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Simple Questions, Simple Answers - Page 538

Forum Index > Dota 2 Strategy
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aintz
Profile Joined August 2010
Canada5624 Posts
July 24 2013 00:24 GMT
#10741
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.
Comeh
Profile Blog Joined July 2008
United States18919 Posts
July 24 2013 00:29 GMT
#10742
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?
ヽ(⌐■_■)ノヽ(⌐■_■)ノヽ(⌐■_■)ノヽ(⌐■_■)ノヽ(⌐■_■)ノヽ(⌐■_■)ノDELETE ICEFROGヽ(⌐■_■)ノヽ(⌐■_■)ノヽ(⌐■_■)ノヽ(⌐■_■)ノヽ(⌐■_■)ノヽ(⌐■_■)ノヽ(
jrkirby
Profile Blog Joined August 2010
United States1510 Posts
July 24 2013 00:52 GMT
#10743
When is it more effective to deny than to last hit? Should you worry about denying when your opponent isn't going to last hit that creep, even if it means you might lose a last hit yourself?
TheYango
Profile Joined September 2008
United States47024 Posts
July 24 2013 00:58 GMT
#10744
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.
Moderator
Dead9
Profile Blog Joined February 2008
United States4725 Posts
Last Edited: 2013-07-24 01:06:53
July 24 2013 01:05 GMT
#10745
ac and bfly dont provide that much dps
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
aintz
Profile Joined August 2010
Canada5624 Posts
Last Edited: 2013-07-24 01:07:14
July 24 2013 01:06 GMT
#10746
On July 24 2013 09:29 Comeh wrote:
Show nested quote +
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?


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.
TheYango
Profile Joined September 2008
United States47024 Posts
Last Edited: 2013-07-24 01:14:49
July 24 2013 01:14 GMT
#10747
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.
Moderator
Dead9
Profile Blog Joined February 2008
United States4725 Posts
July 24 2013 01:18 GMT
#10748
i do treads blink aghs manta/bkb
after that mom ac or crit
mantas too much better than ac on tiny
Mithhaike
Profile Blog Joined August 2010
Singapore2759 Posts
July 24 2013 04:17 GMT
#10749
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.
Mew Mew Pew Pew
igotmyown
Profile Blog Joined April 2009
United States4291 Posts
July 24 2013 07:36 GMT
#10750
Does messing around frequently on smurfs lower your main's mmr?
nojok
Profile Joined May 2011
France15846 Posts
July 24 2013 07:47 GMT
#10751
Concerning tiny in pubs, I don't play him very often but from what I've seen mana boots dagger allows him to farm and kill and thus transitionning into carry tiny way faster. With only phase drums agha, tiny is not really powerful in teamfights (deadweight). I feel I've won many games against those straight carry tiny build in pubs,

I'm sure it's different in coordinated team.
"Back then teams that won were credited, now it's called throw. I think it's sad." - Kuroky - Flap Flap Wings!
CrtBalorda
Profile Joined December 2011
Slovenia704 Posts
July 24 2013 08:07 GMT
#10752
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.
4th August 2012...Never forget.....
rebdomine
Profile Blog Joined October 2010
6040 Posts
July 24 2013 08:12 GMT
#10753
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
"Just because you are correct doesn't mean you are right!"
Whole
Profile Blog Joined May 2010
United States6046 Posts
July 24 2013 08:25 GMT
#10754
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)
Dead9
Profile Blog Joined February 2008
United States4725 Posts
July 24 2013 08:32 GMT
#10755
lasthitting under the tower generally isn't that hard
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
CrtBalorda
Profile Joined December 2011
Slovenia704 Posts
July 24 2013 08:42 GMT
#10756
Fair enough. 1 more thing what creep do I kill as Lich to pull the wave a ranged or melee?
4th August 2012...Never forget.....
TheYango
Profile Joined September 2008
United States47024 Posts
July 24 2013 08:44 GMT
#10757
Depends on the situation but generally melee. Melee denies more XP but ranged pulls the lane back harder. Usually you don't need the lane pressure to pull back THAT quickly, so you deny melee for them to have less XP.
Moderator
Jonoman92
Profile Blog Joined September 2006
United States9110 Posts
Last Edited: 2013-07-24 17:05:52
July 24 2013 15:25 GMT
#10758
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.
r.Evo
Profile Joined August 2006
Germany14081 Posts
July 24 2013 15:32 GMT
#10759
On July 25 2013 00:25 Jonoman92 wrote:
Show nested quote +
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?

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.
"We don't make mistakes here, we call it happy little accidents." ~Bob Ross
Belisarius
Profile Joined November 2010
Australia6233 Posts
July 24 2013 22:12 GMT
#10760
Speaking of which, does TA count as ranged or melee? What about troll?
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