On January 17 2014 01:00 lib_ wrote: i play rubick very often and build him 1-2-2-3-2-4-2-3-3-3-4-1-1-1-s-4, so i max nullfield over telekenesis. today i randomly saw a few rubick guides, where in all! of them i see a 1-2-2-1-3-4- start, so get 2 points in telekinesis, then max nullfield. (oviously after fade bolt) can anyone tell me the reason for that? the scaling from lvl 1 to lvl 2 telekenesis is the same like from lvl 2 to lvl 3. so why get the second point in telekineses.
If you're playing against heavy magic damage team, max E. If no, max Q, pretty useful because of range and lift duration.
95% of guides were pretty silly in dota1 times, guess nothing changed.
On January 17 2014 01:12 Sn0_Man wrote: Telekinesis gains range as you level it up. I have no idea why people would recommend stopping at 2 points. Guides are pretty bad by and large.
Range is a fickle thing, where in many cases, what you care about is the range relative to other key spells. Because you have a near-instant animation, 25 range difference can mean the difference between getting TK off first, or the other person getting to cast.
Because of this, the utility of further Telekinesis ranks is somewhat diminished once it's cast range is equal or greater than any relevant similar spells on the other team. At that point you can argue that Telekinesis ranks aren't as useful as Null Field, and start leveling Null Field. However, this is highly sensitive to the heroes selected in a particular game.
What probably happened is the guide writer watched one particular game from a streamer or known player, and assumed that a very game-specific skill order was applicable all the time.
On January 17 2014 01:12 Sn0_Man wrote: Telekinesis gains range as you level it up. I have no idea why people would recommend stopping at 2 points. Guides are pretty bad by and large.
Range is a fickle thing, where in many cases, what you care about is the range relative to other key spells. Because you have a near-instant animation, 25 range difference can mean the difference between getting TK off first, or the other person getting to cast.
Because of this, the utility of further Telekinesis ranks is somewhat diminished once it's cast range is equal or greater than any relevant similar spells on the other team. At that point you can argue that Telekinesis ranks aren't as useful as Null Field, and start leveling Null Field. However, this is highly sensitive to the heroes selected in a particular game.
What probably happened is the guide writer watched one particular game from a streamer or known player, and assumed that a very game-specific skill order was applicable all the time.
Also worth noting if there are gap closers for rubick to steal - such as shukuchi or blink.
Well yeah theres a lot of situations where you need max null field instead but for a cookie cutter thing its pretty hard to imagine not maxing lift IMO.
Well AoE size is the same but the Range, Lift time and Drop Stun time all go up (25, .25, .25) respectively per level. E: If thats what you were saying, then thats what I was saying lol. Nvm.
On January 17 2014 02:25 Sn0_Man wrote: Well AoE size is the same but the Range, Lift time and Drop Stun time all go up (25, .25, .25) respectively per level. E: If thats what you were saying, then thats what I was saying lol. Nvm.
What's the consensus on QoP vs. Puck on the midlane? I had a game today as such, traded a kill with Puck at level 2, but I died a fraction of a second before he did and from there the lane was just completely lost. Someone in the game was telling me that QoP completely dominates Puck, but I'm having a hard time seeing how. Phase to dodge anything qop can throw, silence to disable blink, etc.
Also, as an aside, what the hell do you do if you fall behind in a situation like this and there's literally no place on the map to even soak xp? (Ie. a meepo in the jungle, a NP pushing out all the side lanes to the T2's and lost map control to the point where standing at T1 mid is an auto death? Are you pretty much just screwed at that point? =p
On January 17 2014 15:21 Xxazn4lyfe51xX wrote: What's the consensus on QoP vs. Puck on the midlane? I had a game today as such, traded a kill with Puck at level 2, but I died a fraction of a second before he did and from there the lane was just completely lost. Someone in the game was telling me that QoP completely dominates Puck, but I'm having a hard time seeing how. Phase to dodge anything qop can throw, silence to disable blink, etc.
Also, as an aside, what the hell do you do if you fall behind in a situation like this and there's literally no place on the map to even soak xp? (Ie. a meepo in the jungle, a NP pushing out all the side lanes to the T2's and lost map control to the point where standing at T1 mid is an auto death? Are you pretty much just screwed at that point? =p
puck is considered to have the advantage, but its pretty much the closest non mirror matchup the midlane can produce. the lane shouldnt be unwinnable after 1 death though. also, there is never a scenario where there is no where to soak exp/gold. natures prophet cant push out all 3 lanes at once, meepo cant cover the whole jungle at once (unless hes lvl 18, and even then you are allowed to take some camps for yourself). the ancients are open for anyone who can kill them (it may take a while, but if you have as little map control as you claim to then you dont have any choice). the jungle can be split between at least 2 heroes, and the lanes can still be occupied if you have the map awareness to not die. you just have to know who on the enemy team is capable of killing you, and try and figure out where they are on the map. if everyone of them can kill you solo then youve lost the game pretty much, but in most cases it will be one particular hero who can solo you, or a combination of heroes. find out where they are and avoid them. if you think theyre coming for you, you dont necessarily have to go back to base, just hide in trees somewhere until danger passes. a common mistake low lvl players always make is when theyre losing they think no lane is available for farm. the thing you have to know is even when youre losing, all lanes are still available for farm.
On January 17 2014 10:29 Staboteur wrote: The "Top 10 plays weekly" of a Dragon Knight dropping his armlet to "toggle" it while doomed still blows my mind.
It's a bug though. Doom is supposed to totally lock your inventory, including dropping/picking up items, not just disable item actives.
On January 17 2014 09:28 TheMute wrote: When you drop items on the ground, can enemy heroes see the items (and destroy them)?
Yes they can. Last night some guy from other team drops his phase boots to pick up the gem. Later I came, picked up the phase boots and destroyed it. Phase boots is like nearly double the amount of a gem which gives us chuckles.
I destroyed a midas recipe a week or so ago, turns out that someone tried to safe the courier that was about to deliver the midas recipe in a teamfight. He then dropped the midas recipe behind their t1 tower and sent the chicken to the secret shop later we push, i kill the recipe and the faceless void (the owner of the recipe) was rage-suiciding in our towers.