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Simple Questions, Simple Answers - Page 795

Forum Index > Dota 2 Strategy
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lolfail9001
Profile Joined August 2013
Russian Federation40190 Posts
March 05 2014 17:16 GMT
#15881
Simple question (no client with me to test this): so reality rift teleports all CK's illusions no matter how far are they, right? Simply i theorycrafted that RFO on CK would be insane if that's the case.
DeMoN pulls off a Miracle and Flies to the Moon
Sn0_Man
Profile Blog Joined October 2012
Tebellong44238 Posts
March 05 2014 17:18 GMT
#15882
Wiki it then

Illusions belonging to Chaos Knight within a range of 1400 will be teleported to the same position as the original. Illusions will not gain the bonus damage.
LiquidDota StaffSCIENTISTS BAFFLED | 3275929302
TheYango
Profile Joined September 2008
United States47024 Posts
March 05 2014 17:18 GMT
#15883
It doesn't teleport regardless of distance. You should reread the skill.
Moderator
lolfail9001
Profile Joined August 2013
Russian Federation40190 Posts
March 05 2014 17:22 GMT
#15884
On March 06 2014 02:18 TheYango wrote:
It doesn't teleport regardless of distance. You should reread the skill.

Ah i missed this. Sadly... granted, double phantasm with relocate would be broken no matter how you put it.
DeMoN pulls off a Miracle and Flies to the Moon
Ryder.
Profile Joined January 2011
1117 Posts
March 05 2014 21:50 GMT
#15885
I've heard people say certain pros 'abused' ranked MMR by playing CD mode to increase their MMR...can anyone explain what this was?
idonthinksobro
Profile Joined December 2010
3138 Posts
Last Edited: 2014-03-05 22:16:43
March 05 2014 22:15 GMT
#15886
On March 06 2014 06:50 Ryder. wrote:
I've heard people say certain pros 'abused' ranked MMR by playing CD mode to increase their MMR...can anyone explain what this was?


they queue on servers with a small playerbase and enter ridicilous language settings so they almost always get in the same game on the same side. So they basically stack but get full solo mmr for a win.
LuckoftheIrish
Profile Joined November 2011
United States4791 Posts
March 05 2014 22:48 GMT
#15887
And then, though I don't know that any did this, you can use the countdown dodges to avoid those times when you don't end up on the same team.
On Twitter @GosuGamers_LotI | Grubby has a huge head!
Jonoman92
Profile Blog Joined September 2006
United States9111 Posts
March 05 2014 23:23 GMT
#15888
On March 06 2014 07:15 idonthinksobro wrote:
Show nested quote +
On March 06 2014 06:50 Ryder. wrote:
I've heard people say certain pros 'abused' ranked MMR by playing CD mode to increase their MMR...can anyone explain what this was?


they queue on servers with a small playerbase and enter ridicilous language settings so they almost always get in the same game on the same side. So they basically stack but get full solo mmr for a win.


Not sure how this would work. If they have much higher MMR than their opponents they'd still only get a small amount of points per win. Saw Merlini get +1 for a standard solo que match yesterday.
rebdomine
Profile Blog Joined October 2010
6040 Posts
Last Edited: 2014-03-06 01:36:48
March 06 2014 01:34 GMT
#15889
I've been looking at playing a lot more AA lately. However, I heard that nowadays he is picked more for Chilling Touch combos rather than Cold Feet combos. What exactly combos well with Chilling Touch?

For now, I've had a bit of success with using it in conjunction with a Luna in our trilane, as CT + Vortex + 3 ranged heroes hitting an enemy offlaner seems to deal a lot of damage. Are ranged heroes generally better partners for CT?
"Just because you are correct doesn't mean you are right!"
TheYango
Profile Joined September 2008
United States47024 Posts
March 06 2014 02:37 GMT
#15890
Ranged heroes are generally better targets for Chilling Touch because in fights they typically get to autoattack more often. However, there is one caveat: your lineup has to have a sufficient frontline to support the back-line ranged heroes being able to stand and use all the Chilling Touch charges. If you've drafted a team where you don't have sufficient frontline disables and your teamfights play out such that your team is largely kiting/running, then Chilling Touch is less good because in many cases the supports in those kinds of teamcomps have to just throw their skills and run without getting to look back and autoattack.

