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The sad thing is it's very hard in pubs to get everyone to push. I've seen it so many times, team wouldn't want to come push with me despite furiously pinging and telling them to go when we killed off 4 enemy heroes.
But no, all they said is "no, alch fat, can't fight" when we had a 5v1 advantage on him and all we had to do was not clump up so that he can't tear us down during the stun.
It's frustrating sometimes but yeah sometimes you just have to be a lot more active in calling the shots if you're the lone support player. Give them as much vision as you can and really take advantage of how much stronger you are in the mid game by ganking. If you force the 5 carry team into 5-manning it should be to your advantage as they will definitely not be getting the amount of farm they need to smash your team. If your carries are strong split pushers you can avoid fighting and use your map control to let them split push to their hearts' content.
If you are playing solo support in pubs you really need to learn those higher impact aggressive ones. Playing the more passive-defensive supports doesn't really tend to produce great results when playing solo support.
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On July 03 2013 11:37 rebdomine wrote: The sad thing is it's very hard in pubs to get everyone to push. I've seen it so many times, team wouldn't want to come push with me despite furiously pinging and telling them to go when we killed off 4 enemy heroes.
But no, all they said is "no, alch fat, can't fight" when we had a 5v1 advantage on him and all we had to do was not clump up so that he can't tear us down during the stun.
It's frustrating sometimes but yeah sometimes you just have to be a lot more active in calling the shots if you're the lone support player. Give them as much vision as you can and really take advantage of how much stronger you are in the mid game by ganking. If you force the 5 carry team into 5-manning it should be to your advantage as they will definitely not be getting the amount of farm they need to smash your team. If your carries are strong split pushers you can avoid fighting and use your map control to let them split push to their hearts' content.
If you are playing solo support in pubs you really need to learn those higher impact aggressive ones. Playing the more passive-defensive supports doesn't really tend to produce great results when playing solo support. Story of my life as a brood player.
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In some way picking a support in a pub is similar to executing a rush in starcraft. You can't fall back on better economy, so you have to get down to the execution part. You must take opportunities your enemies give you. With someone like Witch Doctor it would be hitting the enemies with your superior range damage at level 1. With Dazzle you can be likewise aggressive while keeping your hp high with shadow wave. There are of course exceptions to this, like when laning against 2 ranged heroes while you have a melee lanemate.
Generally your window of opportunity is 20 minutes or however long it takes the other team to outfarm you. Practically all supports have an early power spike in some shape or form. You must use it and punish the enemy team. Usually 5 carry teams are punishable all the time just for having a bad lineup.
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Lol I have a terrible habit of looking for the nearest place to farm after my team wins a teamfight.
Question: What scenarios make force staff a good item for Clockwerk? I used to see almost every clockwerk go arcanes --> mek --> utility / survivability items, but recently force staff's become a more common pick up (coupled with treads + bottle). I sometimes get to mid with clock, but usually play him as an offlaner
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On July 03 2013 13:05 TheSubtleArt wrote: Lol I have a terrible habit of looking for the nearest place to farm after my team wins a teamfight.
Question: What scenarios make force staff a good item for Clockwerk? I used to see almost every clockwerk go arcanes --> mek --> utility / survivability items, but recently force staff's become a more common pick up (coupled with treads + bottle). I sometimes get to mid with clock, but usually play him as an offlaner When you want to lock down a melee carry and then gtfo. If you've cog'd a naix, you don't want to be stuck in there with him.
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Why don't we see mid weaver in pro games?
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On July 03 2013 15:51 Whole wrote: Why don't we see mid weaver in pro games?
Because weaver has such good escape mechanism, its better overall to stick the weaver in the offlane as he can survive. There's always other heroes that can use the mid while not many heroes can do the offlane.
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On July 03 2013 16:15 Mithhaike wrote:Because weaver has such good escape mechanism, its better overall to stick the weaver in the offlane as he can survive. There's always other heroes that can use the mid while not many heroes can do the offlane.
I haven't seen 1v3 offlane weaver in months. He's only offlane when they've forced a 1v1, and that's a very small subset of his total games.
Defensive trilanes are just so strong these days. I'm personally seeing more and more non-jungling offlaners at lv. 1/2 at like 5 minutes, and weaver just cannot recover from that the way a clock/wr can.
Also, Tongfu ran weaver mid against Navi in Alienware a few days ago and it destroyed Dendi's mag.
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Quick question, (this could have been asked before but I just start playing dota again)
I notice that the crow is always auto share. Is there an option to unshare it with the whole team?
As I am using bottle crow delivery with heroes I can spam skills and guys always pull my crow away. It is really hard to bottle crow if the crow is not availble serving others.
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I'm pretty sure that's not possible, since that would be one hell of a way to troll all of your teammates and force them to buy a courier for themselves.
