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On August 09 2013 03:05 Kmatt wrote:Show nested quote +On August 09 2013 03:01 Baggage wrote: Dragon Knight is a tanky hero with reasonable damage output and a relatively short cd, long duration stun (with reasonable range when in dragon form).
Shadowblade is an item that excels at pushing and solo killing. As a result, if your team is at an advantageous position or if you've had an excellent mid development (sub 20 mins treads, bottle, (possibly) casual bracer, wand and shadowblade), then Shadowblade allows you to isolate enemy heroes and secure map control. Shadowblade forces a response of sentries/grouping up that allows you to starve enemy supports and create solo pickoffs. Therefore, the opposing team faces the difficult decision of either grouping up or risk being isolated and picked off. In response to the grouping up, Shadowblade also allows you to split push with the invisibility.
Essentially, Shadowblade creates space for your whole team whilst slowly starving the enemy team of farm. Then by the time they group up to try and take fights, you'll have a bkb/ac ready so they can't even face you in headlong engagements anyways.
If your team is behind however, then Shadowblade's midgame impact is significantly reduced, since the opposing supports will be able to afford detection, and you don't have the map control to utilize it's solo killing power.
So it works because they're not really building him to be a right-click carry, more of this hybrid pushing/ganking/kill-some-people-in-a-teamfight hero?
Exactly. At the time he peaks he automatically has enough right-click damage to make it difficult to ignore him and is a potent teamfighter thanks to his sturdiness, aoe and low cd stun. So getting shadowblade to gank or initiate makes mid-game-teamfights significantly easier.
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Is there an easy way to draft/counterdraft ? In pubs, the questions asked are usually : - who mids - do we have an initiator - do we have CC ? - do we have enough ranged ? - can all the roles be affected to someone ? (1-5) - do we have one pusher/counter-pusher ? - can we deal with their #1 ?
And that's it. And it's clearly not enough since most games are won/lost because of snowballing or role attribution failure (CM playing as #1). Do you have any advice on drafting as a whole ?
PS : initiators usually suck in pubs due to most players focusing on kills rather than trying to actually win the game.
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What is an orb/orb affect?
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On August 09 2013 03:59 IBashar wrote: Is there an easy way to draft/counterdraft ? In pubs, the questions asked are usually : - who mids - do we have an initiator - do we have CC ? - do we have enough ranged ? - can all the roles be affected to someone ? (1-5) - do we have one pusher/counter-pusher ? - can we deal with their #1 ?
And that's it. And it's clearly not enough since most games are won/lost because of snowballing or role attribution failure (CM playing as #1). Do you have any advice on drafting as a whole ?
PS : initiators usually suck in pubs due to most players focusing on kills rather than trying to actually win the game. there isnt any easy way to draft. even extremely good players have trouble drafting unless they practice for it. it requires a proper team to actually win games as well, as it is hard to draft for a team that doesnt play together normally. the main thing you start off with is what kind of style your team likes to play. very aggressive styles, turtling styles, pushing etc. are you confident in 5v5 clashes or small skirmishes? things like that influence drafts a lot. the hero picks are done to complement your styles, while banning out heroes that would become a problem to your line up. obviously you cant ban every problematic hero, so then you would have to find hero combinations that would work well in your line up while at the same time would hinder the enemy's game plan. the overall idea is very simple, just pick heroes that not only synergise well with each other, but is also something your team can play well. ban heroes that will definitely cause you trouble or make their line up too difficult to deal with. its not like pubs where you must have one of everything (carry,initiator, tank (for some reason lots of low level pubs seem to think this is necessary in games) because some games dont require you to have a certain 'type' of hero. but to draft well you have to think of all the variables and that is very difficult, even for players at the professional level. you can try asking yourself questions like the ones you ask in pubs, but there are too many to ask. only way to improve at drafting is to just practice it and learn through experience.
On August 09 2013 04:37 Retgery wrote: What is an orb/orb affect? its a dota 1 term for unique attack modifier. lifesteal, corruption (desolator), skadi, feedback (mana burn) are all examples of unique attack modifiers. they do not stack with each other, apart from skadi and lifesteal on ranged heroes.
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So looking at my own play, 1 of the flaws I have is deciding where to be, when to roam. Especially when playing support I often find myself sticking to my lane way too long. This is something that happens often at my level, where people stick to the laning phase for 10-20 minutes before moving somewhere else. How do you decide that "now is the time to try and gank mid/top/bot"? Often I can see the threat of a freefarm Alch, but when there's just a Bounty Hunter there, I feel like I can't do much as a Venomancer
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If I impale a TA in meld as lion, does it not break the invis?
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On August 09 2013 04:59 evilfatsh1t wrote:its a dota 1 term for unique attack modifier. lifesteal, corruption (desolator), skadi, feedback (mana burn) are all examples of unique attack modifiers. they do not stack with each other, apart from skadi and lifesteal on ranged heroes.
To add, sometimes people will talk about "orb walking." This is done when the hero has a skill which has an orb effect such as clinkz fire arrow, drow slow, viper venom etc. When attacking with the orb skill, you can harass opponents in lane without pulling creep aggression, whereas normally rightclicking an enemy hero pulls all agro.
