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On August 14 2013 23:00 DBS wrote: So, i want to download DotA 2 but i have been put in the queue. I am at about position 3000. How long should i expect to wait, and is they're a way to circumvent that?
there's no way to circumvent it. i can't remember my queue position but i downloaded it perhaps a couple weeks ago, so the queue must have been longer. i ended up waiting a few days. i would wager you'll wait a day or two.
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On August 14 2013 22:56 JimmyJRaynor wrote: there are 16 players invited to GamesCom. 15 of them are now determined based on the three regional finals.
who is the 16th player? Apparently 6 players are qualified from eu because its the hosting region. Also this is actually a dota 2 thread, not sc2. You're welcome anyway.
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Has anyone really played around with Drow + Visage before? I was in a game yesterday where we happened to end up with that combo and it actually felt pretty good. Specifically Drow's aura applies a flat damage increase to the familiars which happen to have the lowest BAT in the game as far as I can tell (0.4).
So with Drow's aura you go from exhausted (no charges) familiars doing 10 damage to them doing 30-60 damage depending on Drow's AGI. It seemed like a pretty effective combo for dealing out burst damage or blitzing down combos. Just curious if anyone has played around with them before and maybe what kind of trilane do you think you could build from drow + visage.
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When drow aura was global it was actually the nuts because familiars jungled faster than most heroes, and their pushing power was absurd. Now that drow needs to be nearby it is no longer much good because the other team will generally just blow up the drow.
Don't forget drow never hit CM till after global aura was removed and the ulti agi bonus was removed instead of halved by nearby heroes.
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On August 15 2013 02:34 Logo wrote: Has anyone really played around with Drow + Visage before? I was in a game yesterday where we happened to end up with that combo and it actually felt pretty good. Specifically Drow's aura applies a flat damage increase to the familiars which happen to have the lowest BAT in the game as far as I can tell (0.4).
So with Drow's aura you go from exhausted (no charges) familiars doing 10 damage to them doing 30-60 damage depending on Drow's AGI. It seemed like a pretty effective combo for dealing out burst damage or blitzing down combos. Just curious if anyone has played around with them before and maybe what kind of trilane do you think you could build from drow + visage. only works in pubs. too gimmicky to rely on in proper games. and building a trilane with that combo for the sole purpose of using buffed gargoyles isnt going to work because visage has to hit lvl 6.
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On August 15 2013 02:42 evilfatsh1t wrote:Show nested quote +On August 15 2013 02:34 Logo wrote: Has anyone really played around with Drow + Visage before? I was in a game yesterday where we happened to end up with that combo and it actually felt pretty good. Specifically Drow's aura applies a flat damage increase to the familiars which happen to have the lowest BAT in the game as far as I can tell (0.4).
So with Drow's aura you go from exhausted (no charges) familiars doing 10 damage to them doing 30-60 damage depending on Drow's AGI. It seemed like a pretty effective combo for dealing out burst damage or blitzing down combos. Just curious if anyone has played around with them before and maybe what kind of trilane do you think you could build from drow + visage. only works in pubs. too gimmicky to rely on in proper games. and building a trilane with that combo for the sole purpose of using buffed gargoyles isnt going to work because visage has to hit lvl 6.
I think the question was what other hero you would add for a successful trilane with drow and visage. Maybe a stun like lion if you want to get them kills. But you're probably better off going aggressive trilane and letting drow solo safe.
Anyway, drow forge spirits are also a very potent combo =)
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On August 15 2013 04:26 StoRm_res wrote:Show nested quote +On August 15 2013 02:42 evilfatsh1t wrote:On August 15 2013 02:34 Logo wrote: Has anyone really played around with Drow + Visage before? I was in a game yesterday where we happened to end up with that combo and it actually felt pretty good. Specifically Drow's aura applies a flat damage increase to the familiars which happen to have the lowest BAT in the game as far as I can tell (0.4).
So with Drow's aura you go from exhausted (no charges) familiars doing 10 damage to them doing 30-60 damage depending on Drow's AGI. It seemed like a pretty effective combo for dealing out burst damage or blitzing down combos. Just curious if anyone has played around with them before and maybe what kind of trilane do you think you could build from drow + visage. only works in pubs. too gimmicky to rely on in proper games. and building a trilane with that combo for the sole purpose of using buffed gargoyles isnt going to work because visage has to hit lvl 6. I think the question was what other hero you would add for a successful trilane with drow and visage. Maybe a stun like lion if you want to get them kills. But you're probably better off going aggressive trilane and letting drow solo safe. Anyway, drow forge spirits are also a very potent combo =)
Yeah who said anything about relying on the gargoyles? It's just another advantage to your team in a line-up that is including a strong support (Visage) and a well maybe not so strong carry (drow). Of course the issue is that drow is weak for other reasons I suppose, but this is just a message board full of random people so it seemed worth asking about. Pro drafts tend to have a ton of this synergy mixed in, not as a gimmick generally, but as that extra little bit that makes a draft of strong heroes even stronger.
So I was mostly curious if you would have to run a Drow/Visage lineup with a safe lane, and if so with who, or if there were other laning options (like the mentioned drow safelane + aggressive trilane).
The history of the trick being used when the aura was global was pretty cool to read about.
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United States47024 Posts
The thing is, Drow as a hero needs supports that provide AoE and hard disables, because she has none herself. While Visage+Drow have some nice synergy, the fact that Visage has no AoE skills and only an unreliable hard disable (Familiar Stone Form) means that it's quite straining on your draft to have to make up the difference in 3 more picks.
