranged projectiles randomly not being visible? Ranged heroes, towers, creeps.. every now and then the projectile is just not visible, been happening a lot lately. Obviously annoying cuz it messes you up on a subconscious level and is a pain when trying to lasthit and being unable to see the projectile and only knowing it hit when the HP bar drops. Its an internet-related problem as far as i know, so you can not really do anything against it (it happens to everybody from time to time) | ||
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LAN-f34r
New Zealand2099 Posts
On June 18 2013 16:20 Tobberoth wrote: Thanks for all the advice guys, guess I will have to train my qop right-clicking to handle that situation in the future. As for going dagon, isn't that extremely risky? You have to get dagon 5 while holding the advantage, dagon 5 being the most expensive item in the game with pretty bad scaling, this seems hard to do. Also, it seems any decent opponents (as in, not the opponents on my MMR) would rush BKBs and shut you down completely. What I'm trying now is bottle -> threads -> orchid -> daedalus, but I'm wondering if it's maybe better to rush MKB. Daedalus does great damage, but it seems to me that MKB is just a must-have since the odds of the opponent carry going butterfly is too big if they are using an agi carry. Also, what would you recommend for survival when going a qop carry build? Obviously the point of playing her like this is to abuse her mobility and huge damage to own, but I feel like you sort of become too squishy to 1v1 the opponent carry if they get decent items, even if you're ahead. Is heart the best option? Dagon is for when you outclass your opponents. It is risky, but if you are a certain level above people, then you can get away with it. Also, generally you can work around BKB in pubs - in a solo gank you just outlast the BKB, in a teamfight you don't go in until the BKB is down. But I think the main reason people go dagon (apart from being bad), is that its a fun build. Generally I don't like going buriza as the first big DPS item. It scales, which means that its better later, implying that its worse now. In most cases you can get a better first DPS item - MKB, deso, etc are all imo better first choices for a DPS item. For evasion, you may want to consider a sheepstick. Even without evasion, I would seriously recommend it as an item (its just a really good item), but if they are going evasion and you don't want to get MKB (or even if you do want to go MKB or have MKB, since it helps your team out and its just generally plain great in every way) then it is a good option. BKB generally lets you survive in most cases. Being able to avoid being locked down means you can often kite with your long range and blink. If you do struggle with physical damage, then AC is a good choice to help mitigate that. But there is a certain extent where qop wasn't made to be a hard carry - she is good at it, but there is a reason we don't see her frequently picked as the 1 in a 4 protect 1 lineup. On June 18 2013 17:52 evanthebouncy! wrote: what to do against turtle? they're NOT coming out. TA / DS / kunkka / sandking / axe we were ursa / tusk / ogre / rubik / visage There's no way we can beat them in a team fight 5v5. I was ursa and it felt extremely hard to manuver in battle even with bkb. 1) with blink initiate a lot of time i couldn't even activate bkb at the right time 2) with illusion on wall, vacuum, and axe's call, i can't even get into melee range fast enough We were ahead 30-15 with 2 rax pushed down, and lost 8 teamfights in a roll and lost the game trying to push. We tried rosh twice but were caught in a teamfight and wiped too. The only thing i could think of is safer rosh (with ob + sentry ward) but honestly I couldn't think if that'll help. They just walked in on us that fight and even w/ ward to tell them to come they could've came and wiped us anyways... with 2 melee dps (tusk and ursa) it's a bitch to fight against their team. the game lasted 70 min and we finally lost and I don't really know what we could do. We tried to use smoke to catch them but they only farm extremely close to their base and we got counter-ganked at least 3 times doing that and got wiped. Your team could have just farmed for a while and gotten ahead that way. As ursa, you could have gotten manta and just sieged their last rax (same theory as 5 necro, but scales a bit better and is probably generally better by that stage of the game). But I think from what I can tell, you/your team just got lax and didn't play their hardest. Not grouping up (in terms of being too close together and getting vaccuumed all together) seems quite important vs their team - I haven't seen the game, but I'm guessing if only 1 or 2 people get caught in the wall/epicentre/boat, then you probably could have won those 8 teamfights. This is espeically true in roshan pit - every single one of their team loves to fight in or around roshan (TA because of her traps, everyone else because of their good AoE abilities). Getting caught in the rosh pit means both that rosh is still hitting you, and that you are tightly grouped up for all those lovely abilities. Ursa can take roshan on his own, if you can't see their team then you should be the only one in the pit (if at all - its not easy to go back and forth to roshan without getting caught in the open, which kinda defeats the point of turtling). | ||
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negon
212 Posts
On June 18 2013 18:28 gaymon wrote: Its an internet-related problem as far as i know, so you can not really do anything against it (it happens to everybody from time to time) Ah, dammit. Never had the issue in a year+ playing, so was hoping it was patch related or something. It also makes certaing spells, ie Puck's orb invisible which is.. pretty damn shitty. Anyway thanks. | ||
