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On September 23 2013 04:18 TheYango wrote:The thing is Flamebreak's mana cost is really expensive. Until you have Bottle + some levels, it's actually sort of troublesome to use it, which is why Firefly at level 2 tends to be more practical. 1-1-1 at level 3 means Flamebreak + Firefly uses like 2/3 of your mana, and you need full mana basically to use Flamebreak+Firefly+Ulti+some Napalm stacks at 6. Batrider's mana costs are all flat, so this becomes less of a concern later, but at early levels, there's a good argument for delaying Flamebreak till like level 7+ because of how much mana it costs. Show nested quote +On September 23 2013 04:06 igotmyown wrote: Well, a lot of players will not be stupid enough to let you get enough stacks so that you can firefly them down at level 2. I would leave level 2 unskilled, if you can firefly them down fine, but it's often more likely you can right click them down using flamebreak to get them closer. You cannot dive or zone someone off a wave on tower this way because if you have to right click them you have no dive threat because you won't out-fight a tower at level 2. The deadliness of the Batrider level 2 dive is that Bat can kill you most of the way without right-clicking you and therefore not take tower aggro. Even if the enemy doesn't let you get enough stacks to straight-up kill them, they have to respect the dive threat if you have Firefly at level 2, which means that you can zone them off tower XP. If you take Flamebreak, you have to autoattack them to kill them, meaning that their tower is basically safe for them.
That depends on the creep equilibrium, if you have good equilbrium for a normal mid (near your cliff), you won't get creeps to dive with.
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I just noticed the cursor changes when I hit CTRL + M... what does it do?
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United States47024 Posts
On September 23 2013 13:34 igotmyown wrote: That depends on the creep equilibrium, if you have good equilbrium for a normal mid (near your cliff), you won't get creeps to dive with. You say this like you can't choose to push when you feel you can dive if you have creep control.
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Did I just play it poorly or does qop vs invoker feel like a bad lane for qop?
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Lalalaland34504 Posts
Are we talking QW or QE
And unless you're at the very highest level you can always assume there is something you can do to win the lane
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On September 23 2013 16:54 Jaaaaasper wrote: Did I just play it poorly or does qop vs invoker feel like a bad lane for qop? qop destroys invoker in lane. if invoker goes quas wex you have a huge damage advantage over him and should be out last hitting everything. if he goes quas exort you can harrass him to death with shadow strike and right clicks. no matter which orb he chooses to use, he has a glaring weakness that qop can exploit. also, you have rune control so you should never be low on hp even if he cold snaps you
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It really depends on the first levels, if qop dominates you during those, you'll lose, if you can mitigate the damage, it's really easy to destroy her. So, get a gank, kill her, win lane
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On September 23 2013 17:39 Erasme wrote: It really depends on the first levels, if qop dominates you during those, you'll lose, if you can mitigate the damage, it's really easy to destroy her. So, get a gank, kill her, win lane Yeah I was qop and got 3 man ganked twice in the first 3 minutes. I died once and was forced to back the second time. I was a level and a half behind by the time I got a 1v1 lane, which lasted a whopping 30 seconds.. So I think I played poorly and had supports setting a tent in mid. Any suggestions on how to play against a trilane mid? Because they were tower diving me by level 4 and I managed to trade a kill once.
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On September 23 2013 18:10 Jaaaaasper wrote:Show nested quote +On September 23 2013 17:39 Erasme wrote: It really depends on the first levels, if qop dominates you during those, you'll lose, if you can mitigate the damage, it's really easy to destroy her. So, get a gank, kill her, win lane Yeah I was qop and got 3 man ganked twice in the first 3 minutes. I died once and was forced to back the second time. I was a level and a half behind by the time I got a 1v1 lane, which lasted a whopping 30 seconds.. So I think I played poorly and had supports setting a tent in mid. Any suggestions on how to play against a trilane mid? Because they were tower diving me by level 4 and I managed to trade a kill once. You ask for help or just gtfo and gank. If the enemy isn't very competent, you can sometimes sit at the tower and get free kills thou, so you gotta weigh your chances
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On September 23 2013 18:13 Qbek wrote:Show nested quote +On September 23 2013 18:10 Jaaaaasper wrote:On September 23 2013 17:39 Erasme wrote: It really depends on the first levels, if qop dominates you during those, you'll lose, if you can mitigate the damage, it's really easy to destroy her. So, get a gank, kill her, win lane Yeah I was qop and got 3 man ganked twice in the first 3 minutes. I died once and was forced to back the second time. I was a level and a half behind by the time I got a 1v1 lane, which lasted a whopping 30 seconds.. So I think I played poorly and had supports setting a tent in mid. Any suggestions on how to play against a trilane mid? Because they were tower diving me by level 4 and I managed to trade a kill once. You ask for help or just gtfo and gank. If the enemy isn't very competent, you can sometimes sit at the tower and get free kills thou, so you gotta weigh your chances And if your team rages at your for ganking (stealing xp) and refuses to help what do you suggest? I went jungle qop, but I'm pretty sure they deserved a battlefury qop.
