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Derrida
Profile Joined March 2011
2885 Posts
Last Edited: 2013-09-24 16:40:40
September 24 2013 16:40 GMT
#12361
why do people ward mid cliffs in pro/tourney matches? (especially when no pudge picked)
#1 Grubby Fan.
TheYango
Profile Joined September 2008
United States47024 Posts
Last Edited: 2013-09-24 16:47:52
September 24 2013 16:47 GMT
#12362
On September 25 2013 01:40 Derrida wrote:
why do people ward mid cliffs in pro/tourney matches?

When the first night comes, your vision range shrinks from 1800 to 800 on most heroes. This means you can no longer see across the river from your high ground, meaning that you are very prone to ganks. Mid high ground wards protect mid from ganks while also seeing if the enemy mid hero leaves lane to gank on either side. It's also good against certain heroes that can abuse that shrinking night-time vision (e.g. Pudge).
Moderator
Sn0_Man
Profile Blog Joined October 2012
Tebellong44238 Posts
September 24 2013 16:49 GMT
#12363
Generally it is done around the beginning of the first night (6:00).

Reasons:
1) So that you can keep track of the enemy mid hero. heroes like SF especially will nuke down your wave in 2 hits then they have no reason to be in lane for another 30 seconds. This lets you keep track of what they are doing.
2) So that you don't get ganked: with night vision, enemy supports can often just walk up to you and kill you from their own side of the river if the enemy mid controls the creep equilibrium properly. Some heroes will have to be literally right next to the enemy high-ground mid with NO VISION of people who could be in melee range of them if they wish to lasthit.
3) Last hitting: Its hard to contest last-hits vs somebody who you can't see. The timing is much easier when you can watch their animation etc.
4) To see TP's: this is an extension of 2 but when its night you can't see enemy supports that TP behind the mid tower to gank you. With a proper ward you usually CAN see this stuff.
5) To help you gank THEM. The vision on the hero not only helps allies who are ganking them (presumably from a location where their hero can't be seen so can't see the enemy). Also it helps you see if they have backup so it allows you to commit more to a gank.

Basically, they are put up when either mid hero is a) a ganker b) can gank you c) might go ganking. So they are essentially always good.
LiquidDota StaffSCIENTISTS BAFFLED | 3275929302
Yacobs
Profile Joined March 2010
United States846 Posts
September 24 2013 17:50 GMT
#12364
Any initial thoughts on strategy for the new captain's draft mode?
Sn0_Man
Profile Blog Joined October 2012
Tebellong44238 Posts
September 24 2013 18:02 GMT
#12365
At a simple level, Identify what is lacking in the pool (solo heroes, supports, whatever) and shape your draft so that you get an advantage from that lack (I got 2 supports they got only 1 or whatever). Note that most heroes can carry passably with a bunch of farm so don't worry TOO much about getting a solid farmer.

Beyond that, make sure your team can play your heroes. A lot of competitive heroes are actually quite hard to execute at a basic level. Heroes like ET and Wisp are very very strong in the right hands (easily first pickable in CD) but it won't be uncommon for your team to lack "the right hands". Having the exact lineup that won TI3 isn't helping if nobody can play any of the heroes properly.

And of course, when in doubt just draft strong lanes. Win lanes win dota, while certainly not ALWAYS true, is a great guideline for less-coordinated play (pubs).

PS: whatever you do don't run out of time early since you will random ALL the remaining picks.
LiquidDota StaffSCIENTISTS BAFFLED | 3275929302
nymfaw
Profile Joined November 2010
Norway430 Posts
September 24 2013 20:22 GMT
#12366
So after I formatted and reinstalled Dota 2, I can no longer click on the minimap to move. Instead, when I leftclick with the mouse on the minimap, I can draw on it with the mousebutton :|

But, SOMETIMES, it's actually working as it used to. I have no idea what is happening.


