Simple Questions, Simple Answers - Page 495
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evilfatsh1t
Australia8913 Posts
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BoxingKangaroo
Japan955 Posts
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Najda
United States3765 Posts
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Blitzkrieg0
United States13132 Posts
On June 25 2013 11:20 Najda wrote: I never really pay attention to backswing, what heroes/skills have bad backswing that I should be cancelling? And does movent cancel it or do I have to press stop/hold? Any action will interrupt the backswing. You should cancel the backswing of every ability you cast and you likely do it without even noticing already; as soon as the effect goes off do you stand there twiddling your thumbs or do you keep on fighting? | ||
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Ryder.
1117 Posts
I generally always go soul ring and wand, but thats about it as far as core. Situationally I'll get vlads, aghs, heavens halberd if they have lots of right clickers and sometimes blink but it isn't really necessary I find especially with aghs. Mek as well if nobody else gets it. Anything else that is pretty good on the hero situationally? Edit: I usually just leave him at brown boots for most of the game as well, though arcanes if our team really needs it and treads if I have enough money. | ||
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r.Evo
Germany14081 Posts
On June 25 2013 11:06 BoxingKangaroo wrote: If you upgrade a skill while it's being used, does that use of the skill have the upgraded specs? The example I'm thinking of is Jugg's healing ward. Say I use it and while it's still active, upgrade the skill, is that ward upgraded too? Short answer: Yes. Longer answer: Skills that are cast and around for a while afterwards (think Edict/Jugg war) use the manacost of the level when cast and the effect of the spell at the current level. Any little edict effect after upgrading, uses the new damage for example. Jugger ward is a bit weird because it technically does the same but heroes have to leave and re-enter the radius for it to work properly. The same applies to e.g. Powershot or similar abilities. The cost of the skill is always the cost of when you use it and the effect is always "on-hit" instead of "on-cast". | ||
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r.Evo
Germany14081 Posts
On June 25 2013 11:32 Ryder. wrote: What are good items to build on Beastmaster? I generally always go soul ring and wand, but thats about it as far as core. Situationally I'll get vlads, aghs, heavens halberd if they have lots of right clickers and sometimes blink but it isn't really necessary I find especially with aghs. Mek as well if nobody else gets it. Anything else that is pretty good on the hero situationally? Edit: I usually just leave him at brown boots for most of the game as well, though arcanes if our team really needs it and treads if I have enough money. Tranqs or Arcanes are both situationally good. Blink/Aghs when you want an increased engagement range. Besides that BM is great for utility items like Mek (disassmble Tranqs if you got them and get Arcanes in this case since soul ring won't sustain you enough), Pipe, Shivas, AC, Vlads. Halberd is reasonable as well if it's needed. Keep in mind that the item is more effective if the enemy team has less right clickers, simply because you remove a bigger portion of their total physical damage with the item active. | ||
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Mithhaike
Singapore2759 Posts
On June 25 2013 11:32 Ryder. wrote: What are good items to build on Beastmaster? I generally always go soul ring and wand, but thats about it as far as core. Situationally I'll get vlads, aghs, heavens halberd if they have lots of right clickers and sometimes blink but it isn't really necessary I find especially with aghs. Mek as well if nobody else gets it. Anything else that is pretty good on the hero situationally? Edit: I usually just leave him at brown boots for most of the game as well, though arcanes if our team really needs it and treads if I have enough money. Blink is core on Beastmaster imo. Allows you to double your initiation range. A simple analogy is that, roar can initiate from 1 screen length because of the huge cast range. A Blink dagger allows you to initiate at TWO screen length. It's super effective, thus it's considered a Core for me on BM. | ||
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Staboteur
Canada1873 Posts
On June 25 2013 11:20 Najda wrote: I never really pay attention to backswing, what heroes/skills have bad backswing that I should be cancelling? And does movent cancel it or do I have to press stop/hold? This is why I was wondering if they even exist anymore. Crystal Maiden, in Dota 2, has a cast backswing of 2.4 seconds, so if you cast something she'll just chill there for 2.4 seconds going through an ultraslow backswing animation before she resumes a neutral stance. All this means is that the normal AI won't take over and she won't retaliate / autoattack until commanded to do so, or until the backswing ends. In Dota 2, it seems the animations are toned down quite a lot so the backswings are less obvious, and as TheYango said, they're capped at 1 second now. | ||
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Wonders
Australia753 Posts
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igotmyown
United States4291 Posts
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LAN-f34r
New Zealand2099 Posts
Soul ring is too much mana for out of combat - early game you aren't going to use pounce to move around the map, and dark pact is like 45 mana. soul ring gives 150 mana, which you just can't use unless you really try. In combat, its 150 hp, which is a fair chunk considering that you already have a skill that hurts you, and you aren't a high hp hero. Also, slark wants to be fighting pretty early. This makes spending 800 gold early on something that doesn't help you fight at all is quite hard to justify compared to other items like aqulia which at least give you some decent stats. | ||
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Firebolt145
Lalalaland34504 Posts
