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Simple Questions, Simple Answers - Page 741

Forum Index > Dota 2 Strategy
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Baggage
Profile Joined October 2012
Hong Kong593 Posts
January 07 2014 16:23 GMT
#14801
Linkens was pretty much worthless when it could be broken by urn/medallion. Medallion broke linkens a couple patches ago and linkens was a junk item til Icefrog changed it to their current interaction.
[10:23pm] Gosi: I want to be famous and have many twitter followers and get blowjobs during tournements at the bathroom [10:23pm] Gosi: do i play mnid or support for thhat [10:23pm] Gosi: u tell me
oo_Wonderful_oo
Profile Blog Joined December 2013
The land of freedom23126 Posts
January 07 2014 17:44 GMT
#14802
What's reason to Juggernaut's ultimate to interact with Linken's sphere as it is right now?
Isn't it stupid?

We always laugh with friends because it looks like he drops your hat (Linken's sphere) before slicing and then slice, just because he doesn't like hats.
LiquidLegends StaffFPL 25 #1 | tfw I cast games on-air | back-to-back Liquibet winner
Qbek
Profile Blog Joined April 2011
Poland12923 Posts
January 07 2014 17:45 GMT
#14803
There is a BKB piercing ministun at the beginning of Omnislash and it is blocked by linkens
This space left intentionally dank /)3(\ http://i.imgur.com/RmeEUcF.png
evilfatsh1t
Profile Joined October 2010
Australia8915 Posts
January 07 2014 19:48 GMT
#14804
On January 07 2014 23:06 Andre wrote:
Show nested quote +
On January 07 2014 08:34 evilfatsh1t wrote:
being solid in 1v1 doesnt make you a strong laner. practically every hero is good at 1v1, it depends on the skill of the player. how good a hero is during the laning phase can be seen more clearly in dual and trilane situations, and necrolyte is terrible at it. if you get a 1v1 match up for him then good for you, but no team is going to risk picking him hoping he gets solo safe lane farm when teams are going to come at him with a strong dual lane or a trilane, meaning he has to get babysat and even then it wont guarantee his safety.
also regarding radiance, this has been brought up like 53846383 times in this thread. carry necro is legit. why play boring standard necro when at 35mins you can pop out with radiance heart and hex and just hold position in fights and watch baddies die

Nobody is saying necro #1 solo, he's a situational pick that's why you gotta draft around him and you'll probably draft him in games where it suits his lane.

Also, every hero is good at 1v1?? Pretty sure there's matchups where unless you massively outskill your opponent you'll get wrecked.

did you even read the posts before that?
Tobberoth
Profile Joined August 2010
Sweden6375 Posts
January 07 2014 20:56 GMT
#14805
What is the correct way to handle a rough 2v2 lane? Some might not even consider it bad, but I was playing Slardar Dire top with a crystal maiden against a timbersaw and a Thrall. Even with a stout, I felt like I had to play quite passively since Thralls autoattacks did decent damage and crystal maiden barely dared to scratch timbersaw since Thrall spammed static lightning on her.

I tried to stay at range and only run in to get last hits, which kept me safe and I still got decent last hits, but the opponents kept pushing us to tower so I could never buy anything from the side shop, and it was still so early that last hitting under tower was semi-hard.

What's the correct way to play this? Wait for a level timing and try to go aggressive? Keep playing safe under tower?

I feel like safe lane farming is ridiculously hard now that dual lanes are so common, you never get any ganks early on and it can be so easy for opponents to just keep hitting you until you have to go back to base. When you have a superior duo, like Jugger+Crystal maiden, I don't think it's all that problematic since you can win the lane and then get the farm, but when I'm even slightly behind, I have no idea what to do to turn it around.
Sn0_Man
Profile Blog Joined October 2012
Tebellong44238 Posts
January 07 2014 21:01 GMT
#14806
in that particular lane you can't harass the timber and you can't sit and farm but you can definitely just kill disruptor 2 or 3 times. Timber will do a ton of dmg to you but they have no way to actually kill your heroes so get 2 cm spells on the disruptor plus a crush and he's just dead. You will probably have to ferry yourself extra salves since I expect you'd have to salve every time you tried this but after killing disruptor a few times you are a threat to the timber as well because he's virtually solo vs double stun.

Basically, gotta go mad aggressive I think.