So really, Chilling Touch fits a lineup with ranged heroes BUT it has to be one where the ranged heroes can stably stand and fight due to the typical layout of teamfights.
Moderator
idonthinksobro
Profile Joined December 2010
3138 Posts
Last Edited: 2014-03-06 08:13:12
March 06 2014 06:07 GMT
#15891
how do you stop a ds, axe, dazzle agressive trilane? I did it with a couple of friends and pretty much every game was a complete stomp, usually an early double or tripple kill for a sub 5 minute t1.

So what you do is kidnap their first creepwave, to get fast lvl 2 and then fight you with your creeps and a level advantage. You can't run from ion shell/surged axe, can't kill him because of grave.
Eriksen
Profile Joined December 2012
Micronesia720 Posts
March 06 2014 06:18 GMT
#15892
On March 06 2014 15:07 idonthinksobro wrote:
how do you stop a ds, axe, dazzle agressive trilane? I dit it with a couple of friends and pretty much every game was a complete stomp, usually an early double or tripple kill for a sub 5 minute t1.

So what you do is kidnap their first creepwave, to get fast lvl 2 and then fight you with your creeps and a level advantage. You can't run from ion shell/surged axe, can't kill him because of grave.


Does Omni's repel work in this case?
Whether it has ended with a happy ending or sad, I never was an important thing to you.
TheYango
Profile Joined September 2008
United States47024 Posts
March 06 2014 07:13 GMT
#15893
Generally you dodge the trilane and hope to make back the deficit midgame. Axe creep-skipping trilanes have been picked to control the early game before, but if Axe loses his tempo the game rapidly degrades for him. You can't stop the trilane so losing any kills to it is just bad play.

If you can dodge the trilane and have a strong pushing support, Axe/Dazzle/DS don't take towers quickly so you can race them for a tower trade or force them to swap back lanes, which buys you a lot of time.
Moderator
Kreb
Profile Joined September 2010
4834 Posts
Last Edited: 2014-03-06 10:15:11
March 06 2014 09:54 GMT
#15894
On March 06 2014 16:13 TheYango wrote:
Generally you dodge the trilane and hope to make back the deficit midgame. Axe creep-skipping trilanes have been picked to control the early game before, but if Axe loses his tempo the game rapidly degrades for him. You can't stop the trilane so losing any kills to it is just bad play.

If you can dodge the trilane and have a strong pushing support, Axe/Dazzle/DS don't take towers quickly so you can race them for a tower trade or force them to swap back lanes, which buys you a lot of time.

That doesnt seem reasonable to me. Dodging trilanes means you generally put one guy on "soak whatever you can"-duty in that lane. Kinda like a normal offlane. Then you play 4v2 on the rest of the map and hope to make up for it elsewhere. But if they're creepskipping you cant stay at your tower (they'll dive and kill you) so theres absolutely nothing to gain being there. So if you dodge completely then you're splitting the farm worth of two lanes and maybe a few jungle camp between 5 players. Not to mention with that it will take them at most 2 creep waves for them to take down your T1 if you dodge completely. Thats 1min. Afterwards they will either do the same to your T2, rotate with their Tower/Farm advantage or just farm up your entire jungle, all of which are bad for you.

You're probably better off just picking a normal strong defensive trilane with a carry with a good nuke/stun/slow. Two strong ranged nuking/stunning/slowing support + a nuking/stunning/slowing carry (pref ranged too) can deal with stuff like that too. A stun/slow after or during surge and after that he cant reach you. I imagine a veno could shit on that lane, just as an example. Lich probably too. The ultimate lane-winner Viper could probably have fun there too. Or just your average setup stun (venge-type) + follow up stun (Lina/Lesh-type) + carry nuke (Luna-type). Theres no unexpected burst coming from such a trilane, just tankiness and sustain and creep-skipping-potential. Axe might be tanky but theres no hero in the game the can survive a well executed combo from 3 good nukers if they're all lvl 2-3 or so.