On June 25 2013 11:54 Mithhaike wrote: Blink is core on Beastmaster imo. Allows you to double your initiation range. A simple analogy is that, roar can initiate from 1 screen length because of the huge cast range. A Blink dagger allows you to initiate at TWO screen length. It's super effective, thus it's considered a Core for me on BM. Blink is a situational core on Beastmaster, depending what you're playing in. If it's a scrim and you're with a coordinated team, then blink is very good. On the other hand, a shadowblade would give you similar initiation yet give you a lot of solo killing power as well, something very valuable in pubs. Aghanims is the third option which is best in a situation where you have tons of teamfights in your game where the reduced cooldown and the increased range help you the most. Tl;dr, Beastmaster core involves one of shadowblade/blink/aghanims. | ||
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Mataza
Germany5364 Posts
On June 25 2013 10:09 StaraCroft wrote: How do you deal with spirit breaker's Ult? We've tried to stop him with Omninights magic immunity+physical immunity cast on a hero with BKB active whilst poking SB with force staff, and he still stuns and deals damage. Is there any way to avoid it short of the worlds fastest TP? Are there any items or abilities that can save you once you have identified that you are getting charged at? Puck's phase shift and maybe Ghost scepter are the only ones that come to my mind. And how is it possible that his ult goes through both magic and physical immunity while being magic immune himself? What type of damage is he doing? There is pretty much nothing that can stop Bara ult from happening. The ult damage and bash damage are magical though and can be avoided. Once Bara's ult is cast, it happens. Even if he's stunned or killed. His corpse will teleport to you and you will still get bashed. There was a gif of Spiritbreaker ult hitting Brewmaster out of his elemental split. Was quite funny. SB can even follow you to fountain with it when you tp home. But that's bad for him. In short, there's no option other than tanking the ult once it has been cast. Slarks mana problems are something you can grow out of, because they don't increase. Always go Dark Pact first, since it drastically reduces mana cost. To be honest though, there have been games where I went for Soul Ring, but I can't remember a game where I went for Aquila. Games in which all your lanes are already in use and you run around jungling and ganking. Other games where there's a lot of movement and it's dangerous to sit in a lane too long, so you need to flashfarm the lane. Or simply in games where one of those ugly mana burners is around. Imho all these can justify going for Soul Ring. Early on Slark does his most damage through Dark Pact. I don't miss the 15 damage the Aquila gives. Especially if I can throw mana management out the window and flash farm everything besides golems and ancients. Why would you build an Aquila at all on Slark anyway? It's nothing he needs. It barely qualifies as mana, it's not lockdown, it's not max HP. It's 1000 gold that's not going to a Skadi or a Basher or a Yasha or another useful item. | ||
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Baggage
Hong Kong593 Posts
If you have a powerful push orientated lineup then arcanes --> mek is a solid buildup that allows you to exploit the pushing power of Inner Beast to grab the opposing teams t1s and t2s very quickly. Other good followups for Beastmaster would be Necro 3 (excellent synergy with Hawk/Boar to counter-ward and reduce enemy vision), Vlads, Heaven's Halberd, Aghs. Force staff is useful in situations when a key enemy hero has linkens to block your roar (and you can't rely on your team to cancel it). Boots of Travel are also pretty fun if you have a lineup that can exploit your TP's onto hawks. If you wanna carry, MoM, Basher, AC, Shadowblade is pretty fun. tl'dr: Beastmaster item builds are very flexible and it's mostly up to you to evaluate how best to progress. | ||
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LAN-f34r
New Zealand2099 Posts
Because locking down one person isn't enough | ||
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Erasme
Bahamas15899 Posts
On June 25 2013 12:34 Wonders wrote: When I play Slark I have really bad mana issues, and I feel like i can't use dark pact to farm at all or I'll be out of mana for enemies. I've tried getting Aquila but it just wasn't enough. Today I realized that I could get soul ring on him, and it seems like a perfect fit given his passive health regen. Why doesn't anyone do this? i play slark quite extensively and i've never run into mana problem. treads/stick/bottle should be enough and max pounce, you're not playing a farmer, you're playing a cold motherfucking blooded killer. also it makes you super unkillable | ||
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evilfatsh1t
Australia8913 Posts
On June 25 2013 12:34 Wonders wrote: When I play Slark I have really bad mana issues, and I feel like i can't use dark pact to farm at all or I'll be out of mana for enemies. I've tried getting Aquila but it just wasn't enough. Today I realized that I could get soul ring on him, and it seems like a perfect fit given his passive health regen. Why doesn't anyone do this? treads is enough usually until you get other stat items (skadi etc). if youre really desperate for mana just run back to base. you have max movespeed anyway | ||
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TheYango
United States47024 Posts
On June 25 2013 17:48 evilfatsh1t wrote: treads is enough usually until you get other stat items (skadi etc). if youre really desperate for mana just run back to base. you have max movespeed anyway Or send clarities really. He doesn't actually spend that much mana, it's just his base intel is low, so sending clarities usually tops you off. | ||
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TheSubtleArt
Canada2527 Posts
On June 25 2013 11:40 r.Evo wrote: Tranqs or Arcanes are both situationally good. Blink/Aghs when you want an increased engagement range. Besides that BM is great for utility items like Mek (disassmble Tranqs if you got them and get Arcanes in this case since soul ring won't sustain you enough), Pipe, Shivas, AC, Vlads. Halberd is reasonable as well if it's needed. Keep in mind that the item is more effective if the enemy team has less right clickers, simply because you remove a bigger portion of their total physical damage with the item active. Ive seen necrobooks work well on him too | ||
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