What you can do is buy a second courier for yourself. Everyone else will still use the first courier bought, but you can manually use the second courier to bottle crow. This does mean you have to upgrade it separately as well. Note that your teammates CAN still use the second courier as well, but I believe the game will make the 1st courier the default courier and they would have to manually select and use the second courier just like you.
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On July 03 2013 16:37 woreyour wrote: Quick question, (this could have been asked before but I just start playing dota again)
I notice that the crow is always auto share. Is there an option to unshare it with the whole team?
As I am using bottle crow delivery with heroes I can spam skills and guys always pull my crow away. It is really hard to bottle crow if the crow is not availble serving others.
Especially with the bottle crow change, you shouldn't be hogging courier to bottle crow. It's fine to use it a couple times, but you're expecting to get 100% courier usage, that's pretty selfish and can really screw your team.
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On July 03 2013 17:43 mizU wrote:Show nested quote +On July 03 2013 16:37 woreyour wrote: Quick question, (this could have been asked before but I just start playing dota again)
I notice that the crow is always auto share. Is there an option to unshare it with the whole team?
As I am using bottle crow delivery with heroes I can spam skills and guys always pull my crow away. It is really hard to bottle crow if the crow is not availble serving others. Especially with the bottle crow change, you shouldn't be hogging courier to bottle crow. It's fine to use it a couple times, but you're expecting to get 100% courier usage, that's pretty selfish and can really screw your team.
By the way, may I know what was the bottle crow change?
I am talking about pub games, not the serious games, ofcourse your teamates will know not to mess with the courier if it was a serious team game.
Yeah it is selfish but bottle courier is still effective right?
I guess there is no way then?
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The bottle crow nerf is that the courier will travel 30% slower per empty bottle you have on it. It makes bottle crowing an even bigger courier hog and ridiculously inefficient.
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You now either have to send the bottle back with 1 charge left or use up a ton of the courier's time with the empty bottle slow.
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United States47024 Posts
On July 03 2013 17:43 mizU wrote: Especially with the bottle crow change, you shouldn't be hogging courier to bottle crow. It's fine to use it a couple times, but you're expecting to get 100% courier usage, that's pretty selfish and can really screw your team. Actually, the expectation should normally be that the mid laner is using the courier almost exclusively. The number of exceptions is small enough for a mid expecting to be able to bottle crow to not be considered selfish. The major one that comes to my mind is a jungler that needs a particular item to continue jungling (e.g. Tranquil Boots).
Most cases where the sidelane actually needs to courier items is misplay on the part of the sidelaner in pubs (e.g. support not starting with wards and sending them later), and not the fault of the mid laner.
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On July 03 2013 17:56 Dragnmn wrote: The bottle crow nerf is that the courier will travel 30% slower per empty bottle you have on it. It makes bottle crowing an even bigger courier hog and ridiculously inefficient.
Thanks, But Whole's suggestion can still work with 1 charge left. I think I can still spam the hell with 2 charges. I like poison spam with alchemist.
Another thing I do would be leaving my courier on one rune spot (if there are 2 couriers mid we would always know here the runes are). Again this is just pub games and I it is sad if there is no option to unshare your courier.
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Anyone know a good guide/article/resource on how critical strike stacks?
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If you have multiple crits, then they should have diminishing returns. So 1 small crit gives 1 - (0.8)^1 = 20% chance to crit, 2 small crits gives 1 - (0.8)^2 = 36% chance to crit, 3 gives 1 - (0.8)^3 = 48.8% etc.
This is because when both of them proc on the same attack, they don't both apply - only the bigger one applies. So if you have a small crit and a big crit, you have a 25% chance of a 2.4x multiplier being applied, and a 0.75*0.2 = 15% chance of a 1.75x mutliplier (and ofc 60% chance of a normal attack).
However, in the recent dotacinema mythbusters it appears to be additive stacking in dota 2 (which is a bug). So 1 crit = 20%, 2 crit = 40%, 3 crit = 60% etc.
Hopefully this makes sense.
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Hi, I'm just coming back to the game. I haven't played in a while and I haven't been following the scene or pro matches at all. However, I love this new in-game-guide-feature where the game basically tells you what to do. And this is where I begin to wonder:
I kinda like to play Doombringer but being a noob I don't understand why all the "good" (high rated) guides seem to prefer his scorched earth skill over LVL?Death in the early game. Has it to do with jungling? I usually don't do that (is Doom even viable at a decent/casual skill level as a laner?). LVL?Death seems to be quite strong (assuming the enemies have the right level, but that is pretty much inevitable) and usually helps me or my team to score a few kills while I almost never use the scorched ground as I rather spend mana on Devour and/or the Ultimate.
Thank you in advance.
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