The way to stop snowballs isnt to let it roll and fight it after 5min. You fight it before it starts.

On a sidenote I'd be more scared of the Abaddon version of that trilane over the Dazzle version. Grave isnt that amazing lvl 1 spell. Apothic is, though.
Jotoco
Profile Joined October 2010
Brazil1342 Posts
March 06 2014 14:03 GMT
#15895
On March 06 2014 16:13 TheYango wrote:
Generally you dodge the trilane and hope to make back the deficit midgame. Axe creep-skipping trilanes have been picked to control the early game before, but if Axe loses his tempo the game rapidly degrades for him. You can't stop the trilane so losing any kills to it is just bad play.

If you can dodge the trilane and have a strong pushing support, Axe/Dazzle/DS don't take towers quickly so you can race them for a tower trade or force them to swap back lanes, which buys you a lot of time.


In pubs I would say the strategy is 100% fool proof.

When I try to argue that we should just abandon a lane because else people will be feeding, generally I'm met with rage vitriol. Then people just feed and then these people are met with rage and vitriol... And they don't understand that some lanes you simply CAN'T win. And feeding kills is just worse.

oo_Wonderful_oo
Profile Blog Joined December 2013
The land of freedom23126 Posts
Last Edited: 2014-03-06 14:34:49
March 06 2014 14:30 GMT
#15896
On March 06 2014 15:07 idonthinksobro wrote:
how do you stop a ds, axe, dazzle agressive trilane? I did it with a couple of friends and pretty much every game was a complete stomp, usually an early double or tripple kill for a sub 5 minute t1.

So what you do is kidnap their first creepwave, to get fast lvl 2 and then fight you with your creeps and a level advantage. You can't run from ion shell/surged axe, can't kill him because of grave.


Get Abaddon, push other lanes.
Axe won't scale, DS won't have farm, Dazzle will be free meat because people in pub tend to max heal and poison and have shallow grave on one point.

If they have carry on other side, smash him by your lane, push him out of game, do same against their midlaner with aggressive roaming.
Axe and company will get two towers and they can't do anything besides it. Not worth.

On March 06 2014 10:34 rebdomine wrote:
I've been looking at playing a lot more AA lately. However, I heard that nowadays he is picked more for Chilling Touch combos rather than Cold Feet combos. What exactly combos well with Chilling Touch?

For now, I've had a bit of success with using it in conjunction with a Luna in our trilane, as CT + Vortex + 3 ranged heroes hitting an enemy offlaner seems to deal a lot of damage. Are ranged heroes generally better partners for CT?


AA was always very strong but after Chilling Touch upgrade, his power is just ridiculous. Usually we use him as midlaner in combine with bunch of other globals which is ok but as support he's ridiculously good, especially with typical CK-AA lane. You always expect CK to hit like a truck, but with Chilling Touch his damage output is just outworld. CK should go soul ring though, it's worth investment.

Even though, AA has huge problem that you can't let him be underleveled. He needs his ult, he needs levels, he needs at least pt/arcanes, urn and some money. So in that case, he's a bit weak so if you want to shutdown him, go ham as early as possible.
LiquidLegends StaffFPL 25 #1 | tfw I cast games on-air | back-to-back Liquibet winner
Jotoco
Profile Joined October 2010
Brazil1342 Posts
March 06 2014 14:41 GMT
#15897
On March 06 2014 18:54 Kreb wrote:
Show nested quote +
On March 06 2014 16:13 TheYango wrote:
Generally you dodge the trilane and hope to make back the deficit midgame. Axe creep-skipping trilanes have been picked to control the early game before, but if Axe loses his tempo the game rapidly degrades for him. You can't stop the trilane so losing any kills to it is just bad play.

If you can dodge the trilane and have a strong pushing support, Axe/Dazzle/DS don't take towers quickly so you can race them for a tower trade or force them to swap back lanes, which buys you a lot of time.

