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On July 23 2013 14:55 Xxazn4lyfe51xX wrote:Show nested quote +On July 23 2013 10:40 Dead9 wrote: you cant open rop against a lot of lanes because you need the hp regen, unless youre getting pooled or have random gold The suggestion mentioned earlier seems viable enough. RoP, tango, salve, buy stout at 7s from side shop. Then you have your normal full set of regen, a stout and the ability to make tranqs from the side shop. again it depends on the lane. for example melee carries freefarm against ds with 3 sets of regen and a shield. also 3 branches is like a level and a half of stats its rare that you want to open tranqs that early anyway
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On July 23 2013 17:25 Kerm wrote:Show nested quote +On July 23 2013 17:04 sc_a.M wrote: when I ghost scepter can od's auto attack still harm me? No, but he should be able to manually cast its orb on you, with upgraded damage. od cant hit you with his orb if youre ethereal
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Although if you ethereal while a projectile's in the air, it will still hit.
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How can Templar assasin hit me, when i am in windrun? Died to this 3 times and i am not sure how is it possible.
Another ting is, if slark pounce some1 and then rubic lift that person up, at the end duration of pouce happens some dispel and rubick lift end premature. Is it right or bug?
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Also windrun evasion will not stop projectiles in the air, if you activate after they attack.
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How people do judge when to use glyph? I know it's all situational, but want to ask, are their any general strategy tips to glyphing? And also game-design wise, do you think glyph makes the game more interesting?
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Edit: crap this is Dota2, looking for SC2
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On July 23 2013 20:13 ukai wrote: How people do judge when to use glyph? I know it's all situational, but want to ask, are their any general strategy tips to glyphing? And also game-design wise, do you think glyph makes the game more interesting? glyph when you need the extra couple of seconds to stall/defend towers. quite simple actually. and i think glyph was first implemented to prevent backdoors, so rather than making the game more interesting its more of a prevention tool, which i think is good
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Netherlands45349 Posts
Save Glyph for T3s if you know that they will be taking down your T2, will be pushing T3 and you are not going to defend your T2.
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You can also use glyph to bait people into overextending/overcommitting then getting a kill/deny. Since glyph has a considerable cooldown you generally want to be able to get something out of it whenever you use it. One of the worse ways to use glyph is casually using it and not getting anything out of it. Also, glyph can also be used to mitigate particularly "damaging abilities/spells" done to your tower whilst your team is running to defend it, e.g. Leshrac's Edict, Windrunner's Focus Fire, Manta pops etc.
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what do these number in front of chatchannels mean? example: i was looking for the TL inhouse channel. there have been 3x [18]TLIH, noone there [39]TLIH, noone there and another one
same for the standard TL-channel. there are like millions of them but all empty.
so how do you find the right one? try and error?
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On July 23 2013 17:42 Fik-cz wrote: How can Templar assasin hit me, when i am in windrun? Died to this 3 times and i am not sure how is it possible.
Another ting is, if slark pounce some1 and then rubic lift that person up, at the end duration of pouce happens some dispel and rubick lift end premature. Is it right or bug?
slark's dark pact is effectively a purge that dispels most shit that are cast on him, if that was what you were asking
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On July 23 2013 20:13 ukai wrote: How people do judge when to use glyph? I know it's all situational, but want to ask, are their any general strategy tips to glyphing? And also game-design wise, do you think glyph makes the game more interesting? Design wise, I can tell you a little about the past iterations of glyph/tower protection.
Early on, there was no glyph, but instead using a tp scroll on a building protected it for the duration of the tp animation. I don't remember whether Boots of Travel gave the effect too, but I know that they didn't from the following change onward. That next change was that multiple tps on the same building took longer. The delay was 2/3/4/5/6 rather than the 2/5/6/7/8 from today(if I remember correctly). But the stalling tactic of repeated tps to a tower/rax became pretty ridiculous with tps that take longer than 2 seconds. Then the glyph was introduced and the protection effect was taken away from tp scrolls.
I think glyph is an improvement on the previous systems. It's also one of the rare, few forgiving mechanics of Dota.
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Is that why TPs sometimes take longer? It's because multiple people are TPing?
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On July 24 2013 01:10 Najda wrote: Is that why TPs sometimes take longer? It's because multiple people are TPing?
Yes. If more than one tp to the same building (not fountain) within 25 seconds, it takes a bit longer for each one:
Casting time: 3 (5/6/7/8 for 1/2/3/4 recent allied teleports)
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So I'm a fairly new at dota and I'm starting to dabble with carry heroes after playing support for a while. My question is about the handful of damage items and why/when you should pick them. What is general rule of thumb in picking the late game carry items (MKB, Daedelus, butterfly, etc)
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Late game damage items you say? (Note that I am emitting survivability items like BKB, Heart of Tarrasque and Satanic. If you die too fast, don't buy more damage.)
Daedalus: If you already have another damage item, good pickup. Pro: scales well with your damage. Con: provides only damage, no side effects, no defensive property
Abyssal: Consider only if you are melee and not an illusion hero. Helps if enemies have BKB or simply run away. Pro: passive bash chance, active 2 second stun that goes through BKB Con: second most expensive item(after Dagon lvl 5), active costs 150 mana, cooldown is 60s
Assault Cuirass: If you are teamfighting often, if you don't have a cuirass already in your team. Pro: helps team a lot, very similar effects to butterfly but not restricted to agi, strong defensive Con: doesn't stack with more cuirasses, does only help with physical damage
Mjollnir: If you need attackspeed and/or lack area effects. If you already have good damage(~250-350), get for the speed. If you already have good attackspeed, get for the lightning procs. Pro: highest attackspeed item(80%), active can be put on teammates that get attacked more than you, lightnings do magic damage and aren't reduced by armor Con: gives almost no damage, lightnings will be reduced by pipe/hood and do nothing against bkb.
Butterfly: Consider if agi hero. If enemies do most damage with auto attacks or have bash/debuff on hit. If you scale better with agi than normal. Pro: highest agi on dps item, evasion forces enemies to buy MKB, increases both damage and attackspeed Con: bad build up, bad on strength and intelligence heroes
MKB: If enemies have evasion/reduce your hit chance or you need to cancel channeling spells(tp, witch doc ult) Pro: never miss heroes or creeps, gives high chance for ministun, highest non-rapier flat damage for range Con: very bad build up, doesn't scale with more damage, no defensive property
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Thank you for taking the time to write this up. This will help me alot and for other dota noobs
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daedalus is fine to get as a first damage item. small crit is nice and cheap.
abysall is also fine on ranged heroes in certain situations. i get it on weaver from to bash ppl with bkb or naix.
battlefury is a good farming item provided you get decently fast and you have space to farm.
desolator is good if you dont want any other orb effects like defusal lifesteal etc and do decent physical damage. its popular on heroes like weaver, bounty, slardar etc who already have high physical output or -armor debuff.
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Also note that Assault Cuirass is mostly for Strength heroes (like Butterfly is mostly for Agility heroes). Strength carries have lower agility growth than Agility carries (duh), and will end up with lower armor and attackspeed late game. AC covers both of these weaknesses, and it becomes a little redundant on Agility carries.
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