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United States47024 Posts
On October 04 2013 21:43 zezamer wrote:Show nested quote +On October 04 2013 18:02 taldarimAltar wrote:On October 04 2013 17:31 McRatyn wrote:Super quick one: Do targets that take cleave dmg from you on attack count towards lifesteal? Thx  Nope, additionally cleave disregards armour value and evasion. DK dragon form cleave exception?(= u get lifesteal) DK's Dragon form has splash damage, not cleave.
Mechanically they are very different. Cleave ONLY exists on melee heroes.
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On October 04 2013 22:42 zezamer wrote: Satanic was bugged on DK so u could aoe lifesteal when active on, that's it =O No it was not bugged, feel free to correct me if you find any credible source . Satanic was shortly bugged for Luna ~6 years ago when its active got reworked; it worked on her additional Glaives.
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United States47024 Posts
Luna's glaives were always bugged beyond belief though with various orbs.
EDIT: Some differences between splash damage and cleave: - Splash damage is centered on the target unit. Cleave has its edge placed on the attacking unit. - Cleave ignores armor value on splashed damage, splash damage uses armor values for damage reduction as normal - Splash damage can lifesteal, cleave can't - Splash damage has gradually decreasing damage values depending on distance from the target, Cleave does the reduced damage to everything in the AoE - Cleave doesn't activate on missed attacks, splash damage is still partially effective even when the attack misses (think how Siege Tanks in BW still do their splash damage even if the shot misses due to high ground or due to Dark Swarm miss)
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On October 04 2013 23:48 TheYango wrote: Luna's glaives were always bugged beyond belief though with various orbs. Most of those bugs were hardcoded though and were not able to be (properly) fixed. (Brb not beeing able to attack :>)
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On October 04 2013 22:14 Belisarius wrote: Jug is more a matter of "I feel I should be killing him/zoning him/whatever and I feel utterly impotent instead."
Lose is relative, I guess. I wouldn't die to him unless I did something dumb, and I did ok by cs etc, but I couldn't man up on him. I did ok early while his damage was low, but after he got bottle crowing and then made phase I felt pretty useless.
If I went past the creepwave to zone him with remnant he'd just bladefury into me for a ton of damage because he's faster, and in the process push the wave into my tower while being totally immune to my abilities. He'd even have a shot at the rune. Harass didn't seem to do much when he had healing ward and bottle crow, and with melee xp and a good number of creeps from bladefury/random walk-ups, I don't feel like I greatly slowed him down.
Am I supposed to be able to kill him through bladefury and healing ward and (potentially) omnislash? Maybe I just need to call the lane a wash and go gank sooner.
I personally think it's pretty even. The jug is relatively immune to a Storm with bottle crowing, once both of you hits 6, its a tossup to see who kills whom. The jug cant kill you without Omnislash, even with omnislash it's a hogwash as you can ball lightning away i think.
Just win the CS battle and go gank the other lanes i guess.
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On October 04 2013 04:27 TheYango wrote:You're basically taking it as given that Skeleton King can't have any impact before his 2nd major item, which I don't agree with. A hero with a 300 base damage nuke on an 8 second CD can be very relevant in teamfights in the 10-15 minute mark, with a minor investment into a mana item like Drums. It's very reasonable for SK to farm 10 min Treads+Drums, participate in the first few major pushes/fights, then use the early kill/tower gold to immediately buffer himself a QB+Helm and then farm Armlet+BKB. You slow down your Armlet/BKB, but you help your team generate an overall advantage before that point rather than expecting to farm those items before entering the game. http://v.youku.com/v_show/id_XNTQ1ODY4ODY0.html Treads, wand, drum, TP scroll, QB, helm, lucky guy with so many slots!
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When do you usually use orchid over deso, or deso over orchid?
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Deso: almost exclusively good when you need to amplify a physical damage ability that you have. Good on weaver since it's the only "proc" or orb that interacts well with geminate attack. Otherwise solid for reducing tower armor, and not much else. Oh, and as a "timing" item since its cheaper than most DPS items.
Orchid: When you need Mana or a Silence on a DPS hero, its usually orchid. Obviously better on int DPS heroes. Orchid varies a lot based on your opponents though. Notably considered core on Clinkz since that hero needs the silence and the mana.
Note that deso is an orb effect so lots of heroes can't even use it very well.