Sometimes you can't even do that, and then you just suffer your weaker lane and call for ganks (or send your CM ganking and soak XP yourself since CM isn't helping you much).
LiquidDota StaffSCIENTISTS BAFFLED | 3275929302
Erasme
Profile Blog Joined February 2011
Bahamas15899 Posts
January 07 2014 22:33 GMT
#14807
If timbersaw can stay in the same lane as slardar and get xp and gold, abandon all hope to kill him. Unless you get super duper ganks ofc. But you can probably kill disru a few times and juke the timber spells especially with sprint. If you feel like you can't do anything, soak xp, tell cm to go jungle or smoke mid as 2
https://www.youtube.com/watch?v=d7lxwFEB6FI “‘Drain the swamp’? Stupid saying, means nothing, but you guys loved it so I kept saying it.”
TheYango
Profile Joined September 2008
United States47024 Posts
January 07 2014 23:18 GMT
#14808
One thing to note is keep track of what Timber's skill order is, and adjust your game plan based on that. If he levels Reactive Armor more than just once, he will be much harder to kill but losing ranks in his nukes means its easier to ignore him and kill Disruptor. If he levels Chain, he will be hard to kill and be able to do high damage on hard engages, but lower Whirling Death ranks means he trades harassment more poorly. If he maxes Whirling Death first, he will trade harassment well and do a lot of damage, but also means he might actually be killable if he doesn't have both Chain and Armor before 4.

The other thing you have to abuse in that lane is the mana advantage. Rank 1 CM aura buys you a pretty big advantage in terms of trading. You might not come out ahead on an engagement if you commit too hard, but trading spells smartly will favor your side because the CM aura will top you off much faster. Trade smartly, watch their mana, and then commit if you can find a timing where they don't have the mana to do everything they want because of how you traded earlier.
Moderator
KlaCkoN
Profile Blog Joined May 2007
Sweden1661 Posts
January 08 2014 00:57 GMT
#14809
I think that's a pretty hard lane, slardar is just a pretty weak in contested lanes in general imo. Going on disruptor is problematic because once cm gets close enough to frostbite he could glimpse slardar as he runs in to crush and then cm might well just die to timber and disruptor nuke.
If you don't engage on them though they cant really kill you so trade harass, trade farm and hope to catch up later?
"Voice or no voice the people can always be brought to the bidding of their leaders ... All you have to do is tell them they are being attacked and denounce the pacifists for lack of patriotism and exposing the country to danger."
Tobberoth
Profile Joined August 2010
Sweden6375 Posts
January 08 2014 08:09 GMT
#14810
On January 08 2014 09:57 KlaCkoN wrote:
I think that's a pretty hard lane, slardar is just a pretty weak in contested lanes in general imo. Going on disruptor is problematic because once cm gets close enough to frostbite he could glimpse slardar as he runs in to crush and then cm might well just die to timber and disruptor nuke.
If you don't engage on them though they cant really kill you so trade harass, trade farm and hope to catch up later?

Well, the problem is they could kill us. Not by straight up being aggressive since they lacked stuns to finish the job, but they outtraded us easily which meant we couldn't stay in lane. If I went up and hit thrall once, I would get both static shocked and spinned, and then have to deal with thrall autoattacks as I backed up, so there was no way for me to trade. CM has no HP and is slow like a truck, so she would probably be killed if she tried to trade.

Looking back in hindsight and after reading the responses here, I definitely think we should have tried to kill Thrall when we hit level 2 or so... We would need them to mess up positioning, but if CM could frostbite thrall and follow up with aoe, then me with crush, I think we could kill Thrall before Timber could kill me... and if timber went for CM, she could run back below tower while I finished Thrall off. Hard to say since we never tried it, but I feel it should have worked, once Thrall was down, I should be able to run away from timber without issue.

