Amusingly, this actually made it possible in DotA 1 to double suicide with Sunder on an ally to deny AA 2 kills.
Simple Questions, Simple Answers - Page 794
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TheYango
United States47024 Posts
Amusingly, this actually made it possible in DotA 1 to double suicide with Sunder on an ally to deny AA 2 kills. | ||
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phos4
Germany226 Posts
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ahswtini
Northern Ireland22213 Posts
On March 04 2014 17:09 phos4 wrote: how much bandwidth/data is used to watch dota 2 tournaments live ingame? i have limited internet at the moment and streams or downloding the replays is mostly impossible for me. I'm going to hazard a guess and say it's the same size as the replays, because it's the same data being transmitted. Though maybe it only streams the audio of the caster you're listening to, which would cut down on the size. | ||
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TheYango
United States47024 Posts
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Laserist
Turkey4269 Posts
On March 04 2014 17:09 phos4 wrote: how much bandwidth/data is used to watch dota 2 tournaments live ingame? i have limited internet at the moment and streams or downloding the replays is mostly impossible for me. Probably between 40-80MB/match depends on caster number and match length. | ||
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alQahira
United States511 Posts
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icystorage
Jollibee19350 Posts
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Logo
United States7542 Posts
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Bwall
Sweden145 Posts
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Whole
United States6046 Posts
On March 05 2014 15:34 Bwall wrote: Can someone please explain why arcane boots are so common on ember spirit? Intuitively phase boots just seem so much better. Arcane Boots shore up his high mana needs which gives him a more sustainable and stronger early game presence and lets him farm with Flame Guard. | ||
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TheYango
United States47024 Posts
Bottle/Perseverance are good enough for long-term mana usage. The problem is that over the course of a single fight, his mana usage is insanely high for a hero with such low Int gain, and you can't afford to wait for your Intelligence to naturally catch up. With rank 4 Sleight, you can easily spend 700+ mana in a fight at level 9-11. This is comparable to an Int hero like Lina, who has almost twice his Int gain per level, and who STILL gets Arcane Boots. For a hero who otherwise will not buy primary Int items, Arcane Boots are the most effective way to increase the size of your maximum mana pool in a fight. | ||
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JoeHannes
Germany207 Posts
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idonthinksobro
3138 Posts
On March 05 2014 21:43 JoeHannes wrote: How do I have to time Searing Chains in combination with Sleight of Fists to land it? it hits 2 random units, so anytime while sleight of fist is fine. | ||
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Tuco
China200 Posts
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oo_Wonderful_oo
The land of freedom23126 Posts
On March 05 2014 22:18 Tuco wrote: Is there a video guide on lane freezing somewhere (ie practising without people/bots) i'm finding it really hard as i always end up with two range creeps on my side pushing. You should just play more. It will be like habit, guides rarely help in lane controlling. Denying creeps from half health will help. | ||
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Logo
United States7542 Posts
On March 05 2014 22:47 oo_Wonderful_oo wrote: You should just play more. It will be like habit, guides rarely help in lane controlling. Denying creeps from half health will help. It's more complicated than that isn't it? If you just deny from 1/2 health you'll end up pulling the lane back in and eventually it'll bounce off your tower. Though that's probably a good starting point for people. Though in general isn't the idea is that you want to hit your creeps enough to even out the damage you deal by last hitting the enemy creeps with some correction for how the lane is naturally pushing. | ||
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idonthinksobro
3138 Posts
On March 05 2014 23:19 Logo wrote: It's more complicated than that isn't it? If you just deny from 1/2 health you'll end up pulling the lane back in and eventually it'll bounce off your tower. Though that's probably a good starting point for people. Though in general isn't the idea is that you want to hit your creeps enough to even out the damage you deal by last hitting the enemy creeps with some correction for how the lane is naturally pushing. you can always hit the enemy creeps but you can hit your creeps only when they are half health. So denying your own creeps early is a good thing because if the enemy creeps are pushing you can just hit them a couple more times. It gets tricky at the catapult wave because of the agro on that thing, creeps will only attack it if there is no other target but you need to hit it a million times to kill it with your hero. | ||
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ahswtini
Northern Ireland22213 Posts
If there IS a wave pushing towards your tower, you can always kite/tank the wave outside of your tower range to hold it there until your next wave comes in. This will keep the equilibrium out of range of your tower but still at a safe spot. | ||
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oo_Wonderful_oo
The land of freedom23126 Posts
On March 05 2014 23:19 Logo wrote: It's more complicated than that isn't it? If you just deny from 1/2 health you'll end up pulling the lane back in and eventually it'll bounce off your tower. Though that's probably a good starting point for people. Though in general isn't the idea is that you want to hit your creeps enough to even out the damage you deal by last hitting the enemy creeps with some correction for how the lane is naturally pushing. It's all about laning. I never think about freezing on lane in pubs because when i start doing it, suddenly i discover that some blockhead is single-pulling, after it all my dreams about holy freeze are dead usually :D You just have to control amount of creeps health, that's habit. You can't learn it fast, need to play a lot. It's not League of Legends where both adcs are just smashing creeps and lane in every elo behind high diamond is 95% of time is in the middle. Sometimes you even have to autoattack to balance lane, and usually you know, every newbie knows that he has to lasthit only. | ||
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TheYango
United States47024 Posts
On March 05 2014 23:42 ahswtini wrote: Hitting your own creeps as soon as they drop below half health is generally good, but if you see that the lane is going to get pushed under your tower, you should stop. It really just takes some game experience to know where the equilibrium is going to end up. If there IS a wave pushing towards your tower, you can always kite/tank the wave outside of your tower range to hold it there until your next wave comes in. This will keep the equilibrium out of range of your tower but still at a safe spot. Letting the creep wave go under your tower is ok as long as you *know* it's going to die before the next wave gets there. The natural equilibrium of the safe lane is much further from the tower now, so actually letting the previous wave hit tower and fight your creeps a little bit actually tends to be fine because of how much slower the off-lane creep wave comes now. If you manage it right, the creep wave will die under tower fighting your new safe lane creep wave, and your safe lane creep wave will meet the enemy's new off-lane creep wave after having taken a tiny bit of damage, allowing you to pull it back again. It only really becomes a problem when the creep buildup becomes so much that your creep wave can't kill it in time, and the next oncoming creep wave still meets under tower. THEN the lane pushes out. | ||
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