Simple Questions, Simple Answers - Page 574
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Nightmarjoo
United States3360 Posts
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icystorage
Jollibee19350 Posts
On August 19 2013 13:55 Nightmarjoo wrote: What does a mid Timber give your team that an offlane Timber doesn't? I.e. why were the teams at TI3 putting him mid? mid to counter str heroes ( magnus, dk, bm ). i think. | ||
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njt7
Sweden769 Posts
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6o4[huynh]
Canada2 Posts
2.) At the International there were a few support Nagas getting pooled+not buyin early support items so she could get pms+branch as starting items. why? I apologize if these questions have been answered before. | ||
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nojok
France15846 Posts
On August 19 2013 15:46 njt7 wrote: Timbersaw is a pure/magic damage powerhouse when all of his nukes are maxed. Level 12 if u put two points in reactive armor. You will get to this point at a time where it is actually useful if you are a mid timber compared to a offlane timber. And as said he is good versus melee strength heroes. As I saw it alliance tried to get timber to a point where is nukes where overwhelming and tried to force themselves as much as possible upon their enemies at that point. Preferably with an bounty hunter on your team. Did alliance play timber without kotl? This mana boost when transitionning from early to midgame was really important I feel. I would like some tips for warding when behind, I feel it's really hard to comeback when the ennemy supports use their gold advantage to deward. I try warding less efficient spots but less likely to be dewarded. Sometimes an "all in" gem can do the trick but it's risky. | ||
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ahswtini
Northern Ireland22213 Posts
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CuddlyCuteKitten
Sweden2846 Posts
QoP at lvl 16 does ~700 initial burst damage with all of her spells after reduction and then the DoT from the dagger. So it's pretty close. | ||
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Drunken.Jedi
Germany446 Posts
On August 19 2013 18:53 6o4[huynh] wrote: 1.) Why do Carry Alchemist get phase boots? (not mid) Is it not treads better for dps and hp and etc.? I can guess it's for the stun initiation but you have SB for that.. or could it be to get kited around less in team fights maybe? 2.) At the International there were a few support Nagas getting pooled+not buyin early support items so she could get pms+branch as starting items. why? I apologize if these questions have been answered before. 1) As a melee carry without any movement skills, the biggest problem for Alchemist is actually getting up close and personal with his victims. Without any movement items, he will just be running after enemies all fight long without actually getting much done. That's why alchemist almost always gets phase boots and shadowblade. 2) Heroes differ in how item-dependent they are in the laning phase. Even a support naga still benefits immensely from having better starting items, whereas some supports like Rubick or Chen aren't nearly as item dependent in the early game. | ||
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BurningSera
Ireland19621 Posts
On August 19 2013 19:42 nojok wrote: I would like some tips for warding when behind, I feel it's really hard to comeback when the ennemy supports use their gold advantage to deward. I try warding less efficient spots but less likely to be dewarded. Sometimes an "all in" gem can do the trick but it's risky. Warding in disadvantaged game is usually about 'defensive warding': 1) Defending on high ground, you have high ground advantage so if you knew where exactly are the enemies you can prepare and engage better: For radiant side, usually the area near the top lane, or lane ward near your t2, or that eye spot beside your mid big camp or a lane ward for bot; for dire, the eye spot at your top lane, or lane ward near your t2, or one near your secret shop. 2) When you are not defending on high ground, your goal is to ensure your carry gets the vision he needs for (free) farming, prevent the enemy to do rosh, or just generally vision for better ganking (especially when you have global heroes, a vision in enemy forest can be very useful). If the enemies actually spent gold to deward like you said, don't ward it like you usually do, make some 'unusual' ward spots that are hard to be found out or at the very least you are wasting their sentry. It is also good habit of not warding the exactly same spot since there is almost always more than 1 spot to provide the (more or) same vision of the area. If the had gem then you should still buy ward but drop them according to the situation, your visions will be limited anyway so at this stage it is better than having 0 vision, drop them where you think the oppo wont find out (either they rarely walk there or you simply use the ward for temporary usage like in a team fight or when your team go scout them at rosh together etc). black circles are the 'unusual' ones: ![]() | ||
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Logo
United States7542 Posts
On August 19 2013 20:04 Drunken.Jedi wrote: 1) As a melee carry without any movement skills, the biggest problem for Alchemist is actually getting up close and personal with his victims. Without any movement items, he will just be running after enemies all fight long without actually getting much done. That's why alchemist almost always gets phase boots and shadowblade. 2) Heroes differ in how item-dependent they are in the laning phase. Even a support naga still benefits immensely from having better starting items, whereas some supports like Rubick or Chen aren't nearly as item dependent in the early game. Naga in particular has high base armor and a good ganking combo with 1/2 of that combo requiring her to be in melee range. Since damage block applies before armor Naga can be really tanky with her 6 base armor + shield letting her be effective as a support. | ||
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Alur
Denmark3900 Posts
