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Simple Questions, Simple Answers - Page 643

Forum Index > Dota 2 Strategy
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Najda
Profile Joined June 2010
United States3765 Posts
October 11 2013 04:02 GMT
#12841
I'd use a steam guide before the default guide anyday. Most of them are decent for how good a one size fits all guide can be.
Belisarius
Profile Joined November 2010
Australia6233 Posts
October 11 2013 05:41 GMT
#12842
On October 11 2013 13:00 Amarok wrote:
In a very general sense, how good are the recommended builds? I'm sure they're not going to be ideal in every situation, but can you pick up a hero randomly, build the recommended items and be reasonably close to the mark? Or should I always keep an alt-tab guide to all heroes open on my browser?


They're pretty terrible. If I were just starting out now, I would download a community guide for every hero, and use those instead of the Valve guides.

Even if my carefully vetted system of picking them at random got a dagon riki one, that's probably still better than the default.
Dead9
Profile Blog Joined February 2008
United States4725 Posts
October 11 2013 06:05 GMT
#12843
uh the default isn't that bad, especially if you're just starting out
Belisarius
Profile Joined November 2010
Australia6233 Posts
Last Edited: 2013-10-11 06:28:27
October 11 2013 06:14 GMT
#12844
Vanguard, vanguard everywhere.

I mean, sure I'm exaggerating with dagon riki, but tons of Valve supports go bloodstone after boots, any up-front carry goes vanguard first, and bh, tusk and a few other gankers go bfury. None of those are good choices, and together they're on like 2/3 of the pool.

Does it instantly lose you the game? No, of course not. But you really would do better with the top rated user guide in most situations.
Scrandom
Profile Joined February 2011
Canada2819 Posts
October 11 2013 07:41 GMT
#12845
I don't know if this is the simplest of questions but in pro games why do offlaners never body block the creeps? I understand it would cause their creeps to get to your tower and your wave would push hard but wouldnt you end up getting more exp if you blocked the wave from your t3 to the t1 occasionally instead of hoping to get a creep every so often in bad circumstances?
Cry0nicS
Profile Joined October 2013
Romania24 Posts
October 11 2013 08:19 GMT
#12846
Most of the time they are busy running in the enemy's jungle to ward the camp. Another reason would be that on the hard lane even if you make a pro block you will not get the creeps very close to your tower .
Good news travels slowly... Bad news has wings!
Oukka
Profile Blog Joined September 2012
Finland1683 Posts
Last Edited: 2013-10-11 11:19:44
October 11 2013 08:24 GMT
#12847
On October 11 2013 16:41 Scrandom wrote:
I don't know if this is the simplest of questions but in pro games why do offlaners never body block the creeps? I understand it would cause their creeps to get to your tower and your wave would push hard but wouldnt you end up getting more exp if you blocked the wave from your t3 to the t1 occasionally instead of hoping to get a creep every so often in bad circumstances?


Assuming the opponent safelane blocks their creeps your creeps will meet under the enemy tower range. This means your creeps die a lot faster, and the enemy lane will push with possibly two full waves to your tower. Essentially more their creeps under your tower when you don't block but they do.

To prevent this from happening enemy safelane tries to pull the second wave to neutrals, which is why blocking the pull camp at 0:30 is very important. Two waves means almost level 3 on melee heroes and with ranged heroes you'll also be comfortably over level 2.

EDIT: woops, some misinformation about EXP
I play children's card games and watch a lot of dota, CS and HS
Jacen88
Profile Joined October 2010
74 Posts
October 11 2013 08:55 GMT
#12848
Why would it be more XP for melee heros?
Rodberd
Profile Blog Joined February 2011
Germany531 Posts
October 11 2013 09:06 GMT
#12849
meeles get a bit more xp, range dheros get like 80% (mb more) of the creep-xp. since ranged can get kills from distant where meeles have the risk of being close to the creeps.
Ooooh, look at it go
Excludos
Profile Blog Joined April 2010
Norway8277 Posts
October 11 2013 09:09 GMT
#12850
On October 11 2013 18:06 Rodberd wrote:
meeles get a bit more xp, range dheros get like 80% (mb more) of the creep-xp. since ranged can get kills from distant where meeles have the risk of being close to the creeps.


This is only true for denying. All heroes get equal XP from normal creep kills.
Laserist
Profile Joined September 2011
Turkey4269 Posts
October 11 2013 10:09 GMT
#12851
On October 11 2013 17:24 Oukka wrote:
Show nested quote +
On October 11 2013 16:41 Scrandom wrote:
I don't know if this is the simplest of questions but in pro games why do offlaners never body block the creeps? I understand it would cause their creeps to get to your tower and your wave would push hard but wouldnt you end up getting more exp if you blocked the wave from your t3 to the t1 occasionally instead of hoping to get a creep every so often in bad circumstances?


Assuming the opponent safelane blocks their creeps your creeps will meet under the enemy tower range. This means your creeps die a lot faster, and the enemy lane will push with possibly two full waves to your tower. Essentially more their creeps under your tower when you don't block but they do.