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On August 09 2013 07:31 Gotuso wrote:So looking at my own play, 1 of the flaws I have is deciding where to be, when to roam. Especially when playing support I often find myself sticking to my lane way too long. This is something that happens often at my level, where people stick to the laning phase for 10-20 minutes before moving somewhere else. How do you decide that "now is the time to try and gank mid/top/bot"? Often I can see the threat of a freefarm Alch, but when there's just a Bounty Hunter there, I feel like I can't do much as a Venomancer 
One of the things you'll see higher-level supports doing is actively AVOIDING any lane their carry is farming unless he really, really needs them to be there. In the case where you're in a 2v1 lane where your carry will be okay pretty early, spend maybe a minute or so zoning out the enemy to give your carry a bit of a lane advantage, then spend ALL your time stacking and pulling or rotating to gank anywhere you see an opportunity. Control runes, use smoke, gank at 2 minutes, 4 minutes and 6 minutes if you can - pull if you can't. Whatever you do, don't spend time in lane if your carry doesn't need you.
When you're in a 2v2, it's a little trickier - you have to judge again, how okay your carry would be on his own, but also whether or not you could kill the enemies early on, giving your carry the advantage he needs to solo farm with you nearby stacking and pulling or across the map ganking with a TP ready to come home if he needs you. If you can't kill them, it's likely they can kill you - you're almost definitely needed to help your carry survive, so stay and do that.
If it's one of those stalemate lanes where you don't think either of you has a lot of kill potential, leaving your carry to get solo XP and farm can again be a really good choice - maybe stay long enough that he can get up an early regen item (roh/tranqs) and then again, abandon him.
One thing to be careful of, though - make sure your carry knows you're leaving, and also make sure he knows you'll come back if he needs you. It's even more important for you to have a TP than it is for anyone else in the game, so don't forget. However, solo lane farm and XP on a carry who can get it safely makes him better and lets you have some space to roam or pull for your own money and levels.
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On August 09 2013 11:31 Scrandom wrote: If I impale a TA in meld as lion, does it not break the invis? Pretty sure it will break the invis ? even with refraction i guess ..
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Does the BKB have less duration every time you use it? Doesn't that kind of suck?
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Argentina2339 Posts
Meld places a buff on the Templar Assassin rendering her invisible. It is not channeling spell, and will therefore not be broken by stuns or silence.
On August 09 2013 11:31 Scrandom wrote: If I impale a TA in meld as lion, does it not break the invis?
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Argentina2339 Posts
On August 09 2013 16:33 Incognoto wrote: Does the BKB have less duration every time you use it? Doesn't that kind of suck?
Yes it goes from 10/9/8/7/6/5/4, and also the cd is reduced. about the other part its a matter of balance, bkb got changed a lot in the years, not its not even sellable, and you need to buy a new 1 to get 10 secs again. However you will see in pro games thst yourr cores will try to have a bkb 9/10 games.
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On August 09 2013 16:33 Incognoto wrote: Does the BKB have less duration every time you use it? Doesn't that kind of suck? if it didnt reduce the duration at each use wouldnt it suck more? 50% of dota heroes rendered useless for 10 seconds EVERY teamfight seems pretty sucky to me
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On August 09 2013 11:31 Scrandom wrote: If I impale a TA in meld as lion, does it not break the invis? It does not, only spells which cause repositioning will break invis, like blinding light, flame break, deafening blast
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On August 09 2013 19:56 StoRm_res wrote:Show nested quote +On August 09 2013 11:31 Scrandom wrote: If I impale a TA in meld as lion, does it not break the invis? It does not, only spells which cause repositioning will break invis, like blinding light, flame break, deafening blast not sure at all NEED YANGO
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only horizontal dislocation breaks meld, vertical doesn't (torrent, impale etc)
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On August 09 2013 21:55 Qbek wrote: only horizontal dislocation breaks meld, vertical doesn't (torrent, impale etc) Tornado/Cyclone break meld too.
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On August 09 2013 22:17 ChunderBoy wrote:Show nested quote +On August 09 2013 21:55 Qbek wrote: only horizontal dislocation breaks meld, vertical doesn't (torrent, impale etc) Tornado/Cyclone break meld too. You can say it moves her left and right midair
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On August 09 2013 21:55 Qbek wrote: only horizontal dislocation breaks meld, vertical doesn't (torrent, impale etc) Forcestaff does not break any channeling spell so I guess it does not, same for cogs.
On August 09 2013 03:59 IBashar wrote: Is there an easy way to draft/counterdraft ? In pubs, the questions asked are usually : - who mids - do we have an initiator - do we have CC ? - do we have enough ranged ? - can all the roles be affected to someone ? (1-5) - do we have one pusher/counter-pusher ? - can we deal with their #1 ?
And that's it. And it's clearly not enough since most games are won/lost because of snowballing or role attribution failure (CM playing as #1). Do you have any advice on drafting as a whole ?
PS : initiators usually suck in pubs due to most players focusing on kills rather than trying to actually win the game. I usually avoid AP so the questions can greatly varied according to game mode. For exemple an AR game we got undying, necro, pudge, warlock, omni and it was an obvious 5 man push team while the ennemy team had a balanced team, we stomped them with the 13 minute 5 man push while they won the laning phase. So the question we answered was not really yours but more how do we play our line up.
Execution is still the most important part in pubs, even though some combos are easier to execute/harder to defend (for exemple AM NP is really tough to deal with in pubs). .
The most interesting way to draft in pubs is RD imo, people are trying to get a decent synergy and counter to the ennemy team most of the time.
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tornado and cyclone remove meld because it removes buffs
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