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Lalalaland34504 Posts
Looked it up and you're right. I have no idea where I got that information from, but it was definitely from this forum. :D
Denies
Whenever a unit owned by the Sentinel or Scourge is killed by an allied player, it counts as a deny, and normal experience is not granted to nearby enemy heroes.
The amount of experience enemy heroes get for a denied unit is determined by the following: Each melee enemy hero in 1000 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 1000 range.
Example: A Sentinel player denies a Treant, there are 2 Scourge melee heroes and one Scourge ranged hero within 1000 range of the killed unit.
Each melee hero gets 12 (36/3) experience. The ranged hero gets 6 (18/3) experience.
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On August 20 2013 03:29 Incognoto wrote:Show nested quote +On August 19 2013 20:21 BurningSera wrote: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: ![[image loading]](http://i.imgur.com/e1OYOv2l.jpg) Please add this to the dota2 liquipedia please, SUCH good information, especially this map it's SO sexy
I first used the sexy map here if you havent seen before xD http://www.teamliquid.net/forum/viewmessage.php?topic_id=377503#inter
On August 20 2013 05:49 nojok wrote: Thank you bruningsera, I knew almost all black circle as possible "lost blue wards fight" placement. I'm surprised you included the roshan's eye spot, it's often dewarded thanks to an ally going uphill in radiant jungle which enables vision and detection from the river's blue ward. I just have to practice it more as I'm facing more and more supports willing to use their gold advantage to shut down my team's vision.
The roshan's eye spot can actually be quite tricky, sometimes it is hard for the enemy to spot your ward if you warded it at the very right on the spot near that dire ancient (it is especially hard when he is dewarding alone and if he didnt drop the sentry close enough). But yeah for people who play enough support they should know these spots already facepalm on those players who keep dropping the ward on the same spot even after the ward was dewarded, hurt the team so much after the reduced ward count patch and ya, sometimes pubs is more like about support wars, 2 supports > 1 support, gg no re.
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On August 20 2013 06:36 TheYango wrote:Show nested quote +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. Show nested quote +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.
While we're on the topic of denying, I just wanted to add: lane creeps killed by neutral creeps (by pulling or otherwise), yields absolutely no xp or money to the enemy.
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Northern Ireland22213 Posts
What about neutral creeps killed in the presence of heroes from both sides? Does only the side that landed the killing blow get the XP?
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yes
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not really a strategy question, but anyone know how to get the blue theme back? I heard it was -International2012 but that doesn't work.
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I meant if you were to die to a tower or creep instead of a hero :3 gold just gets split by whomever helped kill in a certain time window?
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United States47024 Posts
On August 20 2013 10:37 mizU wrote: I meant if you were to die to a tower or creep instead of a hero :3 gold just gets split by whomever helped kill in a certain time window? Yes. However, if nobody gets the assist, then all 5 enemy players get a split.
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I have recently been playing some elder titan out of pure curiosity since I NEVER see him played. He seems really fun so far but I have much trouble hitting my stomps without someone like a sven to initiate. Is this just the way the hero is, or do you guys have any tips, tricks, or meta tactics to hit good stomps?
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United States47024 Posts
On August 20 2013 10:55 Morton wrote: I have recently been playing some elder titan out of pure curiosity since I NEVER see him played. He seems really fun so far but I have much trouble hitting my stomps without someone like a sven to initiate. Is this just the way the hero is, or do you guys have any tips, tricks, or meta tactics to hit good stomps? The Stomp AoE is a LOT larger than the aura/Spirit contact radius (Spirit radius 275, Stomp radius 475). Initiating stomps on 1-2 people should be pretty much guaranteed outside of blinking heroes.
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Elder titan combines extremely well with naga siren. Like brokenly well. If ET was in cm and teamfighting becomes dominant again, people would pick siren/titan at some point.
Song of balance into earth splitter followed up by a spirit stomp. It has the same weaknesses as the old naga/tide, but elder titan's combo is a lot stronger.
Aside from that stomp works well as teamfight zoning(enemies do not want to be caught in the stomp). You might not hit them, but you will make them run. And if the enemies are manfighting with your team, then just making them run for 2 seconds is already big.
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On August 20 2013 12:16 Mataza wrote: Elder titan combines extremely well with naga siren. Like brokenly well. If ET was in cm and teamfighting becomes dominant again, people would pick siren/titan at some point.
Song of balance into earth splitter followed up by a spirit stomp. It has the same weaknesses as the old naga/tide, but elder titan's combo is a lot stronger.
Aside from that stomp works well as teamfight zoning(enemies do not want to be caught in the stomp). You might not hit them, but you will make them run. And if the enemies are manfighting with your team, then just making them run for 2 seconds is already big.
Makes sense, New OP all pick combo incoming! and I guess I can at least rationalize missing stomps now .