To prevent this from happening enemy safelane tries to pull the second wave to neutrals, which is why blocking the pull camp at 0:30 is very important. Two waves means almost level 3 on melee heroes and with ranged heroes you'll also be comfortably over level 2.


To be clear, if no denying occurs, both melee and range would be at the same level, but denying makes melee heroes take more xp than range. Non-denied creeps give the same xp for both.
“Are you with the Cartel? Because you’re definitely an Angel.”
sqrt
Profile Blog Joined August 2010
1210 Posts
October 11 2013 11:05 GMT
#12852
Are DOTA2 pro-players contract-bound to teams? If a player is switching a team are there transfer fees paid?
@
nojok
Profile Joined May 2011
France15846 Posts
October 11 2013 13:01 GMT
#12853
As an offlaner I like to block so my ranged creep is alone in the front and as people usually have poor lane control it's enough to make the lane pushed by a big chunk, people also often don't get blue wards and/or stack before pulling instead of double pulling.
"Back then teams that won were credited, now it's called throw. I think it's sad." - Kuroky - Flap Flap Wings!
AwfuL_
Profile Joined January 2013
Netherlands6976 Posts
October 11 2013 14:38 GMT
#12854
On October 11 2013 01:43 SilverSkyLark wrote:
What are spells that you can use under the effect of Frostbite that can potentially move you out of Frostbite's effects (I know Frostbite disables blink-like abilities)? For example, can you use Phantasm/Mirror Images while under Frostbite? If you can will it cancel frostbite? Does the same go for Clockwork and Timbersaw's Hook? Would casting Astral Imprisonment on a hero under Frostbite cancel Frostbite (assuming that the duration of Astral Imprisonment is shorter)?


http://dota2.gamepedia.com/Ensnare
http://dota2.gamepedia.com/Entangle

Frostbite is an Entangle ability so it disables 'True Blink' abilities, but not 'semi blink' abilities : http://dota2.gamepedia.com/Teleport

You can manta out of Frostbite and other Entangles but not out of Ensnare abilities (at least according to the wiki, but I'm sure I remember being able to manta out of Bear Entangle which is listed as an Ensnare ability..)
TheYango
Profile Joined September 2008
United States47024 Posts
October 11 2013 14:58 GMT
#12855
You're supposed to be able to Manta out of Ensnare-based skills but some of them are bugged.

Also, Entangle-based abilities disable attacking, Ensnare-based ones don't.
Moderator
EpiK
Profile Blog Joined January 2007
Korea (South)5757 Posts
Last Edited: 2013-10-11 17:07:06
October 11 2013 17:00 GMT
#12856
On October 11 2013 13:00 Amarok wrote:
In a very general sense, how good are the recommended builds? I'm sure they're not going to be ideal in every situation, but can you pick up a hero randomly, build the recommended items and be reasonably close to the mark? Or should I always keep an alt-tab guide to all heroes open on my browser?

I would never blindly follow a guide (native or community). Look at what your team is lacking (especially if you're support) or why you're dying or why you're not as effective in teamfights . Something those guides overlook is the order you should get items or the conditions you can skip a standard core item in order to get something with a more specific purpose.
TheYango
Profile Joined September 2008
United States47024 Posts
October 11 2013 17:17 GMT
#12857
To be fair, most people that can evaluate items that rationally are already beyond the level where they need a guide at all.
Moderator
McTeazy
Profile Joined January 2012
Canada297 Posts
October 11 2013 17:39 GMT
#12858
Why is bkb so popular on CK? He's literally the ONLY illusion based carry that I see it on. Everything else you build on him is to buff up illusions. It seems like a waste especially considering how strong his illusions are.

I guess it might be necessary for fights when your ult is down so you don't get trained but you really shoudn't be fighting without your ult.
a person is smart, people are stupid
vndestiny
Profile Blog Joined September 2011
Singapore3457 Posts
Last Edited: 2013-10-11 17:57:38
October 11 2013 17:48 GMT
#12859
So you're going to afk farm with your wisp buddy while your ulti is down? In the mean time the enemy carry farm twice as fast since ck has no flash farming ability?

Good plan mate.
And by that I mean a really horrible plan. You completely waste the extremely potent, short cd ganking power of ck, to do what he does worst, which is farm (no aoe, no effective farming item build)

Oh and does Morphling & AM counts as illusion base carry? Cause I saw them getting BKB almost half the time.

Yeah a melee ganking hero w/o bkb won't have a happy time in team fight. He suffers like most of the melee heroes who do not have an inherit blink, kite-able.
Sn0_Man
Profile Blog Joined October 2012
Tebellong44238 Posts
October 11 2013 17:52 GMT
#12860
CK is a fighting carry. BKB is a fighting item. CK puts himself in suicidal positions with Reality Rift. BKB keeps him alive in those positions.

The thing is that CK's only good for like one of each spell in a fight, and without his spells he is majorly Kite-able. BKB helps prevent that. You don't *have* to go BKB (you can just go heart for example) but its just so crucial most of the time.
LiquidDota StaffSCIENTISTS BAFFLED | 3275929302
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