
Simple Questions, Simple Answers - Page 678
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govie
9334 Posts
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evilfatsh1t
Australia8915 Posts
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PassiveAce
United States18076 Posts
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govie
9334 Posts
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KlaCkoN
Sweden1661 Posts
On November 08 2013 04:21 TheYango wrote: In these situations, I think it's important to look at the replay. Often-times when you are defending a tower as 4 and the opponent attacking as 5, it's very easy to think that you are weaker because they are the attacker and because your carry is off pushing another lane you should just stall. However, if you examine the replay, particularly in pubs, it's often the case that with your carry TPing in after the fight starts, it would be an easy teamfight win based on the heroes/items in question. Sometimes, the aggression isn't purposeless. Most important, you should always start by questioning your understanding of the game first--evaluate whether you really couldn't win that fight, and THEN decide whether those people were idiots. Because quite honestly if there were 4 of you on tower, and 3 of them thought that you could win that fight, maybe the fight really was winnable if you actively engaged. I agree with this. Also to build on it, in my experience one of the more successful things to do in a pub game is to play the strategy the majority of your teammates are playing, even if you disagree with it. Maybe this comes from me learning dota1 on a private Russian server but if your teammates have decided to engage in every battle possible and just trust their micro, constantly staying back and letting them be outnumbered loses games. Better to dive in, even if you estimate your chances of winning to be small. (feed with them in pub parlance )Conversely (this version happens much more now that I play on US instead of EU servers) if your team wants to sit back and defend no matter the lineups, then trying to force tower pushes anyway will just feed their carry and lose the game even more surely than farming it out vs a void or whatever. | ||
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Darpa
Canada4413 Posts
At what point do I start putting gear on the Lone druid instead of the bear? I usually get treads and midas (if im jungling) and Raidance/Mjolinar on the bear, but Ive seen a couple of people get hearts and assault Cuirass's. Some put them on the bear, others on themselves? Whats right and for what reason? are both right? | ||
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Xxazn4lyfe51xX
United States976 Posts
Another option is to tank up your hero, as you might get focused during fights and die, though this generally is less of a problem, and a ghost scepter/better positioning will usually solve this. A heart on the main hero though is an option though. Basically, at the point in which your bear starts to die too fast to be a reliable carrier of items. Someone who plays more LD might have better insight though. | ||
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LazyFailKid
Canada750 Posts
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Poetastrophe
Denmark21 Posts
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TheYango
United States47024 Posts
The skill is a transformation skill in DotA 1, which means it uses an entire different unit--so it uses the statistics of the current form. This is one of the reasons why PMS is good on Troll--you can swap forms quickly to get the melee block against ranged harass. | ||
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Firebolt145
Lalalaland34504 Posts
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flamewheel
FREEAGLELAND26782 Posts
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Oukka
Finland1683 Posts
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Rodberd
Germany531 Posts
i mean this msg that heroX got killed by heroY and heroZ its not like these assists which arent even announced. | ||
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Najda
United States3765 Posts
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Firebolt145
Lalalaland34504 Posts
On November 09 2013 00:26 flamewheel wrote: Idk seems to have answered it? Melee effects when melee form, ranged effects when ranged. He edited his answer you doofus. | ||
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Mataza
Germany5364 Posts
Grudgematch him flamewheel, he insulted you. | ||
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msl
Germany477 Posts
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Excludos
Norway8277 Posts
On November 09 2013 04:23 msl wrote: Can anybody point me to a good support Alchemist build? I can't seem to find any that make sense... Because alchemist as support doesn't make any sense.. | ||
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Staboteur
Canada1873 Posts
On November 09 2013 04:38 Excludos wrote: Because alchemist as support doesn't make any sense.. I'm... nevermind. I've seen it done tranqs -> blink dagger, generally maxing Unstable Concoction first, with points into acid spray and a fairly heavy emphasis on your other support providing good coverage with wards. Your blink dagger is a pretty heavy timing as it means you're far less likely to selfstun and gives you insane initiation range. Main problems to avoid are getting nuclear explosion'd down before your Chemical Rage can heal you back up, and getting too far ahead of your team... but fully charged Unstable Concoction stuns are huge, and acid spray's armor debuff is nothing to cry about either. Most consistent / safest might be to stack woods camps and try use acid spray to farm up, but I haven't tried it, so you might need to experiment for that one. | ||
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