Simple Questions, Simple Answers - Page 530
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TheYango
United States47024 Posts
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gaymon
Germany1023 Posts
I, as many others already, would not advise starting with a Null-Talisman because it is so easy to farm a quick mek which renders you virtually invincible to gangs until min 15-20 while the Null is just a laning item which is usually not worth much considering that OD dominates most lanes anyways. | ||
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Mithhaike
Singapore2759 Posts
On July 19 2013 03:42 GreenGringo wrote: Okay. Thank you. I have a lot to learn. I didn't even know about bottle crowing before reading these replies. Can anyone recommend some good mid-laning heroes for beginners? A good mid laning hero that's relatively easy to play will be Queen of Pain. Go for a 1-4-4 build, then start adding stats while taking ultimates while avaliable. There's cases where people take 2 points in shadowstrike early, but for me I find it pretty pointless, 1point for the slow/dmg is enough in the laning phase most of the time. I rather get my blink & scream up as early as possible, then go into stats for hp/mp. HOW2QOP FOR DUMMIES 101:- -Spam shadowstrike on the enemy heroes whenever they come up for last hits and start trading hits with them. With your shadowstrike and the possibility of a scream killing them, you should come out on top of most trades(with the exception of a good TA, QOP can do that against anyone in mid). -With a innate blink you should have rune control, and with those runes if you get a good one(invis/haste/DD) you can gank the side lanes easily enough. -Item build, go for Bottle->Null->Power Treads(int) as the basic core. Choose from this 2 items. 1) Orchid 2) Guinsoo Choose (1) if there's a enemy hero that has a innate escape mechanism, example Storm/AM/Weaver/Puck. Orchid will disable their spells and allow you to kill them. However do still go for sheep stick after Orchid. Choose (2) if there's no heroes with annoying escape mechanism, rushing a sheep stick will help you to kill stuff & helps your team. After that it's whatever you desire. Usually I go Desolator(for raping towers & heroes, increasing team damage as a whole) or MKB if the enemy has evasion (PA/Butterfly/Heaven Halberd) for right click damage. With either a Orchid/Sheepstick, or both, all QOP needs is just more right click damage. Build MKB/Daedalus/Desolator for damage. BKB is to be considered if the enemy has a lot of spells or huge ultimates(BKB is great against Tidehunters for example). You want to be doing your right click damage, and BKB helps you to do that. | ||
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makmeatt
2024 Posts
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rebdomine
6040 Posts
On July 19 2013 09:45 Mithhaike wrote: A good mid laning hero that's relatively easy to play will be Queen of Pain. Go for a 1-4-4 build, then start adding stats while taking ultimates while avaliable. There's cases where people take 2 points in shadowstrike early, but for me I find it pretty pointless, 1point for the slow/dmg is enough in the laning phase most of the time. I rather get my blink & scream up as early as possible, then go into stats for hp/mp. HOW2QOP FOR DUMMIES 101:- -Spam shadowstrike on the enemy heroes whenever they come up for last hits and start trading hits with them. With your shadowstrike and the possibility of a scream killing them, you should come out on top of most trades(with the exception of a good TA, QOP can do that against anyone in mid). -With a innate blink you should have rune control, and with those runes if you get a good one(invis/haste/DD) you can gank the side lanes easily enough. -Item build, go for Bottle->Null->Power Treads(int) as the basic core. Choose from this 2 items. 1) Orchid 2) Guinsoo Choose (1) if there's a enemy hero that has a innate escape mechanism, example Storm/AM/Weaver/Puck. Orchid will disable their spells and allow you to kill them. However do still go for sheep stick after Orchid. Choose (2) if there's no heroes with annoying escape mechanism, rushing a sheep stick will help you to kill stuff & helps your team. After that it's whatever you desire. Usually I go Desolator(for raping towers & heroes, increasing team damage as a whole) or MKB if the enemy has evasion (PA/Butterfly/Heaven Halberd) for right click damage. With either a Orchid/Sheepstick, or both, all QOP needs is just more right click damage. Build MKB/Daedalus/Desolator for damage. BKB is to be considered if the enemy has a lot of spells or huge ultimates(BKB is great against Tidehunters for example). You want to be doing your right click damage, and BKB helps you to do that. I'd like to get a BKB up earlier though if they have a good Silencer. Not being able to throw out wave and scream is kind of a pain. And they will almost always aim to take you down for the duration of Global Silence. | ||
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GreenGringo
349 Posts
I'll try out Queen of Pain and the other champions that have been recommended. Thanks also for the builds. I'm finding this game is stupendous fun even though I keep getting owned. =) | ||
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Mithhaike
Singapore2759 Posts
On July 19 2013 11:04 GreenGringo wrote: Thank you all very much for the help. I'll try out Queen of Pain and the other champions that have been recommended. Thanks also for the builds. I'm finding this game is stupendous fun even though I keep getting owned. =) Please call them Heroes. It's kind of a huge deal here | ||
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PassiveAce
United States18076 Posts
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MeatatoCake
United States60 Posts
NVM figured it out. You shift click the portrait of the unit you don't want in group and remake the control group with ctrl. | ||
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Soluhwin