I'm just terrible at getting more regen when I play carry. I always expect to get a tango and a salve and then be fine for the rest of the game, which just feels impossible against dual lanes, they outtrade it too quickly. I guess I should theorycraft about it a bit and come up with some baseline how much regen I can safely buy without falling behind.
TheYango
Profile Joined September 2008
United States47024 Posts
January 08 2014 09:06 GMT
#14811
You actually shouldn't get outtraded that hard if you watch mana. Thunder Strike costs 130 mana and Thrall takes a long time to have enough mana for 3 Thunder Strikes, so at level 3-4, CM can use both spells on trades while Thrall has to start being careful about Thunder Strike mana. If you force a Thunder Strike in level 1-2 trades and then start pressuring level 3, you should win trades. It's just awkward if he gets to Clarity for free.
Moderator
Gandalf
Profile Joined August 2004
Pakistan1905 Posts
January 08 2014 09:53 GMT
#14812
How do you decide whether to go blink on TA? I personally first look at how much cc my team has: low cc = blink, lots of cc = blinkless paly becomes viable. Furthermore, I prefer to go blink vs heroes with escape mechanisms so I can chase them down.
evilfatsh1t
Profile Joined October 2010
Australia8915 Posts
Last Edited: 2014-01-08 10:18:31
January 08 2014 10:18 GMT
#14813
so many things to consider but you have the general idea. if you need the extra mobility then get it, otherwise a yasha might suffice.
i personally get it every game because i love the surprise factor when you jump on supports. walking up to them gives them time to react, whether a blink meld strike could have them dead before they get anything off
r.Evo
Profile Joined August 2006
Germany14081 Posts
January 08 2014 14:41 GMT
#14814
On January 08 2014 18:53 Gandalf wrote:
How do you decide whether to go blink on TA? I personally first look at how much cc my team has: low cc = blink, lots of cc = blinkless paly becomes viable. Furthermore, I prefer to go blink vs heroes with escape mechanisms so I can chase them down.

As a very rough guideline: The more the enemy teamcomp can force you to manfight them the worse a Blink gets (usually a strong frontline with a tanky/evasive backline), the less an enemy teamcomp can you lock you down and the weaker their backline is the better a Blink gets.

In teamfights with a Blink you want to be able to blow up squishies in the back and then deal with the main fight afterwards, whether that's possible is something you need to figure out based on what heroes are on the field.
"We don't make mistakes here, we call it happy little accidents." ~Bob Ross
Andre
Profile Blog Joined August 2009
Slovenia3523 Posts
January 08 2014 15:37 GMT
#14815
What exactly happens if you lose/gain attack speed when your attack is still in the process of animation?

Is there a difference if your AS is changed the moment right after you finish an attack or when a new one is about to start?
You must gather your party before venturing forth.
Sn0_Man
Profile Blog Joined October 2012
Tebellong44238 Posts
January 08 2014 15:53 GMT
#14816
In dota 2 the duration of your attack is calculated at the beginning of said attack, and any changes to your attack speed don't have an effect until your next attack begins.

I don't know when the backswing and attack cooldown calculations occur. Either way its all technically "bugged" because in the WC3 engine it properly sped up or slowed down your attack very smoothly as soon as any change to your attack speed occured.
LiquidDota StaffSCIENTISTS BAFFLED | 3275929302
iET
Profile Joined February 2012
Norway40 Posts
January 08 2014 16:29 GMT
#14817
Which spells work on Mud Golems? Are they immune to pure damage?
MKP
Sn0_Man
Profile Blog Joined October 2012
Tebellong44238 Posts
January 08 2014 16:38 GMT
#14818
Yeah pure damage doesn't hurt them (universal damage does tho).

So like lesh edict works on them, and you can roar them to stun them, but very few spells actually damage them.

Common ones are:
Lesh edict
Beastmaster Axes
Tinker's March of the Machines.
Dazzle spells
Slardar Stun
Tide anchor smash
Bristle quill spray

Theres a few more but those are the ones you can really use to clear them in the jungle. Note that the same rules apply to ancient creeps, which is where some of these become especially useful.
LiquidDota StaffSCIENTISTS BAFFLED | 3275929302
Andre
Profile Blog Joined August 2009
Slovenia3523 Posts
January 08 2014 17:17 GMT
#14819
When dropping aggro by attacking your own creep, does the tower's attack on you stop the moment when say a creep's attack/projectile connects with the tower or is it before/after?

I can remember plenty of times when the tower kept attacking, or perhaps just 1-2 more attacks THEN switched.

If it's when the attack of a certain creep connects with tower then attack-move spamming your creep is a bit silly, yes? You would only need to attack the moment the projectile/attack hits the tower?
You must gather your party before venturing forth.
TheYango
Profile Joined September 2008
United States47024 Posts
January 08 2014 17:32 GMT
#14820
On January 09 2014 02:17 Andre wrote:
I can remember plenty of times when the tower kept attacking, or perhaps just 1-2 more attacks THEN switched.

Tower aggro has the same 2s CD that creep aggro does.
Moderator
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