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Dead9
United States4725 Posts
there's other ways to do it but it's really easy with a dagon dagon5 is one of the best 1slot items in the game, it scales pretty well unless their entire team is tanky and farmed the two big items on qop are sheep and bkb. sometimes you wanna skip them but they're ridiculously good on qop linkens is a farming item, its really nice if you can outcarry their team (it's rare but it happens) deso and maelstrom are usually picked up early if you need dps. mom is sometimes okay too later on daed, mkb, rapier, abyssal are all good for dps. skadi, ac are occasionally nice too but they don't add that much damage @ evan u should've just gotten ursa + tusk bkbs and forced your opponents to blow ults on them by hitting rax. preferably take rosh first w/o getting caught | ||
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Qbek
Poland12923 Posts
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ForTheDr3am
842 Posts
On June 18 2013 16:20 Tobberoth wrote: Thanks for all the advice guys, guess I will have to train my qop right-clicking to handle that situation in the future. As for going dagon, isn't that extremely risky? You have to get dagon 5 while holding the advantage, dagon 5 being the most expensive item in the game with pretty bad scaling, this seems hard to do. Also, it seems any decent opponents (as in, not the opponents on my MMR) would rush BKBs and shut you down completely. What I'm trying now is bottle -> threads -> orchid -> daedalus, but I'm wondering if it's maybe better to rush MKB. Daedalus does great damage, but it seems to me that MKB is just a must-have since the odds of the opponent carry going butterfly is too big if they are using an agi carry. Also, what would you recommend for survival when going a qop carry build? Obviously the point of playing her like this is to abuse her mobility and huge damage to own, but I feel like you sort of become too squishy to 1v1 the opponent carry if they get decent items, even if you're ahead. Is heart the best option? Usually you need BKB as your second (or first, but I wouldn't recommend that for pubs) item unless the opposing lineup has basically no disables or magic damage. It will allow you to use Blink more offensively to get into a good position for Scream/Sonic Wave and get off some rightclicks without dying. It does not even really matter whether you go for a damage or utility oriented build, you'll usually need the BKB. You mentioned falling off in the later stages of the game in the post before, which is probably partly caused by your lack of BKB, and partly caused by investing into Agha/Linkens, which are two items that don't really do that much for you. Going for more damage is one way to stay relevant as QoP, although it depends a lot on whether your team actually needs the physical damage output. You won't be able to fight most carries head-on either way, and there is little point to building Deso/MKB/Daedalus if you can't find the time to actually attack. Apart from Sheepstick, which you want to buy in the vast majority of your games, there are Shivas, Skadi, Ghostscepter/Eblade, Refresher and AC to consider as your lategame items. Shivas makes you a lot more resilient against physical damage and provides decent teamfight control while neutering carries a bit, especially since the Freezing Aura goes through BKB. Skadi gives you a lot of HP to play around with and will keep most melee carries in check by making them very kiteable. Ghostscepter is only needed if Blink is not enough to keep you away from physical harm, which is usually against enemies that are either very fast or can blink after you. Ethereal Blade allows you to do the same while also potentially saving allies with it or allowing you to burst down someone. It is highly situational though and if you aren't using it perfectly, it might cause more harm than good. Refresher Orb has the problem that it doesn't give you the tiniest bit of survivability (unless you count refreshing blink), but can be useful if you have some sort of setup for your ultimate, such as chronosphere. Resetting item cooldowns is also useful, especially with sheepstick. Assault Cuirass does what it always does, and sometimes it helps to pick it up for your team. Physical damage items tend to be more useful if your team already has ways to deal with enemy carries and can give you the time to attack. They are also necessary if you are the lead farmer and nobody else in your team actually does relevant DPS. MKB is the safest choice as your third item due to evasion and various blind effects. Deso helps you snowballing as your second item if you don't need BKB as it is cheap, effective if armor is still low, and good against buildings. Daedalus is usually what you get to complement your MKB. You obviously also don't have to limit yourself to straight physical damage or utility/survivability. As on every hero, build whatever suits the situation best rather than going in with a predetermined mindset. Of course, just seeing the lineup will tell you a bit about what you need, and there are some standard builds which will rarely go wrong (Hex -> BKB -> MKB for instance). | ||
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KOFgokuon
United States14912 Posts
