Simple Questions, Simple Answers - Page 675
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TheYango
United States47024 Posts
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Darpa
Canada4413 Posts
On November 06 2013 14:07 Dead9 wrote: it always goes 1000 units exactly from where you cast it So where does it start doing the damage? only once it hits 1000 units? and then the cast point is just for the direction? | ||
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SilverSkyLark
Philippines8437 Posts
On November 06 2013 12:56 flamewheel wrote: How many bloodstone charges are we talking about? Uh let's say 8 for starters. | ||
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Kraznaya
United States3711 Posts
and wtf do u do when ur offlaning and ur opponent manages to doublestack the poison spearchuckers and heal creeps that thing annihilates waves :< | ||
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GtC
United States546 Posts
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ReligionLOL
United States137 Posts
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FinestHour
United States18466 Posts
does anyone remember in dota one if berserkers call lasts the entire duration and the taunted heroes just stand there and derp even if axe dies before it runs out | ||
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Staboteur
Canada1873 Posts
On November 06 2013 15:07 GtC wrote: I'm assuming you would do whatever you used to do before the patch when supports double stacked the medium and pulled. Some of the small camps actually do more damage than the medium camps would, so I believe the question is in the situation where someone's managed to get a vhoul assassin camp (three dudes at 33 (+2/s dot) damage, 500 range, 1.6 BAT) and the hill troll / healer camp (2 melee dudes at 32 dmg, 1.6 BAT) that heals for 30 hp a second.... effectively turning into a creepwave grinder that won't suffer many, if any, casualties. It would probably also work with harpies or ghosts as well... they both do a buncha damage too. Big ghost is 47 damage on a 1 BAT. That's insane mini-hero damage. There are a couple options: One is to eat a tree out the back and kill one of the creeps. Should give the wave the advantage so it's not an infinite creep grinder anymore. Two is to ward it out to prevent that from being a problem in the first place Three is to punish how vulnerable it makes them if they chainpull or pull when their own lane is pushed. It puts the carry in an awkward spot and spread them thin. The support has to defend the pull, or they risk you going in and taking the wave and camp, but the support also has to defend the carry, who is either tanking creeps under tower or pulling them past the tower, and both of them need to protect the tower in the event that you've got heroes capable of pushing early. On November 06 2013 15:42 ReligionLOL wrote: Just played a game where my teams bristle got uber shut down by silencer from mid - late game. What hero could I have picked to help our bristle cope vs the silencer? This isn't actually a simple question, because the real problem might not have been hero selection, but other elements of how the game went. If the silencer had twice the net worth of anyone else, for example, then it isn't about what hero you should have picked as much as what should you have done to prevent the silencer from being a problem in the first place. Without seeing the game itself it's kinda hard to give an actual answer. | ||
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Soluhwin
United States1287 Posts
On November 06 2013 15:57 FinestHour wrote: What happens if Axe casts berserker's call and then activated ghost scepter? Would the ghost scepter dispel the buff? If you can't attack and are taunted, you'll just stand there like an idiot. This applies if you or axe is ethereal, if you're disarmed, if axe is Eul'd, or even if you're hexed etc. | ||
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Bwall
Sweden145 Posts
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govie
9334 Posts
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evilfatsh1t
Australia8915 Posts
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Dead9
United States4725 Posts
On November 06 2013 14:27 Darpa wrote: So where does it start doing the damage? only once it hits 1000 units? and then the cast point is just for the direction? yes On November 06 2013 17:06 govie wrote: I played lich yesterday and i got a wierd combo whitch we didnt have a answer too. Spiritbreaker + lifestealer combo. When farming peacefully under your tower, the SB charges in with a hiding lifestealer. I was a lich, it was unbeatable, couldnt get away to safety, nothing. How do u beat this combo, if u cant stop it early it seems to snowball hard. Normally when the SB is not fed, he isnt a problem but this combo changes everything. Do u choose not to farm the lanes anymore becuz the SB cant see you or what? don't farm by yourself, especially as lich hide in the trees near someone and wait for sb to charge | ||
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govie
9334 Posts
On November 06 2013 17:15 Dead9 wrote: yes don't farm by yourself, especially as lich hide in the trees near someone and wait for sb to charge Plz dont destract peeps of my question about howto defeat/handle the combo thx! | ||
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Dead9
United States4725 Posts
that is literally the counter to the combo lol | ||
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TheYango
United States47024 Posts
On November 06 2013 16:46 Bwall wrote: How do you get that green arrow between your hero and targeted skills? I've seen it on streams(EE, ixmike) but never knew how to get it. dota_disable_range_finder "0" in your config On November 06 2013 17:21 Dead9 wrote: you have your support heroes hide behind the carries somewhere that is literally the counter to the combo lol Yup, pretty much this. The combo just abuses people playing selfish/greedy. If teammates camp each other and help each other out you counter-kill them a couple times and win the game. | ||
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Wrath 2.1
Germany880 Posts
On November 06 2013 17:21 Dead9 wrote: you have your support heroes hide behind the carries somewhere that is literally the counter to the combo lol yes... tp's ? baite charge, and have your team kill them. Ofcourse you can't 1vs2 a tank and a carry with build in spellshield as support... | ||
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LAN-f34r
New Zealand2099 Posts
On November 06 2013 14:18 TheYango wrote: 4 is the only way to guarantee it. 2 only hits if they don't know they should walk toward you to avoid it. With torrent first, level 2 is enough to guarantee it. With level 3 they have to have 479+ movement speed and immediately go directly towards you. This is ignoring reaction time, presuming that everything is cast perfectly at max range (which is almost never happening except for the boat), turning time, and presuming they aren't using blinks or force or anything alone those lines. But I like math. Math is good. On November 06 2013 14:27 Darpa wrote: So where does it start doing the damage? only once it hits 1000 units? and then the cast point is just for the direction? As far as the damage/stun goes, its a bigger torrent with a 3.07 sec delay and a minimum and maximum cast range of 1000. The boat travelling animation is only for the rum buff for allies. | ||
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flamewheel
FREEAGLELAND26782 Posts
Alchemist is the hero you want. In ult form level 3 he has base mana regen of 12. With a Bloodstone and 5 Scythes, Alchemist regenerates [12 + (88.2 + 35 * 5) * 0.04] * [1 + 2 + 1.5*5] + 8 = 244.544 mana regen per second. Then add things like Vlad's aura +0.8 CM aura +2.5 Clarity +.33 = 248.174 mana regen per second And then use stolen Tether with Rubick to tether to Alchemist. Rubick also has a Bloodstone and 5 Scythes Rubick mana regen per second: [0.01 + (104.6 + 35 * 5) * 0.04] * [1 + 2 + 1.5*5] + 8 = 125.537 Vlad's aura +0.8 CM aura +2.5 Clarity +.33 = 129.167 Multiply that by 1.5 because of Tether Alchemist total mana regen under given circumstances: 244.544 + 129.167*1.5 = 438.2945 mana regenerated per second | ||
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makmeatt
2024 Posts
On November 06 2013 13:57 Darpa wrote: How does Kunkkas Ult land? I wiff it so much. I swear I do X marks the spot, then Torrent and I cast the ult on the exact spot of the other two and it goes way past, I cast it before and it doesnt seem to hit. Why cant I figure this out. LOL I don't know how many people are aware of this, but once X is casted you can recall the target to the spot at any point before it expires by casting the spell again. the more you know | ||
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