United States1287 Posts
On July 19 2013 11:29 Mithhaike wrote: Please call them Heroes. It's kind of a huge deal here eh I don't mind it that much to be honest. | ||
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Najda
United States3765 Posts
Maybe you don't but he will be flamed to hell if he calls them that ingame. | ||
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Stancel
Singapore15360 Posts
Mith's qop miniguide imo you're underrating aghs as a second item after orchid/sheep, most QoPs are 16 or near 16 at that point, and you have enough mana regen to sustain the manacost with the damage amp, carries without bkb are dead for sure and if you have a hex instead, well, the bkb won't matter | ||
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TheYango
United States47024 Posts
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Mithhaike
Singapore2759 Posts
I recommended QOP because with a blink, he shouldn't be worried about mobility and it should help him stay alive/kill stuff. With QOP's burst and decent right click and that blink, he should be doing fine. QOP is a hero that's difficult to master, I totally agree, but that miniguide should be generic enough for most people to just take up and use ![]() I did not underestimate Aghs on QOP, just that I felt it was more situational. The miniguide wasn't supposed to be fullblown guide for people of every skill level. It was basically distilled down to a simple format for him to learn and use effectively, it's effective enough that no one should be making huge arguments on the choices Besides, I do not like Aghs on QOP at all. It's just a improvement on the ultimate, which is still on a cooldown. It's not like it gain anything extra/special, i rather take that item slot & get something more effective for my right clicks or survivability. | ||
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Corr
Denmark796 Posts
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evilfatsh1t
Australia8913 Posts
On July 19 2013 19:31 Corr wrote: A fun/powerful way to play mid OD on medium/lower levels if the opposing lineup allows it: double null + treads + wand with lvl 1 orb, max aura and 2-3 levels of stats early on, only 1 pt astral if needed to dodge stun projectiles. Enemies will not grasp the kind of damage output and hp you have as level ~9. this kind of build would not work against, say, a shadowfiend. 1 point in astral isnt enough to keep their mana down. shadowfiend will still outdmg and outnuke you, and with a bottle he will out regen you. od is strong because he forces people to try and compete with him for last hits with normal attacks by draining their mana/int. lvl 1 astral doesnt do this though you did say medium/lower lvls though, so maybe it does work. who knows | ||
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LAN-f34r
New Zealand2099 Posts
On July 19 2013 08:10 gaymon wrote: Itembuildwise i strongly suggest to go 5 branch into RoR (let the chicken bring it to you, you will have it as the creeps clash for the first time) if you are playing against most enemies. If you are playing against someone competent or very aggressive heroes you can go 5 branch salve aswell. Without any starting regen you start out pretty vulnerable. While OD has good starting stats, he isn't quite ready to destroy the lane at level 1. If you go to lane with no regen at all, you can't afford to try to harass them since harassment back is essentially permanent damage on you until you get tranquils (which is a long time away). Either you are against a weak laner who you want to be aggressive on (which requires regen to sustain the aggression), or you are against a pretty strong laner (in which case they probably want to get as much room as possible in the early levels where OD is still playable against). On July 19 2013 19:31 Corr wrote: A fun/powerful way to play mid OD on medium/lower levels if the opposing lineup allows it: double null + treads + wand with lvl 1 orb, max aura and 2-3 levels of stats early on, only 1 pt astral if needed to dodge stun projectiles. Enemies will not grasp the kind of damage output and hp you have as level ~9. Why would you ever skip astral. One level 4 astral gives you more int than 4 levels of stats, and then you can stack them. Quickly building into drums or mek gives you the hp you lose out on. And by skipping astral you go from a hero that is almost impossible to beat in a 1v1 lane for 95% of heroes to a hero that is mediocre in lane at best. Sometimes its appropriate to only get 2-3 points in astral, but never 1. Its the skill that makes you feared 1v1. If you just want a hero with early DPS that scales, go something like Huskar. Huskar is much more tanky, has comparable early and late DPS, is quite decent in lane (better than no astral OD at least), and isn't hard countered by BKB. If you just want someone to fight early, go lina or brew or something. It might work in pubs, but anything works in pubs. + Show Spoiler + | ||
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Corr
Denmark796 Posts
I agree. At no point was I argueing that it was a good build. Give it a try when the circumstances are right though and you'll see what I mean. | ||
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Xxazn4lyfe51xX
United States976 Posts
On July 19 2013 10:27 makmeatt wrote: What's the deal with manapots on supports? Why would anyone prefer to save for a magic stick by not buying branches as openers? Sorry can you restate your question? I'm a bit confused as the wording. Do you mean why would anyone prefer "not" to save for a magic stick? Mana pots on supports let them stay on the map longer because they don't need to go back to the fountain to regen. The time it takes to go home and return to lane is not insignificant at all. You can lose out on more than a levels worth of experience early game by going home. | ||
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Fealthas
607 Posts
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