On June 18 2013 17:52 evanthebouncy! wrote: what to do against turtle? they're NOT coming out. TA / DS / kunkka / sandking / axe we were ursa / tusk / ogre / rubik / visage There's no way we can beat them in a team fight 5v5. I was ursa and it felt extremely hard to manuver in battle even with bkb. 1) with blink initiate a lot of time i couldn't even activate bkb at the right time 2) with illusion on wall, vacuum, and axe's call, i can't even get into melee range fast enough We were ahead 30-15 with 2 rax pushed down, and lost 8 teamfights in a roll and lost the game trying to push. We tried rosh twice but were caught in a teamfight and wiped too. The only thing i could think of is safer rosh (with ob + sentry ward) but honestly I couldn't think if that'll help. They just walked in on us that fight and even w/ ward to tell them to come they could've came and wiped us anyways... with 2 melee dps (tusk and ursa) it's a bitch to fight against their team. the game lasted 70 min and we finally lost and I don't really know what we could do. We tried to use smoke to catch them but they only farm extremely close to their base and we got counter-ganked at least 3 times doing that and got wiped. To be honest, set up wards around their base, farm the whole map, don't get caught out. You're ridiculously far ahead, no reason to rush it, especially if you forced it once or twice and failed. Two of those fights and you've lost your gold lead, even if you're ahead in raxes. With 2 lanes down their income is like 1/2 to 1/3 of yours from lane creeps, plus you can farm their jungle very safely | ||
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TheSubtleArt
Canada2527 Posts
On June 18 2013 17:52 evanthebouncy! wrote: what to do against turtle? they're NOT coming out. TA / DS / kunkka / sandking / axe we were ursa / tusk / ogre / rubik / visage There's no way we can beat them in a team fight 5v5. I was ursa and it felt extremely hard to manuver in battle even with bkb. 1) with blink initiate a lot of time i couldn't even activate bkb at the right time 2) with illusion on wall, vacuum, and axe's call, i can't even get into melee range fast enough We were ahead 30-15 with 2 rax pushed down, and lost 8 teamfights in a roll and lost the game trying to push. We tried rosh twice but were caught in a teamfight and wiped too. The only thing i could think of is safer rosh (with ob + sentry ward) but honestly I couldn't think if that'll help. They just walked in on us that fight and even w/ ward to tell them to come they could've came and wiped us anyways... with 2 melee dps (tusk and ursa) it's a bitch to fight against their team. the game lasted 70 min and we finally lost and I don't really know what we could do. We tried to use smoke to catch them but they only farm extremely close to their base and we got counter-ganked at least 3 times doing that and got wiped. How the hell do you get caught at the rosh pit when you have an Ursa? Ursa can easily solo rosh...why didnt the rest of your team just stand on guard outside the pit? You said you guys were ahead. If they came to contest Rosh shouldnt you have won the teamfight since you were ahead? General rule for breaking a turtling team is to not go highground without an aegis. If theyre in their base you can easily just outfarm them till your team has the items needed to break base. Did you guys have a Mek? Pipe of Insight? BKBs on your cores? Ghost scepters on your supports? Did you have blink dagger? It's generally pretty hard for Ursa to find targets in a teamfight without a blink. | ||
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qrthur
France10 Posts
I wanted to know what is your keybinding for controls group. Lets take as an example Lone Druid (but the question is relevant for many other heroes, like chen or necronomicon's builds) Currently I F1 to select my hero, 1 to select hero + bear and 2 for the bear only. But i am wondering if you had any advices on how to configure it. Even if it is up to personal tastes i guess, some feedback would be appreciated! | ||
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Qbek
Poland12923 Posts
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qrthur
France10 Posts
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evilfatsh1t
Australia8913 Posts
On June 19 2013 00:37 qrthur wrote: Hello everyone ! I wanted to know what is your keybinding for controls group. Lets take as an example Lone Druid (but the question is relevant for many other heroes, like chen or necronomicon's builds) Currently I F1 to select my hero, 1 to select hero + bear and 2 for the bear only. But i am wondering if you had any advices on how to configure it. Even if it is up to personal tastes i guess, some feedback would be appreciated! theres a thread already somewhere in the dota 2 forum. imagine if everyone replied to you in this thread..gg | ||
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nojok
France15846 Posts
On June 17 2013 07:48 Staboteur wrote: I was thinking dual lanes with lina as a semicarry. Venge + Lina could work (?) as there's an obvious setup, and fiery soul + venge aura would synergize a bit. Venge would just play as she would normally as a support, and Lina would prioritize points into fiery soul / dragon slave with just a single point into light strike array. Build phase boots -> Drums -> Euls and be a fireball chucking racecar stunbot! It's pretty damn pub, but fun :D I once was forced to go safelane as lina + wisp, so I maxed fiery soul 1st after one point in the other spells. It was also the first time I faced the post patch huskar, and his support was omni. It did not end well, specially that huskar outlast hit me so hard, getting a lot of denies. | ||
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TheYango
United States47024 Posts
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Aelfric
Turkey1496 Posts
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