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On October 07 2013 05:03 Jonoman92 wrote: 1. If you are with a level 25 ally, will experience still be split? ie: Do they "absorb" xp even though they no longer get any benefit from it?
2. Is it situationally advisable to tower dive an enemy in a 1v1 situation if you can kill them even if you know the tower will then kill you? As I understand it, this way you both get the same-ish gold, but you get the xp for killing them while they don't get the xp for killing you as they aren't there.
1. Yes, they do still leech xp.
2. Situationally? Yes. If it's first blood and you can guarantee the kill, go for it. If you're a support or something and you can kill their carry, go for it. Otherwise, usually not worth it.
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On October 07 2013 05:03 Jonoman92 wrote: 1. If you are with a level 25 ally, will experience still be split? ie: Do they "absorb" xp even though they no longer get any benefit from it?
2. Is it situationally advisable to tower dive an enemy in a 1v1 situation if you can kill them even if you know the tower will then kill you? As I understand it, this way you both get the same-ish gold, but you get the xp for killing them while they don't get the xp for killing you as they aren't there.
1. Yes, level 25 heroes still absorb exp.
2. If their allies are paying attention they would TP in and screw up your plan.
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On October 07 2013 05:03 Jonoman92 wrote: 1. If you are with a level 25 ally, will experience still be split? ie: Do they "absorb" xp even though they no longer get any benefit from it?
2. Is it situationally advisable to tower dive an enemy in a 1v1 situation if you can kill them even if you know the tower will then kill you? As I understand it, this way you both get the same-ish gold, but you get the xp for killing them while they don't get the xp for killing you as they aren't there.
1. Yes
2. That's a really situational call. Going for a kill trade is generally a very big risk because there is so great a chance for a turnaround kill, where he hits you with a spell you weren't expecting and the tower kills you. In my opinion, I would only go for the dive if I was certain I could kill them and fairly certain I could escape. Of course, the relative risk in tower diving goes up as the MMR does, because higher quality opponents are more likely to TP in to help, which immediately makes the kill trade less worth it. Even if you do get the kill, the other team is getting xp and now gets a pile of assist gold. Of course, the situation changes based on relative importance too. For example, if you're a hard support and you can kill the AM by tower-diving, by all means, go for it
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What items do you go for with viper? I've tried tranquils+urn, and I like them because you can fight for so long without going back to the base. But what should I follow up with? Agha? Bkb? Mek if no1 else gets it?
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On October 07 2013 06:26 Bwall wrote: What items do you go for with viper? I've tried tranquils+urn, and I like them because you can fight for so long without going back to the base. But what should I follow up with? Agha? Bkb? Mek if no1 else gets it?
As a really good viper player, usually front page or somewhere close, I go phase drum aquilla linkens. You might not want the linkens but the ring of health just lets you farm the jungle. Also DO NOT buy a bottle on this hero. Next you may want to expand into manta, ethereal, or aghs. Ethereal is really good because you ethereal an ally or their hard carry and you can us your orb during ethereal form. However you cant attack ethereal units but can attack from ethereal form. The skill build is highly dependent on which heroes you are facing.
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I treads swap a lot, so Aui_2000's build Treads+Aquila+Mek+Aghs is pretty fun, especially if your team doesn't really have a mek carrier.
Also Aghs is ridiculous on Viper, as the orb+ult combination completely shuts down the opponent's carries.
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On October 07 2013 07:05 Stancel wrote: I treads swap a lot, so Aui_2000's build Treads+Aquila+Mek+Aghs is pretty fun, especially if your team doesn't really have a mek carrier.
Also Aghs is ridiculous on Viper, as the orb+ult combination completely shuts down the opponent's carries.
Well i think phase boots are better on viper. Phase drums that is. Mek may be nice but it reduces your mid game dominance opposed to drums.
