(I'm trying to learn the optimal place to put wards to block camps, and sentry wards to deward them without blocking)
Simple Questions, Simple Answers - Page 528
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WILD_MAN
12 Posts
(I'm trying to learn the optimal place to put wards to block camps, and sentry wards to deward them without blocking) | ||
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Dead9
United States4725 Posts
pictures aren't loading for me but it's in thre somewhere | ||
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evilfatsh1t
Australia8913 Posts
On July 18 2013 10:55 Monsyphon wrote: Hi, can someone point out the common heroes put in position 5? thanks cm/rubick/nyx/lina/lesh/bane/jakiro pretty much every support can take the 4/5 position. the only thing that distinguishes the position is which hero benefits from more farm within that particular support combination, which changes all the time anyway | ||
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Mithhaike
Singapore2759 Posts
On July 18 2013 11:02 WILD_MAN wrote: What on earth is the logic behind whether or not a ward will block a creep camp? I understand there is a weird rectangle around each camp in which there must be no units/wards, but there seem to be certain special spots within the rectangle where you can put a sentry to deward and it won't block the camp. Are these just exceptions, or is there some kind of logic behind all this? (I'm trying to learn the optimal place to put wards to block camps, and sentry wards to deward them without blocking) http://www.teamliquid.net/forum/viewmessage.php?topic_id=377503 This is the place you should be reading. There's a picture of the entire dota map with the rectangles,warding & dewarding spots. What happens is that there's a rectangle around which camp, however a sentry usually gives larger invis detection than each camp. Some camps have large rectangle so there's hidden spaces for wards to block from(like inside the trees, or behind the camp),those are tricks & gimmicks that you can only learn from experience. Those may require 2 sentries to fully cover the rectangle for dewarding purposes. All in all, there's no special spots within the rectangle where you can put a sentry and deward, nothing in the rectangle enables creep camps to spawn. You can use sentries to block creep as well as observers can. | ||
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WILD_MAN
12 Posts
On July 18 2013 11:21 Mithhaike wrote: http://www.teamliquid.net/forum/viewmessage.php?topic_id=377503 This is the place you should be reading. There's a picture of the entire dota map with the rectangles,warding & dewarding spots. What happens is that there's a rectangle around which camp, however a sentry usually gives larger invis detection than each camp. Some camps have large rectangle so there's hidden spaces for wards to block from(like inside the trees, or behind the camp),those are tricks & gimmicks that you can only learn from experience. Those may require 2 sentries to fully cover the rectangle for dewarding purposes. All in all, there's no special spots within the rectangle where you can put a sentry and deward, nothing in the rectangle enables creep camps to spawn. You can use sentries to block creep as well as observers can. Thank you. Thanks Dead9, as well. | ||
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OrangeNom
United States11 Posts
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Dead9
United States4725 Posts
but no it's not worth it | ||
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Emnjay808
United States10665 Posts
I normally go Null Tango as starting > Bottle Boots > Forcestaff Mek. Was wondering if there was another way to build OD's items. | ||
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Monsyphon
Canada190 Posts
On July 18 2013 11:10 evilfatsh1t wrote: cm/rubick/nyx/lina/lesh/bane/jakiro pretty much every support can take the 4/5 position. the only thing that distinguishes the position is which hero benefits from more farm within that particular support combination, which changes all the time anyway thr trouble i have is finding the distinction between a pos3 hero and a 4/5 pos, because some chars the look like a support really need items to be useful, like batrider and his blink | ||
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evilfatsh1t
Australia8913 Posts
On July 18 2013 14:57 Emnjay808 wrote: What is the standard Pub OD mid build. I normally go Null Tango as starting > Bottle Boots > Forcestaff Mek. Was wondering if there was another way to build OD's items. you generally dont need the bottle unless youre up against a heavy nuker. even then ferrying salves are just better mek is usually first choice as it has a bigger impact the earlier you get it. force staff can be good depending on the situation. it doesnt give attack speed anymore so its really only good for the utility. if youre farming really well, orchid or hex will probably be better. bkb is an option if you need it badly too On July 18 2013 15:31 Monsyphon wrote: thr trouble i have is finding the distinction between a pos3 hero and a 4/5 pos, because some chars the look like a support really need items to be useful, like batrider and his blink i wouldnt consider batrider a support. if you distinguish all heroes by only carry vs support then yes, he is a support, but if you are going to go into detail he is an initiator. initiators (magnus, bat, puck etc) need items (blink mainly) to make them useful and therefore are given more farm (position 3). bat has the added bonus that he farms extremely fast and is useful at all stages of the game, meaning he definitely gets more farm. on the other hand, heroes like tide who can be used as initiators are not given much farm because his primary spell has huge range. so basically you have to judge how important the hero is and whether that hero having farm will make a big difference. for example, wr and clock are popular 3rd position heroes because they are heroes that can make a huge impact in the game, whereas the heroes i listed above are limited in terms of what they can actually do in a fight (excluding rubick). | ||