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On August 15 2013 06:05 Logo wrote:Show nested quote +On August 15 2013 04:26 StoRm_res wrote:On August 15 2013 02:42 evilfatsh1t wrote:On August 15 2013 02:34 Logo wrote: Has anyone really played around with Drow + Visage before? I was in a game yesterday where we happened to end up with that combo and it actually felt pretty good. Specifically Drow's aura applies a flat damage increase to the familiars which happen to have the lowest BAT in the game as far as I can tell (0.4).
So with Drow's aura you go from exhausted (no charges) familiars doing 10 damage to them doing 30-60 damage depending on Drow's AGI. It seemed like a pretty effective combo for dealing out burst damage or blitzing down combos. Just curious if anyone has played around with them before and maybe what kind of trilane do you think you could build from drow + visage. only works in pubs. too gimmicky to rely on in proper games. and building a trilane with that combo for the sole purpose of using buffed gargoyles isnt going to work because visage has to hit lvl 6. I think the question was what other hero you would add for a successful trilane with drow and visage. Maybe a stun like lion if you want to get them kills. But you're probably better off going aggressive trilane and letting drow solo safe. Anyway, drow forge spirits are also a very potent combo =) Yeah who said anything about relying on the gargoyles? It's just another advantage to your team in a line-up that is including a strong support (Visage) and a well maybe not so strong carry (drow). Of course the issue is that drow is weak for other reasons I suppose, but this is just a message board full of random people so it seemed worth asking about. Pro drafts tend to have a ton of this synergy mixed in, not as a gimmick generally, but as that extra little bit that makes a draft of strong heroes even stronger. So I was mostly curious if you would have to run a Drow/Visage lineup with a safe lane, and if so with who, or if there were other laning options (like the mentioned drow safelane + aggressive trilane). The history of the trick being used when the aura was global was pretty cool to read about.
You can find videos about it.
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Canada17708 Posts
On August 14 2013 23:49 Mataza wrote:Show nested quote +On August 14 2013 22:56 JimmyJRaynor wrote: there are 16 players invited to GamesCom. 15 of them are now determined based on the three regional finals.
who is the 16th player? Apparently 6 players are qualified from eu because its the hosting region. Also this is actually a dota 2 thread, not sc2. You're welcome anyway.
doh! sry. thanks for the answer.
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Does net go through bkb? Or is it just rage? I thought you could rage after you got netted but i thought wrong tt haha net*
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On August 15 2013 06:51 mizU wrote: Does net go through bkb? Or is it just rage? I thought you could rage after you got netted but i thought wrong tt haha net* Naga Net and Dark Troll Summoner Net both go through magic immunity
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Northern Ireland22213 Posts
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On August 15 2013 07:16 ahswtini wrote: As does Meepo net?
No.
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Where are good block and deward spots for the radiant and dire pulls? In my time off I have completely forgotten T_T
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On August 15 2013 06:51 mizU wrote: Does net go through bkb? Or is it just rage? I thought you could rage after you got netted but i thought wrong tt haha net*
You can ghost scepter out of net if you want to break it.
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How are you supposed to play the Puck vs QoP match-up from each perspective? Are there any notable games that I can get (free) replays for?
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United States47024 Posts
The matchup plays extremely differently based on the skill level in the game, and of the two players. At a mid-high level, both sides more or less boil down to "punish the other player's mistakes" (e.g. Puck wasting a Phase Shift should be punished with a round of spells, QoP wasting a spell into Phase Shift should be punished with a hard trade, Blink/Orb going on CD should be punished, etc.). At lower levels, you can often get away with things that would be a mistake against a better player (e.g. using your spells more aggressively when a better player would avoid them with Phase Shift/Blink).
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On August 15 2013 07:44 Mr. Wiggles wrote: How are you supposed to play the Puck vs QoP match-up from each perspective? Are there any notable games that I can get (free) replays for?
uh, I've played this matchup as both sides quite often so I guess I can offer a few tips for laning
Puck: Phase Shift at level 1 is a must, never max silence first over orb despite the matchup, because a higher leveled orb is safer when you need to push out the lanes (don't have to come close to nuke the creepwave, orb is used often in early ganks, etc)
Only trade harass when you have the high ground advantage, try to control runes from 2mins (hopefully with support to camp a rune side whenevet possible) as you should have 2-0-1 at level 3, and most QoPs should have 1-1-1 by level 3. If QoP went 0-1-2, congratulations on winning mid already.
You should be saving phase shift for shadow strike most of the time, but you can use it to dodge right click harass if you're moving away from QoP. Move back when phase shift's cd had 2s or less remaining.
QoP: Trading harass with Puck kind of relies heavily on controlling creep aggro, it's something like right click puck -> a-click your creeps to reset aggro -> repeat until puck uses phase shift, then m-move/right click on the ground next to him to get closer for shadow strike. Blinking next to him to SS is also worth it, as long as you don't take tower hits
If the creepwave is on your side of the rivet, you can blink next to him and then you have two options
a. Quickly Scream after the blink. If he panics and uses shift, wait for it to end, then use SS.
b. Wait for him to shift or back off.
and I might have to continue b only after I watch some old replays
hm, this wasn't a simple answer. saved by yango tho
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qop can cancel ss/ulti to try and bait out a phase shift, works much better if the puck is at high ping as puck get shift at lv1 and use it to dodge harass. you can dodge any of qop's spells (scream, ss, ulti) get at least 2 in silence before 6; either 2211 -> 2411 or 1311 -> 1411 if qop ever blinks on you hit silence immediately and you'll win the trade assuming you don't miss the dodge on scream
but basically lasthit better than your opponent and don't screw up and you'll win
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