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On October 06 2013 20:11 artk1n wrote: Does anyone have Match ID for ~6min30 jungle blink on bat, or a guide? Think qojqva did it in some game, but i can't find it atm. cheers You use the same pathing as normally but you skip bottle/tranquils and go straight for a Blink Dagger with brown boots (which you should have started with). After clearing your initial stack you go home and heal as normally and after clearing the 7:00 spawn you'll be out of both health and mana again and you'll be sitting with ~2k gold. This is really bad as you're so close to a dagger and really don't want to go home again. To circumvent this the supports have to do some stacking for you.
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United States47024 Posts
On October 07 2013 07:14 materialqueen wrote:Show nested quote +On October 07 2013 07:05 Stancel wrote: I treads swap a lot, so Aui_2000's build Treads+Aquila+Mek+Aghs is pretty fun, especially if your team doesn't really have a mek carrier.
Also Aghs is ridiculous on Viper, as the orb+ult combination completely shuts down the opponent's carries. Well i think phase boots are better on viper. Phase drums that is. Mek may be nice but it reduces your mid game dominance opposed to drums. They're very different.
Treads+Mek gives you more up-front fighting ability, where the Mek heal and Str Treads are a large boost in immediate survivability, but give you less mobility. Phase Drums are for games where you need more kiting/disengaging ability, rather than raw stats in the initial engagement.
Not so much that one is better. Both are good but which is more suitable depends on the game and what heroes you're with/against.
Also, if you want an RoH item, there's not a whole lot of sense in getting Linken's over Hood->Pipe. If RoH is your only reason for getting Linken's, it's a weak one. Technically since Corrosive Skin procs at the start of an attack, you can use 4th rank Corrosive Skin to kill jungle camps taking minimal damage, since if you move just as a neutral starts its attack, you can move out of the motion buffer and cause the attack to cancel without doing damage.
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I remember when you advocated drums+urn+phase for a viper build. Its actually really cool to see how tanky you can get with it inside of 10 minutes while ganking.
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phase drums just generally lets you steamroll the mid game >.>. Kiting and disengaging is a bonus.
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How do you deal with harass as a melee vs range in a 1v1 lane. At my mmr rating I can get close enough to fight as a melee vs a ranged hero, but how do you deal with it when you are out of the kollin trench?
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depends very very heavily on the lane
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How does Storm Spirit's ulti work? Does more mana let him go farther or does the % mana cost keep it to a set distance?
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Just a random question.
Is there the 2 min spectator delay for bot games?
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On October 07 2013 10:25 JumboJohnson wrote: How does Storm Spirit's ulti work? Does more mana let him go farther or does the % mana cost keep it to a set distance? the mana cost is in % of your total mana pool (so x distance will always be y% of your mana pool, lvl 1-2-3 ulti only changes how fast you travel)
On October 07 2013 09:54 Jaaaaasper wrote: How do you deal with harass as a melee vs range in a 1v1 lane. At my mmr rating I can get close enough to fight as a melee vs a ranged hero, but how do you deal with it when you are out of the kollin trench? have a stout, avoid tanking free shots (only be in range when you need to last hit or when you know you can go in and win a trade) and get as much out of the lane as possible. if mid (or certain offlaners), bottle crow really helps.
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FREEAGLELAND26782 Posts
Aggro creep to pull back so you can last hit better as well (enemy ranged risks getting attacked by your allied creep when he comes in to harass)
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On October 07 2013 13:36 flamewheel wrote: Aggro creep to pull back so you can last hit better as well (enemy ranged risks getting attacked by your allied creep when he comes in to harass)
PMS is pretty legit. Also there's some melee heroes that beat 95% of ranged heroes. Some matchups you can just walk up to the ranged hero and hit him out of lane.
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On October 07 2013 10:25 JumboJohnson wrote: How does Storm Spirit's ulti work? Does more mana let him go farther or does the % mana cost keep it to a set distance?
Since no one has given a direct answer: More max mana means more max distance. But each additional max mana is less max distance than the previous max mana. In the end, no matter how much mana you have it is impossible to go greater than 9300 distance in one jump. In realistic settings, it's unlikely you can jump more than 2000-3000 distance. If getting across the map quickly is your goal you want high mana regen, and a lower mana pool.
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