That doesnt seem reasonable to me. Dodging trilanes means you generally put one guy on "soak whatever you can"-duty in that lane. Kinda like a normal offlane. Then you play 4v2 on the rest of the map and hope to make up for it elsewhere. But if they're creepskipping you cant stay at your tower (they'll dive and kill you) so theres absolutely nothing to gain being there. So if you dodge completely then you're splitting the farm worth of two lanes and maybe a few jungle camp between 5 players. Not to mention with that it will take them at most 2 creep waves for them to take down your T1 if you dodge completely. Thats 1min. Afterwards they will either do the same to your T2, rotate with their Tower/Farm advantage or just farm up your entire jungle, all of which are bad for you.

You're probably better off just picking a normal strong defensive trilane with a carry with a good nuke/stun/slow. Two strong ranged nuking/stunning/slowing support + a nuking/stunning/slowing carry (pref ranged too) can deal with stuff like that too. A stun/slow after or during surge and after that he cant reach you. I imagine a veno could shit on that lane, just as an example. Lich probably too. The ultimate lane-winner Viper could probably have fun there too. Or just your average setup stun (venge-type) + follow up stun (Lina/Lesh-type) + carry nuke (Luna-type). Theres no unexpected burst coming from such a trilane, just tankiness and sustain and creep-skipping-potential. Axe might be tanky but theres no hero in the game the can survive a well executed combo from 3 good nukers if they're all lvl 2-3 or so.

The way to stop snowballs isnt to let it roll and fight it after 5min. You fight it before it starts.

On a sidenote I'd be more scared of the Abaddon version of that trilane over the Dazzle version. Grave isnt that amazing lvl 1 spell. Apothic is, though.


The problem with your solution is that you need to draft against it. And we usually are talking about pubs here, and all pick. In this scenario you can't counter pick. You can't even suggest a counter pick, usually. Then you are left with the option to let then have 2 towers and then stop farming, because they can't creep skip your T3 usually they can't even the T2, but after they take down these towers, they can't farm that lane anymore, it is just too far back.

They might try to push other lanes, but usually then you will have at least a bit of farm in other heroes and you can 5 man defend, or even 4 man and let your carry farm the now very safe lane (it is near your T2/T3).

Even if you end up giving up a few more towers, axe/ds have good mid game presence, but not very good late game. If you don't feed then, even with tower gold they will not be able to snowball, and you should be able to farm, since they will be pushing your towers you just clear the creep waves.

Off course this is not possible with ALL line ups, but nothing is.
DinoMight
Profile Blog Joined June 2012
United States3725 Posts
March 06 2014 16:16 GMT
#15898
Hi all,

Super noob here. I've only watched 1-2 games of Pro Dota2..I play Tinker mostly.. is it ever a good idea to get both Blink Dagger AND Force Staff?

My build is usually something like Soul Ring, BoT, Blink Dagger, Scythe, Dagon(up to lvl5). Sometimes I play lasers/rockets when I want to gank a lot with friends but otherwise I go march/lasers max first. I have problems late game escaping when I need to because of the fact that Blink has a combat cooldown. Characters like Viper hose me because they just need to get one right click in and then I can't ever escape :/

Also I want to be able to blinkd exactly where i want to chase a guy and nuke him but then I need to escape and the TP out is way too slow :/ so I'm thinking adding a Force Staff later would be a good idea?

Thanks!
"Wtf I come back and find myself in camp DinoMight all of a sudden, feels weird man." -Wombat_NI
Sn0_Man
Profile Blog Joined October 2012
Tebellong44238 Posts
March 06 2014 16:19 GMT
#15899
Lots of heroes get blink + force but tinker certainly isn't one of them.

As with any other hero, don't blink into certain death is basically the advice. Consider going for the Dagon + Ethereal blade build as that allows you to buy a ghost sceptre early (which u can rearm for basically permanent physical immunity) as well as have a nice high level dagon for longer-range nukeing.

I'm fairly certain you can also rearm blink even while taking damage and if you time it right (does shift queuing work with an on-cd dagger?) just blink out.
LiquidDota StaffSCIENTISTS BAFFLED | 3275929302
Firebolt145
Profile Blog Joined May 2010
Lalalaland34510 Posts
March 06 2014 16:24 GMT
#15900
Tinker can get Blink + Force if the game calls for it.
Moderator
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