Anyone know how to fix this?
Everything will be ok in the end. if it's not ok, its not the end.
igotmyown
Profile Blog Joined April 2009
United States4291 Posts
September 24 2013 20:52 GMT
#12367
So synderen was playing TC/ET yesterday, and once his ancestral spirit moved while he was casting stomp. How is this possible and can someone replicate it (I could not). Chain of actions is he cast spirit, he move clicks on the kunka, it hits kunka, he casts stomp (and he gets living armored), it follows kunka while he's casting.

http://www.twitch.tv/synderen/b/464388654
42:30
Shootemup.
Profile Blog Joined July 2010
United States1044 Posts
September 24 2013 22:36 GMT
#12368
On September 25 2013 05:52 igotmyown wrote:
So synderen was playing TC/ET yesterday, and once his ancestral spirit moved while he was casting stomp. How is this possible and can someone replicate it (I could not). Chain of actions is he cast spirit, he move clicks on the kunka, it hits kunka, he casts stomp (and he gets living armored), it follows kunka while he's casting.

http://www.twitch.tv/synderen/b/464388654
42:30

It's a bug, I have no idea how to replicate it though.
"Dirty Timber Picker" Mity Teem Larquad. "I am a baddie and tango is a smartiepants." -KwarK "When you said you didn't play Invoker I thought you were just being modest"
Mithhaike
Profile Blog Joined August 2010
Singapore2759 Posts
September 25 2013 01:36 GMT
#12369
On September 25 2013 05:22 nymfaw wrote:
So after I formatted and reinstalled Dota 2, I can no longer click on the minimap to move. Instead, when I leftclick with the mouse on the minimap, I can draw on it with the mousebutton :|

But, SOMETIMES, it's actually working as it used to. I have no idea what is happening.


Anyone know how to fix this?

Have you checked your hardware?

It sounds like the alt/ctrl key is held down on your keyboard. Maybe it's a conflicting keybind?
Mew Mew Pew Pew
Mataza
Profile Blog Joined August 2010
Germany5364 Posts
September 25 2013 04:11 GMT
#12370
On September 25 2013 05:52 igotmyown wrote:
So synderen was playing TC/ET yesterday, and once his ancestral spirit moved while he was casting stomp. How is this possible and can someone replicate it (I could not). Chain of actions is he cast spirit, he move clicks on the kunka, it hits kunka, he casts stomp (and he gets living armored), it follows kunka while he's casting.

http://www.twitch.tv/synderen/b/464388654
42:30

It looks like the command that synderen gave bugs up the spirit. He send the spirit to follow kunka the times before that one too.

Anyway it is a bug and not a feature, pretty sure.
If nobody hates you, you´re doing something wrong. However someone hating you doesn´t make you right
woreyour
Profile Blog Joined December 2010
582 Posts
Last Edited: 2013-09-25 11:40:36
September 25 2013 11:33 GMT
#12371
so I have been playing storm spirit lately, what item is better mana regen to him?

It seems bottle, bloodstone is not enough for me.

I was buildling euls on him which was good, now I can spam ball lightning but I was thinking would orchid be better?

Or I am just delaying my linken's?

do I max overcharge 1st then pulling skill?

I only get 2 levels of image 1st so level 4 I have 2-1-1 or 1-1-2

what is the best skill build for level 4 and 7?

I would always go 2-2-2-1 or 2-1-3-1 when 7


Also I checked the Spirit guides and It has been a while and learned there are 2 build possible, ganking and farming. which is really more suitable in this day and age?
I am so sexy.. I sometimes romance myself..
Excludos
Profile Blog Joined April 2010
Norway8277 Posts
September 25 2013 11:53 GMT
#12372
On September 25 2013 20:33 woreyour wrote:
so I have been playing storm spirit lately, what item is better mana regen to him?

It seems bottle, bloodstone is not enough for me.

I was buildling euls on him which was good, now I can spam ball lightning but I was thinking would orchid be better?

Or I am just delaying my linken's?

do I max overcharge 1st then pulling skill?

I only get 2 levels of image 1st so level 4 I have 2-1-1 or 1-1-2

what is the best skill build for level 4 and 7?

I would always go 2-2-2-1 or 2-1-3-1 when 7


Also I checked the Spirit guides and It has been a while and learned there are 2 build possible, ganking and farming. which is really more suitable in this day and age?


I would never get linken's on storm unless there is a Doom on the field. Orchid is a nice item, but I wouldn't build that either unless the opponent has a ton of mobility heroes. Much better to go straight for Sheepstick if you already have bloodstone, as storm doesn't have any problems getting income whatsoever.

My default item build is usually a null talisman, manaboots, bloodstone (with the energy booster from the boots), bots of travels, and then to BkB and/or sheepstick. You should tailor it to your teams and your needs of course, but thats the default line.

Since you'll most likely be going mid, put your first skill in static remnant to help lasthit and harassing. Then you always max your electric vortex first, as its your main ganking tool, followed by maxing overload, as combined with your other abilities will end up dealing more damage than static remnant. Speaking of which, you max last. Ulti at 6-11 and 16 of course.

