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Simple Questions, Simple Answers - Page 748

Forum Index > Dota 2 Strategy
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oo_Wonderful_oo
Profile Blog Joined December 2013
The land of freedom23126 Posts
Last Edited: 2014-01-16 16:28:23
January 16 2014 16:27 GMT
#14941
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.
LiquidLegends StaffFPL 25 #1 | tfw I cast games on-air | back-to-back Liquibet winner
TheYango
Profile Joined September 2008
United States47024 Posts
January 16 2014 16:59 GMT
#14942
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.
Moderator
Comeh
Profile Blog Joined July 2008
United States18919 Posts
January 16 2014 17:02 GMT
#14943
On January 17 2014 01:59 TheYango wrote:
Show nested quote +
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.
ヽ(⌐■_■)ノヽ(⌐■_■)ノヽ(⌐■_■)ノヽ(⌐■_■)ノヽ(⌐■_■)ノヽ(⌐■_■)ノDELETE ICEFROGヽ(⌐■_■)ノヽ(⌐■_■)ノヽ(⌐■_■)ノヽ(⌐■_■)ノヽ(⌐■_■)ノヽ(⌐■_■)ノヽ(
Sn0_Man
Profile Blog Joined October 2012
Tebellong44238 Posts
January 16 2014 17:02 GMT
#14944
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.
LiquidDota StaffSCIENTISTS BAFFLED | 3275929302
TheYango
Profile Joined September 2008
United States47024 Posts
January 16 2014 17:08 GMT
#14945
Fair. If you have no idea wtf you're doing, it's still probably better to have too many Telekinesis ranks than too few.
Moderator
oo_Wonderful_oo
Profile Blog Joined December 2013
The land of freedom23126 Posts
January 16 2014 17:10 GMT
#14946
Null field is pretty ridiculous though.
20% reduction sometimes is gamechanging.
LiquidLegends StaffFPL 25 #1 | tfw I cast games on-air | back-to-back Liquibet winner
Sn0_Man
Profile Blog Joined October 2012
Tebellong44238 Posts
January 16 2014 17:10 GMT
#14947
I mean, a longer stun (even if only marginally) and a longer AoE drop stun aren't exactly useless either.
LiquidDota StaffSCIENTISTS BAFFLED | 3275929302
oo_Wonderful_oo
Profile Blog Joined December 2013
The land of freedom23126 Posts
January 16 2014 17:23 GMT
#14948
On January 17 2014 02:10 Sn0_Man wrote:
I mean, a longer stun (even if only marginally) and a longer AoE drop stun aren't exactly useless either.


AoE is same iirc.
Lift is different and stun duration.
And cast range.
LiquidLegends StaffFPL 25 #1 | tfw I cast games on-air | back-to-back Liquibet winner
Sn0_Man
Profile Blog Joined October 2012
Tebellong44238 Posts
Last Edited: 2014-01-16 17:26:04
January 16 2014 17:25 GMT
#14949
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.
LiquidDota StaffSCIENTISTS BAFFLED | 3275929302
oo_Wonderful_oo
Profile Blog Joined December 2013
The land of freedom23126 Posts
January 16 2014 17:31 GMT
#14950
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.


:D
LiquidLegends StaffFPL 25 #1 | tfw I cast games on-air | back-to-back Liquibet winner
TheMute
Profile Blog Joined July 2009
United States458 Posts
January 17 2014 00:28 GMT
#14951
When you drop items on the ground, can enemy heroes see the items (and destroy them)?
Friends are simply people you can do/say vulgar things to.
rebdomine
Profile Blog Joined October 2010
6040 Posts
January 17 2014 00:33 GMT
#14952
On January 17 2014 09:28 TheMute wrote:
When you drop items on the ground, can enemy heroes see the items (and destroy them)?


They can. It actually led to a hilarious moment on iceiceice's stream since he has a habit of dropping items as a form of taunting.

"Just because you are correct doesn't mean you are right!"
Staboteur
Profile Blog Joined February 2011
Canada1873 Posts
January 17 2014 01:29 GMT
#14953
The "Top 10 plays weekly" of a Dragon Knight dropping his armlet to "toggle" it while doomed still blows my mind.
I'm actually Fleetfeet D:
Xxazn4lyfe51xX
Profile Joined October 2010
United States976 Posts
January 17 2014 06:21 GMT
#14954
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
Staboteur
Profile Blog Joined February 2011
Canada1873 Posts
Last Edited: 2014-01-17 06:38:36
January 17 2014 06:38 GMT
#14955
I'm reasonably sure that Puck vs QoP is often regarded as a really close matchup. Puck might be slightly favoured, but not sure.

Here's a discussion about it in GD
I'm actually Fleetfeet D:
evilfatsh1t
Profile Joined October 2010
Australia8915 Posts
Last Edited: 2014-01-17 06:55:19
January 17 2014 06:54 GMT
#14956
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.
TheYango
Profile Joined September 2008
United States47024 Posts
January 17 2014 08:18 GMT
#14957
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.
Moderator
Laserist
Profile Joined September 2011
Turkey4269 Posts
January 17 2014 16:13 GMT
#14958
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.
“Are you with the Cartel? Because you’re definitely an Angel.”
idonthinksobro
Profile Joined December 2010
3138 Posts
Last Edited: 2014-01-17 16:50:11
January 17 2014 16:49 GMT
#14959
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.
Sn0_Man
Profile Blog Joined October 2012
Tebellong44238 Posts
January 17 2014 16:59 GMT
#14960
Well, you can't destroy allies items on the ground so...

idonthinksobro?
LiquidDota StaffSCIENTISTS BAFFLED | 3275929302
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