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United States47024 Posts
Orchid is primarily useful on solo-kill/gank heroes that can use it to get kills midgame. In a long game, the item's value drops off because of how various items make Silence a progressively weaker disable the longer the game goes.
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Northern Ireland22213 Posts
Yeah a key example of the orchid timing window is using it to kill AM over and over again before he can get his manta.
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I'm just starting out. Can you recommend me a couple of heroes to try? I have pretty good micro (coming from SC2) and am generally pretty good at getting last hits in. Played a few games as Sniper and did well but I want someone a little more interesting. I'm basically just right clicking and running away from other heroes until i can use my ult on them :/
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Well if you want to try a more complex hero that is a lot of "fun" you can try invoker. He is difficult but has so many options and abilities. He kinda stretches you. Most people wouldn't recommend him for noobs but if you feel mechanically able and want to try out stuff he's very... deep.
If you find him too complex, try a hero like windrunner. Able to fulfill a lot of roles, very mobile and teaches you positional awareness, kinda a jack of all trades. Rarely boring and very involved. Comes with a reasonable stun and nuke so fits in most lineups.
Lastly, you could try bounty hunter. As a melee hero there is more to be aware of early game, but you do have the "get-out-of-jail-free" pass that is invisibility. While its important to not become too reliant on invis (since as you get better your opponents will buy more detection), bounty is the kind of hero that wants to be always active, always getting kills, and is really a different dynamic from most. Just don't build battlefury (Try Phase boots + bottle + drums + BKB + desolater in that order).
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On October 05 2013 01:32 ahswtini wrote: Yeah a key example of the orchid timing window is using it to kill AM over and over again before he can get his manta. In general just before items like Manta, BKB, Force Staff, Ghost Scepter become abundant.
What kind of heroes make you decide between Orchid and Deso tho? When I think Deso I think primarily right clickers, and for Orchid I think int heroes with midgame ganking potential (Storm, QoP).
I know Orchid can be fine on other heroes (Bounty for example), but only vs lineups where the silence can be a deal breaker.
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The main heroes that come to mind in debating between deso/orchid are qop and lifestealer whereas other heroes are more highly situational I think, though I'm surely forgettin some.
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United States47024 Posts
Deso and Orchid are very rarely competing on QoP because it's rare for Orchid to be anything but your 1st item and rare for Deso to be anything earlier than 2nd item.
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i dont get how mid players can keep up their cs, its like the moment i leave the lane to go gank my cs just drops abysmally low. is there any trick to it? i've been watching games but it just doesnt hit me at all
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Always carry a tp and farm out an empty lane/jungle if you're not actively teamighting. There's always this awkward lull in not-super high skill games where both teams are just hanging around mid or wherever waiting for a fight to break out when you could be split pushing or farming.
If they have a strong initiatior you cant really do that as much cuz then your team will get wiped while you tp back but you just have to remember to be active around the map and take farm where you can.
If you have an aoe or good right click damage then if you're in the vicinity of a jungle/ancient camp near ~X:40 sec go and stack (or ask a support to stack) and then clear them when you get the chance.
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United States47024 Posts
A lot of it is also not ganking haphazardly. You often need to have solid lane dominance in order to really gank efficiently (that is, you have control over the creep waves so you can push the lane into your tower and leave without immediatly missing creeps). Plus certain times like rune spawns where the enemy won't immediately pick up on the need to hard-push because they think you could come back.
If you just leave ot gank when the creeps don't heavily favor you, you will miss a lot of CS leaving the lane.
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the secret is stop ganking so much just win your lane harder
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On October 04 2013 23:48 TheYango wrote: Luna's glaives were always bugged beyond belief though with various orbs.
EDIT: Some differences between splash damage and cleave: - Splash damage is centered on the target unit. Cleave has its edge placed on the attacking unit. - Cleave ignores armor value on splashed damage, splash damage uses armor values for damage reduction as normal - Splash damage can lifesteal, cleave can't - Splash damage has gradually decreasing damage values depending on distance from the target, Cleave does the reduced damage to everything in the AoE - Cleave doesn't activate on missed attacks, splash damage is still partially effective even when the attack misses (think how Siege Tanks in BW still do their splash damage even if the shot misses due to high ground or due to Dark Swarm miss)
Mhm, no ?
EDIT: I can not think of any situation where this may be true; Regular lifesteal (which includes satanic's active ability) does not work on either of them and triggered lifesteal (Open Wounds) works for both.
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