1-0-0-0 to
1-4-1-1 to
1-4-4-2
Firebolt145
Profile Blog Joined May 2010
Lalalaland34504 Posts
September 25 2013 12:10 GMT
#12373
Disagree with a lot of ^, sorry.

Going for a fast bloodstone relies on snowballing but doesn't actually give you any help to snowball. BoTs is even worse after that since you're blowing another 2000 gold on an item which doesn't help you do anything in fights. Orchids on the other hand isn't just useful against heroes with blink but is a straight up amazing ganking item; it gives you great mana regeneration and a ton of damage, as well as a silence. The disadvantage of orchids compared to bloodstone is that it doesn't give you any survivability so you have to go power treads to give yourself a bit of hp.

A better cookie cutter build would be bottle wand treads orchids. After that it becomes situational - lots of stuns? BKB. A few key ults that pierce bkb like doom or roar or fiends grip? Linkens. None of those? Sheep. After that do you need more damage? Mkb.

Standard skill build is 1-0-0-0 into 1-0-1-0 into 1-3-1-1 into 1-3-4-1 into 4-3-4-2 before finally maxing your pull. This is because you need 3 points into that pull before it pulls long enough to get an extra remnant off on the target, and after that the points are more useful in your other spells. However you may want to max it out earlier if you're against mobility heroes such as qop or am etc where that extra moment of disable may be vital.
Moderator
Firebolt145
Profile Blog Joined May 2010
Lalalaland34504 Posts
September 25 2013 12:14 GMT
#12374
To expand more on bloodstone, it's a great item if you're in a coordinated team where you know your allies will be good enough to provide the extra disables you need on ganks, allowing you to snowball into an unstoppable force in team fights, as long as you don't buy BoTs afterwards. However you rarely get that sort of environmental in pubs, so it becomes a lot safer to go for orchids and gank the shit out of everything.
Moderator
Excludos
Profile Blog Joined April 2010
Norway8277 Posts
Last Edited: 2013-09-25 12:20:44
September 25 2013 12:16 GMT
#12375
On September 25 2013 21:10 Firebolt145 wrote:
Disagree with a lot of ^, sorry.

Going for a fast bloodstone relies on snowballing but doesn't actually give you any help to snowball. BoTs is even worse after that since you're blowing another 2000 gold on an item which doesn't help you do anything in fights. Orchids on the other hand isn't just useful against heroes with blink but is a straight up amazing ganking item; it gives you great mana regeneration and a ton of damage, as well as a silence. The disadvantage of orchids compared to bloodstone is that it doesn't give you any survivability so you have to go power treads to give yourself a bit of hp.

A better cookie cutter build would be bottle wand treads orchids. After that it becomes situational - lots of stuns? BKB. A few key ults that pierce bkb like doom or roar or fiends grip? Linkens. None of those? Sheep. After that do you need more damage? Mkb.

Standard skill build is 1-0-0-0 into 1-0-1-0 into 1-3-1-1 into 1-3-4-1 into 4-3-4-2 before finally maxing your pull. This is because you need 3 points into that pull before it pulls long enough to get an extra remnant off on the target, and after that the points are more useful in your other spells. However you may want to max it out earlier if you're against mobility heroes such as qop or am etc where that extra moment of disable may be vital.


If you rush straight for orchid through threads, you will have absolutely major mana issues until the point where its actually done. Going through mana boots is much better, for yourself and for your team. Mana boots can in return be disassembled to bloodstone, which makes the item flow much better. Whether you get BoT or threads after I can see reasons for both, and I do both from time to time as well, but you can't leave it at naked boots simply because storm is a big fat slow-ass. The reason I adore BoT is because storm is a really good split pusher, and you regain the money for them near instantly because of it. Not so good against towers, but he clears creepwaves instantly, and its near impossible to gank him without the right heroes, especially after you get the bloodstone.
Firebolt145
Profile Blog Joined May 2010
Lalalaland34504 Posts
September 25 2013 12:25 GMT
#12376
You don't have mana issues because bottle and tread switching is more than enough for the early levels, as long as you're not being silly with your jumps.

Storm should not be played as a passive get BoTs and farm creeps on the map sort of hero. Sure you can split push in earlier with BoTs but you can sort of do that already with tp scrolls and there's nothing against selling treads for BoTs late game once you've got more survivability thanks to bkb or whatever.

