Simple Questions, Simple Answers - Page 584
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negon
212 Posts
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sandyph
Indonesia1640 Posts
On August 24 2013 09:02 jrkirby wrote: Often the default item guide on int heroes recommends buying a bracer for the extra HP. Is this just foolish/waste of money or is that actually a good idea? sange is the new bracer | ||
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Darkren
Canada1841 Posts
Or a ghost scepter is a cool alternative that can net u some creative wins | ||
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Baggage
Hong Kong593 Posts
A melee creep yields 38-48 gold and 62 experience, a range creep yields 43-53 gold and 41 experience. A siege creep is worth 66-80 gold and 88 experience. So if you want to always come out ahead then I would say the maximum creeps you wanna miss would be 3. However, since the value we're using is an average for large camps, it's worth noting that a large Satyr camp gives 150 average gold but a whopping 284 experience. Similarly, a troll camp is worth 279 experience and a respectable 117 average gold. To sum up I would say that if you're last hitting is going well and you feel uncontested in cs for the lane (like a Shadowfiend that's gotten a lot of souls) then not missing lane creeps will reliably give you more gold/exp. However, if your lane is particularly oppressive, then gold and experience-wise, stacking camps should reliably give you more gold (it's also significantly safer to stack and jungle too). Unfortunately, the benefit is somewhat dependent on how lucky you are with what spawns you get. | ||
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LSB
United States5171 Posts
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evilfatsh1t
Australia8914 Posts
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Baggage
Hong Kong593 Posts
Bounty Hunter is a mid-game hero whose goal is to provide extra gold for the team (through track) whilst creating space for the hard carry. Bounty Hunter has pretty good agility gain at 3.0 per level, so his natural damage output in combination with Jinada is solid without requiring a lot of +damage items. Bounty Hunter's weaknesses tend to be his poor strength, small mana pool and poor team fight capability without BKB. Drums is considered a very good item because it shores up his poor hp and mana pool at a relatively cheap price (as a solo offlaner you won't be getting a lot of farm), whilst increasing both his team and his own teamfight mobility. With a combination of track/phase active/drums active, Bounty Hunter can achieve close to 500+ movespeed every 4 seconds which makes him excellent at hunting down heroes and getting tracks off. Furthermore, as a melee dps hero, drums helps resolve the issue of kiting by giving him excellent in-fight mobility. There are also situations where the active is particularly helpful if you've been dusted and are trying to run away. Urn is also a good item for it's cost as it also shores ups his poor hp pool and gives some mana regeneration (the active is also a solid extra nuke and it helps you avoid having to go home). Drums and Urn are both alright, but I don't particularly like Aquila because it doesn't particularly mesh well with the goals and objectives of Bounty Hunter's going into the mid-game and you won't be spending a lot of time in lane to abuse the aura. It's 1k for an item that simply doesn't add as much as Urn or Drums build-up. Bounty Hunter's skill set already gives him solid damage output, and you're really better off shoring up some of his weaknesses. Edit: I don't think a bottle pickup on Bounty Hunter is needed every game as long as your team has 1 or 2 supports with arcane boots or if you're playing with a max toss first build. The recent changes to track (mana cost 70/60/50 --> 50 at all ranks) is actually quite a boon for Bounty Hunter early game and ends up allowing you to get off an extra 1-2 tracks and windwalk. Be sure to grab runes if you do have a bottle though otherwise you greatly reduce it's efficiency. I tend to favour a 2/4/2/1 build on BH most games, so I don't have a much mana issues as a 4/1/1/1. There are some games where a max toss build is better if you can't really engage properly (e.g. Heavy Push/AoE lineups). | ||
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PassiveAce
United States18076 Posts
On August 27 2013 17:33 Andr3 wrote: How many creeps is it worth skipping in the mid lane to stack the jungle big camp? Say you're a hero that can kill stacks really fast. Question for both radiant/dire. Obviously it's better for radiant but if it's still worth doing on the dire side ~ iv never seen anyone do it on the dire side because to stack any camp would take at least 30~ sec without boots which is just way way too long. shadow fiends, storm spirits, and mid lane kotls will often stack the radiant easy camp. its especially nice for sf because the ez camp can be a little insurance policy for your souls in case you get killed. I think its very rarely worth taking the time to stack the big camp even on radiant unless your playing something like kotl and your having a really difficult lane. | ||
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BurningSera
Ireland19621 Posts
On August 27 2013 07:31 Jotoco wrote: Yep. And that is why diffusal is almost always a great investment against a warlock. Not only because it weakens him, but because it nets you your gold back in the end. I (shamelessly) recommend this in-game item guide: http://steamcommunity.com/sharedfiles/filedetails/?id=129238476 No refresher in it though. Full 6 slot spec is usually Radiance, heart, diffu, bfly, BoT, the last slot is usually personally preference, manta for most situations, otherwise crit/basher/mkb/bkb/ac/skadi or most important the buyback gold (for buyback+ulti combo). | ||
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Gluttony
Sweden160 Posts
Would a Magnus support be at all viable? Think a 4 maybe, with arcanes, blink, mek? The farm for blink is the big problem here I guess. That and getting xp. But would it work? | ||
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aintz
Canada5624 Posts
On August 28 2013 01:55 Gluttony wrote: Hey all, Would a Magnus support be at all viable? Think a 4 maybe, with arcanes, blink, mek? The farm for blink is the big problem here I guess. That and getting xp. But would it work? no it cannot be played as 4. he need items and lvls early. he doesnt provide support in lane with other ppl either. | ||
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Gluttony
Sweden160 Posts
On August 28 2013 01:57 aintz wrote: no it cannot be played as 4. he need items and lvls early. he doesnt provide support in lane with other ppl either. Thanks! Thats what I thought too. We wanted one for the midgame, but didn't wanna shuffle around our positions haha. | ||
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Bibbit
Canada5377 Posts
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aintz
Canada5624 Posts
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TheYango
United States47024 Posts
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synapse
China13814 Posts
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negon
212 Posts
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Xxazn4lyfe51xX
United States976 Posts
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Excludos
Norway8276 Posts
But if you're, lets say, an offlane clock with bottle (viable), then yes, get rid of it before the wand. It wont do you any good in battles at all. | ||
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Comeh
United States18919 Posts
On August 28 2013 02:26 TheYango wrote: Usually Bottle unless you just picked a really game-changing rune that you want to have for the next fight while still getting the item you want to free a slot for. I've heard some arguments about SF keeping a bottle over a wand during critical farming periods (obviously, he benefits from a wand a lot, especially due to his squishiness) due to wanting to have the mana pool to raze to clear camps. I'm not a good SF player, but the good players in me (sic) says to keep the wand. Opinions? | ||
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