But yea, I think some of my issues are just being a bit premature with it. On a random note, I also would love to see a jakiro dark seer titan combo!
@TheYango
Regarding aim specifically, where should i look to position my spirit, I'd been trying to cast it along the assumed retreat path, but still close to the targets, but that doesn't seem to work out too well. Just plopping it right on top of the highest priority target could work, but I guess it just feels like they would have time to react.
Thanks for the responses, Im having tons of fun with this guy no matter how hard i whiff spells!
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On August 20 2013 06:40 BurningSera wrote:Show nested quote +On August 20 2013 03:29 Incognoto wrote:On August 19 2013 20:21 BurningSera wrote: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: ![[image loading]](http://i.imgur.com/e1OYOv2l.jpg) Please add this to the dota2 liquipedia please, SUCH good information, especially this map it's SO sexy I first used the sexy map here if you havent seen before xD http://www.teamliquid.net/forum/viewmessage.php?topic_id=377503#interShow nested quote +On August 20 2013 05:49 nojok wrote: Thank you bruningsera, I knew almost all black circle as possible "lost blue wards fight" placement. I'm surprised you included the roshan's eye spot, it's often dewarded thanks to an ally going uphill in radiant jungle which enables vision and detection from the river's blue ward. I just have to practice it more as I'm facing more and more supports willing to use their gold advantage to shut down my team's vision.
The roshan's eye spot can actually be quite tricky, sometimes it is hard for the enemy to spot your ward if you warded it at the very right on the spot near that dire ancient (it is especially hard when he is dewarding alone and if he didnt drop the sentry close enough). But yeah for people who play enough support they should know these spots already  facepalm on those players who keep dropping the ward on the same spot even after the ward was dewarded, hurt the team so much after the reduced ward count patch and ya, sometimes pubs is more like about support wars, 2 supports > 1 support, gg no re.
I sometimes forget that there are nice guides written here. When I started dota2 I wanted to read a few guides but it was all such gibberish that I just jumped into playing the game.
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On August 20 2013 10:55 Morton wrote: I have recently been playing some elder titan out of pure curiosity since I NEVER see him played. He seems really fun so far but I have much trouble hitting my stomps without someone like a sven to initiate. Is this just the way the hero is, or do you guys have any tips, tricks, or meta tactics to hit good stomps? He's really fun indeed. To land the stun, cast your astral behind the ennemy team and instantly stomp. I think he's a very strong heroe. One easy way to land stomps is eul. It's also a good farming tool on ET as it provides all the mana you need, the movement speed is also great for attacking. ET is strong early game thanks to astral and lategame thanks to this wtf aura, it's specially amazing on agi carries who counts on their agility to get armour because it means they have 0 armour if you're close to them. He's a very versatile heroe, who can initiate, scout, push, stall, good in teamfight, scales very well into lategame, just play him as a sololaner, preferably mid as it's the easiest solo lane. His weakness is that he's not really good in 1o1 but he's still hard to kill because he can escape with a good stomp.
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guys why is Lone Druid such a rape machine?
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On August 21 2013 03:43 hooahah wrote: guys why is Lone Druid such a rape machine?
1. don't use that word here. Some people take really offense to it, even if its meant in fun spirit. 2. I honestly don't know how to answer that. Outside of Admiral Bulldog, Lone Druid doesn't seem that amazing. Its a hard to play hero that can be hard to play against. Thats about it really.
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On August 21 2013 03:48 Excludos wrote:Show nested quote +On August 21 2013 03:43 hooahah wrote: guys why is Lone Druid such a rape machine? 1. don't use that word here. Some people take really offense to it, even if its meant in fun spirit. 2. I honestly don't know how to answer that. Outside of Admiral Bulldog, Lone Druid doesn't seem that amazing. Its a hard to play hero that can be hard to play against. Thats about it really.
well, initially I was joking with the post because I find LD to be an amazing carry that's strong throughout the entire game while being very versitile and extremely consistent, but if you're brought up the whole sensetivity thing
I fucking hate the term 'cancer lancer'. I have enough psychological problems about cancer without hearing every caster and streamer going "oh no it's too late, the cancer's spread everywhere, 'x' side is doomed, gg cancer"
surprise qq post
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On August 21 2013 03:43 hooahah wrote: guys why is Lone Druid such a rape machine? If ur supports dont gank him early the guys a gigantic pain in the ass to 1v1 against
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How to stay alive in the late game as a Wisp? I'm trying the combo Wisp+CK with a friend at the moment and I'm ok in the early/mid game (nice ganks with relocate, survivability is ok too, ...) but I can't stay alive and help the carry in the late game... Any tips?
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Is there a comprehensive list of stuff that bkb blocks? The last times I bought it, I bought it against doom's ult, silencers ult and snipers stun. Turns out it doesn't help against any of that. But how do I know that?
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