Orchids simply complements the sort of hero storm is meant to be better than bloodstone.
Moderator
Excludos
Profile Blog Joined April 2010
Norway8277 Posts
September 25 2013 12:43 GMT
#12377
On September 25 2013 21:25 Firebolt145 wrote:
You don't have mana issues because bottle and tread switching is more than enough for the early levels, as long as you're not being silly with your jumps.

Storm should not be played as a passive get BoTs and farm creeps on the map sort of hero. Sure you can split push in earlier with BoTs but you can sort of do that already with tp scrolls and there's nothing against selling treads for BoTs late game once you've got more survivability thanks to bkb or whatever.

Orchids simply complements the sort of hero storm is meant to be better than bloodstone.


I really strongly disagree the point that bottle is enough. If all you're doing is gank and return to fountain between every one, then yes, it will be enough. But you'll want to be out on the map farming as much as possible between every gank, which might not even yield into a kill, runes simply just doesn't come often enough for a bottle to be enough in the earlymid game, and manaboots patches that problem easily. I just think firstitem orchid is too much of a jump. Unless every gank goes perfectly and you start snowballing, at which point orchid is perhaps the single greatest item you can get, then you will struggle getting there.

about BoT after, that is entirely up to playstyle, but in my opinion it helps his desperately slow movement speed a little bit, and more than that it lets you push an advantage if both teams are being defensive. If there is a lot of teamfights breaking out, then I agree threads is a better item to follow up, not to mention half the price so you can more quickly move on to other much more important items, like bkb or sheep.
DrPandaPhD
Profile Joined November 2011
5188 Posts
Last Edited: 2013-09-25 13:51:04
September 25 2013 13:41 GMT
#12378
I think Orchid first on Storm is always going to be the best option unless you actually have to solocarry a game. Storm should get help from another carry to carry the game. Orchid is to buy time for your carry and Bloodstone is more single core storm.

Anyway for the skillbuild it's all personal preferance. Some goes 1-3-1 -> 1-3-4 -> 4-3-4. Others goes 1-1-4

Itemsbuild: Treads + Wand + Bottle + Orchid

After that you have to get a defensive item. Going Orchid -> Sheep is really greedy

So either get Linkens, BKB or Bloodstone depending on the situation. Bloodstone after Orchid is still good and you can easily get 15+ charges even as the 2nd item. Bloodstone > Linkens > BKB. Bloodstone is the greediest of the three and if you can get away with it due to them having little lockdown always go for it. I always prefer linkens over bkb unless I really have to go bkb.

After that you can go Sheep / Shivas / Skadi. Skadi is amazing on storm and you should almost always get it, but you can get it as 5th/6th item if you want to.

On September 25 2013 21:16 Excludos wrote:
Show nested quote +
On September 25 2013 21:10 Firebolt145 wrote:
Disagree with a lot of ^, sorry.

Going for a fast bloodstone relies on snowballing but doesn't actually give you any help to snowball. BoTs is even worse after that since you're blowing another 2000 gold on an item which doesn't help you do anything in fights. Orchids on the other hand isn't just useful against heroes with blink but is a straight up amazing ganking item; it gives you great mana regeneration and a ton of damage, as well as a silence. The disadvantage of orchids compared to bloodstone is that it doesn't give you any survivability so you have to go power treads to give yourself a bit of hp.

A better cookie cutter build would be bottle wand treads orchids. After that it becomes situational - lots of stuns? BKB. A few key ults that pierce bkb like doom or roar or fiends grip? Linkens. None of those? Sheep. After that do you need more damage? Mkb.

Standard skill build is 1-0-0-0 into 1-0-1-0 into 1-3-1-1 into 1-3-4-1 into 4-3-4-2 before finally maxing your pull. This is because you need 3 points into that pull before it pulls long enough to get an extra remnant off on the target, and after that the points are more useful in your other spells. However you may want to max it out earlier if you're against mobility heroes such as qop or am etc where that extra moment of disable may be vital.


If you rush straight for orchid through threads, you will have absolutely major mana issues until the point where its actually done. Going through mana boots is much better, for yourself and for your team. Mana boots can in return be disassembled to bloodstone, which makes the item flow much better. Whether you get BoT or threads after I can see reasons for both, and I do both from time to time as well, but you can't leave it at naked boots simply because storm is a big fat slow-ass. The reason I adore BoT is because storm is a really good split pusher, and you regain the money for them near instantly because of it. Not so good against towers, but he clears creepwaves instantly, and its near impossible to gank him without the right heroes, especially after you get the bloodstone.

