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The general rule for carries in teamfights is:
1) DO NOT DIE 2) See: 1 3) seriously. Don't die.
Target prioritization is pretty difficult to simplify since it heavily relies on the disable status of both teams (Disables, BKBs, BKB piercing disables, Ulti cooldowns, aegis, etc). If you can BKB and just wipe out the other carry with impunity then go for it but often you will be forced to spend your BKB taking out the enemy supports (who will end you when BKB ends) after which you can turn to focus on their carries.
Don't forget that the enemy carry may not be the most important part of their teamfight. Insta-gibbing the Warlock is a surer way to win the teamfight than forcing their gyro to back, for example (I guess depending on farm).
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What is the best way to skill Veno these days? His passive got a buff IIRC so is it worth levelling that any earlier? Dota2 alt tabs suggests max wards first but I don't know why considering Veno can't really afford to waste mana and you will just end up pushing the lane won't you...?
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For a support veno, ward max is still extremely useful. If you think you'll push the lane, then don't spam wards. They are extremely useful for pushing, as they can take out a creepwave very quickly, and counterpush, as aoe spell spam does not damage them. Considering they are the lowest mana cost of any of Veno's (non passive) spells, there is no option to drain veno's mana less. Even if you spam 6 plague wards, thats still less mana spent than a gale. Wards also let you farm neutral camps by yourself. Veno's utility in teamfights comes from the slow of gale and the dot of nova. Wards and poison sting aren't as helpful because veno usually dies right after using nova. However out of teamfights, wards are still useful, while poison sting is only useful for harassing heroes in the early laning stage. As a hard support, levels will come slowly, and laning might dissolve with you only level 4-5. Having 3 in wards when the enemy team is 5 maning a tower is more useful than 3 in poison sting.
If you're a carry / mid veno, and your team is investing more gold and experience into you, then levelling sting a couple of times is actually quite viable for the laning power and damage. If you're mid, wards are still quite important because you aim to push your lane out at rune time as mid.
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OD is being picked/banned a lot more often now. Every time I've seen him, they put him mid and try to farm up a fast Mek. Any reason we're seeing him more often nowadays?
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United States47024 Posts
Nerf to bottle-crowing allows more oppressive mid heroes to shine, plus a few DotA 2 bugs and the buff to base MS making him slightly stronger overall.
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What situations should you get SnY?
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United States47024 Posts
Hard to generalize across all heroes, but two scenarios to consider it are: - As an item of convenience to use your Yasha for a particular timing - When you really need the movement speed/chasing power provided by the movement speed and the maim proc.
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Okay thanks. I usually get Yasha on Jugg, but I was up against a Sniper and Linken's Weaver and we had a nice early game comp, so I figured I'd make it into a SnY and we just pushed off of that.
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How much dps is needed to out damage backdoor protection?
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United States47024 Posts
It varies based on which tower it is, whether you're doing physical or magical damage (because towers have armor but no magic resistance), and whether the damage source is a hero or not (because the amount of damage dealt to Fortified armor is different based on the attacking unit's damage type).
Towers have 90 HP regen/sec and take 25% reduced damage when BD prot is active, and T2/T3/T4 towers have 20/25/30 armor respectively. Assuming you're using a hero and doing purely physical damage, this means you need a raw DPS of 528/600/672 between all attacking heroes to outdamage BD prot on T2/T3/T4 towers respectively.
Note this math is slightly different if illusions are involved, because Illusion damage is reduced further by BD prot than other sources of damage.
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Does anyone know the following: In Dota 1, is the frost debuff of skadi/frost nova/crystal nova removed by magic immunity(juggernaut's bladefury/naix rage)?
I distinctly remember frost being hardcoded in WC 3. And because skadi goes through magic immunity, the debuff would stay on juggernaut/naix when they go immune.
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On June 30 2013 04:38 TheYango wrote: Nerf to bottle-crowing allows more oppressive mid heroes to shine, plus a few DotA 2 bugs and the buff to base MS making him slightly stronger overall.
What are the bugs that make OD stronger? I was under the impression there were changes to astral-denying that actually nerfed him quite a bit.
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How do abandonments and stat recording work? I always thought it was if it is before 5 minutes and no first blood was dealt, then stats aren't recorded (win/lose)...otherwise it is.
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Lalalaland34504 Posts
On June 30 2013 12:34 Whole wrote: How do abandonments and stat recording work? I always thought it was if it is before 5 minutes and no first blood was dealt, then stats aren't recorded (win/lose)...otherwise it is. Also has to be before any towers are killed.
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Can Lone Druids bear pick up or be given a divine rapier?
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On June 30 2013 12:41 Scrandom wrote: Can Lone Druids bear pick up or be given a divine rapier?
Yes and it will drop it on death of the bear.
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On June 30 2013 08:30 Belisarius wrote:Show nested quote +On June 30 2013 04:38 TheYango wrote: Nerf to bottle-crowing allows more oppressive mid heroes to shine, plus a few DotA 2 bugs and the buff to base MS making him slightly stronger overall. What are the bugs that make OD stronger? I was under the impression there were changes to astral-denying that actually nerfed him quite a bit.
One fairly big one is that astral can reduce bonus int (ie int from items). So if you had a mystic staff, in dota 1 OD could only reduce your int to 1+25 (338 max mana), where as in dota 2, OD can reduce your int to 1+0 (13 mana).
In certain matchups this can be quite big - for example, lone druid has a much harder time re-summoning his bear if you keep astrals on him since he can't easily get to 75 mana with a few branches.
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What are some item choices/progression on Slark and when should I get them? Early game I generally end up with poor mans, treads, aquila and orb of venom (sometimes stick too if I'm laning vs somebody spamming). I feel like I'm sinking a lot into early game items, but I don't know how I would deal without poor mans and aquila in a lot of games. Should I be skipping orb/replacing any of my items with other items in certain situations?
After these I generally go basher or bkb depending on whether or not I need a bkb badly.
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I prefer bottle or soul ring to ring of aquila for slark. While you can manage your mana get by with just tread switching, I feel you lose a great deal of opportunities farming in the woods or flashfarming creepwaves that are pushed far towards the enemy. That's just my opinion, though.
If you're playing it right, the enemies will most likely group up early or at least stay relatively close to each other. Similar to playing versus Bounty Hunter etc. Against early grouping up you can either straight up win teamfights or if that doesn't work, play ratdota with high mobility and evading engagements.
You should add skadi to your list of items you get later. It gives the second highest max hp of items and unlike heart, it gives you passive abilities you do not already have. Basher/Abyssal is legit though.
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United States47024 Posts
Your mana pretty much flatlines if you have Aquila/Drums and Treads swap (well, not quite flatlines, but stays close high enough that clarities top you off). The only "opportunities" you lose are using Pounce haphazardly for mobility.
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