On August 19 2013 20:04 Drunken.Jedi wrote: 1) As a melee carry without any movement skills, the biggest problem for Alchemist is actually getting up close and personal with his victims. Without any movement items, he will just be running after enemies all fight long without actually getting much done. That's why alchemist almost always gets phase boots and shadowblade. 2) Heroes differ in how item-dependent they are in the laning phase. Even a support naga still benefits immensely from having better starting items, whereas some supports like Rubick or Chen aren't nearly as item dependent in the early game. There are quite a few players who like getting treads on alch, Black, Burning and Sylar for example. But it all depends on the scenario, the attack speed is especially useful if you're going battlefury for example. | ||
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TheYango
United States47024 Posts
On August 19 2013 23:02 Alur wrote: There are quite a few players who like getting treads on alch, Black, Burning and Sylar for example. But it all depends on the scenario, the attack speed is especially useful if you're going battlefury for example. Generally when those players got Treads, they were playing Alchemist paired with some big disable to help make up the lack of mobility. | ||
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Incognoto
France10239 Posts
On August 19 2013 20:21 BurningSera wrote: Warding in disadvantaged game is usually about 'defensive warding': 1) Defending on high ground, you have high ground advantage so if you knew where exactly are the enemies you can prepare and engage better: For radiant side, usually the area near the top lane, or lane ward near your t2, or that eye spot beside your mid big camp or a lane ward for bot; for dire, the eye spot at your top lane, or lane ward near your t2, or one near your secret shop. 2) When you are not defending on high ground, your goal is to ensure your carry gets the vision he needs for (free) farming, prevent the enemy to do rosh, or just generally vision for better ganking (especially when you have global heroes, a vision in enemy forest can be very useful). If the enemies actually spent gold to deward like you said, don't ward it like you usually do, make some 'unusual' ward spots that are hard to be found out or at the very least you are wasting their sentry. It is also good habit of not warding the exactly same spot since there is almost always more than 1 spot to provide the (more or) same vision of the area. If the had gem then you should still buy ward but drop them according to the situation, your visions will be limited anyway so at this stage it is better than having 0 vision, drop them where you think the oppo wont find out (either they rarely walk there or you simply use the ward for temporary usage like in a team fight or when your team go scout them at rosh together etc). black circles are the 'unusual' ones: ![]() Please add this to the dota2 liquipedia please, SUCH good information, especially this map it's SO sexy | ||
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kollin
United Kingdom8380 Posts
http://www.teamliquid.net/forum/viewmessage.php?topic_id=94785 | ||
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Qbek
Poland12923 Posts
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Shootemup.
United States1044 Posts
On August 19 2013 15:46 njt7 wrote: Timbersaw is a pure/magic damage powerhouse when all of his nukes are maxed. Level 12 if u put two points in reactive armor. You will get to this point at a time where it is actually useful if you are a mid timber compared to a offlane timber. And as said he is good versus melee strength heroes. As I saw it alliance tried to get timber to a point where is nukes where overwhelming and tried to force themselves as much as possible upon their enemies at that point. Preferably with an bounty hunter on your team. This is the main reason. I have played a fair amount of both mid and offlane Timbersaw, and putting the Timbersaw mid will get him the levels and farm he needs to really take over the midgame (assuming at least a decent matchup). Offlane Timbersaw is really quite bad against well run trilanes, you can see this in TI3 where several teams ran Timbersaw offlane only to find themselves with an underleveled, underfarmed, and consequentially underperforming Timbersaw when the midgame rolled around. Contrast this to teams who ran a Timbersaw mid or solo safelane (both Dignitas and Fnatic had good success with Timbersaw ran this way) who got a lot of use out of his maxed nukes in the midgame. Timbersaw is also a pretty decent mid. He can crush melee strength heroes, but he also does decently against a lot of other popular mids. Reactive Armor is amazing lane sustain, and when combined with bottle crowing it is very hard to force him out of lane. Whirling Death harass is also quite strong, even against non-strength heroes, and it is very spammable. He gets shut down by really strong mids like OD, TA, and QoP, but he can go toe to toe with heroes like Puck and Storm Spirit. | ||
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nojok
France15846 Posts
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mizU
United States12125 Posts
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Firebolt145
Lalalaland34504 Posts
On August 20 2013 06:25 mizU wrote: How do "denies" work? Does the enemy get gold/xp if you suicide? Does the enemy get gold/xp if you die to neutrals/roshan? What about towers or creeps? And if an ally denies you? Denying a hero/dying to Rosh or neutrals = no gold or XP given to enemy. Denying towers = 100 gold given to each enemy hero rather than the 200+ that it usually would, obviously no XP involved. Denying a creep = no gold given away, 50% XP for enemy melee heroes and 30% for enemy ranged heroes. | ||
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TheYango
United States47024 Posts
On August 20 2013 06:29 Firebolt145 wrote: Denying a hero/dying to Rosh or neutrals = no gold or XP given to enemy. Suiciding to neutrals still gives "assist" gold to enemy heroes. Being denied by yourself/an ally does not. On August 20 2013 06:29 Firebolt145 wrote: Denying a creep = no gold given away, 50% XP for enemy melee heroes and 30% for enemy ranged heroes. I don't know why people got the idea that it's 50%/30% XP. It's literally never been that way from what I remember. Denied creeps give a fixed 18 XP split among all enemy heroes, doubled for melee heroes. This means the percentage of XP gained from a denied creep is *different* for ranged, melee, and siege creeps. EDIT: I'll put this another way. Melee/ranged/siege creeps give 62/41/88 XP respectively. So melee creeps give 58%/29% XP when denied, ranged creeps give 88%/44% X when denied, and siege creeps give 41%/20% XP when denied. | ||
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