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LAN-f34r
New Zealand2099 Posts
On July 18 2013 14:57 Emnjay808 wrote: What is the standard Pub OD mid build. I normally go Null Tango as starting > Bottle Boots > Forcestaff Mek. Was wondering if there was another way to build OD's items. Don't get null as a starting item, and almost never get it at all (only if you are losing quite badly). Never get bottle at all. You don't have good rune control, and it restores a pittance amount of mana on OD. Tranquils/mek cover your hp regen, and aura covers most of your mana needs (clarities can work if you are really struggling, but most of the time I find I can get by without them). If you are getting mek, make it your first big(ish) item. Sometimes you don't need forcestaff (although its still a good choice). Sometimes getting drums can give you enough survivability if you don't need to get away from certain heroes, and ghost sceptre can also deal with quite a few of the heroes you need to get away from fast (ie ursa). Another option for mobility is blink dagger: it may sound silly, but astraling yourself gets blink off the damage cooldown and let you blink away, and it means you can sometimes catch people who are out of position (astral can prevent them from getting backup, or it can set up until your team gets into position to kill them) + Show Spoiler + ps thanks for the fun yango | ||
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Mithhaike
Singapore2759 Posts
Tranquil gives you the heal that you need and gives you a chance to recover MP if you have bad RNG for procs for mana. | ||
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LAN-f34r
New Zealand2099 Posts
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GreenGringo
349 Posts
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Qbek
Poland12923 Posts
On July 18 2013 19:04 GreenGringo wrote: New to the game and I have a question: What's the best thing to do when you're counter-picked to fuck? Example: when you're mid lane melee and your opponent has ranged and your spells can't make up the difference. I'm finding this happens a lot when I'm experimenting with new champions. Play passive, farm as much as possible and wait for enemy mistakes, if your lane matchup sucks you have to hope to make it up in midgame | ||
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Soluhwin
United States1287 Posts
On July 18 2013 19:04 GreenGringo wrote: New to the game and I have a question: What's the best thing to do when you're counter-picked to fuck? Example: when you're mid lane melee and your opponent has ranged and your spells can't make up the difference. I'm finding this happens a lot when I'm experimenting with new champions. You're going to have to be more specific. You're either playing a sub-optimal mid hero or are just missing a few key mechanics with whatever that hero may be. A few tips: Stout shield exists for a reason: To level the playing field in ranged vs melee. It may not look like much, but that damage block is amazing levels 1-3. Bottle bottle bottle. Any mid matchup can be won by just having more mana to use than the other guy, so make sure you're keeping good rune control and wards are up around the rune spots. If your allies aren't buying wards, don't be afraid to get them yourself even though you're the mid laner. If you can't secure runes and need to refill your bottle, then call the courier over and have it bring the bottle to fountain and back, that will refill it (this is called "bottle crowing"). | ||
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lazyitachi
1043 Posts
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ArcticRaven
France1406 Posts
-ask the lane supports to gank for you. -gank the other lanes whenever you get the occasion (they're pushing, you have haste/DD/invis). -if the hero has the skillset for it, (Puck's orb/silence, QoP's scream, Magnus's shockwave, Storm's remnant/overload, Beastmaster's axes...) just push the lane like a madman and get all the runes - remember, they spawn every 2 mins. This will both net you kill opportunities and free regen (assuming you have a bottle) -if you can't get the runes, bottlecrow. -if the hero has only a single target nuke (NS), just last hit from afar and, in the case of NS, go do shit at night. -creepblock your wave so it's on the ramp ; that way he'll have a miss chance to last hit/deny/hit you and he'll have to go onto the lowground, where you can probably just kill him. -if the opponent is Sniper (which you'll meet a lot at low levels) just go fuckin' killl him whenever you can, if he goes onto the lowground, if you get a lucky rune, etc... This is only general advice and I'm not Yango though :D | ||
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ChunderBoy
3242 Posts
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ChunderBoy
3242 Posts
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