135 mana every 1 minute is not going to solve your mana problems. Storm will have mana issues early game. That's part of the hero and being mana efficient is what the hero is all about >_>

My Dotabuff for different followups after Orchid. I still go Orchid first pretty much every game and it doesn't have to be vs blink heroes. The raw dmg increase is so good. Only hero I am afraid to do it vs is Riki.
리노크 👑
Laserist
Profile Joined September 2011
Turkey4269 Posts
September 25 2013 13:43 GMT
#12379
Bloodstone is a snowball item and hard to maintain if game doesn't go well. Treads into orchid into bkb is the most solid i think.
“Are you with the Cartel? Because you’re definitely an Angel.”
Excludos
Profile Blog Joined April 2010
Norway8277 Posts
September 25 2013 14:27 GMT
#12380
On September 25 2013 22:41 DrPandaPhD wrote:
I think Orchid first on Storm is always going to be the best option unless you actually have to solocarry a game. Storm should get help from another carry to carry the game. Orchid is to buy time for your carry and Bloodstone is more single core storm.

Anyway for the skillbuild it's all personal preferance. Some goes 1-3-1 -> 1-3-4 -> 4-3-4. Others goes 1-1-4

Itemsbuild: Treads + Wand + Bottle + Orchid

After that you have to get a defensive item. Going Orchid -> Sheep is really greedy

So either get Linkens, BKB or Bloodstone depending on the situation. Bloodstone after Orchid is still good and you can easily get 15+ charges even as the 2nd item. Bloodstone > Linkens > BKB. Bloodstone is the greediest of the three and if you can get away with it due to them having little lockdown always go for it. I always prefer linkens over bkb unless I really have to go bkb.

After that you can go Sheep / Shivas / Skadi. Skadi is amazing on storm and you should almost always get it, but you can get it as 5th/6th item if you want to.

Show nested quote +
On September 25 2013 21:16 Excludos wrote:
On September 25 2013 21:10 Firebolt145 wrote:
Disagree with a lot of ^, sorry.

Going for a fast bloodstone relies on snowballing but doesn't actually give you any help to snowball. BoTs is even worse after that since you're blowing another 2000 gold on an item which doesn't help you do anything in fights. Orchids on the other hand isn't just useful against heroes with blink but is a straight up amazing ganking item; it gives you great mana regeneration and a ton of damage, as well as a silence. The disadvantage of orchids compared to bloodstone is that it doesn't give you any survivability so you have to go power treads to give yourself a bit of hp.

A better cookie cutter build would be bottle wand treads orchids. After that it becomes situational - lots of stuns? BKB. A few key ults that pierce bkb like doom or roar or fiends grip? Linkens. None of those? Sheep. After that do you need more damage? Mkb.

Standard skill build is 1-0-0-0 into 1-0-1-0 into 1-3-1-1 into 1-3-4-1 into 4-3-4-2 before finally maxing your pull. This is because you need 3 points into that pull before it pulls long enough to get an extra remnant off on the target, and after that the points are more useful in your other spells. However you may want to max it out earlier if you're against mobility heroes such as qop or am etc where that extra moment of disable may be vital.


If you rush straight for orchid through threads, you will have absolutely major mana issues until the point where its actually done. Going through mana boots is much better, for yourself and for your team. Mana boots can in return be disassembled to bloodstone, which makes the item flow much better. Whether you get BoT or threads after I can see reasons for both, and I do both from time to time as well, but you can't leave it at naked boots simply because storm is a big fat slow-ass. The reason I adore BoT is because storm is a really good split pusher, and you regain the money for them near instantly because of it. Not so good against towers, but he clears creepwaves instantly, and its near impossible to gank him without the right heroes, especially after you get the bloodstone.

135 mana every 1 minute is not going to solve your mana problems. Storm will have mana issues early game. That's part of the hero and being mana efficient is what the hero is all about >_>

My Dotabuff for different followups after Orchid. I still go Orchid first pretty much every game and it doesn't have to be vs blink heroes. The raw dmg increase is so good. Only hero I am afraid to do it vs is Riki.


I never said it solved it, it patches it. You are completely right that storm will always have mana problems, thats most of what the hero is about. Thats why I feel rushing straight for an item as expensive as orchid without going through mana boots first isn't a good idea. I'd rather have mana boots to orchid, disassemble them to threads and use the energy booster for a bloodstone after, rather than going straight for threads.
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