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hug the crow, spam screams, hope they fail and that you can kill one of them, stack the big camp, camp runes
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Okay, am I understanding Doom's Lvl Death correctly? Basically, it will deal the extra damage when the target's level is a prime number (excluding only exclusively powers of 2). So it won't deal the bonus damage when the target is level 1, 2, 7, 11, 13, 14, 17, 19, 22, or 23.
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On September 23 2013 21:42 TALegion wrote: Okay, am I understanding Doom's Lvl Death correctly? Basically, it will deal the extra damage when the target's level is a prime number (excluding only exclusively powers of 2). So it won't deal the bonus damage when the target is level 1, 2, 7, 11, 13, 14, 17, 19, 22, or 23. Nooooo
Lvl1 lvl death will deal bonus damage on 6 ,12 ,18, 24 25
lvl 2 on 5, 10 , 15, 20 ,25
lvl 3 on 4, 8 ,12, 16, 20, 24, 25
lvl4 3, 6, 9, 12 ,15 ,18, 21, 24, 25
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I guess that if he keeps the skill points unused he is kind of right.
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so maybe a dumb question but .. how ghost scepter works ? i mean, you can hit non-ethereal units while you are actually etheral ? Does this shit works with all heros ?
thx ..
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On September 23 2013 23:27 VelJa wrote: so maybe a dumb question but .. how ghost scepter works ? i mean, you can hit non-ethereal units while you are actually etheral ? Does this shit works with all heros ?
thx .. Ghost sceptre makes you ethereal, which means you cannot attack nor be attacked. However, heroes with a castable Orb effect (Clinkz's burning arrows, Huskar's burning spears, OD's orb, ETC) may MANUALLY issue cast commands for those orbs and have the hero attack that way. You may only attack non-ethereal units though. Ethereal units may never be attacked, orb or no.
Thats why Ghost sceptre huskar is so obnoxious to deal with, since you can't attack him but he can attack you. Note that BKB generally counters this since most (all?) orbs cannot be cast on BKB'd units
To execute: 1) Pick huskar/OD/Viper/Clinkz/Enchant/Drow (there are prolly a few more? iunno) 2) Get skill points in your orb (one is enough) 3) Get ghost sceptre 4) Activate ghost sceptre 5) Hammer the orb hotkey as fast as you can while clicking enemy heroes (lol). 6) Win!
Note that heroes like enchantress REALLY don't benefit from this as she is quite resilient to autoattacks already but suffers greatly from magic damage even before amplifying it since Ethereal units take 40% more damage from magic sources.
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WELL ok thx man
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United States47024 Posts
On September 23 2013 18:10 Jaaaaasper wrote:Show nested quote +On September 23 2013 17:39 Erasme wrote: It really depends on the first levels, if qop dominates you during those, you'll lose, if you can mitigate the damage, it's really easy to destroy her. So, get a gank, kill her, win lane Yeah I was qop and got 3 man ganked twice in the first 3 minutes. I died once and was forced to back the second time. I was a level and a half behind by the time I got a 1v1 lane, which lasted a whopping 30 seconds.. So I think I played poorly and had supports setting a tent in mid. Any suggestions on how to play against a trilane mid? Because they were tower diving me by level 4 and I managed to trade a kill once. Once you died once you pretty much throw out the question of "is the matchup disadvantaged?"
Most disadvantaged matchups allow the losing side to stabilize or get an advantage if they get first blood. Only in a few ridiculously hopeless matchups does the winner still win even if they died.
TBH I feel like this happens a lot where people say they don't know how to play X matchup or whether it's advantaged and when asked to elaborate on the situation, it turns out they died, whether it be that they got ganked or made a bad trade. Dying changes everything early game. When you tally up the overall disadvantage of the enemy mid getting XP and gold off your kill, missed creeps, enemy mid getting to CS freely without you there to threaten denies for a wave, gold cost of TPing back to lane, and the enemy mid probably getting the next rune for free, it's a completely different game after you've died once.
EDIT: One thing--unless the courier is in use or you don't have 100 gold, don't go all the way back to base to heal. A Salve is basically a full heal at low levels, and most likely you didn't use up all your mana when you got ganked the second time. Send a salve, meet the courier half-way, and then go back to lane. You lose less time in lane meaning you won't be as behind.
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ench ulti deals dmg with longer distances, so how about following scenario: ench throws her imp, target ist 500 away and ench attacks now ench forcestaffs target away to 1000
will the hitting imp deal the travel-dmg of 500units or the dmg of 1000units?
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United States47024 Posts
It checks the distance when the attack lands (so 1000 units). When harassing with Impetus, it's pretty standard to cancel the backswing and walk away to maximize the damage.
Note the damage is capped at 2500 range.
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