butterfly and ac both increase attack speed and ehp and probably is gotten by most core carries as a 5th or 6th item. however ac is often gotten on much ealier on secondary carry heroes when they already have a damage dealer. examples of this would be a dk who went mid and has a freefarm carry on his team.
Simple Questions, Simple Answers - Page 538
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aintz
Canada5624 Posts
butterfly and ac both increase attack speed and ehp and probably is gotten by most core carries as a 5th or 6th item. however ac is often gotten on much ealier on secondary carry heroes when they already have a damage dealer. examples of this would be a dk who went mid and has a freefarm carry on his team. | ||
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Comeh
United States18919 Posts
On July 24 2013 09:24 aintz wrote: i've only a couple games in the last month yes. but why does that matter? butterfly and ac both increase attack speed and ehp and probably is gotten by most core carries as a 5th or 6th item. however ac is often gotten on much ealier on secondary carry heroes when they already have a damage dealer. examples of this would be a dk who went mid and has a freefarm carry on his team. Just curious, but how do you feel about AC on a 1 position Tiny? | ||
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jrkirby
United States1510 Posts
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TheYango
United States47024 Posts
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Dead9
United States4725 Posts
its okay on carry tiny but there are generally more important items. acs usually a 4th or 5th big item edit: er i meant dps relative to cost | ||
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aintz
Canada5624 Posts
On July 24 2013 09:29 Comeh wrote: Just curious, but how do you feel about AC on a 1 position Tiny? phase/treads drums aghs yasha bkb manta then crit or mkb then bots then ac for drums slot. but most games are over before i get to that point. i feel that ac is not needed on tiny until you are fully maxed out, maybe not even then. | ||
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TheYango
United States47024 Posts
Though tbh, Agha->AC probably makes more sense if you started with Arcanes->Blink whereas, Yasha->Manta makes more sense with Treads/Phase->Janggo, due to the fact that Blink reduces your need for the Yasha/Manta MS. | ||
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Dead9
United States4725 Posts
after that mom ac or crit mantas too much better than ac on tiny | ||
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Mithhaike
Singapore2759 Posts
On July 24 2013 10:14 TheYango wrote: If it's at 6th item, BFly would probably be better than AC. It's really competing with Manta as your post-Agha attack speed item. Though tbh, Agha->AC probably makes more sense if you started with Arcanes->Blink whereas, Yasha->Manta makes more sense with Treads/Phase->Janggo, due to the fact that Blink reduces your need for the Yasha/Manta MS. You know, i've been doing exactly that on my tiny games without thinking why am i doing it that way, then you explained it with such clarity that I am astounded. However I must still say that AC is always good regardless of which build order, simply because of the attack speed. As a tiny you dont care much about damage item, but you want the attack speed. | ||
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igotmyown
United States4291 Posts
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nojok
France15846 Posts
I'm sure it's different in coordinated team. | ||
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CrtBalorda
Slovenia704 Posts
I dont really see the downside to this, since they have to last hit under the tower. | ||
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rebdomine
6040 Posts
On July 24 2013 17:07 CrtBalorda wrote: So this may be a stupid question but. People say auto attacking is bad but sometimes you can autoattack the enemy wave so your wave pushes forward and dies under their tower and then the next wave meets at the same spot as before. I dont really see the downside to this, since they have to last hit under the tower. You want to avoid pushing your creeps to their tower too early as it is pretty much free exp and farm for them. You want to keep the wave closer to your tower as that keeps the enemy more exposed to ganks as well as making it harder for them to actually deny you your farm. http://dota2.gamepedia.com/Creep_control_techniques#Equilibrium | ||
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Whole
United States6046 Posts
On July 24 2013 17:07 CrtBalorda wrote: So this may be a stupid question but. People say auto attacking is bad but sometimes you can autoattack the enemy wave so your wave pushes forward and dies under their tower and then the next wave meets at the same spot as before. I dont really see the downside to this, since they have to last hit under the tower. The last hitting under tower is an advantage in some cases because it is easier (unless both creep waves are meeting under a tower) | ||
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Dead9
United States4725 Posts
sometimes you actually do want to push the wave into their tower so it pushes back (especially in mid) but it's kind of rare | ||
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CrtBalorda
Slovenia704 Posts
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TheYango
United States47024 Posts
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Jonoman92
United States9110 Posts
On July 24 2013 09:58 TheYango wrote: Denied creeps give reduced XP, particularly for ranged heroes. It varies a lot from matchup to matchup, but in general, matchups in which a level advantage allows you to snowball very hard (often due to having a chance to kill the enemy hero with your level advantage), especially against ranged heroes, favor denying. Why do you put an emphasis on denying being of additional importance against ranged heroes? I mean, I had thought a deny gave equally less xp to an enemy hero whether they are melee or ranged. Is that not the case? edit: I see, didn't realize that. | ||
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r.Evo
Germany14081 Posts
On July 25 2013 00:25 Jonoman92 wrote: Why do you put an emphasis on denying being of additional importance against ranged heroes? I mean, I had thought a deny gave equally less xp to an enemy hero whether they are melee or ranged. Is that not the case? A ranged hero gets half the xp compared to a melee when a creep gets denied. The amount of experience enemy heroes get for a denied unit is determined by the following: Each melee enemy hero in 1200 range of the killed unit gets 36/n experience, and each ranged enemy hero gets 18/n experience, where n is the total number of enemy heroes within 1200 range. | ||
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Belisarius
Australia6233 Posts
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